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})

AbilityCommandCostWhat it does
Alter Admixture{action:alter admixture}explorationRequirements 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 actionsthrows three vials of the same contact poison into a burst within 60 feet: everyone in it is ex
Quick Bomber{action:quick bomber}1 actionYou keep your bombs and bomb-related reagents in easy-toreach pouches from which you draw without th
Regurgitate Mutagen{action:regurgitate mutagen}1 actionRequirements You are under the effects of a mutagen. You redirect a mutagen within your body to spit
Retaliatory Cleansing{action:retaliatory cleansing}reactionTrigger You would take damage from an adjacent creature's Strike. Requirements You're holding holy w
Revivifying Mutagen{action:revivifying mutagen}1 actionUnder 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})

AbilityCommandCostWhat it does
Apparition Cloud{action:apparition cloud}reactionTrigger 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 actionAfter a non-cantrip spell: +1d6 spirit on your Strikes this turn.
Apparition's Quickening{action:apparition's quickening}1 actionYour 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 actionRegain 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 actionsCast Avatar from your 10th-rank apparition slot as your primary apparition's avatar form.
Banish Falsehoods of Flesh{action:banish falsehoods of flesh}1 actiona 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 actionIn 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 actionwhenever you cast or Sustain an apparition or vessel spell that deals energy damage you gain a
Conceal Spell{action:conceal spell}2 actionsYour 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 actionWhen you Leap, Step or Tumble Through: also Sustain an apparition spell or vessel spell.
Echoing Channel{action:echoing channel}1 actionYour 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 actionroots, vines and plant life under your feet fight on your behalf while you stand your ground.
Grasping Spirits Spell{action:grasping spirits spell}1 actionYour next ranged single-target spell reaches 30 feet farther and pulls the enemy closer (once per 10 minutes).
Grudge Strike{action:grudge strike}2 actionsRequirements Your attuned apparition grants Heraldry Lore or Underworld Lore as an apparition skill.
Invocation of Otherworldliness{action:invocation of otherworldliness}1 actionYour spirit familiar becomes incorporeal for 1 minute (precision immunity, physical resistance, force weakness).
Jester's Gambol{action:jester's gambol}1 actioncarefree, unpredictable movement: you ignore difficult terrain and resist natural threats.
Relinquish Control{action:relinquish control}free actionAs 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 actionsRequirements 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}explorationYour allied apparitions ward you against the predations of their restless peers. You and allies in a
Spirit's Sacrifice{action:spirit's sacrifice}free actionWhen you would die: live, regain twice your level in HP, Wounded at most 1.
Spiritual Expansion Spell{action:spiritual expansion spell}1 actionYour next burst, cone or line spell with no duration grows by 5 feet.
Spiritual Spellshape Stance{action:spiritual spellshape stance}1 actiononce 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})

AbilityCommandCostWhat 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 actiontransforms into their animal with the effects of 3rd-rank Animal Form, using their own statisti
Animalistic Brutality{action:animalistic brutality}1 actiondeepens their animal instincts: the bestial rage unarmed attack gains backswing, forceful, parr
Annihilating Swing{action:annihilating swing}2 actionsYou have embraced brute destructive power. You make a melee Strike that ignores any resistances the
Barreling Charge{action:barreling charge}2 actionsYou rush forward, moving enemies aside to reach your foe. You Stride, attempting to move through you
Bashing Charge{action:bashing charge}2 actionsStride twice, bashing through an obstacle with Athletics (+1).
Brutal Crush{action:brutal crush}1 actionRequirements 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 actionYou 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}reactionOn destroying an undead: allies get +1 (+2 for 2 rounds) status to attack and damage against undead.
Creature Comforts{action:creature comforts}reactionFrightened -1 while polymorphed.
Desperate Wrath{action:desperate wrath}free actionTrigger Your turn begins, and your current Hit Points are at half your maximum or less. Your blood b
Determined Dash{action:determined dash}2 actionsStride twice, ignoring difficult terrain, greater difficult terrain and penalties to Speed (Ath
Disarming Assault{action:disarming assault}1 actionYou 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 actiontransforms 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 actionsprouts dragon wings: while raging a fly Speed equal to their land Speed; landing standing with
Elemental Explosion{action:elemental explosion}2 actionsRequirements You're raging, and you haven't used this ability since you last Raged. You unleash the
Embrace the Pain{action:embrace the pain}reactionAthletics (Grapple) against the creature that hit you in melee.
Farabellus Flip{action:farabellus flip}reactionTrigger An enemy targets you with a melee Strike. Surprisingly agile even in a breastplate and carry
Follow-Up Assault{action:follow-up assault}1 actionRequirements You used your previous action to make a melee Strike that missed. Even in the face of f
Friendly Toss{action:friendly toss}2 actionsRequirements You are adjacent to an ally and have one or more hands free. You toss your friends arou
Furious Finish{action:furious finish}1 actionDesperate 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 actionsrushes forward: Stride up to five times in a straight line (eight if they used 3 actions); Athl
Furious Vengeance{action:furious vengeance}reactionTrigger An enemy within your melee reach critically hits you with a melee Strike. Your enemy's blow
Ghost Wrangler{action:ghost wrangler}1 actionuntil 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 actionuntil their rage ends, all their melee weapons and unarmed attacks gain **10-foot reach** (no c
Giant's Stature{action:giant's stature}1 actionRequirements You are Medium or smaller. You grow to incredible size. You become Large, increasing yo
Impaling Thrust{action:impaling thrust}2 actionsRequirements 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 actionWhile raging: reduce Enfeebled by 1.
Intimidating Strike{action:intimidating strike}2 actionsYour blow not only wounds creatures but also shatters their confidence. Make a melee Strike. If you
Mage Hunter{action:mage hunter}2 actionsRequirements 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 actionAccess 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 actionpushes back their rage to think clearly: until the end of this turn they can use concentrate ac
No Escape{action:no escape}reactionkeeps pace with the retreating enemy: Stride up to their Speed, following it and keeping it in
Oversized Throw{action:oversized throw}2 actionsRequirements You have one or more hands free. With a great heave, you seize a piece of your surround
Penetrating Projectile{action:penetrating projectile}2 actionsRequirements You are wielding a ranged or thrown weapon that deals piercing damage. Your projectiles
Perfect Clarity{action:perfect clarity}reactionburns out all their rage: **reroll** the failed attack roll or Will save with a **+2 circumstan
Predator's Pounce{action:predator's pounce}1 actionStrides 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 actionEnter your rage (damage bonus, temporary HP).
Renewed Vigor{action:renewed vigor}1 actionThrough the haze of battle, you quickly recover your raging vigor. You gain temporary Hit Points equ
Resounding Blow{action:resounding blow}2 actionsRequirements You are wielding a melee weapon that deals bludgeoning damage. You strike your enemy in
Rip and Tear{action:rip and tear}1 actionRequirements 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 actionTrigger 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 actionstokes an ally's fury: one willing creature within 30 feet gains the effects of the Rage action
Silencing Strike{action:silencing strike}1 actionA 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 actioncalls a wisp that makes a melee wisp rush unarmed attack on an enemy within 120 feet: martial p
Spirits' Interference{action:spirits' interference}1 actionuntil 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 actionsWith 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 actionsBarbarian You swing at a foe while mid-leap. Fighter You make an impressive leap and swing while you
Sunder Spell{action:sunder spell}2 actionsYou draw upon your superstitious fury to destroy a spell. Make a melee Strike with a weapon or unarm
Swipe{action:swipe}2 actionsYou 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}reactionAfter a critical hit on an adjacent enemy: Grapple it.
Terrifying Howl{action:terrifying howl}1 actionWhile raging: Demoralize every enemy within 30 feet.
Thrash{action:thrash}1 actionRequirements You have an enemy Grabbed or Restrained. You thrash your foe around. An enemy you have
Towering Transformation{action:towering transformation}reactionTrigger Your size increases due to a polymorph effect. The physical growth of your transformation is
Unbalancing Sweep{action:unbalancing sweep}3 actionsShove or Trip up to three enemies in reach, a check each, one shared penalty.
Unstoppable Juggernaut{action:unstoppable juggernaut}reactionEnd your rage to stay at 1 HP, wounded +2.
Vengeful Strike{action:vengeful strike}reactionTrigger A creature within your reach succeeds at an attack against you. Requirements You're under th
Vicious Evisceration{action:vicious evisceration}2 actionsYou 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 actionsYou attack all nearby adversaries. Make a melee Strike against each enemy within your melee reach. E
Whirlwind Toss{action:whirlwind toss}1 actionThrashes with Collateral Thrash applying to every adjacent enemy, then throws the Grabbed creat
Wounded Rage{action:wounded rage}reactionWhen 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})

AbilityCommandCostWhat 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}reactionTrigger You would take damage from a Strike or spell that doesn't have the death trait or otherwise
Annotate Composition{action:annotate composition}explorationBy putting composition to paper, you can create a source of stirring words or song that others can r
Bestial Snarling{action:bestial snarling}1 actionIntimidation or Performance against each adjacent enemy's Will DC: Frightened 1 (2 for an animal).
Call and Response{action:call and response}1 actionYour next 1-round composition cantrip becomes a call: one ally can extend it by 1 round.
Chaotic Spell{action:chaotic spell}1 actionYour next acid, cold, electricity, fire or sonic spell takes a random damage type with an extra effect.
Combat Reading{action:combat reading}1 actionthe GM secretly rolls a check against the higher of an engaged enemy's Deception or Stealth DC
Courageous Advance{action:courageous advance}1 actionYour next Courageous Anthem lets one ally who gains its bonus use their reaction to Stride.
Courageous Assault{action:courageous assault}1 actionWith 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 actionYou use your performance to orchestrate an onslaught against your enemies. If your next action is to
Defensive Coordination{action:defensive coordination}1 actionYour next Rallying Anthem lets you and one ally who gains its bonus Raise a Shield.
Earworm{action:earworm}explorationBy 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 actionAs your turn begins: Sustain one of your active class spells.
Emotional Push{action:emotional push}reactionAn enemy fails its save against your emotion spell: it is Off-Guard to your next attack.
Grand Dance{action:grand dance}1 actionFrom Masquerade of Seasons Stance: Stride up to your Speed, walking on air.
Harmonize{action:harmonize}1 actionYour 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 actionsthey Perform and cast 8th-rank Mad Monkeys three times (apparitions instead of monkeys), each a
Helt's Spelldance{action:helt's spelldance}1 actionPerformance vs everyone's Perception DC, Stride once or twice, then Cast a Spell.
In Tune{action:in tune}1 actionYour next emanation composition spreads from a willing ally within 60 feet instead of you.
Inspiring Resilience{action:inspiring resilience}reactionAllies 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 actionStance: resistance 5 to water, fire, void or cold (half your level from 12th).
Melodious Spell{action:melodious spell}1 actionYour next spell gains the subtle trait; you can fold in a Diversion, Demoralize, Perform or Request.
Musical Summons{action:musical summons}3 actionscasts summon animal and a one-action composition spell.
Pack Performance{action:pack performance}reactionTrigger A creature counteracts or disrupts the spell you're casting. Requirements You have an animal
Pirouette{action:pirouette}reactionRequirements 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 actionYour next spell's range grows by 30 feet.
Resounding Finale{action:resounding finale}reactionEnd 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}reactionRequirements The ally hasn't acted in the current combat. Trigger An ally's turn begins. You announc
Shared Sight{action:shared sight}1 actionYour next non-cantrip spell on allies gives them your spiritsense for a minute.
Triumphant Inspiration{action:triumphant inspiration}free actionTrigger You critically hit a foe with a melee weapon Strike or a melee unarmed attack. With a triump
True Hypercognition{action:true hypercognition}1 actioninstantly 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 actionYour 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})

AbilityCommandCostWhat it does
Agile Shield Grip{action:agile shield grip}1 actionRequirements You are wielding a shield with a shield boss or shield spikes in one hand. You change y
Banishing Blow{action:banishing blow}reactionTrigger You use your champion's reaction, triggered by a fiend within your reach. The erratic telepo
Blessed Counterstrike{action:blessed counterstrike}1 actionRequirements 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 actionsWith 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 actionAn 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}reactionwarps space in their aura: each square the attack or creature passes through counts as triple t
Everstand Stance{action:everstand stance}1 actionyou wield your shield with both hands: the shield boss or spikes weapon die goes up one step, a
Everstand Strike{action:everstand strike}1 actionRequirements You are wielding a shield in two hands. Your follow-up blow leaves you an opening to se
Expand Aura{action:expand aura}1 actionexpands 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 actionRequirements Your Strikes currently deal extra damage from your champion's reaction. Make a Strike a
Impassable Wall Stance{action:impassable wall stance}1 actionYou 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}reactionAllies within 30 feet get +1 (+2 vs undead) to their Will save against the triggering effect.
Knock Sense{action:knock sense}1 actionYou attack carefully to knock some sense into a creature whose actions aren't their own. Make a Stri
Miraculous Intervention{action:miraculous intervention}reactionDisrupt 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}reactionTrigger You are hit by a Strike that deals physical damage. With divine awareness, you twist your bo
Shield Block{action:shield block}reactionReduce 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}reactionYou and an ally raising a shield next to you have Standard Cover.
Smite{action:smite}1 actionYou 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 actionRequirements 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})

AbilityCommandCostWhat 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 actionYour 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 actionsCost 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 actionYour next Harm on one undead of level up to yours - 3 controls it unless it saves.
Consecrate Spell{action:consecrate spell}1 actionYour 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 actionYour 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 actionYour next single-target damage spell also splashes adjacent creatures for its rank.
Divine Infusion{action:divine infusion}1 actionYour 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}reactionTrigger 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 actionYour next 1- or 2-action Heal or Harm also affects a second creature, one harmed and one healed.
Echoing Channel{action:echoing channel}1 actionYour 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}explorationCarefully etching a sacred image into a physical object, you steel yourself for battle. You can spen
Heroic Recovery{action:heroic recovery}1 actionThe restorative power of your healing invigorates the recipient. If the next action you use is to ca
Martyr{action:martyr}1 actionYour next Heal or Harm on one ally costs you 1d8 HP per rank and heals them the same.
Miraculous Intervention{action:miraculous intervention}reactionDisrupt 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 actionRequirements Your most recent action was to cast a non-cantrip spell with the healing trait. You tra
Raise Symbol{action:raise symbol}1 actionRequirements 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 actionYour next spell's range grows by 30 feet.
Rebounding Smite{action:rebounding smite}reactionTrigger You miss with your Strike during Channel Smite. The energy from your smite persists for a mo
Remediate{action:remediate}1 actionYour 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 actionsRequirements 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 actionA 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 actionDestroy an undead minion; your next necromancy spell (rank up to half its level) costs no slot.
Spellshape Channel{action:spellshape channel}free actionuses 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 actionYour 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})

AbilityCommandCostWhat it does
Adaptive Stratagem{action:adaptive stratagem}free actionOn rolling initiative: swap one prepared tactic for another from your folio.
Banner Twirl{action:banner twirl}1 actionYou 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 actionAllies in the aura reduce Frightened by 1 and can roll a new save against a mental effect.
Battle Medicine{action:battle medicine}1 actionPatch someone up in combat (a healer's toolkit).
Combat Assessment{action:combat assessment}1 actionYou 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 actionsYou shout out bewildering but authoritative commands while imitating the voices, linguistic quirks,
Defensive Swap{action:defensive swap}reactionYou or an adjacent ally is attacked: swap places; the one not targeted becomes the target.
Defiant Banner{action:defiant banner}1 actionYou and allies in the banner's aura resist physical damage equal to your Intelligence modifier.
Demand Surrender{action:demand surrender}2 actionsRequirements 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 actionRequirements You are wielding a ranged weapon. Your ranged attack helps guide your allies into strik
Mercenary Reversal{action:mercenary reversal}2 actionsRequirements 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 actionYou 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}reactionDisrupt an adjacent enemy's reaction (an attack roll if it outlevels you).
Set-Up Strike{action:set-up strike}1 actionYour attack makes it difficult for your enemy to defend themselves against your allies' attacks. Att
Shield Block{action:shield block}reactionReduce the damage a hit deals with your shield.
Standard-Bearer's Sacrifice{action:standard-bearer's sacrifice}reactionTrigger An opponent targets an ally with a ranged attack, you are observing both of them, and you ar
Unsteadying Strike{action:unsteadying strike}1 actionYour attack makes your opponent more susceptible to follow-up maneuvers from your allies. Make a mel
Druid45

Abilities (Combat tab and {action})

AbilityCommandCostWhat it does
Bizarre Transformation{action:bizarre transformation}1 actionYour next Untamed Form can change one unarmed attack's damage type.
Brutal Crush{action:brutal crush}1 actionRequirements 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}reactionFrightened -1 while polymorphed.
Cryptic Spell{action:cryptic spell}1 actionIn natural terrain, your next spell gains the subtle trait.
Current Spell{action:current spell}1 actionAs 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}reactionTrigger A creature you're aware of critically succeeds on a Strike against you. Requirements You're
Deimatic Display{action:deimatic display}1 actionOne 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}explorationThe tracks you leave behind are strange, somehow disconcerting and unnerving—they might travel backw
Effortless Concentration{action:effortless concentration}free actionAs your turn begins: Sustain one of your active class spells.
Explosive Metamorphosis{action:explosive metamorphosis}1 actionYour 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 actionYour next Untamed Form is 2 ranks lower but lasts up to an hour.
Garland Spell{action:garland spell}1 actionYour 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 actionResistance 3+ to physical damage until your next turn.
Healing Transformation{action:healing transformation}1 actionYour 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 actionYour 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 actionYour next spell ignores resistance equal to your level to acid, cold, electricity, fire and sonic.
Pesh Skin{action:pesh skin}1 actionRequirements You are transformed into a plant by a polymorph spell. Your plant form sprouts hundreds
Purifying Spell{action:purifying spell}1 actionYour 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 actionYour next spell's range grows by 30 feet.
Reactive Transformation{action:reactive transformation}reactiontransforms with Untamed Form into a shape from the prerequisite feats chosen by the trigger; th
Rip and Tear{action:rip and tear}1 actionRequirements Your last action dealt piercing or slashing damage using an unarmed Strike granted by a
Sheltering Cave{action:sheltering cave}explorationRequirements You're standing on ground composed of earth, stone, or a similar material. You spend 10
Shield Block{action:shield block}reactionReduce the damage a hit deals with your shield.
Snowdrift Spell{action:snowdrift spell}1 actionYour 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 actionYour 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 actionA 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 actionYour 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}reactionYour size grows: Shove or Trip an adjacent creature.
Towering Transformation{action:towering transformation}reactionTrigger 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 actionscasts 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}explorationYou cultivate a seed that can sprout into a wooden staff, vine whip, or another weapon. You spend 10
Widen Spell{action:widen spell}1 actionYour 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})

AbilityCommandCostWhat it does
A Challenge for Heroes{action:a challenge for heroes}2 actionsAn 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 actionsA Strike; on a hit a Fortitude save or blinded 1 round.
Brandish the Gorgon's Gaze{action:brandish the gorgon's gaze}1 actionRaise the aegis: a Shield Block slows the attacker.
Break the Sun's Legs{action:break the sun's legs}2 actionsA 9th-rank Darkness burst; greater darkvision.
Burn out of Time{action:burn out of time}2 actionsA Strike with +3d8 spirit and +3d8 void damage.
Coiling Serpents{action:coiling serpents}2 actionsA 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 actionsa Diplomacy Request or Intimidation Demoralize against a weapon within 60 feet, at the Will DC
Exult in Violence{action:exult in violence}1 actionRequirements 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 actions9d6 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 actionsA 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 actionsSpirit damage equal to your level in a burst; Will save or kneel.
Lightning Swap{action:lightning swap}1 actionPut away what you hold and draw another weapon, two, or a weapon and shield.
Mark the Center{action:mark the center}1 actionMark enemies in a cone for extra precision damage.
Only You and I{action:only you and i}1 actionFate binds an enemy to you; +2 to hit you, saves to move away.
Plant Thirty Barbs{action:plant thirty barbs}1 actionA Strike that leaves barbs in the target.
Race the Skies{action:race the skies}1 actionA 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 actionsTwo thrown Strikes against a flanked target.
Ringing Challenge{action:ringing challenge}2 actionsSpirit and sonic damage in a cone or emanation, Fortitude vs class DC.
Sever Four Dragonfly Wings{action:sever four dragonfly wings}3 actionsUp to four Strikes at different targets until you miss.
Shed the Mortal Skin{action:shed the mortal skin}1 actionEnd persistent fire/acid; glow; a healing herb grows when you're hurt.
Shield Block{action:shield block}reactionReduce the damage a hit deals with your shield.
Skirt the Underworld{action:skirt the underworld}2 actionsInvisible, fly; adjacent enemies save or are blinded.
Spasm of the Berserker{action:spasm of the berserker}1 actionEnlarge 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 actionWill save vs class DC: stupefied, confused on a critical failure.
Topple the Pillar of Heaven{action:topple the pillar of heaven}2 actionsDamage along a 60-foot line, Reflex vs class DC.
Topple the Titans{action:topple the titans}1 actionAfter tripping a bigger foe: your Athletics result trips everything within 10 feet of it.
Unravel the Future{action:unravel the future}1 actionA +1 status bonus retroactively to turn a failure into a success.
Vow of Mortal Defiance{action:vow of mortal defiance}1 actionSwear to defeat a holy or unholy creature: +1d6 spirit when you damage it.
Fighter87

Abilities (Combat tab and {action})

AbilityCommandCostWhat it does
Advantageous Assault{action:advantageous assault}1 actionAfter compromising your enemy's movement, you deliver a more deadly blow. Make a Strike against a cr
Aggressive Block{action:aggressive block}free actionAfter a Shield Block: Shove the foe 5 feet or make it Off-Guard (its choice).
Agile Shield Grip{action:agile shield grip}1 actionRequirements You are wielding a shield with a shield boss or shield spikes in one hand. You change y
Assisting Shot{action:assisting shot}1 actionRequirements You are wielding a ranged weapon. Using your last shot to gauge your accuracy, you can
Barreling Charge{action:barreling charge}2 actionsYou rush forward, moving enemies aside to reach your foe. You Stride, attempting to move through you
Blade Brake{action:blade brake}reactionAnchor your weapon in a surface: forced movement of 20+ feet becomes 5; less, none.
Brutal Finish{action:brutal finish}1 actionRequirements You are wielding a melee weapon in two hands. Your final blow can make an impact even i
Brutish Shove{action:brutish shove}1 actionRequirements You are wielding a two-handed melee weapon. Using the momentum of your last attack to t
Cannonball Fall{action:cannonball fall}1 actionYou've learned how to make a quick descent with a sudden stop—directly on an enemy. You intentionall
Certain Strike{action:certain strike}1 actionEven 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 actionYou 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 actionStrike with a hand free; on a hit, grab the target.
Cut From the Air{action:cut from the air}reactionTrigger You are the target of a physical ranged Strike. Requirements You're aware of the attack, not
Dashing Strike{action:dashing strike}1 actionRequirements You are adjacent to an enemy. Springing away from one foe, you Strike at another. Strid
Dazing Blow{action:dazing blow}1 actionRequirements You have a creature Grabbed. You pummel a held foe, hoping to stagger them. Make a mele
Dazzling Display{action:dazzling display}1 actionIntimidation against every enemy within 30 feet; they're then immune to it for a minute.
Debilitating Shot{action:debilitating shot}2 actionsAiming 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 actionAn adjacent ward gets +1 AC (+2 with a tower shield) while your shield is raised.
Disarming Stance{action:disarming stance}1 actiona fencing stance (one one-handed melee weapon, nothing else in your hands): +1 circumstance to
Disarming Twist{action:disarming twist}1 actionRequirements You are wielding a single one-handed melee weapon and hold nothing else in your hands.
Disruptive Stance{action:disruptive stance}1 actionThe slightest distraction can provoke your wrath, and you're prepared to foil enemies' actions. As l
Double Shot{action:double shot}2 actionsRequirements You are wielding a ranged weapon with reload 0. You shoot twice in blindingly fast succ
Double Slice{action:double slice}2 actionsRequirements You are wielding two melee weapons, each in a different hand. You lash out at your foe
Dragging Strike{action:dragging strike}1 actionYou 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 actionRequirements 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 actionwielding a single one-handed melee weapon with nothing else in your hands, you constantly have
Dueling Riposte{action:dueling riposte}reactionTrigger A creature within your reach critically fails a Strike against you. Requirements You are ben
Everstand Stance{action:everstand stance}1 actionyou wield your shield with both hands: the shield boss or spikes weapon die goes up one step, a
Everstand Strike{action:everstand strike}1 actionRequirements You are wielding a shield in two hands. Your follow-up blow leaves you an opening to se
Exacting Strike{action:exacting strike}1 actionYou make a controlled follow-up attack, fully accounting for your momentum. Make a Strike. The Strik
Farabellus Flip{action:farabellus flip}reactionTrigger An enemy targets you with a melee Strike. Surprisingly agile even in a breastplate and carry
Felling Strike{action:felling strike}2 actionsYour 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 actionsYou throw a weapon to distract your opponent as you close the gap to begin your assault. You Stride
Graceful Poise{action:graceful poise}1 actionWith 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)}reactionTrigger 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 actionRequirements 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 actionthe haft of your two-handed hammer, spear or polearm is a simple club-group weapon (agile, fine
Halyard Strike{action:halyard strike}2 actionsRequirements 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 actionYou 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 actionsRequirements You are wielding a ranged weapon with the volley trait and reload 0. You fire a volley
Incredible Aim{action:incredible aim}2 actionsBy spending a moment to focus, you can ensure your attack strikes true. Make a ranged weapon Strike.
Incredible Ricochet{action:incredible ricochet}1 actionAfter your first shot singles out your opponent's position, you direct another that ricochets around
Intimidating Strike{action:intimidating strike}2 actionsYour blow not only wounds creatures but also shatters their confidence. Make a melee Strike. If you
Knight's Retaliation{action:knight's retaliation}reactionTrigger An undead creature within your reach critically fails a Strike against you. You knock the en
Knock Sense{action:knock sense}1 actionYou attack carefully to knock some sense into a creature whose actions aren't their own. Make a Stri
Lightning Swap{action:lightning swap}1 actionPut away what you hold and draw another weapon, two, or a weapon and shield.
Lunge{action:lunge}1 actionRequirements You are wielding a melee weapon. You attack an enemy at the edge of your reach. Make a
Lunging Stance{action:lunging stance}1 actionRequirements 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 actionYour shots become nimble and deadly. While you're in this stance, your ranged Strikes don't trigger
Multishot Stance{action:multishot stance}1 actionthe 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 actionsLeap 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 actionsYou 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 actionStance: your shield counts as raised.
Parting Shot{action:parting shot}2 actionsSteps, then Strike.
Point Blank Stance{action:point blank stance}1 actiona ranged volley weapon loses the volley penalty; a ranged weapon without volley gets **+2 circu
Positioning Assault{action:positioning assault}2 actionsRequirements You are wielding a two-handed melee weapon and your target is within your reach. With p
Quick Reversal{action:quick reversal}1 actionRequirements You are flanked by at least two enemies. You turn your foes' flanking against them with
Reactive Shield{action:reactive shield}reactionTrigger An enemy hits you with a melee Strike. Requirements You are wielding a shield. You can snap
Rebounding Toss{action:rebounding toss}2 actionsRequirements 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 actionsRequirements You are wielding a melee weapon that can deal piercing damage. You drive your piercing
Ricochet Stance (Fighter){action:ricochet stance (fighter)}1 actionYou 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}reactionWhen knocked down: Athletics vs the creature's Reflex DC to take it down with you.
Sever Space{action:sever space}2 actionsRequirements You are wielding a weapon that deals slashing damage or have an unarmed Strike that dea
Shatter Defenses{action:shatter defenses}1 actionRequirements A Frightened creature is in your melee reach. Your offense exploits your enemy's fear.
Shield Block{action:shield block}reactionReduce the damage a hit deals with your shield.
Shield Wall{action:shield wall}reactionYou and an ally raising a shield next to you have Standard Cover.
Slam Down{action:slam down}2 actionsYou 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 actionRequirements You are wielding a finesse weapon or polearm. While your opponent is still recovering f
Snagging Strike{action:snagging strike}1 actionRequirements You have one hand free, and your target is within reach of that hand. You combine an at
Spear Dancer{action:spear dancer}1 actionStep then Strike, or Strike then Step, with a spear or polearm.
Sudden Charge{action:sudden charge}2 actionsWith 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 actionsBarbarian You swing at a foe while mid-leap. Fighter You make an impressive leap and swing while you
Swipe{action:swipe}2 actionsYou make a wide, arcing swing. Make a single melee Strike and compare the attack roll result to the
Think Twice{action:think twice}reactionTrigger A creature that's frightened targets you with an attack. You make a sudden threat toward a c
Twin Riposte{action:twin riposte}reactionTrigger A creature within your reach critically fails to Strike you. Requirements You are benefiting
Twinned Defense (Fighter){action:twinned defense (fighter)}1 actionwielding two melee weapons, you constantly have the benefits of the Twin Parry action.
Two-Weapon Flurry{action:two-weapon flurry}1 actionRequirements You are wielding two weapons, each in a different hand. Using the momentum of your prio
United Assault{action:united assault}1 actionThrough countless battles, you've learned you're stronger when working alongside your allies. Make a
Vicious Swing{action:vicious swing}2 actionsA 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 actionsYou 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})

AbilityCommandCostWhat it does
Aggressive Block{action:aggressive block}free actionAfter a Shield Block: Shove the foe 5 feet or make it Off-Guard (its choice).
Armor Break{action:armor break}2 actionsRequirements You are wearing medium or heavy armor that doesn't have the broken condition, and your
Armored Counterattack{action:armored counterattack}free actionTrigger 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 actionRequirements You are wearing medium or heavy armor and are standing adjacent to a Prone enemy. You c
Blanket Defense{action:blanket defense}3 actionsRaises a Shield: until the start of their next turn, each ally that ends a turn adjacent gains
Bloody Denial{action:bloody denial}2 actionsYou strike a foe with force to prevent them from reacting. Make a Strike. If you hit, the target mus
Clang!{action:clang!}reactionTrigger An enemy critically misses a Strike or spell attack roll against your AC. You make a foe pay
Clobber{action:clobber}2 actionsRequirements You are wearing medium or heavy armor. With a mighty blow, you send an enemy flying bac
Covering Stance{action:covering stance}1 actionat the end of each of your turns choose an adjacent ally: lesser cover until the start of your
Defensive Advance{action:defensive advance}2 actionsWith the protection of your shield, you dive into battle! You Raise your Shield and Stride. If you e
Demolish Defenses{action:demolish defenses}2 actionsWith 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 actionAfter Intercepting a melee attack: Disarm the weapon, no free hand needed.
Flying Tackle{action:flying tackle}2 actionsStride and Leap, then Trip a foe you end next to; a success is a critical success.
Guarded Advance{action:guarded advance}1 actionRaise a Shield and Step twice. A Liturgist's Dancing Invocation Sustains a spell with each Step.
Hampering Stance{action:hampering stance}1 actionsquares in your aura are difficult terrain for your enemies.
Juggernaut Charge{action:juggernaut charge}2 actionsStrides, 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 actionRequirements You are in Hampering Stance. You attack an enemy to ensure they can't move beyond your
Momentum Strike{action:momentum strike}2 actionsPutting 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 actionStance: your shield counts as raised.
Proud Nail{action:proud nail}1 actionRequirements Your taunted enemy is Off-Guard because it didn't target you or include you in an area
Reactive Shield{action:reactive shield}reactionTrigger An enemy hits you with a melee Strike. Requirements You are wielding a shield. You can snap
Repositioning Block{action:repositioning block}free actionAfter a Shield Block: Reposition the creature whose attack you blocked.
Retaliating Rescue{action:retaliating rescue}2 actionsWhen 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 actionRequirements You are wearing medium or heavy armor, and your taunted enemy is Off-Guard because it d
Scattering Charge{action:scattering charge}3 actionsStride, then Shove up to three creatures in reach (no free hand needed).
Shield Block{action:shield block}reactionReduce the damage a hit deals with your shield.
Shield from Arrows{action:shield from arrows}reactionTrigger An adjacent ally is the target of a physical ranged Strike. Requirements You can see the att
Shield Wallop{action:shield wallop}1 actionRequirements You are wielding a shield. Attacks with your shield knock the sense out of your foes. M
Shielded Attrition{action:shielded attrition}1 actionRaise 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 actionRaise a Shield, then Taunt a creature (the Taunt is auditory).
Shoulder Check{action:shoulder check}1 actionRequirements You are wearing medium or heavy armor. You hit a foe with your armor to throw them off
Stomp Ground{action:stomp ground}2 actionsYou bring your booted foot down on the ground with enough force to rattle your foes. Each creature i
Taunting Strike{action:taunting strike}1 actionThe 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 actionsWith a barrage of blows, you diminish an enemy's strength. Strike an enemy affected by your Taunt tw
Gunslinger54

Abilities (Combat tab and {action})

AbilityCommandCostWhat 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 actionLeaps 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 actionsRequirements 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 actionRequirements 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 action1 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 actionRequirements You're wielding a firearm or crossbow in one hand and a slashing (or versatile S) melee
Called Shot{action:called shot}2 actionsYou target a specific area of your foe's anatomy to debilitating effect. Declare a part of your foe'
Cannonball Fall{action:cannonball fall}1 actionYou've learned how to make a quick descent with a sudden stop—directly on an enemy. You intentionall
Cauterize{action:cauterize}1 actionRequirements 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 actionrelaxes their eyes: until the start of their next turn invisible creatures and objects are mere
Deflecting Shot{action:deflecting shot}reactionAn ally in range is hit: +2 circumstance to their AC against that attack.
Drifter's Juke{action:drifter's juke}2 actionsStep, Strike, Step, Strike -- one ranged with the firearm or crossbow, one melee.
Fake Out{action:fake out}reactionforces an enemy to take the threat seriously: an attack roll to **Aid** the ally's triggering a
Fight or Flight{action:fight or flight}reactionAccess You're from the Shackles Trigger You gain the frightened condition. You've learned to make us
Final Shot{action:final shot}3 actionsRequirement You're wielding an unloaded firearm. You jam a triple charge of black powder into your w
Flesh Wound{action:flesh wound}1 actionYou 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 actionMelee Strike, then on a hit an immediate ranged Strike with +2, as two attacks on the ladder.
Hair Trigger{action:hair trigger}reactionHair Trigger: a Strike with its extra effect.
Halyard Strike{action:halyard strike}2 actionsRequirements A rope is within your reach, or you have a rope or grappling weapon in your hand. You'v
Headshot{action:headshot}2 actionsRequirements You're wielding a loaded firearm or crossbow. You attempt to finish your target with a
Hit the Dirt!{action:hit the dirt!}reactionTrigger 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}reactionTrigger 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 actionLeaps 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 actionsRequirements You're wielding two weapons, each of which can be either a loaded one-handed firearm or
Penetrating Fire{action:penetrating fire}2 actionsRequirements You're wielding a loaded firearm or crossbow. You blast a bullet through one foe and in
Phalanx Breaker{action:phalanx breaker}2 actionsRequirements You're wielding a two-handed firearm or a two-handed crossbow. You know that to take ou
Pistol Twirl{action:pistol twirl}1 actionFeint 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 actionYou draw your weapon and attack with the same motion. You Interact to draw a weapon, then Strike wit
Rebounding Assault{action:rebounding assault}2 actionsRequirements 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 actionYou bounce your shot off a nearby surface to strike your opponent from an unexpected angle. Attempt
Risky Reload{action:risky reload}1 actionRequirements You're wielding a firearm. You've practiced a technique for rapidly reloading your fire
Running Reload{action:running reload}1 actionStride, Step or Burrow/Fly/Swim, then Interact to reload.
Scatter Blast{action:scatter blast}2 actionsRequirements You're wielding a loaded firearm that has the scatter trait. You pack your weapon with
Seize an Advantage{action:seize an advantage}1 actionRequirements Your last action this turn was to attempt a Dirty Trick against a foe. You take any mom
Shattering Shot{action:shattering shot}1 actionRequirements You're wielding a loaded firearm or loaded crossbow and are wearing or holding an alche
Smoke Curtain{action:smoke curtain}2 actionsRequirements 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 actionsYou 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 actionRequirements You're wielding a firearm with an attached bayonet or reinforced stock, a fire lance, o
Think Twice{action:think twice}reactionTrigger A creature that's frightened targets you with an attack. You make a sudden threat toward a c
Trick Shot{action:trick shot}2 actionsRequirements 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 actionsRequirements 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 actionRequirements 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 actionDemoralize 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})

AbilityCommandCostWhat it does
Celestial Cacophony{action:celestial cacophony}3 actionsAccess Tian Xia origin Your weapon contains a detonation chamber that launches fireworks, sparklers,
Clockwork Celerity{action:clockwork celerity}free actionAt the start of your turn: Quickened this turn (unstable).
Collapse Armor{action:collapse armor}1 actiontakes off or puts on their armor innovation instantly, collapsing into compact form.
Collapse Construct{action:collapse construct}1 actionfolds their construct companion into a compact carrying form, or back.
Deep Freeze{action:deep freeze}2 actionsYou vent a jet of supercooled fluid from your innovation, damaging a foe and slowing it down. Target
Devastating Weaponry{action:devastating weaponry}3 actionsYou release a volley of projectiles from your weapon, or power it to fly in every direction across t
Distracting Explosion{action:distracting explosion}reactionTrigger 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 actionRequirements You are wearing your armor innovation. You electrify your armor to punish foes who dare
Engine of Destruction{action:engine of destruction}3 actionsYour construct unleashes a broad swath of devastation by separating its limbs, deploying hidden arma
Explosive Leap{action:explosive leap}1 actionaims an explosion downward: jumps up to **30 feet** in any direction; they fall after their nex
Explosive Maneuver{action:explosive maneuver}1 actionAfter a hit with your weapon innovation: Grapple, Shove or Trip the foe at the same penalty.
Geobukseon Retaliation{action:geobukseon retaliation}reactionAccess Tian Xia origin Trigger You would take damage. Your armor has a retractable spike-covered she
Guardian Lion Roar{action:guardian lion roar}2 actionsYour innovation is augmented with plates shaped to resemble the gaping maws of guardian lions, which
Haphazard Repair{action:haphazard repair}1 actionRepairs 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 actiondesignates an enemy: their construct's next Command this turn gives it **+2 circumstance** to a
Megaton Strike{action:megaton strike}2 actionsYou activate gears, explosives, and other hidden mechanisms in your innovation to make a powerful at
Megavolt{action:megavolt}2 actionsYou bleed off some electric power from your innovation in the shape of a damaging bolt. Creatures in
Negate Damage{action:negate damage}reactiontheir 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 actionRequirements You have a foe Grabbed. Your armor includes flame-resistant gauntlets with oil-filled f
Overdrive Ally{action:overdrive ally}1 actionRequirements You are currently in overdrive. You quickly fling some of your powered-up mechanisms to
Searing Restoration{action:searing restoration}1 actionThey told you there was no way that explosions could heal people, but they were fools… Fools who did
Shield Block{action:shield block}reactionReduce the damage a hit deals with your shield.
Silk Bracelet{action:silk bracelet}2 actionsAccess Tian Xia origin Taking inspiration from Desna's image as a giant silk moth in Tian Xia, you'v
Tamper{action:tamper}1 actionThievery 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 actionAccess 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 actionsAccess 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})

AbilityCommandCostWhat 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}reactionTrigger 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}explorationYou 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}reactionlearns whether a fallen undead or disabled haunt can return, when, and how to prevent it.
Reason Rapidly{action:reason rapidly}1 actioninstantly uses up to five Recall Knowledge actions (the free-action triggers of Recall Knowledg
Sense the Unseen{action:sense the unseen}reactionAfter failing to Seek: sense creatures in the area anyway (Undetected becomes Hidden).
Share Tincture{action:share tincture}1 actionuses Quick Tincture and the item stays potent until the start of their next turn; they can Inte
Surgical Shock{action:surgical shock}1 actionAthletics vs Fortitude: Clumsy or Stupefied 1-3 until the end of your next turn.
Suspect of Opportunity{action:suspect of opportunity}reactionuses Person of Interest on the creature that just took a hostile action against them.
Trickster's Ace{action:trickster's ace}reactionYour 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})

AbilityCommandCostWhat it does
Aerial Boomerang{action:aerial boomerang}2 actionsA 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 actionturbulent 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 actionsWhite-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 actionsbecome raw metal with the benefits of Ferrous Form until the end of the next turn (Sustain up t
Ambush Bladderwort{action:ambush bladderwort}3 actionsYou 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 actionsa 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 actionstone encases them as medium armor using their highest armor proficiency: AC +4, Dex cap +1, ch
Ash Strider{action:ash strider}2 actionsYou 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 actionrocks cluster around you: you become **Large** (reach +5, or +10 if Tiny) and gain a climb Spee
Aura Shaping{action:aura shaping}free actionSize your kinetic aura from 5 feet up (20 at most, more from 15th level).
Barrier of Boreal Frost{action:barrier of boreal frost}3 actionsa 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 actionsmetal elemental mounts for up to five Medium or smaller willing creatures within 30 feet, who c
Blazing Wave{action:blazing wave}2 actionsFlames 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 actionsa willing creature within 30 feet gets a climb Speed equal to its Speed and **+1 circumstance**
Burning Demand{action:burning demand}2 actionsYou create a faintly glowing sigil (shedding normal light in a 5-foot radius) on the target's body,
Burning Jet{action:burning jet}2 actionsStrides up to 40 feet in a straight line ignoring difficult terrain and without reactions (60 f
Calcifying Sand{action:calcifying sand}reactionTrigger 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 actionsMassive 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 actionsCompact layers of air diffract and bend light around your body, making you appear as clear as the sk
Command Elemental{action:command elemental}2 actionsYou grasp the animating force within an elemental creature and bend it to your will. Choose a trait
Conductive Sphere{action:conductive sphere}2 actionsA floating metal ball forms in a space within 30 feet, flashing with electricity. It can't be target
Consume Power{action:consume power}reactionTake acid, electricity, fire or sonic damage: resistance equal to your level.
Counter Element{action:counter element}reactionCounteract an enemy effect of your element with your class DC - 10.
Crawling Fire{action:crawling fire}2 actionsa 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 actiona crown of lightning: a creature entering your kinetic aura or ending its turn there takes dama
Cyclonic Ascent{action:cyclonic ascent}2 actionsa 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 actionsheals 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 actiona vortex of sand: every creature in your kinetic aura (you included) is Concealed to creatures
Drifting Pollen{action:drifting pollen}1 actiona creature in your aura when you enter, entering it, or ending its turn there makes a save agai
Driving Rain{action:driving rain}3 actionsHeavy drops of rain batter down, hitting like sling stones and impeding vision. Each creature in a w
Drowning Mist{action:drowning mist}1 actionmist 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 actionsa 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 actiona magical torch-like flame within 120 feet in any color, as bright and hot as a torch, orbiting
Fearsome Familiar{action:fearsome familiar}3 actionstheir familiar trades places with an elemental: summons a common elemental creature of level up
Flashforge{action:flashforge}2 actionsa 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 actionsA speeding wind heeds your call, picking someone up and depositing them nearby. Choose a creature wi
Flying Flame{action:flying flame}2 actionsA 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 actionsup to four willing creatures within 30 feet each Stride half their Speed (or Fly half their fly
Fresh Produce{action:fresh produce}1 actionYou grow a nourishing nut, vegetable, seed, or fruit. Choose a creature in your kinetic aura. The pr
Furnace Form{action:furnace form}2 actionsbecome living flame with the benefits of Fiery Body until the end of the next turn (Sustain up
Geologic Attunement{action:geologic attunement}1 actionyou 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 actionClouds, like eager pets, are drawn to you and to those in your good graces. Fast-moving gray clouds
Glacial Prison{action:glacial prison}2 actionsIntense 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 actionsA fusillade of jagged splinters flies from you. Creatures in a take damage with a save against your
Hardwood Armor{action:hardwood armor}1 actionbark armors them as medium armor using their highest proficiency: AC +3, Dex cap +2, check pena
Hedge Maze{action:hedge maze}3 actionsup 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 actionsThe landscape fills with monumental filaments of metal. The needles lance into a cube 30 feet on a s
Igneogenesis{action:igneogenesis}2 actionscreates a permanent stone object in a 5-foot cube adjacent to them, on solid ground.
Ignite the Sun{action:ignite the sun}2 actionsThe 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 actionsa 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 actionsAn illusion of a limitless expanse with an impossibly blue sky makes all within feel the sensation o
Jagged Berms{action:jagged berms}3 actionsup 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 actionAs a candle can light another, you awaken the latent potential to channel fire in other creatures. Y
Lava Leap{action:lava leap}2 actionsYou wreath yourself in molten stone and hurtle toward your enemy. Leap up to your Speed. At the end
Liberating Dive{action:liberating dive}2 actionsYou sprout wings with steel feathers, resembling those of the celestial Talmandor. With a powerful f
Lightning Dash{action:lightning dash}2 actionsFor an instant, you transform yourself into a being of pure lightning and fly forward, shocking anyo
Lightning Rod{action:lightning rod}3 actionsa 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 actionsa 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 actionchoose a polarity (switch it free at the start of each turn): Attract makes metal creatures tre
Magnetic Pinions{action:magnetic pinions}3 actionsranged impulse attack rolls against up to three creatures within 60 feet, **+1 circumstance** a
Metal Carapace{action:metal carapace}1 actionrusted metal armors them as medium armor using their highest proficiency: AC +3, Dex cap +2, ch
Molten Wire{action:molten wire}2 actionsan 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 actionA blessing of the living sea salves wounds and douses flames. Touch a willing living creature. It re
Omnikinesis{action:omnikinesis}1 actionReplace one impulse feat with another, as reflow elements does.
Orchard's Endurance{action:orchard's endurance}1 actionStance: you and allies in your aura resist bludgeoning and piercing (5, rising with level).
Pacifying Infusion{action:pacifying infusion}1 actionIf 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 actionplates an object as the Clad in Metal spell at a rank of **half their level, rounded up**; meta
Purify Element{action:purify element}2 actionspurifies 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 actionsRazor-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 actionsYou conjure a red raincloud in a within 60 feet, which pours rust-colored rain directly below it. An
Rapid Reattunement{action:rapid reattunement}explorationYou spend 10 minutes realigning your elemental connections in an elemental trance. Replace one of yo
Rattle the Earth{action:rattle the earth}2 actionsan earthquake from them (a burst or an emanation the size of their aura), unaffecting them; fis
Ravel of Thorns{action:ravel of thorns}1 actionthorny 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 actionRock overflows from within you to consume your form before cracking open to reveal your body transfo
Retch Rust{action:retch rust}2 actionsYou 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 actionsa 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 actionsBooming, crashing walls of water, enough to fill a harbor, smash out ahead of you, overwhelming all
Rising Hurricane{action:rising hurricane}3 actionsA hurricane lifts your enemies into the air before bringing them crashing down in a bloody rain. You
Rock Rampart{action:rock rampart}3 actionsa 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 actionsYou 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 actionsTerrifying trees attack your enemies. Three Large trees appear in unoccupied spaces within 500 feet,
Sand Snatcher{action:sand snatcher}2 actionsa Small or Medium sand figure appears within 30 feet (it can flank) and can Grapple an adjacent
Sanguivolent Roots{action:sanguivolent roots}3 actionsBlood-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 actionsWith an upward gesture, you shape a vertical column of extreme heat. The cylinder is 10 feet in diam
Scrap Barricade{action:scrap barricade}3 actionsRagged 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 actionwater guardians race around you, intercepting dangers and healing you and your allies within yo
Shard Strike{action:shard strike}2 actionsJagged metal shards form in the air and lash out from you. You choose shards or spines, which change
Shattershields{action:shattershields}1 actionfour metal plates float around you: you and allies in your kinetic aura gain **+1 circumstance*
Solar Detonation{action:solar detonation}3 actionsBlinding flames explode in a swirling sphere! The detonation fills a within 60 feet of you. Each cre
Spike Skin{action:spike skin}2 actionsA willing creature gets resistance 4 to physical damage and spikes for 10 minutes.
Steam Knight{action:steam knight}1 actionsteam armor in your aura scalds enemies (a creature takes its damage once a round): a **+10-foo
Stepping Stones{action:stepping stones}2 actionsrock 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 actionsDark thunderclouds swirl in a miniature storm, crisscrossed with lightning bolts; a tremendous thund
Swim Through Earth{action:swim through earth}2 actionsa 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 actionsA 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 actionsYou conjure a massive willow tree, which lashes your foes with a thousand branches. The trunk of the
Thermal Nimbus{action:thermal nimbus}1 actionStance: you and allies in your aura resist cold or fire equal to your level.
Tidal Hands{action:tidal hands}2 actionsWith 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 actionsconjures 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 actionsA healing wave splashes across creatures in a , its cleansing water driving afflictions from the bod
Tree of Duality{action:tree of duality}3 actionsan ephemeral tree within 60 feet spreads pollen: both a healing (vitality) and a harming effect
Tremor{action:tremor}2 actionsYou unleash a small, localized tremor in a within 30 feet. Each creature in the area takes damage wi
Tumbling Lumber{action:tumbling lumber}2 actionsA 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 actionsThe 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 actionsThe moon has always been connected to the tides, and now you can grasp that connection. You can crea
Volcanic Escape{action:volcanic escape}reactionTrigger 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 actionsYou 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 actionsA packed cloud of thundering boulders descends from the sky, beating down everyone in its path. The
Whirling Grindstone{action:whirling grindstone}2 actionsa 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 actionthe 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 actionsSpeaking lies, you set them loose upon a drifting wind. You create an auditory illusion that comes f
Winter Sleet{action:winter sleet}1 actionsurfaces in your kinetic aura are slippery ice: a creature moving on it falls unless it succeed
Winter's Clutch{action:winter's clutch}2 actionsGleaming flakes of chilling snow fall in a within 60 feet. Each creature in the area takes damage wi
Witchwood Seed{action:witchwood seed}2 actionsYou touch a creature to implant a malignant seed in its body. The creature takes damage and other ef
Wooden Palisade{action:wooden palisade}3 actionsa 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})

AbilityCommandCostWhat 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}reactionWhen Grabbed or Restrained: an Athletics Grapple that frees you and pulls the creature adjacent.
Dazzling Block{action:dazzling block}free actionTrigger You use Shield Block. As your shield blocks an assault, you create a flash of brilliant, mul
Devastating Spellstrike{action:devastating spellstrike}2 actionsA Spellstrike with an extra rule (Devastating Spellstrike).
Dispelling Spellstrike{action:dispelling spellstrike}3 actionsA 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 actionsRequirements You have a hand free, and your Spellstrike is charged. You weave distracting magic with
Emergency Targe{action:emergency targe}reactionTrigger 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 actionRequirements 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 actionsA 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 actionYou make an assessment informed by your knowledge of how a creature fights. Attempt a check to Recal
Meteoric Spellstrike{action:meteoric spellstrike}2 actionsA Spellstrike with an extra rule (Meteoric Spellstrike).
Overwhelming Spellstrike{action:overwhelming spellstrike}2 actionsA Spellstrike with an extra rule (Overwhelming Spellstrike).
Preternatural Parry{action:preternatural parry}reactionTrigger 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 actionMake Spellstrike ready again (concentrate).
Recharging Flurry{action:recharging flurry}2 actionsRequirements You're wielding two melee weapons, each in a different hand. The clash of steel fuels y
Running Recharge{action:running recharge}1 actionRecharge Spellstrike and Stride half your Speed or Step.
Shattering Spellstrike{action:shattering spellstrike}2 actionsRequirements You're in Arcane Cascade stance and wielding an improvised weapon. You intentionally ch
Spell Crash{action:spell crash}2 actionsRequirements 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 actionAfter saving against a spell, or an enemy's spell attack misses you: recharge Spellstrike.
Spell Swipe{action:spell swipe}3 actionsRequirements Your Spellstrike is charged. You attack in an arc and enact your spell against everyone
Spellstrike{action:spellstrike}2 actionsCast a 1-2 action attack or save spell into a melee Strike (counts as two attacks).
Split Spellstrike{action:split spellstrike}2 actionsRequirements 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 actionAfter a slot spell: regain HP equal to its rank (double in Arcane Cascade).
Unsheathing the Sword-Light{action:unsheathing the sword-light}2 actionsA Spellstrike with an extra rule (Unsheathing the Sword-Light).
Vermillion Threads{action:vermillion threads}reactionTrigger You use Arcane Cascade. Your Arcane Cascade sends threads to the four directions, creating a
Whirlpool's Pull{action:whirlpool's pull}1 actionInteracts to pick up an unattended improvised weapon within 15 feet, then Casts a one-action ca
Whirlwind Spell{action:whirlwind spell}3 actionsRequirements Your Spellstrike is charged. You combine the might of a multitarget spell with a whirli
Monk69

Abilities (Combat tab and {action})

AbilityCommandCostWhat 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 actionYou adopt a fluid, sinuous stance, swaying your body, twisting your arms, and shimmying your legs in
Blazing Streak{action:blazing streak}3 actionsRequirements You're in Stoked Flame Stance. Stride twice, making Strikes against up to four differen
Blazing Talon Surge{action:blazing talon surge}2 actionsRequirements 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 actionYou enter a tight stance, coiled up like a lashing cobra with your hands poised as venomous fangs. W
Crane Flutter{action:crane flutter}reactionTrigger You are targeted with an attack by an observed attacker. Requirements You are in Crane Stanc
Culvert's Collapse{action:culvert's collapse}1 actionRequirements You are in Flood Stance and were damaged by an enemy since your previous turn. Under yo
Deflect Projectile{action:deflect projectile}reactionTrigger You are the target of a physical ranged attack. Requirements You're aware of the attack, are
Disrupt Qi{action:disrupt qi}2 actionsYou carefully target a creature's pressure points to block its inner life force. Make an unarmed Str
Divert Streamflow{action:divert streamflow}reactionTrigger You're damaged by a melee Strike by a creature in your reach. With a brief gesture, you adap
Dodging Roll{action:dodging roll}reactionStep, and resist all damage from an area effect equal to your level.
Dragon Roar{action:dragon roar}1 actionIn Dragon Stance: enemies make a Will save against your Intimidation DC or become Frightened.
Electric Counter{action:electric counter}reactionTrigger 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 actionsRequirements You're in Rushing Goat Stance. You attack in an unceasing flurry of charging headbutts.
Flinging Blow{action:flinging blow}2 actionsYou take a moment to center yourself, then unleash a powerful blow that sends your target tumbling a
Flying Kick{action:flying kick}2 actionsYou 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 actionRequirements You are in Monastic Archer Stance. You achieve a state of perfect calm before unleashin
Godbreaker{action:godbreaker}3 actionsRequirements You have a creature Grabbed or Restrained. You have mastered an ultimate grappling tech
Gorilla Pound{action:gorilla pound}1 actionRequirements 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 actionunarmored; their iron sweep unarmed attacks deal 1d8 bludgeoning (brawling; nonlethal, parry, s
Ironblood Surge{action:ironblood surge}1 actionIn Ironblood Stance: +1 AC and resistance up to your Strength modifier until your next turn.
Jellyfish Stance{action:jellyfish stance}1 actionRequirements You are unarmored. You relax your posture and loosen your joints, allowing yourself to
Kaiju Stance{action:kaiju stance}1 actionyou become **Large** and **Clumsy 1**; the only Strikes you can make are shattering earth attac
Knockback Strike{action:knockback strike}2 actionsYou 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 actionsTwo of Grapple, Reposition, Shove and Trip before the penalty rises.
Momentous Charge{action:momentous charge}2 actionsRequirements You're in Rushing Goat Stance. You rush into your enemies with great and reckless force
Monastic Archer Stance{action:monastic archer stance}1 actionRequirements You are unarmored and wielding a longbow, shortbow, or a bow with the monk trait. You e
Mountain Quake{action:mountain quake}1 actionRequirements You are in Mountain Stance You stomp, shaking the earth beneath you. Creatures on the g
Mountain Stronghold{action:mountain stronghold}1 actionRequirements 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 actionsYou put all your force into a single mighty, carefully controlled blow. Make an unarmed Strike. If y
Overwhelming Breath{action:overwhelming breath}1 actionYou control your breathing and align it with your qi, exhaling with controlled force in order to ove
Peafowl Stance{action:peafowl stance}1 actionwielding a monk sword in one hand, the only Strikes you can make are melee Strikes with that sw
Peafowl Strut{action:peafowl strut}1 actionSteps twice, then Strike.
Pinning Fire{action:pinning fire}reactionTrigger You use Flurry of Blows to make two ranged piercing weapon Strikes against the same target.
Prevailing Position{action:prevailing position}reactionLeave 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}reactionTrigger 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 actionsThe force of your considered blow shatters objects and defenses alike. Make an unarmed Strike. It by
Shooting Stars Stance{action:shooting stars stance}1 actionmonk feats and abilities that need unarmed attacks can be used with shuriken instead.
Sleeper Hold{action:sleeper hold}1 actionGrapple a held creature: unconscious for a minute on a critical success, Clumsy 1 on a success.
Snakebird's Shadow{action:snakebird's shadow}2 actionsRequirements You are in Waterfowl Stance and are wielding a monk weapon from the sword group. Ganhil
Swift River{action:swift river}free actionAt turn's end: end a Speed penalty, Slowed or Immobilized.
Tangled Forest Rake{action:tangled forest rake}1 actionRequirements You are in Tangled Forest Stance. You reposition foes with raking attacks. Make a lashi
Tangled Forest Stance{action:tangled forest stance}1 actionunarmored; lashing branch attacks deal 1d8 slashing (agile, finesse, nonlethal). Every enemy in
Tiger Slash{action:tiger slash}2 actionsRequirements You are in Tiger Stance You make a fierce swipe with both hands. Make a tiger claw Stri
Triangle Shot{action:triangle shot}2 actionsRequirements 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 actionYou 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 actionsRequirements A creature within your reach is Prone or swimming. You summon the explosive power of a
Wall Run{action:wall run}1 actionStrides up to their Speed, running up vertical surfaces at full Speed; if they end off the grou
Waterfowl Stance{action:waterfowl stance}1 actionthe dandpatta, scimitar, talwar and zulfikar gain the monk trait; Tumbling Through or Leaping o
Wave Dashes Rocks{action:wave dashes rocks}1 actionRequirements 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 actionmelee 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 actionsRequirements 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 actionsRequirements 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 actionsRequirements 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 actionsRequirements 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})

AbilityCommandCostWhat it does
Amalgamate{action:amalgamate}1 actiondestroys two adjacent thralls within 30 feet, fusing them into a Large thrall (reach 10, Speed
Anatomical Quartering{action:anatomical quartering}3 actionsYou 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}reactionTrigger A creature targets you with an attack, and you can see the attacker. Requirements You are ad
Collateral Reinforcement{action:collateral reinforcement}1 actionfor 1 round their thralls are immune to area and splash damage.
Conceal Spell{action:conceal spell}2 actionsYour next spell is cast without noticeable incantations or gestures.
Corrupted Ground{action:corrupted ground}1 actionburns 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 actionFor 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 actionAs 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 actionStrides up to half their Speed (or Flies half), moving through enemies' spaces without triggeri
Hallowed Earth{action:hallowed earth}1 actionsanctifies the earth for 1 minute: an unholy creature ending its turn within 10 feet takes spir
Infuse Void{action:infuse void}1 actionYour 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 actioncreates a marble-sized eyeball: a single concentrate action to see through any of their eyeball
Osteo Armaments{action:osteo armaments}1 actioncreates a +1 striking weapon of bone and sinew they are proficient with (bone ammunition as nee
Overburdening Spell{action:overburdening spell}1 actionYour next single-target spell slows the target by 15 feet for a round (doubled for climb, fly and swim).
Poison Drinker{action:poison drinker}reactionAfter 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 actionYour 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 actionYour 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 actionYour next damaging spell gives you temporary HP equal to half the most damage one creature takes.
Void Siphon (Necromancer){action:void siphon (necromancer)}reactionTrigger 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})

AbilityCommandCostWhat 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 actionRequirements You are Cursebound 4. Your mind and body can, for a short time and with great peril, su
Chaotic Spell{action:chaotic spell}1 actionYour 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 actionscasts a 3-action heal or harm from a signature slot: one creature healed regains (or harmed tak
Consecrate Spell{action:consecrate spell}1 actionYour next single-target spell on an undead can spend a Focus Point for extra spirit or vitality damage.
Debilitating Dichotomy{action:debilitating dichotomy}2 actionsYou reveal a glimpse of the impossible conflicts between the divine anathema behind your curse, forc
Detonating Spell{action:detonating spell}1 actionYour 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 actiontaps 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 actionUse Reach Spell or Widen Spell as a free action.
Meddling Futures{action:meddling futures}free actionYou 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 actionYour next spell of rank 5 or lower with no duration doesn't use a slot.
On Borrowed Time{action:on borrowed time}2 actionsYou accelerate a foe's personal timestream, which causes them to experience time at a faster rate, p
Portentous Spell{action:portentous spell}1 actionYour 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 actionRequirements 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 actionYour next spell's range grows by 30 feet.
Read Disaster{action:read disaster}explorationYou 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 actionDestroy an undead minion; your next necromancy spell (rank up to half its level) costs no slot.
Surging Might{action:surging might}1 actionYour next spell ignores resistance equal to your level to spirit, vitality and void damage.
The Dead Walk{action:the dead walk}2 actionsYou beseech warrior spirits to come forth and aid you. Two ghostly warriors manifest within a of you
Thousand Visions{action:thousand visions}free actionsenses 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 actionYour 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 actionsa ring of water in an emanation restores Hit Points, +1d6 at 12th level and every 2 after (more
Widen Spell{action:widen spell}1 actionYour next burst, cone or line spell (no duration) covers a wider area.
Psychic20

Abilities (Combat tab and {action})

AbilityCommandCostWhat 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 actionconnects 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}reactionExpend 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 actionStrides into a willing ally's space; both take a shared appearance, then either Strides.
Emotional Surge{action:emotional surge}1 actionYour 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 actionuntil the end of their turn, instead of rolling damage dice they count each as average rounded
Mental Static{action:mental static}reactionAfter 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 actionsA catastrophic blast of 1d6 bludgeoning per level; your psyche subsides.
Psi Strikes{action:psi strikes}free actionAfter casting or Unleashing: +1d6 force on your Strikes this turn (once a turn).
Scour the Library{action:scour the library}1 actionRecall 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 actionYour 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})

AbilityCommandCostWhat 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 actionCreates a Diversion or Takes Cover, then Interacts to reload a crossbow.
Dazzling Display{action:dazzling display}1 actionIntimidation against every enemy within 30 feet; they're then immune to it for a minute.
Deadly Aim{action:deadly aim}1 actionYou 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}explorationThe tracks you leave behind are strange, somehow disconcerting and unnerving—they might travel backw
Farabellus Flip{action:farabellus flip}reactionTrigger An enemy targets you with a melee Strike. Surprisingly agile even in a breastplate and carry
Galloping Launch{action:galloping launch}1 actionRequirements 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 actionthe haft of your two-handed hammer, spear or polearm is a simple club-group weapon (agile, fine
Hamstringing Strike{action:hamstringing strike}1 actionYou 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 actionDesignate a creature as your hunted prey.
Hunted Shot{action:hunted shot}1 actionRequirements 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 actionsWhen you focus on aiming, your attack becomes particularly accurate. Make a ranged weapon Strike aga
Impossible Flurry{action:impossible flurry}3 actionsRequirements You are wielding two melee weapons, each in a different hand. You forgo precision to at
Impossible Volley{action:impossible volley}3 actionsRequirements 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 actionsRequirements You are wielding a ranged weapon. You shoot clear through an intervening creature to hi
Perfect Shot{action:perfect shot}3 actionsRequirements 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 actionYou draw your weapon and attack with the same motion. You Interact to draw a weapon, then Strike wit
Relentless Stalker{action:relentless stalker}reactionStrides 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 actionStride, Step or Burrow/Fly/Swim, then Interact to reload.
Scout's Warning{action:scout's warning}free actionTrigger You are about to roll a Perception, Stealth, or Survival check for initiative. You visually
Second Sting{action:second sting}1 actionRequirements You are wielding two melee weapons, each in a different hand. You read your prey's move
Sense the Unseen{action:sense the unseen}reactionAfter failing to Seek: sense creatures in the area anyway (Undetected becomes Hidden).
Set a Snare{action:set a snare}3 actionsCraft a prepared snare on a map square (hidden).
Skirmish Strike{action:skirmish strike}1 actionEither Step and then Strike, or Strike and then Step.
Spring Eerie Proclamation{action:spring eerie proclamation}free actionA creature entered your marked square: it makes the Will save now.
Targeting Shot{action:targeting shot}1 actionYou carefully track your prey's position and defenses, allowing you to follow up around obstacles th
Time Dilation Cascade{action:time dilation cascade}3 actionsYou borrow a bit of time from the future to act now. Make six Strikes. Your multiple attack penalty
Twin Riposte{action:twin riposte}reactionTrigger A creature within your reach critically fails to Strike you. Requirements You are benefiting
Twin Takedown{action:twin takedown}1 actionRequirements You are wielding two melee weapons, each in a different hand. You swiftly attack your h
United Assault{action:united assault}1 actionThrough 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 actionpoints 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})

AbilityCommandCostWhat it does
Analyze Weakness{action:analyze weakness}1 actionstudies an identified creature: the next time they deal sneak attack damage to it with a Strike
Anticipate Ambush{action:anticipate ambush}explorationYou keep watch for any Hidden creatures or dangerous sites, moving at half your travel Speed. If you
Battle Assessment{action:battle assessment}1 actionsizes up an enemy: the GM secretly rolls Perception against the higher of its Deception or Stea
Bullseye{action:bullseye}1 actionYou carefully take aim to avoid your foe's concealment and cover. On your next Strike with a thrown
Clever Gambit{action:clever gambit}reactionTrigger Your Strike critically hits and deals damage to a creature you've identified with Recall Kno
Cognitive Loophole{action:cognitive loophole}reactionfinds a loophole in a mental effect: until the end of their next turn they ignore it (once per
Coordinated Distraction{action:coordinated distraction}1 actionA foe is Off-Guard against the first Strike an ally makes on their next turn.
Cutthroat Grapple{action:cutthroat grapple}reactionTrigger A creature attempts to Escape from your Sawtooth Grapple. You can punish a creature that tri
Dazzling Display{action:dazzling display}1 actionIntimidation 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}reactionThievery to jam a trap that was just triggered in reach.
Dispelling Slice{action:dispelling slice}2 actionsYour 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 actionPut the cards away and gather any thrown (1 minute).
Enduring Debilitation{action:enduring debilitation}free actionmakes the debilitation they just applied last **1 minute** instead of until the end of their ne
Fane's Fourberie{action:fane's fourberie}1 actionStance: wield your playing cards as a dagger or a dart.
Fantastic Leap{action:fantastic leap}2 actionsYou 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 actionsYour 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 actionFrom 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 actionthe haft of your two-handed hammer, spear or polearm is a simple club-group weapon (agile, fine
Head Stomp{action:head stomp}1 actionMake 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 actionsslips through tiny imperfections in an adjacent wall or floor (wood, plaster or stone, up to 10
Instant Opening{action:instant opening}1 actionA 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 actionStance: resistance 5 to water, fire, void or cold (half your level from 12th).
Mug{action:mug}2 actionsYou make a quick attack and rob your foe in the process. Make a melee Strike against an adjacent ene
Nimble Dodge{action:nimble dodge}reactionTrigger A creature targets you with an attack and you can see the attacker. Requirements You are not
Opportune Backstab{action:opportune backstab}reactionTrigger 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 actionSneaks away leaving a decoy that acts as the spell Mislead (they are Undetected, not Invisible)
Pirouette{action:pirouette}reactionRequirements You're in Masquerade of Seasons Stance. Trigger An enemy targets you with a Strike. You
Plant Evidence{action:plant evidence}1 actionSlip 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 actionSense Motive for +1/+2 to AC and your next save against a foe.
Preparation{action:preparation}1 actionsurveys the field: gains one additional reaction before the start of their next turn, for any r
Quick Draw{action:quick draw}1 actionYou 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}reactionDisrupt an adjacent enemy's reaction (an attack roll if it outlevels you).
Reactive Pursuit{action:reactive pursuit}reactionkeeps pace with a retreating adjacent foe: Stride, ending adjacent to it, without triggering it
Ricochet Stance (Rogue){action:ricochet stance (rogue)}1 actionYou adopt a stance to rebound your thrown weapons toward you. While you are in this stance, any thro
Sanguine Evasion{action:sanguine evasion}reactionAt 0 HP and not Wounded: stay at 1 HP in a vapor form.
Sawtooth Grapple{action:sawtooth grapple}2 actionsRequirements 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 actiondrops 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 actionTrigger You are about to roll a Perception, Stealth, or Survival check for initiative. You visually
Sense the Unseen{action:sense the unseen}reactionAfter failing to Seek: sense creatures in the area anyway (Undetected becomes Hidden).
Shove Down{action:shove down}free actionAfter a successful Shove: Trip the target, even if it's out of reach.
Sidestep{action:sidestep}reactionSidestep: steps aside as the Strike fails: it is redirected to a creature of their choice .
Skirmish Strike{action:skirmish strike}1 actionEither Step and then Strike, or Strike and then Step.
Slice and Swipe{action:slice and swipe}1 actionAccess 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 actionYou leap from hiding and assail your target. You Stride up to your Speed, but you must end your move
Stay Down!{action:stay down!}reactionA Prone foe in reach tries to Stand: Athletics vs its Fortitude DC to keep it down.
Steal Essence{action:steal essence}2 actionssiphons 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 actionsStride, Strike, and Steal from the target on a hit.
Subtle Shank{action:subtle shank}2 actionsAccess 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 actionswriggles 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}reactionThe Harder They Fall: a reflex save against your DC.
Trickster's Ace{action:trickster's ace}reactionYour prepared contingency: its spell takes effect on you alone (once until daily prep).
Twin Feint{action:twin feint}2 actionsRequirements 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 actionAfter a melee sneak attack on an off-guard foe: persistent bleed equal to your sneak attack dice.
Underhanded Assault{action:underhanded assault}2 actionsYou 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}reactionAfter 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})

AbilityCommandCostWhat it does
Annihilating Compound Invocation{action:annihilating compound invocation}1 actionAnnihilating 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 actionsStride twice, then Trace a Rune on a bearer or an adjacent target.
Astral Compound Invocation{action:astral compound invocation}1 actionAstral 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 actionA 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 actionsInvoke two runes; script between them hurts the creatures in the line (once per 10 minutes).
Clashing Compound Invocation{action:clashing compound invocation}1 actionClashing 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 actionsInvoke 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 actionsA 20-foot canvas: trace a rune across every eligible creature in it (once per 10 minutes).
Diacritic Fluency{action:diacritic fluency}free actionThe 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 actionAfter a melee Strike that drew blood: Trace Runes on that creature from 60 feet for a minute.
Edifying Trace{action:edifying trace}1 actionTrace a rune on an adjacent enemy, then Recall Knowledge about it.
Elemental Revision{action:elemental revision}1 actionRewrite an elemental property rune on an item as another for a minute.
Engraving Maneuver{action:engraving maneuver}1 actionDisarm, Shove or Trip with your weapon; on a success, Trace a Rune onto the target.
Engraving Strike{action:engraving strike}1 actionMelee Strike; on a hit, Trace a Rune onto the target.
Forge New Word{action:forge new word}free actionForge a rune from a common spell of 4th rank or lower and add it to your repertoire.
Fortifying Knock{action:fortifying knock}1 actionRaise 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 actionsRaise 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 actionInvoke runes inside the Stone Forge: they become faint instead of fading.
Invoke Rune (targets){action:invoke rune (targets)}1 actionInvoke a rune whose Invocation reaches other creatures and apply it to the creatures you name.
Orbiting Runestone{action:orbiting runestone}1 actionA floating runestone (10 HP) with a damaging rune blocks hits and explodes at an attacker.
Pattern Flight{action:pattern flight}2 actionsRanged Strike that ignores cover's AC bonus; then Trace a Rune on a target in the line.
Remote Detonation{action:remote detonation}1 actionRanged 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}reactionTargeted by a spell: +1 circumstance to your save and AC against it.
Runestone Block{action:runestone block}free actionA creature Struck you: the DC 11 flat check, the runestone's Hit Points and its explosion.
Runic Reprisal{action:runic reprisal}reactionYou Shield Blocked a melee Strike: detonate the rune buried in your shield on the attacker.
Runic Tattoo{action:runic tattoo}free actionChoose the rune tattooed on your body (always etched, not counted).
Shield Block{action:shield block}reactionReduce the damage a hit deals with your shield.
Shoot Through Henge Gate{action:shoot through henge gate}free actionA ranged Strike through your gate traces its rune on the target.
Song of Glorious Invocation{action:song of glorious invocation}1 actionInvoke 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 actionsConjure a forge for a minute: runes invoked in its emanation become faint (once per day).
Swiping Trace{action:swiping trace}3 actionsOne melee Strike against up to two creatures (damage rolled once); trace a rune on each hit.
Terrifying Invocation{action:terrifying invocation}1 actionDemoralize a target within 30 feet, then Invoke a rune upon it.
Trace Diacritic{action:trace diacritic}1 actionTrace a diacritic rune onto a base rune already on a bearer; it changes the Invocation.
Trace Rune (song){action:trace rune (song)}1 actionTrace a Rune with song: one action, no toolkit, no manipulate trait.
Tracing Trance{action:tracing trance}free actionAt turn start: Quickened, only to Trace a Rune; no invocations.
Transpose Etching{action:transpose etching}1 actionMove one of your runes to a different target.
Unerring Runic Attraction{action:unerring runic attraction}1 actionRanged Strike at a rune-bearer that ignores cover, concealment and line of sight.
Vital Compound Invocation{action:vital compound invocation}1 actionVital 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 actionFling your tattooed rune in a cone: trace it on all fitting targets; it fades.
Sorcerer32

Abilities (Combat tab and {action})

AbilityCommandCostWhat it does
Anoint Ally{action:anoint ally}1 actionplaces 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 actionAfter 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 actionYour next spell of rank 5 or lower with no duration doesn't use a slot (once a minute).
Chaotic Spell{action:chaotic spell}1 actionYour next acid, cold, electricity, fire or sonic spell takes a random damage type with an extra effect.
Consecrate Spell{action:consecrate spell}1 actionYour next single-target spell on an undead can spend a Focus Point for extra spirit or vitality damage.
Counterspell (Spontaneous){action:counterspell (spontaneous)}reactionExpend a slot to counter a spell in your repertoire.
Detonating Spell{action:detonating spell}1 actionYour next single-target damage spell also splashes adjacent creatures for its rank.
Diverting Vortex{action:diverting vortex}1 actionAfter a slot spell: +1 status AC against ranged weapon attacks until your next turn.
Echoing Spell{action:echoing spell}1 actionYour 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 actionAs your turn begins: Sustain one of your active class spells.
Elaborate Flourish{action:elaborate flourish}1 actionYour 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 actionYour 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 actionPerformance vs everyone's Perception DC, Stride once or twice, then Cast a Spell.
Interweave Dispel{action:interweave dispel}1 actionYour 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 actionYour next spell ignores resistance equal to your level to acid, cold, electricity, fire and sonic.
Purifying Breeze{action:purifying breeze}1 actionRequirements 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 actionYour 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 actionYour next area spell doesn't affect you.
Scintillating Spell{action:scintillating spell}1 actionYour next Reflex-save spell (no duration) dazzles those who fail, blinds those who critically fail.
Shared Sight{action:shared sight}1 actionYour 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 actionYour next spell that targets only you wraps you in a concealing mist until your next turn.
Split Shot{action:split shot}1 actionYour 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 actionYour next burst, cone or line spell (no duration) covers a wider area.
Summoner20

Abilities (Combat tab and {action})

AbilityCommandCostWhat it does
Constricting Hold{action:constricting hold}1 actionRequirements Your eidolon has a creature Grabbed or Restrained. Your eidolon constricts the creature
Defend Summoner{action:defend summoner}1 actionYour eidolon blocks attacks against you. After your eidolon uses this action, you gain a +2 circumst
Effortless Concentration{action:effortless concentration}free actionAs your turn begins: Sustain one of your active class spells.
Eidolon's Trample{action:eidolon's trample}3 actionsYour eidolon Strides up to double their Speed and can move through the spaces of creatures at least
Glider Form{action:glider form}1 actiontheir eidolon glides: **5 feet down and up to 25 feet forward**, staying aloft while they spend
Magical Onslaught{action:magical onslaught}2 actionsYour 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 actionsManifests the eidolon but becomes it (or melds with one next to them): they use its statistics
Merciless Rend{action:merciless rend}1 actionRequirements Your eidolon hit the same enemy with two consecutive unarmed Strikes this turn and deal
Ostentatious Arrival{action:ostentatious arrival}free actionIf 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 actionsYour eidolon phases out of reality slightly, gaining resistance to all damage (except force, spirit,
Piercing Jab{action:piercing jab}2 actionsRequirements 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 actionthe 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 actionsYour eidolon jumps into the air to attack a foe. Your eidolon makes a , , or and attempts one melee
Tandem Movement{action:tandem movement}1 actionthey and their eidolon each use a single action to Stride (or Burrow, Climb, Fly or Swim).
Tandem Strike{action:tandem strike}2 actionsRequirements A creature is in reach of both you and your eidolon. You and your eidolon each attack,
Transpose{action:transpose}1 actionthey and the eidolon teleport to each other's positions.
Swashbuckler49

Abilities (Combat tab and {action})

AbilityCommandCostWhat it does
After You{action:after you}free actionBefore initiative: go last, with panache.
Bleeding Finisher{action:bleeding finisher}1 actionYour blow inflicts profuse bleeding. Make a slashing or piercing Strike. If you hit, the target also
Brandishing Draw{action:brandishing draw}1 actionYou 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 actionyou 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 actionYou'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}reactionStay at 1 HP with panache; Doomed goes up 1 for 10 minutes.
Corpse-Killer's Defiance{action:corpse-killer's defiance}reactionOn destroying an undead: allies get +1 (+2 for 2 rounds) status to attack and damage against undead.
Dastardly Dash{action:dastardly dash}1 actionStride half your Speed, then Trip one opponent you pass.
Dazzling Display{action:dazzling display}1 actionIntimidation against every enemy within 30 feet; they're then immune to it for a minute.
Distracting Toss{action:distracting toss}2 actionsYou toss one weapon into the air as a distraction as you throw another. Choose a creature within 30
Dual Finisher{action:dual finisher}1 actionRequirements 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 actionyou 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 actionPut the cards away and gather any thrown (1 minute).
Fane's Fourberie{action:fane's fourberie}1 actionStance: wield your playing cards as a dagger or a dart.
Fight or Flight{action:fight or flight}reactionAccess You're from the Shackles Trigger You gain the frightened condition. You've learned to make us
Flamboyant Leap{action:flamboyant leap}2 actionsa Leap, High Jump or Long Jump with one single-action finisher at any point; they fall to the g
Flashy Dodge{action:flashy dodge}reactionTrigger 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 actionDemoralize a foe within 30 feet that failed against you.
Grand Dance{action:grand dance}1 actionFrom Masquerade of Seasons Stance: Stride up to your Speed, walking on air.
Guardian's Deflection (Swashbuckler){action:guardian's deflection (swashbuckler)}reactionTrigger 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 actionsRequirements 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 actionYour strikes flow endlessly. Step and attempt a single one-action finisher. This Strike gains the br
Impaling Finisher{action:impaling finisher}1 actionYou 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}reactionTrigger 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 actionYou 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 actionStance: resistance 5 to water, fire, void or cold (half your level from 12th).
Mobile Finisher{action:mobile finisher}1 actionStrides, then Strike.
One for All{action:one for all}1 actiondesignates an ally within 30 feet: that counts as preparation to Aid them, and when they Aid th
Perfect Finisher{action:perfect finisher}1 actionYou focus your panache into an impeccable assault. Make a Strike, rolling the attack roll twice and
Pirouette{action:pirouette}reactionRequirements You're in Masquerade of Seasons Stance. Trigger An enemy targets you with a Strike. You
Retreating Finisher{action:retreating finisher}1 actionYou make a calculated attack without letting down your guard. Make a melee Strike with the following
Revitalizing Finisher{action:revitalizing finisher}1 actionYour 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 actionsStride, Strike, and Steal from the target on a hit.
Stumbling Finisher{action:stumbling finisher}1 actionYour excellent display of fighting prowess leaves your opponent stumbling back. Make a Strike. If yo
Stunning Finisher{action:stunning finisher}1 actionYou 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 actionTrigger You are about to roll initiative. You swagger readily into any fight. You gain a +2 circumst
Swan Dive{action:swan dive}1 actionsoars into the water: no falling damage however far, then a Swim up to their Speed -- until the
Switcheroo{action:switcheroo}reactionTargeted by a ranged attack with panache: swap places with an adjacent enemy.
Targeting Finisher{action:targeting finisher}1 actionYour 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 actionwielding two melee weapons, one in each hand, you constantly have the benefits of the Twin Parr
Twirling Throw{action:twirling throw}1 actionYour 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 actionYou attack with a flashy assault that leaves your target off balance. Make a melee Strike. If you hi
Vexing Tumble{action:vexing tumble}1 actionStride half your Speed; Acrobatics against each enemy's Reflex DC avoids its reactions.
Vivacious Afterimage{action:vivacious afterimage}1 actionRequirements You have Panache. You move so quickly that you create a short-lived afterimage, looks e
Vivacious Bravado{action:vivacious bravado}1 actionRequirements You gained Panache this turn. Your ego swells, granting you a temporary reprieve from y
You're Next{action:you're next}reactionAfter 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})

AbilityCommandCostWhat it does
Call Implement{action:call implement}1 actionRequirements You have a free hand. You can tug on the bonds of ownership between yourself and your i
Cursed Effigy{action:cursed effigy}1 actionAfter a physical hit on your Exploit Vulnerability target: -2 to its saves against your abilities.
Divine Disharmony{action:divine disharmony}1 actionclashes opposing holy symbols: a check against the Will DC of a creature within 60 feet; those
Exploit Vulnerability{action:exploit vulnerability}1 actionAn Esoteric Lore check to exploit a creature's weakness; it is remembered.
Implement's Assault{action:implement's assault}3 actionsRequirements You're holding an implement. Your implement supercharges your weapon to shoot an imposs
Instructive Strike{action:instructive strike}1 actionYou 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 actionStabilize an adjacent Dying creature with a plant or symbol.
Sever Magic{action:sever magic}2 actionsRequirements 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 actionsRequirements You're holding an implement and a weapon, you are using Exploit Vulnerability with mort
Witch16

Abilities (Combat tab and {action})

AbilityCommandCostWhat it does
Chaotic Spell{action:chaotic spell}1 actionYour next acid, cold, electricity, fire or sonic spell takes a random damage type with an extra effect.
Conceal Spell{action:conceal spell}2 actionsYour next spell is cast without noticeable incantations or gestures.
Counterspell (Prepared){action:counterspell (prepared)}reactionExpend 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 actionYour next single-target damage spell also splashes adjacent creatures for its rank.
Effortless Concentration{action:effortless concentration}free actionAs your turn begins: Sustain one of your active class spells.
Familiar's Eyes{action:familiar's eyes}1 actionprojects their senses into their familiar until Dismissed (they lose their own senses meanwhile
Helt's Spelldance{action:helt's spelldance}1 actionPerformance 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 actionYour next spell's range grows by 30 feet.
Scatter Swarm{action:scatter swarm}1 actiontheir 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 actionYour 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})

AbilityCommandCostWhat 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 actionteleports their bonded item or spellbook (1 Bulk or less, within 1 mile) to their hand or feet.
Chaotic Spell{action:chaotic spell}1 actionYour next acid, cold, electricity, fire or sonic spell takes a random damage type with an extra effect.
Conceal Spell{action:conceal spell}2 actionsYour next spell is cast without noticeable incantations or gestures.
Convincing Illusion{action:convincing illusion}reactionAn observer nearly saw through your illusion: a check against its Perception DC.
Counterspell (Prepared){action:counterspell (prepared)}reactionExpend the same prepared spell to counteract a foe's casting of it.
Detonating Spell{action:detonating spell}1 actionYour next single-target damage spell also splashes adjacent creatures for its rank.
Dizzying Spell{action:dizzying spell}1 actionYour next single-target Will-save spell leaves a failed target Stupefied 2 (3 on a critical failure).
Effortless Concentration{action:effortless concentration}free actionAs your turn begins: Sustain one of your active class spells.
Elemental Defense{action:elemental defense}1 actionYour next spell with an element trait gives you resistance to that element equal to twice its rank.
Energy Ablation{action:energy ablation}1 actionYour next energy-damage spell gives you resistance to an energy type equal to its rank.
Explosive Arrival{action:explosive arrival}1 actionYour next summon spell detonates around the creature: 1d4 fire per rank.
Forcible Energy{action:forcible energy}1 actionYour 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 actionPerformance vs everyone's Perception DC, Stride once or twice, then Cast a Spell.
Incriminating Spell{action:incriminating spell}1 actionYour next mental spell makes the target blame another creature you pick.
Knockback Spell{action:knockback spell}1 actionYour 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 actionYour next damaging spell without the death or void trait gains the nonlethal trait.
Overwhelming Energy{action:overwhelming energy}1 actionYour 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 actionYour 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 actionYour 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 actionYou 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 actionDestroy an undead minion; your next necromancy spell (rank up to half its level) costs no slot.
Shared Focus{action:shared focus}1 actiona 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 actioninscribes a glowing circle within 30 feet: creatures in it get **+1 status** to saves against m
Spell Tinker{action:spell tinker}2 actionsafter casting a self-only spell with a choice (resist energy, a polymorph form) changes the cho
Spellbinding Speech{action:spellbinding speech}1 actionan Arcana check against the Will DC of a creature within 30 feet who understands them: a succes
Widen Spell{action:widen spell}1 actionYour next burst, cone or line spell (no duration) covers a wider area.
Worldsphere Gravity{action:worldsphere gravity}1 actionYour next area spell of rank 5 or higher can apply a planar effect (once an hour).
Archetypes217
Acrobat6

Abilities (Combat tab and {action})

AbilityCommandCostWhat it does
Dancing Dodge{action:dancing dodge}reactionTrigger 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 actionDive through an adjacent enemy's space and Strike it.
Alter Ego5

Abilities (Combat tab and {action})

AbilityCommandCostWhat it does
Assume a Role{action:assume a role}explorationRequirements 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}reactionCopy 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}reactionAid an ally's Deception: they roll twice.
Apocalypse Rider8

Abilities (Combat tab and {action})

AbilityCommandCostWhat it does
Contagious Spell{action:contagious spell}1 actionA 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 actionsA Mythic Point: a Will save; activities of three or more actions (two on a failure) cost it 12d8.
Overawe Crowd{action:overawe crowd}2 actionsRequirements You are sharing the same space as a swarm or are adjacent to a troop Effect Spend 1 Myt
Putrefaction{action:putrefaction}2 actionsA Mythic Point: enemies within 60 feet save or are Sickened 1; food and potions spoil.
Steal Death{action:steal death}reactionReduce 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 actionA Strike that makes the target save again against its worst disease or poison.
Archaeologist1

Abilities (Combat tab and {action})

AbilityCommandCostWhat 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})

AbilityCommandCostWhat it does
Archer's Aim{action:archer's aim}2 actionsA careful shot: +2 to hit, ignore Concealed.
Crossbow Terror{action:crossbow terror}1 actionReload a crossbow and Demoralize.
Quick Shot{action:quick shot}1 actionDraw a bow or crossbow and Strike in one action.
Staggering Fire{action:staggering fire}1 actionA ranged Strike that slows the target on a hit.
Unobstructed Shot{action:unobstructed shot}2 actionsShove or Trip an adjacent creature, then shoot.
Archfiend13

Abilities (Combat tab and {action})

AbilityCommandCostWhat it does
Brandish Authority{action:brandish authority}2 actionsDemoralize 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 actionShrink the realm to heal and empower your Strikes.
Enter Seat Of Power{action:enter seat of power}explorationYou focus your mind on your seat of power, then tap into this connection to transport yourself to it
Imprison Foe{action:imprison foe}1 actionA Mythic Point: send a creature you just hurt to your dungeon.
Lord of the Fiends{action:lord of the fiends}2 actionsA 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 actionsYou 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 actionGrow the realm by 10 feet.
Sustain Your Realm{action:sustain your realm}1 actionKeep it, let it shrink, or dismiss it.
Unleash Realm{action:unleash realm}free actionPunish an enemy in the realm: 4d8, basic Fortitude.
Arena Contestant5

Abilities (Combat tab and {action})

AbilityCommandCostWhat it does
Levered Swing{action:levered swing}1 actionFly up to your Speed around an anchor point in reach of your lash.
Slingshot Maneuver{action:slingshot maneuver}reactionTrigger 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 actionYour tongue darts out in search of refreshment. Choose a liquid container of up to light Bulk within
Snap Falling Fruit{action:snap falling fruit}reactionTrigger 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 actionsRequirements You have a creature Grabbed or Restrained with your lash. After you've grasped a creatu
Artillerist5

Abilities (Combat tab and {action})

AbilityCommandCostWhat it does
Cannon Corner Shot{action:cannon corner shot}1 actionAn extra Load turns a burst Launch into a line twice as long, or vice versa.
Field Artillery{action:field artillery}1 actionInteract with an adjacent mounted siege weapon: +10 feet Speed for 1 round.
Live Ammunition{action:live ammunition}free actionLoad a willing, Unconscious or Restrained creature as payload (two extra Load actions).
Named Artillery (Designate){action:named artillery (designate)}free actionSpend a full day designating one siege weapon as yours (+2 AC/Fort/Ref, +2xlevel HP).
Named Artillery (Maintain){action:named artillery (maintain)}free actionSpend an hour of daily prep maintaining your Named Artillery, or lose its benefits.
Ascended Celestial13

Abilities (Combat tab and {action})

AbilityCommandCostWhat it does
Abjure Harm{action:abjure harm}reactionA Mythic Point: a critical Strike is only a hit.
Aegis for the Innocent{action:aegis for the innocent}1 actionA barrier of light around an ally repels enemies.
Army of One{action:army of one}3 actionsYour 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 actionInfused 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 actionsEffect You Fly and can make a Strike at any point along the way.
Nimbus{action:nimbus}1 actionShed light; allies in it resist fear.
Shining Glory{action:shining glory}2 actionsAllies 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})

AbilityCommandCostWhat it does
Assassinate{action:assassinate}2 actionsUnnoticed: 6d6 precision and a save-or-die on your mark.
Mark for Death{action:mark for death}3 actionsDesignate your mark: Seek/Feint bonuses and sneak attack.
Public Execution{action:public execution}1 actionAnnounce your mark's death: witnesses can't act against you.
Strike Your Mark{action:strike your mark}1 actionA Strike with Mark for Death's extra precision damage.
Avenger3

Abilities (Combat tab and {action})

AbilityCommandCostWhat it does
Silence the Profane{action:silence the profane}reactionStrike a caster: Off-Guard, and the spell may be disrupted.
Slay{action:slay}2 actionsStrike a Doomed 2+ target: 4d6 precision, or death.
Zealous Inevitability{action:zealous inevitability}1 actionStrike with your deity's weapon: the target becomes Doomed.
Avenging Runelord9

Abilities (Combat tab and {action})

AbilityCommandCostWhat 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 actionYour 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}reactionA Mythic Point: twist a spell back at its caster.
Subjugation{action:subjugation}2 actionsA Mythic Point: slow or seize a creature's mind.
Vindictive Thoughts{action:vindictive thoughts}reactionA Mythic Point: a spell's caster suffers your save.
Writhing Runelord Weapon{action:writhing runelord weapon}2 actionsA Mythic Point: Stride and Strike twice with reach.
Bastion2

Abilities (Combat tab and {action})

AbilityCommandCostWhat it does
Disarming Block{action:disarming block}free actionAfter a Shield Block, Disarm the attacker.
Drive Back{action:drive back}reactionShove 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})

AbilityCommandCostWhat 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 actionSustain 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})

AbilityCommandCostWhat 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 actionsImbue an attack-roll spell in your gun and fire.
Beast Lord5

Abilities (Combat tab and {action})

AbilityCommandCostWhat it does
Bat Around{action:bat around}2 actionsStrike, 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}reactionStride and Strike the foe who hit your companion.
Pack of the Beast Lord{action:pack of the beast lord}3 actionsA Mythic Point: your companion is Gargantuan and tough.
Unified Stance{action:unified stance}1 actionYour 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})

AbilityCommandCostWhat 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 actionsYou and your companion move to take down a common enemy. You and your animal companion both Stride.
Swift Guardian{action:swift guardian}free actionTrigger You roll initiative. When danger appears, you quickly send away your active companion and ca
Blackjacket7

Abilities (Combat tab and {action})

AbilityCommandCostWhat it does
Battlefield Agility{action:battlefield agility}1 actionFlanked: a melee Strike on a flanker and a Step.
Belay That!{action:belay that!}reactionAn ally critically failed a Strike: their next Strike keeps that penalty.
Close Contract{action:close contract}1 actionDismiss your course of action for temporary Hit Points.
Lead by Example{action:lead by example}1 actionA Strike at -2 that gives the next ally +2 against the target.
Mercenary Motivation{action:mercenary motivation}explorationA large part of being in the Mercenary League entails doing mercenary work. You spend 1 minute plann
Nothing Personal{action:nothing personal}1 actionDesignate an impediment that takes extra weapon dice.
Opportune Opening{action:opportune opening}reactionAn ally crit a foe in your reach: Strike it while it's off-guard.
Blessed One2

Abilities (Combat tab and {action})

AbilityCommandCostWhat it does
Blessed Denial{action:blessed denial}reactionReduce 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})

AbilityCommandCostWhat it does
Blood Calls Blood{action:blood calls blood}free actionFinish a disrupted spell, then become drained.
Harvest Blood{action:harvest blood}1 actionRequirements Your last action was a successful piercing or slashing melee Strike against a creature
Hematocritical{action:hematocritical}free actionAfter 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 actionAfter 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})

AbilityCommandCostWhat it does
Hunt Prey{action:hunt prey}1 actionDesignate a creature as your hunted prey.
Opportunistic Grapple{action:opportunistic grapple}reactionYour prey critically failed a melee Strike: Grapple it.
Posse{action:posse}explorationRequirements You have designated prey with Hunt Prey. By spending 1 minute giving guidance to help h
Broken Chain9

Abilities (Combat tab and {action})

AbilityCommandCostWhat 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 actionsA mythic Strike at an ultimatum's target: Fortitude or die.
Lose Your Chains{action:lose your chains}reactionA grabbed or restrained ally Escapes at mythic proficiency.
Release Me!{action:release me!}1 actionStrike the creature holding you, then Escape.
Remember Their Names{action:remember their names}2 actions12d6 mental to an ultimatum's target, then persistent damage.
Stand Firm{action:stand firm}1 actionReduce 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})

AbilityCommandCostWhat it does
Black Powder Blaze{action:black powder blaze}2 actionsStride, boost off the shot, and Strike in melee.
Bullet Dancer Reload{action:bullet dancer reload}1 actionStrike with a firearm, then reload it with no free hand.
Bullet Dancer Stance{action:bullet dancer stance}1 actionEnter or leave the stance: firearms and their melee forms only.
Burn: Covering Blaze{action:burn: covering blaze}free actionAfter a melee hit: your next shot at them triggers no reactions.
Burn: Hot Barrel{action:burn: hot barrel}1 actionAfter a shot in reach: a melee Strike with extra fire and persistent fire.
Ranged Disarm{action:ranged disarm}1 actionDisarm with a ranged attack roll instead of Athletics.
Campfire Chronicler3

Abilities (Combat tab and {action})

AbilityCommandCostWhat it does
Cozy Campfire{action:cozy campfire}explorationYou spend 1 hour building a campfire in a single unoccupied square and whispering the stories of tho
Offer Story{action:offer story}1 actionYou 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})

AbilityCommandCostWhat it does
Direct Your Follower{action:direct your follower}1 actionGive a follower 2 actions (3 with Tactical Guidance).
Follower Acts Alone{action:follower acts alone}free actionYour 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})

AbilityCommandCostWhat 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}reactionSpend a spell to counteract an illusion or mental one.
Effortless Captivation{action:effortless captivation}free actionTrigger 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 actionIf 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})

AbilityCommandCostWhat it does
Avoid Dire Fate{action:avoid dire fate}reactionRequirements you have an active harrow omen Trigger you fail or critically fail a check associated w
Benevolent Spirit Deck{action:benevolent spirit deck}2 actionsCards protect an ally: +1 AC and resistance to your omen's type.
Cartomancy Casting{action:cartomancy casting}1 actionDraw a card before a spell; a flat check to keep your omen.
Restore Omen{action:restore omen}explorationRequirements You do not have an active harrow omen. You spend 10 minutes meditating with your harrow
Vengeful Spirit Deck{action:vengeful spirit deck}2 actionsA harrow card strikes a target: damage of your omen's type, basic Reflex.
Cathartic Mage2

Abilities (Combat tab and {action})

AbilityCommandCostWhat it does
Catharsis{action:catharsis}reactionTrigger determined by your catharsis emotion Effect You gain the catharsis activation effects listed
Work Yourself Up{action:work yourself up}2 actionsTake your Catharsis reaction on your own turn.
Cavalier18

Abilities (Combat tab and {action})

AbilityCommandCostWhat it does
Abrasive Drag{action:abrasive drag}2 actionsRequirements You are mounted and have a creature Grabbed or Restrained. Your mount attempts an Athle
Cavalier's Charge{action:cavalier's charge}2 actionsYour 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 actionGive your mount 2 actions; with a target it Strikes.
Cushion Landing{action:cushion landing}reactionYour mount catches your fall: -15 feet, no Prone.
Dashing Pickup{action:dashing pickup}1 actionCommand your mount to Stride by and pick you up.
Defend Mount{action:defend mount}reactionUse 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 actionYour mount Strides or Strikes on its own -- no action, no command spent.
Mounting Leap{action:mounting leap}1 actionLeap onto a willing mount within 10 feet.
Quick Mount{action:quick mount}1 actionMount your adjacent, willing mount and Command it.
Rearing Display{action:rearing display}1 actionYour mount rears and Strikes; you Demoralize.
Reckless Riding Lunge{action:reckless riding lunge}1 actionRequirements 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}reactionTrigger Your mount moves within reach of an unattended item of 1 Bulk or less. Requirements You're m
Trampling Charge{action:trampling charge}3 actionsYour mount tramples through foes: basic Reflex.
Unseat{action:unseat}1 actionStrike a mounted foe, then knock it from its mount.
Vaulting Gallop{action:vaulting gallop}2 actionsYour mount Strides twice, leaping obstacles/foes.
Wave the Flag{action:wave the flag}1 actionAllies 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})

AbilityCommandCostWhat it does
Command Attention{action:command attention}1 actionYou command the attention of all around you with style, ensuring their gaze falls only upon you unti
Never Tire{action:never tire}reactionTrigger You would gain the Fatigued condition. Requirements You are Observed by at least three creat
Upstage{action:upstage}reactionTrigger 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!}reactionTrigger An ally within 30 feet fails a Will saving throw against an incapacitation effect. Some Fire
Chime-Ringer3

Abilities (Combat tab and {action})

AbilityCommandCostWhat 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 actionsGive yourself and allies a chosen rune until your next turn.
Song of Grace and Speed{action:song of grace and speed}2 actionsQuickened for you and allies for a minute (Strike, Stride or Step only).
Choirmaster12

Abilities (Combat tab and {action})

AbilityCommandCostWhat it does
Choose Your Student{action:choose your student}Take a willing ally as your student.
Ensnaring Disarm{action:ensnaring disarm}free actionA disarmed item flies to your student.
Lesson of Mutual Gambits{action:lesson of mutual gambits}1 actionThe Feinted creature is open to your student.
Lesson of Sympathetic Vulnerability{action:lesson of sympathetic vulnerability}1 actionYour Strikes and spells deal the type your student's attack exploited.
Lesson of the Broken Wing{action:lesson of the broken wing}1 actionDraw an enemy in; your student attacks with +1.
Lesson of the Circling Gale{action:lesson of the circling gale}1 actionYou Step and your student Steps too.
Lesson of the Splintered Aegis{action:lesson of the splintered aegis}1 actionYour student rolls their next attack twice.
Pupil's Guard{action:pupil's guard}reactionYou take the reaction aimed at your student.
Repeat Lesson{action:repeat lesson}reactionRepeat the Athletics action your student failed.
Seize Advantage{action:seize advantage}reactionYour 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 actionYou and your student Strike together.
Chronoskimmer8

Abilities (Combat tab and {action})

AbilityCommandCostWhat 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 actionsStride, 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})

AbilityCommandCostWhat it does
Flash Your Badge{action:flash your badge}2 actionsA 30-foot cone Demoralize; a creature with a clean record resists worse.
Loose Cannon{action:loose cannon}1 actionA firearm Strike vs. a foe you haven't attacked this turn, +damage; a crit fail explodes it.
Clawdancer12

Abilities (Combat tab and {action})

AbilityCommandCostWhat it does
Abscission Shards{action:abscission shards}1 actionAfter a frenzied claw or spinning talon hit: break off a shard (persistent bleed).
Claw and Talon Flow{action:claw and talon flow}1 actionRequirements You're in either claw stance or talon stance. You fluidly shift between your two stance
Claw Snag{action:claw snag}reactionA grabbed foe tries to Escape: claw it.
Dashing Pounce{action:dashing pounce}2 actionsLeap 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 actionRequirements You are in claw stance and have Grabbed a creature. You hold your prey's defensive limb
Hunting Snag{action:hunting snag}reactionTrigger 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 actionRequirements You're Prone. You flare your legs around, using the momentum to both lash out and retur
Springboard{action:springboard}1 actionAfter a spinning talon hit: Leap, then talon-Strike an enemy you land beside.
Storm of Claws{action:storm of claws}3 actionsRequirements You're in either claw stance or talon stance. You lash out with your clawed limbs like
Talon Sweep{action:talon sweep}reactionTrigger A creature attempts to Strike you while it's flanking you. Your long clawed legs let you cat
Wheeling Grab{action:wheeling grab}1 actionYou cartwheel on your claws, dancing over your foes. You shift into claw stance and Tumble Through.
Clockwork Reanimator4

Abilities (Combat tab and {action})

AbilityCommandCostWhat 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}reactionYour reanimated companion explodes: 2d6 fire per level, basic Reflex.
Unwind Death{action:unwind death}3 actionsCrafting DC 40 to revive a creature dead for up to 3 rounds.
Zombie Horde{action:zombie horde}3 actionsYou 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})

AbilityCommandCostWhat 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}reactionYour melee Strike dropped a creature: it becomes nonlethal and you Stride half your Speed toward another enemy.
Collegiate Attendant9

Abilities (Combat tab and {action})

AbilityCommandCostWhat 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 actionCast Shield after a Shield Block; Slowed 1 for a round.
Crusader's Masquerade{action:crusader's masquerade}1 actionConcealed to undead while you hide and sneak.
Rain-Scribe Mobility{action:rain-scribe mobility}2 actionsStride twice, ignoring and clearing difficult terrain.
Spirit Sanctification{action:spirit sanctification}1 actionCost 1 spirit wisp Effect You immediately purify a spirit, which grants you a protective blessing be
Tempest-Sun Redirection{action:tempest-sun redirection}1 actionThe next damaging spell spares chosen targets and shields you.
Tempest-Sun Shielding{action:tempest-sun shielding}reactionExpend a slot to reduce damage to you or an ally by 4x its level.
Uzunjati Recollection{action:uzunjati recollection}1 actionRecall Knowledge, then tell it as a story at +1.
Uzunjati Storytelling{action:uzunjati storytelling}1 actionTell a story with a Recall Knowledge skill.
Court Blade6

Abilities (Combat tab and {action})

AbilityCommandCostWhat it does
Expeditious Advance{action:expeditious advance}+10 feet status bonus to Speed in light or no armor.
Flickering Twirl{action:flickering twirl}1 actionConcealed 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 actionTrigger You succeed at a save against a detection, mental, or scrying effect. You've learned how to
Stunning Surprise{action:stunning surprise}2 actionsFrom hiding: Stride, Strike, and a Fortitude save or Stunned.
Crossbow Infiltrator6

Abilities (Combat tab and {action})

AbilityCommandCostWhat it does
Crescent Spray{action:crescent spray}2 actionsThree ranged Strikes at one multiple attack penalty.
Infiltration Assassination{action:infiltration assassination}2 actionsMelee Strike, latch on (Grabbed), then a ranged Strike.
Infiltrator's Blitz{action:infiltrator's blitz}3 actionsThree 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 actionReload, then Hide, Sneak or Take Cover.
Reloading Trick{action:reloading trick}1 actionReload an unloaded hand crossbow or gauntlet bow and fire.
Cultivator1

Abilities (Combat tab and {action})

AbilityCommandCostWhat 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})

AbilityCommandCostWhat it does
Counter Curse{action:counter curse}reactionCounteract a curse or misfortune effect from your maelstrom.
Share Burden{action:share burden}reactionTake an ally's curse or misfortune effect onto yourself.
Torrential Backlash{action:torrential backlash}2 actionsIn a maelstrom state: 1d6 void per level to everyone in it, basic Fortitude.
Unnerving Expansion{action:unnerving expansion}1 actionGrow the maelstrom by 5 feet and Demoralize someone in it.
Dandy7

Abilities (Combat tab and {action})

AbilityCommandCostWhat 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}reactionTrigger You observe a target's attitude toward yourself or your allies decrease as a result of an al
Influence Rumor{action:influence rumor}downtimeYou 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 actionYou'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!}reactionTrigger 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})

AbilityCommandCostWhat it does
Collapse Wall{action:collapse wall}reactionBring a rigged wall down on a creature.
Set Explosives{action:set explosives}2 actionsRequirements You have 1 or 2 bombs in hand Effect You attach the bombs to an inanimate object within
Detective2

Abilities (Combat tab and {action})

AbilityCommandCostWhat 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 actionsA secret check to read a creature's alignment.
Diabolic Scion3

Abilities (Combat tab and {action})

AbilityCommandCostWhat 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}reactionAn 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})

AbilityCommandCostWhat it does
Benefactor's Wings{action:benefactor's wings}1 actionFly on spectral wings.
Channel Draconic Essence{action:channel draconic essence}1 actionCall up (or dismiss) your spectral dragon.
Draconic Fury{action:draconic fury}2 actionsA 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}reactionTrigger You critically fail a saving throw against an effect with the same tradition trait as your d
Essence Overflow{action:essence overflow}2 actionsEnd your channel in a burst of breath-type damage.
Frightening Power{action:frightening power}1 actionEach 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 actionOn 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})

AbilityCommandCostWhat 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})

AbilityCommandCostWhat 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 actionsYour airborne dragon dives at a foe and Strikes.
Flair Rider Stance{action:flair rider stance}1 actionA stance: your mount gives lesser cover and you lose the mounted Reflex penalty.
Guided Hover{action:guided hover}free actionYour airborne mount hovers without a Fly action.
Strafing Breath{action:strafing breath}3 actionsIn War Rider Stance: your mount Strides three times and its breath aura swells.
War Rider Stance{action:war rider stance}1 actionA stance: your dragon has a 5-foot damaging aura.
War Rider's Aura (trigger){action:war rider's aura (trigger)}free actionA creature started its turn in your War Rider Stance aura: roll its real damage and save.
Dual-Weapon Warrior2

Abilities (Combat tab and {action})

AbilityCommandCostWhat it does
Dual-Weapon Blitz{action:dual-weapon blitz}2 actionsStride with a Strike from each one-handed weapon.
Flensing Slice{action:flensing slice}1 actionAfter both Double Slice hits: bleed, off-guard, lower resistances.
Duelist2

Abilities (Combat tab and {action})

AbilityCommandCostWhat it does
Duelist's Challenge{action:duelist's challenge}1 actionName your dueling opponent: more damage to it, less to anyone else.
Tut-Tut{action:tut-tut}free actionPull the blow and Demoralize every enemy within 30 feet instead.
Dusk Talon4

Abilities (Combat tab and {action})

AbilityCommandCostWhat 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}reactionLearn the skill a creature used to Recall Knowledge; use Deception as it.
Feign Innocence{action:feign innocence}1 actionConvince an enemy you're on its side.
Make Do{action:make do}1 actionFor a minute, ignore a held tool or weapon's broken condition (once a day per item).
Eldritch Archer9

Abilities (Combat tab and {action})

AbilityCommandCostWhat it does
Eldritch Reload{action:eldritch reload}free actionReload as a free action after a magical shot.
Eldritch Shot{action:eldritch shot}3 actionsRequirements 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 actionsA 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 actionA 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 actionAmmunition 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})

AbilityCommandCostWhat 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 actionUp 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})

AbilityCommandCostWhat it does
Burning Spell{action:burning spell}1 actionThe next damage spell also sets a single target on fire.
Dousing Spell{action:dousing spell}1 actionThe next spell soaks a single target and helps end persistent fire or acid.
Growth Spell{action:growth spell}1 actionThe next area spell grows: +5 burst, +10 cone, +15 line.
Metabolize Element{action:metabolize element}reactionQuickened (Step or Stride only) after an elemental spell hurts you.
Redirect Elements{action:redirect elements}reactionA failed elemental spell attack is redirected; the attacker rerolls.
Reverberating Spell{action:reverberating spell}1 actionThe next area damage spell adds 1d8 sonic and deafens.
Rockslide Spell{action:rockslide spell}1 actionThe next area spell litters difficult terrain equal to its rank.
Wind-Tossed Spell{action:wind-tossed spell}1 actionThe next spell attack ignores concealment and cover.
Eternal Legend10

Abilities (Combat tab and {action})

AbilityCommandCostWhat it does
Demolishing Knockback{action:demolishing knockback}1 actionA mythic Strike that pushes a foe through walls.
Earth to Heavens Strike{action:earth to heavens strike}2 actionsYour blows hamper both a foe's mobility and cognitive functions by focusing first on their lower ext
Exaltation Overwhelming{action:exaltation overwhelming}3 actionsRaising your weapon or fist aloft, you begin to gleam with dazzling radiance. You fulminate with pow
Faultless Defense{action:faultless defense}reactionResistance to half your level and a mythic Strike back.
Finish Their Story!{action:finish their story!}2 actionsThough your tale is immortal, your foes aren't afforded such an advantage and mainly serve only to f
Immovable Object{action:immovable object}1 actionA stance: immune to forced movement, can't be knocked prone.
Leaping Hedgehog Strike{action:leaping hedgehog strike}2 actionsLeap at an enemy, Tumble Through it, then Strike.
Legend of Combat{action:legend of combat}1 actionSpend a Mythic Point: an extra reaction each turn and Speed of Arms for a minute.
Speed of Arms{action:speed of arms}reactionTrigger Your turn begins Effect You make a Strike against one opponent within your reach, or Stride
Weft and Warp{action:weft and warp}3 actionsStride, Strike, swap places, Strike again, and more.
Exorcist5

Abilities (Combat tab and {action})

AbilityCommandCostWhat it does
Cast Out{action:cast out}2 actionsCounteract a possession from within 30 feet.
Collect Spirit Remnant{action:collect spirit remnant}3 actionsRequirements You're holding your spirit dwelling Effect You brandish your spirit dwelling at the loc
Spirit's Absolution{action:spirit's absolution}1 actionSpend a spirit wisp or remnant to heal yourself or an adjacent ally.
Spirit's Anguish{action:spirit's anguish}2 actionsSpend a spirit wisp or remnant to howl sonic damage in a cone.
Spirit's Mercy{action:spirit's mercy}reactionTrigger 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})

AbilityCommandCostWhat it does
Familiar Conduit{action:familiar conduit}1 actionYour next ranged spell originates from your familiar.
Familiar Sage5

Abilities (Combat tab and {action})

AbilityCommandCostWhat 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 actionA spell's physical damage becomes a precious metal.
Seal of the Golden Dragon{action:seal of the golden dragon}reactionTake your familiar's resistance until your next turn.
Vexing Tempest{action:vexing tempest}1 actionAn air spell also gusts creatures near your familiar away.
Fan Dancer8

Abilities (Combat tab and {action})

AbilityCommandCostWhat it does
Dizzying Spin Dance{action:dizzying spin dance}3 actionsTwirling Strike against up to three enemies.
Dragon's Journey{action:dragon's journey}1 actionA reaction-free Stride; allies Stride with you.
Fluttering Distraction{action:fluttering distraction}reactionAn enemy's attack on an ally rolls twice, lower.
Peony's Flourish{action:peony's flourish}3 actionsStride 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}reactionA blocked shot becomes your ranged Strike.
Twirl Through{action:twirl through}1 actionTumble Through with Performance.
Twirling Strike{action:twirling strike}2 actionsPerformance Tumble Through, then a fan Strike.
Fated Warrior10

Abilities (Combat tab and {action})

AbilityCommandCostWhat 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}reactionTake an attack meant for your bonded partner; they get +2 AC.
Needle in the Gods' Eyes{action:needle in the gods' eyes}2 actionsLeap and Strike twice at one attack penalty.
Piercing Doom{action:piercing doom}2 actionsDoomed 2+: a melee Strike, +1d10 void and Doomed -1 on a hit.
Spear Dancer{action:spear dancer}1 actionStep then Strike, or Strike then Step, with a spear or polearm.
Spear of Doom{action:spear of doom}1 actionDoomed 1+: a stance that Strikes back at whoever hit you.
Spear of Doom (Razor's Edge){action:spear of doom (razor's edge)}free actionRazor's Edge: enter the Spear of Doom stance as a free action.
Spear of Doom Strike{action:spear of doom strike}reactionIn the stance: Strike the enemy that just hit you.
Field Propagandist7

Abilities (Combat tab and {action})

AbilityCommandCostWhat it does
A Tale To Believe In{action:a tale to believe in}1 actionCounteract a mental effect on an ally with Deception.
Fabricate Truth{action:fabricate truth}1 actionDeception: 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}downtimeYou spend 7 days of downtime seeding propaganda through a settlement with a population of 2,500 or f
Spread Propaganda{action:spread propaganda}explorationYou 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})

AbilityCommandCostWhat it does
Boast{action:boast}1 actionDeclare a boast about a skill action.
Boaster's Challenge{action:boaster's challenge}1 actionChallenge a foe: bonus damage against it on a success.
Bravo's Determination{action:bravo's determination}reactionDeception against the attack DC to stay at 1 HP.
Daring Act{action:daring act}2 actionsAcrobatics or Athletics against Reflex: Stride past a foe and leave it off-guard.
Firework Technician5

Abilities (Combat tab and {action})

AbilityCommandCostWhat it does
Banshee Cry{action:banshee cry}reactionTrigger A creature within 30 feet Casts a Spell or Activates an Item using a concentrate Activation
Coughing Dragon{action:coughing dragon}2 actionsChoose either auditory or visual effects. The display gains that trait, and you attempt to counterac
Goblin Jubilee{action:goblin jubilee}3 actionsChaos fills a within 120 feet. All creatures in the area takes damage and must attempt a save. Every
Jumping Jenny{action:jumping jenny}1 actionTarget a flying creature within 60 feet. Until the start of your next turn, each time that creature
Launch Fireworks{action:launch fireworks}1 actionCost 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})

AbilityCommandCostWhat it does
Cycle Elemental Stance{action:cycle elemental stance}1 actionRequirements 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 actionsElemental-stance Strike; Fortitude save or Clumsy.
Protective Cycle{action:protective cycle}reactionCycle Elemental Stance and +2 to AC after taking damage.
Flower Tiller9

Abilities (Combat tab and {action})

AbilityCommandCostWhat 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}reactionTrigger 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 actionCounteract a magical effect holding an adjacent crop member.
Fumigate{action:fumigate}2 actionsRequirements 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 actionYou have learned to act quickly to help those in danger. You temporarily designate an ally you can s
Scarecrow Strike{action:scarecrow strike}1 actionStrike 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 actionYou draw a little attention to yourself to take the pressure off of another. You , and the benefits
Folklorist2

Abilities (Combat tab and {action})

AbilityCommandCostWhat 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})

AbilityCommandCostWhat it does
Death from Above{action:death from above}2 actionsLeap 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}reactionAn attack targets your Survival DC instead of your AC.
Game Hunter3

Abilities (Combat tab and {action})

AbilityCommandCostWhat it does
Hunt Prey{action:hunt prey}1 actionDesignate a creature as your hunted prey.
Keep Pace{action:keep pace}reactionYour prey tries to move away: Stride to keep it in reach.
Quick Positioning{action:quick positioning}free actionStep twice, as your first action of the encounter.
Geomancer7

Abilities (Combat tab and {action})

AbilityCommandCostWhat 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 actionAfter 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 actionA 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 actionIn 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})

AbilityCommandCostWhat it does
Fling Head{action:fling head}1 actionFling 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 actionsA 5th-rank Vision of Death on a target within 120 feet.
Klingegeist{action:klingegeist}2 actionsYour 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 actionEffect 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})

AbilityCommandCostWhat it does
Disrupting Strikes{action:disrupting strikes}1 actionStrikes gain a disrupting rune until your next turn.
Reach Beyond{action:reach beyond}1 actionFocus on an incorporeal creature inside an object: the flat check drops to DC 6.
Ghost Hunter1

Abilities (Combat tab and {action})

AbilityCommandCostWhat 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})

AbilityCommandCostWhat 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 actionYour 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})

AbilityCommandCostWhat it does
Commitment to Protection{action:commitment to protection}1 actionWarn up to three allies to brace against a threat.
Commitment to Valor{action:commitment to valor}reactionTrigger 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 actionYour foes find it difficult to maneuver around you without attracting your attention. While in this
Hell-Lancer Shot{action:hell-lancer shot}2 actionsA ranged Strike at a fiend, +2x weapon dice.
No Need to Fear{action:no need to fear}reactionCounteract a fear effect for yourself or an ally.
Polished Distraction{action:polished distraction}2 actionsDazzle foes with light off your armor.
Watch Your Back{action:watch your back}1 actionAn ally within 60 feet can't be Off-Guard from flanking until your next turn.
Gilded Syndicate Agent1

Abilities (Combat tab and {action})

AbilityCommandCostWhat it does
Silent Sting{action:silent sting}reactionAfter a light-bulk Strike, Conceal an Object against everyone who can see you.
Gladiator5

Abilities (Combat tab and {action})

AbilityCommandCostWhat 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}reactionAfter dropping an enemy in front of a crowd: temp HP, +1 AC or +1 to your next attack.
Godling6

Abilities (Combat tab and {action})

AbilityCommandCostWhat it does
Absolve Sins{action:absolve sins}2 actionsSpend 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}reactionTrigger 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})

AbilityCommandCostWhat it does
Fiendish Brand{action:fiendish brand}2 actionsStrike and carve a bleeding brand (unholy bleed).
Golden Fury Stance{action:golden fury stance}1 actionStance: 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 actionAfter piercing damage: Grapple and persistent piercing.
Strike in the Stance{action:strike in the stance}1 actionA Strike in the stance: a piercing crit Sickens the target.
Vengeance Strike{action:vengeance strike}reactionStrike 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})

AbilityCommandCostWhat 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})

AbilityCommandCostWhat it does
Intercept Attack{action:intercept attack}reactionTrigger 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})

AbilityCommandCostWhat it does
Deathblow{action:deathblow}2 actionsA poisoned shot from hiding that can kill outright.
Frightful Attrition{action:frightful attrition}reactionA 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 actionsStride or Step, Strike from hiding, Sneak away.
Lonely Army{action:lonely army}3 actionsUp 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})

AbilityCommandCostWhat it does
Archaeologist's Warning{action:archaeologist's warning}free actionGive allies +1 to initiative.
Dead Reckoning{action:dead reckoning}2 actionsYou'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 actionsPathfinders 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 actionsPathfinders 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})

AbilityCommandCostWhat it does
Dualistic Synergy{action:dualistic synergy}1 actionA spell-slot spell also gives a Recall Knowledge bonus or temporary Hit Points.
Synergistic Spell{action:synergistic spell}1 actionAfter a halcyon spell, cast another two-action halcyon spell free.
Hallowed Necromancer1

Abilities (Combat tab and {action})

AbilityCommandCostWhat 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})

AbilityCommandCostWhat it does
Cross the Final Horizon{action:cross the final horizon}3 actionsStride, then three Strikes at -2 each.
Heaven's Thunder{action:heaven's thunder}1 actionUnarmed attacks and monk weapons add electricity and sonic damage.
Sky and Heaven Stance{action:sky and heaven stance}1 actionA stance: skyward slash unarmed attacks, resistance 2 to electricity and sonic.
Skyseeker{action:skyseeker}2 actionsLeap at an opponent with a Strike along the way.
Hedge Mage5

Abilities (Combat tab and {action})

AbilityCommandCostWhat it does
Community Needs{action:community needs}10 minutes: swap a prepared spell for a keepsake one.
Humble Spell{action:humble spell}1 actionYour 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 actionYour next spell also eases a target's fear.
Hellbound Aspirant5

Abilities (Combat tab and {action})

AbilityCommandCostWhat 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 actionTrigger Your turn begins. Requirements You are doomed. By questioning the terms of your contract, yo
Infernal Anguish{action:infernal anguish}1 actionRequirements You are doomed, and your last action was a successful action. When you terrify your foe
Invoke Infernal Bargain{action:invoke infernal bargain}free actionRequirements You are not doomed Effect You call upon your infernal pact to surge with devilish power
Invoke Infernal Flames{action:invoke infernal flames}free actionTrigger You critically hit a creature with an unarmed attack granted by this feat Requirements You a
Herbalist1

Abilities (Combat tab and {action})

AbilityCommandCostWhat it does
Endemic Herbs{action:endemic herbs}1 actionConsume an herbal item: that place's benefit for a minute.
Heroic Scion10

Abilities (Combat tab and {action})

AbilityCommandCostWhat 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 actionSpend 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}explorationYou 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 actionTrigger Your turn begins Requirements You are gaining a bonus to damage from Let Death Be My Weapon
Telling Blow{action:telling blow}1 actionSpend 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}reactionCounteract a memory-altering or controlling effect with Incarnation Lore.
Horselord10

Abilities (Combat tab and {action})

AbilityCommandCostWhat 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 actionGive your mount 2 actions; with a target it Strikes.
Defy Chains{action:defy chains}reactionStare down a fiend that hit you: spirit damage both ways.
Dismounting Strike{action:dismounting strike}1 actionLeap 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 actionsCharge on horseback and Strike two foes; dark bonus damage.
Swift Support{action:swift support}1 actionCommand your mount to Support: +5 feet Speed.
Infernal Breaker7

Abilities (Combat tab and {action})

AbilityCommandCostWhat it does
Defy Hell{action:defy hell}1 actionStance: +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 actionA 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}reactionAs an ally Strikes, make the target Off-Guard.
Recall Knowledge (Infernal Breaker){action:recall knowledge (infernal breaker)}1 actionDevil/Hellknight Lore: Devil You Know and Hell's Bane.
Rend Armor{action:rend armor}1 actionAfter a critical Strike: -2 to the creature's AC.
Infernal Knight15

Abilities (Combat tab and {action})

AbilityCommandCostWhat it does
Blade of Law{action:blade of law}2 actionsRequirements 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 actionYour next fire spell brands a creature that fails its save for a week.
Diabolic Certitude{action:diabolic certitude}free actionTrigger 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 actionA Strike; on a hit, allies in 20 feet lower their Frightened.
Free the Bound{action:free the bound}reactionTrigger An ally within your reach is about to attempt a skill check to Escape Effect The triggering
Infernal Interference{action:infernal interference}2 actionsStrike twice with your order's weapon: Stupefied and no reactions.
Masked Casting{action:masked casting}free actionAs 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 actionsYou 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 actionsA melee Strike that stifles the target's voice.
Spiritual Disruption{action:spiritual disruption}2 actionsYou 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 actionRequirements 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})

AbilityCommandCostWhat it does
Annul Compulsion{action:annul compulsion}2 actionsMany of the traps in the terms of a diabolic contract rely on curses, charms, or enchantments that e
Clarify Hellfire{action:clarify hellfire}1 actionAn obscure loophole in your contracts allows you to create hellfire that burns even devils. Until th
Condemn Soul{action:condemn soul}2 actionsWith 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)}reactionTrigger An enemy adjacent to you damages you. You impose the strict language of your folio on those
Inventor1

Abilities (Combat tab and {action})

AbilityCommandCostWhat it does
Explode{action:explode}2 actionsYou intentionally take your innovation beyond normal safety limits, making it explode and damage nea
Investigator1

Abilities (Combat tab and {action})

AbilityCommandCostWhat 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})

AbilityCommandCostWhat it does
Denounce Tyranny{action:denounce tyranny}2 actionsTurn 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 actionsDiplomacy: the target is Stupefied (and Confused).
Size Up{action:size up}1 actionDesignate your focus; bonuses against it.
Uncanny Prediction{action:uncanny prediction}2 actionsYour Size Up focus is Stunned unless it saves.
Juggler5

Abilities (Combat tab and {action})

AbilityCommandCostWhat it does
Focused Juggler{action:focused juggler}free actionKeep Juggling another round, and juggle one more item.
Juggle{action:juggle}1 actionStart juggling light items, add to them or keep it going until the end of your next turn.
Lobbed Attack{action:lobbed attack}1 actionA thrown Strike with a juggled weapon; off-guard if unseen before.
Opportune Throw{action:opportune throw}reactionA juggled weapon flies at a creature that moves, manipulates or shoots nearby.
Reflexive Catch{action:reflexive catch}reactionCatch a falling item or a missed thrown weapon.
Kineticist1

Abilities (Combat tab and {action})

AbilityCommandCostWhat it does
Channel Elements{action:channel elements}1 actionRequirements Your kinetic gate isn't active. You tap into your kinetic gate to make elements flow ar
Liberty Knight7

Abilities (Combat tab and {action})

AbilityCommandCostWhat 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 actionsDiplomacy to lower an ally's Frightened or Stupefied.
Commitment to Justice{action:commitment to justice}1 actionStrike who hurt your ally: +3 damage per weapon die.
Commitment to Liberty{action:commitment to liberty}2 actionsStrike who holds your ally; a hit lets them Escape free.
Interpose{action:interpose}2 actionsStride to an ally, swap places, then Strike.
Stir Allies{action:stir allies}2 actionsAllies 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})

AbilityCommandCostWhat it does
Beautiful Knifework{action:beautiful knifework}explorationYou 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 actionsMedicine check to pull a dying ally back; adjacent creatures take 8d6 electricity.
Linguist1

Abilities (Combat tab and {action})

AbilityCommandCostWhat it does
Spot Translate{action:spot translate}reactionRepeat a linguistic effect in a second language you know.
Living Monolith1

Abilities (Combat tab and {action})

AbilityCommandCostWhat it does
Ka Stone Ritual{action:ka stone ritual}2 actionsEmbed 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})

AbilityCommandCostWhat it does
Absorb Magic{action:absorb magic}reactionAbsorb a spell's magic.
Aether Blast{action:aether blast}2 actionsA 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})

AbilityCommandCostWhat it does
Entity's Resurgence{action:entity's resurgence}reactionTrigger 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 actionMelee 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 actionCrush a grabbed foe with alien tendrils.
Lumberjack1

Abilities (Combat tab and {action})

AbilityCommandCostWhat it does
Log Roll{action:log roll}1 actionOn narrow footing, Acrobatics against Reflex to drop an off-guard foe.
Marine Marauder5

Abilities (Combat tab and {action})

AbilityCommandCostWhat it does
Aquatic Pirouette{action:aquatic pirouette}reactionTrigger A creature targets you with a ranged attack and you can see the attacker. Requirements You'r
Marine Jet{action:marine jet}2 actions2 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}reactionTrigger A Medium or smaller creature within your reach uses a move action or leaves a square during
Shark Attack{action:shark attack}2 actionsYour swimming skills enable you to lunge through the water in a sudden attack. You Swim twice. At an
Surface Rush{action:surface rush}2 actionsYou 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})

AbilityCommandCostWhat 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 actionsStride and Strike; allies who saw you hit may Stride closer as a reaction.
Form Up!{action:form up!}2 actionsAllies in your aura take a formation as a reaction.
General's Gambit{action:general's gambit}3 actionsStride and Create a Diversion with Deception, Society or Warfare Lore.
Know Your Enemy{action:know your enemy}1 actionIn Strategist Stance: a Recall Knowledge that allies can Aid unprepared.
Marshal Aura Tracking{action:marshal aura tracking}free actionMeasure 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 actionFlip an ally in or out of your aura when it is kept by hand.
Push Back the Dead!{action:push back the dead!}1 actionAn ally resists undead: +2 to saves and resistance.
Rallying Charge (Marshal){action:rallying charge (marshal)}2 actionsYour 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 actionYou give a quick shout, hoping to shake the fog clouding your ally's thoughts. Choose one target all
Steel Yourself!{action:steel yourself!}1 actionAn ally gains temporary Hit Points and +2 Fortitude.
Target of Opportunity{action:target of opportunity}reactionTrigger An ally succeeds at a ranged Strike against an opponent in your weapon's first range increme
To Battle!{action:to battle!}2 actionsAn ally in your aura Strides (1 action) or Strikes (2 actions) as a reaction.
Topple Foe{action:topple foe}reactionAn 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})

AbilityCommandCostWhat it does
Adamantine Body{action:adamantine body}reactionTrigger 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 actionAfter a missed melee unarmed Strike: Strike again with the same multiple attack penalty.
Grievous Blow{action:grievous blow}2 actionsYou 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 actionAccess You're from Alkenstar or the Mana Wastes. You infuse your handwraps with black powder. On you
Mauler4

Abilities (Combat tab and {action})

AbilityCommandCostWhat it does
Avalanche Strike{action:avalanche strike}3 actionsA Strike against every enemy in reach, at one penalty step.
Clear the Way{action:clear the way}2 actionsShove up to five adjacent creatures, then Stride.
Hammer Quake{action:hammer quake}3 actionsStrike the square's enemy, then Trip everyone around it.
Shoving Sweep{action:shoving sweep}reactionShove an enemy leaving your reach.
Medic3

Abilities (Combat tab and {action})

AbilityCommandCostWhat it does
Doctor's Visitation{action:doctor's visitation}1 actionStride, then Battle Medicine.
Resuscitate{action:resuscitate}3 actionsMedicine DC 40 to revive the recently dead.
Treat Condition{action:treat condition}2 actionsA Medicine counteract against clumsy, enfeebled or sickened.
Megafauna Lord5

Abilities (Combat tab and {action})

AbilityCommandCostWhat 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 actionsYour megafauna Strides twice while you Strike.
Staggering Blow{action:staggering blow}2 actionsYour 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})

AbilityCommandCostWhat it does
Painful Spell{action:painful spell}1 actionYour 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 actionsRequirements 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})

AbilityCommandCostWhat 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 actionMorph 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 actionProject or reshape your mind weapon for the day.
Monk1

Abilities (Combat tab and {action})

AbilityCommandCostWhat it does
Flurry of Blows{action:flurry of blows}1 actionMake 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})

AbilityCommandCostWhat 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 actionStance: 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 actionTrigger 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 actionSpend a Mythic Point at the start of your turn to learn a creature's defenses.
Following Smite{action:following smite}1 actionAfter 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 actionsThe 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 actionYou 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}reactionTrigger 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})

AbilityCommandCostWhat it does
Accursed Touch{action:accursed touch}free actionAfter 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}reactionGrapple 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 actionLook 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})

AbilityCommandCostWhat it does
Burrowing Shot{action:burrowing shot}1 actionLaunch 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 actionLaunch the light mortar at one square for an extra die.
Recoiling Relocation{action:recoiling relocation}free actionVent gas on a Launch to move you and the mortar.
Siege Celerity{action:siege celerity}free actionQuickened for the turn to Load or Launch the mortar.
Wrapped In Smoke{action:wrapped in smoke}1 actionA 5-foot smoke cloud around the innovation for a minute.
Necrologist10

Abilities (Combat tab and {action})

AbilityCommandCostWhat 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 actionDismiss 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 actionLet the horde collapse.
Mobbing Assault{action:mobbing assault}1 actionThe horde surges: area damage, basic Reflex.
Preserve the Horde{action:preserve the horde}reactionSustain 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 actionKeep 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})

AbilityCommandCostWhat it does
Inevitable Return{action:inevitable return}reactionTrigger A Small or Medium enemy within 30 feet dies. The deaths of those around you simply fuel your
Oozemorph1

Abilities (Combat tab and {action})

AbilityCommandCostWhat it does
Vacate Vision{action:vacate vision}reactionA failed visual save becomes a success, at the cost of being Blinded.
Overwatch3

Abilities (Combat tab and {action})

AbilityCommandCostWhat it does
Converge{action:converge}reactionAfter 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}reactionA ranged shot replaces an ally's failed fall or balance check.
Pactbinder4

Abilities (Combat tab and {action})

AbilityCommandCostWhat 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})

AbilityCommandCostWhat 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})

AbilityCommandCostWhat 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}reactionTrigger 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})

AbilityCommandCostWhat 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 actionsStride twice or swing on a rope, then Strike.
Hook 'Em{action:hook 'em}2 actionsNeeds a rope or grappling weapon in hand: swing, then Grapple.
Walk the Plank{action:walk the plank}2 actionsDemoralize, and force the target to Stride.
Pistol Phenom5

Abilities (Combat tab and {action})

AbilityCommandCostWhat it does
Dazzling Bullet{action:dazzling bullet}1 actionPerformance check and a firearm Strike; Dazzled if it works.
Gunpowder Gauntlet{action:gunpowder gauntlet}1 actionPerformance check: the target attacks others at a penalty.
Hot Foot{action:hot foot}1 actionShoot at its feet: no reactions (and off-guard on a critical).
Reach for the Sky{action:reach for the sky}2 actionsFire in the air and Intimidate every enemy within 30 feet.
Whirling Knockdown{action:whirling knockdown}2 actionsFirearm Strike and a Performance check to topple the target.
Poisoner4

Abilities (Combat tab and {action})

AbilityCommandCostWhat it does
Acquired Tolerance{action:acquired tolerance}reactionReroll a failed save against a poison (same poison only, once used).
Once Bitten{action:once bitten}reactionA 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 actionAfter a melee hit on a poisoned foe: +1d6 damage and +1d6 poison.
Priest of the Living God3

Abilities (Combat tab and {action})

AbilityCommandCostWhat 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})

AbilityCommandCostWhat it does
Bloom of Health{action:bloom of health}1 actionYour 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 actionFrequency 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 actionsBolstered 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 actionsThe 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}reactionA designated knight steps aside and you take the blow.
Protect the Royal Line{action:protect the royal line}1 actionFlanked: Shove or Reposition a flanker.
Royal Grace{action:royal grace}explorationYou spend 10 minutes conferring with one of your knights who has the doomed condition. By discussing
Prophet of Trade1

Abilities (Combat tab and {action})

AbilityCommandCostWhat 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})

AbilityCommandCostWhat it does
Cartwheel Dodge{action:cartwheel dodge}reactionAfter a successful Reflex save, Step up to 10 feet.
Flourishing Finish{action:flourishing finish}1 actionAfter dropping a foe, Performance against everyone within 30 feet.
Murderer's Circle{action:murderer's circle}1 actionStrike, Step around the target, it is off-guard to your next Strike.
Pin to the Spot{action:pin to the spot}2 actionsA Strike that restrains on a hit.
Psychic Duelist2

Abilities (Combat tab and {action})

AbilityCommandCostWhat 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 actionRecenter at the start of your turn in a psychic duel.
Purity Enforcer5

Abilities (Combat tab and {action})

AbilityCommandCostWhat it does
Edict of Mortality{action:edict of mortality}2 actionsFrighten 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 actionA new save against a divine effect, +2, never worse.
Traces of the Divine{action:traces of the divine}explorationYou 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 actionsStrike a divine caster: +2 dice, and it may lose a spell.
Ranger1

Abilities (Combat tab and {action})

AbilityCommandCostWhat it does
Hunt Prey{action:hunt prey}1 actionDesignate a creature as your hunted prey.
Reanimator2

Abilities (Combat tab and {action})

AbilityCommandCostWhat 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})

AbilityCommandCostWhat it does
Ashen Veil{action:ashen veil}3 actionsBy 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 actionsYou'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})

AbilityCommandCostWhat 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}reactionThe attacker needs a DC 11 flat check or the attack passes through you.
Prayer Attack{action:prayer attack}1 actionFeint; later turns keep the target off-guard automatically.
Rose Warden5

Abilities (Combat tab and {action})

AbilityCommandCostWhat it does
Blessed Thorn Strike{action:blessed thorn strike}1 actionRetaliate for an ally's wound: the target may be Enfeebled.
Liberated Mind{action:liberated mind}reactionReroll a failed save against a mental effect.
Rise Up!{action:rise up!}2 actionsYou and two allies Stand for free and fly for a minute.
Unbalancing Appearance{action:unbalancing appearance}1 actionStrike from the shadows: Off-Guard and Clumsy.
Unfettering Strike{action:unfettering strike}1 actionStrike a grappler so your ally can Escape.
Runelord2

Abilities (Combat tab and {action})

AbilityCommandCostWhat it does
Embed Aeon Stone{action:embed aeon stone}downtimeYou discover the secrets to embedding aeon stones into your flesh. You spend 1 day attuning to an ae
Sinbladed Spell{action:sinbladed spell}1 actionA polearm or spear flourish adds force to a sin or curriculum spell.
Runesmith2

Abilities (Combat tab and {action})

AbilityCommandCostWhat it does
Solitary Invocation{action:solitary invocation}1 actionYou utter the name of one of your runes within 30 feet, which blazes with power, applying the effect
Trace Rune{action:trace rune}1 action1 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})

AbilityCommandCostWhat it does
Blood Shield{action:blood shield}1 actionSpend sanguimancy Hit Points for a blood shield.
Exsanguinate{action:exsanguinate}1 actionGain sanguimancy Hit Points after damaging a bleeder.
Transfusion{action:transfusion}2 actionsFast healing for a willing creature you touch.
Venipuncture{action:venipuncture}2 actionsA blast of blood needles from all your sanguimancy Hit Points.
Scion of the God Caller5

Abilities (Combat tab and {action})

AbilityCommandCostWhat 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 actionsA rune weapon Strike with ghost touch and 2d6 force; counts as two attacks.
Scout6

Abilities (Combat tab and {action})

AbilityCommandCostWhat it does
Fleeting Shadow{action:fleeting shadow}2 actionsHide, then Sneak twice.
Rebel's Map{action:rebel's map}free actionOn 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 actionsStride, Feint, then Strike.
Scout's Pounce{action:scout's pounce}2 actionsStride, 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})

AbilityCommandCostWhat it does
Skim Scroll{action:skim scroll}1 actionDraw a scroll and Trick Magic Item on it.
Scrollmaster1

Abilities (Combat tab and {action})

AbilityCommandCostWhat it does
Ward Mind{action:ward mind}free actionDelay a mental effect you failed a save against.
Seneschal Witch3

Abilities (Combat tab and {action})

AbilityCommandCostWhat 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 actionsEtch a symbol and watch through it.
Sentinel1

Abilities (Combat tab and {action})

AbilityCommandCostWhat it does
Armored Rebuff{action:armored rebuff}reactionA foe critically fails a melee Strike on you: Shove it.
Sentry6

Abilities (Combat tab and {action})

AbilityCommandCostWhat it does
Bless Shield{action:bless shield}1 actionYour shield gains ghost touch until your next turn.
Cenotaph Stance{action:cenotaph stance}1 action10 temporary HP; a shield that always counts as raised.
Flashing Shield{action:flashing shield}free actionOn a Shield Block against an adjacent undead: vitality damage and Off-Guard.
Practiced Opposition{action:practiced opposition}1 actionRecall Knowledge about an undead, then Strike it; success lowers its resistances by 5.
Repulse the Wicked{action:repulse the wicked}reactionAn 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})

AbilityCommandCostWhat it does
Shadow Spell{action:shadow spell}1 actionA shadow spell also helps or hinders a creature it affects.
Shadowdancer1

Abilities (Combat tab and {action})

AbilityCommandCostWhat it does
Choose a Focus Spell{action:choose a focus spell}Pick the focus spell a feat gives you (Deathly Secrets and the like).
Shared Archetype Feats7

Abilities (Combat tab and {action})

AbilityCommandCostWhat it does
Impromptu Investment{action:impromptu investment}free action (once per 100 rounds)(one minute) Frequency once per 10 minutes Effect You can remove investiture from an item you curren
It's Not Over{action:it's not over}reaction (once a day)Reduced to 0 HP: regain 10 + level + Con modifier instead of going down. Once a day.
Pitch-Perfect Projection{action:pitch-perfect projection}1 actionBy using your perfect pitch, you can amplify your voice to cause magical auditory effects to reach f
Swift Choreography{action:swift choreography}reactionTrigger An ally within 30 feet would become Grabbed, Immobilized, Off-Guard, Prone, or Restrained Ef
Tempo Shift{action:tempo shift}free action (once an hour)As you Delay: Quickened this round (Stride or Strike), enemies Off-Guard to you.
Tragic Lament{action:tragic lament}reaction (once per 100 rounds)Trigger A creature you're aware of critically succeeds on a Strike against you and would deal damage
Watch This!{action:watch this!}reactionTrigger An ally misses or critically misses an enemy you can see with their attack. A common saying
Shieldmarshal3

Abilities (Combat tab and {action})

AbilityCommandCostWhat it does
Consolidated Overlay Panopticon{action:consolidated overlay panopticon}1 actionSupercharge the clockwork eyes.
Counterclockwork Focus{action:counterclockwork focus}free actionA loaded firearm deals +2d6 to constructs and uses a special material.
Equitable Defense{action:equitable defense}reactionAfter a critical hit: resistance, a free reload or Stand, and +1 to hit back.
Sixth Pillar3

Abilities (Combat tab and {action})

AbilityCommandCostWhat it does
Maneuvering Spell{action:maneuvering spell}free actionStep, Leap or Stand as you cast a 2+ action spell.
Six Pillars Stance{action:six pillars stance}1 actionStance: +4 to AC against reactions to your concentrate or manipulate actions; +1 damage after casting.
Touch Focus{action:touch focus}free actionMake a ranged spell attack a touch spell with +2 that knocks prone.
Skysage7

Abilities (Combat tab and {action})

AbilityCommandCostWhat 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})

AbilityCommandCostWhat it does
Daydream Trance{action:daydream trance}1 actionYou 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 actionRoll a save or skill check twice and take the better (once before the end of your next turn).
Snarecrafter7

Abilities (Combat tab and {action})

AbilityCommandCostWhat it does
Domino Effect{action:domino effect}reactionA 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 actionDestroy a magical snare you set; a burst hits the area.
Remote Trigger{action:remote trigger}1 actionShoot a snare to set it off early.
Set a Snare{action:set a snare}3 actionsCraft a prepared snare on a map square (hidden).
Surprise Snare{action:surprise snare}3 actionsInstall 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})

AbilityCommandCostWhat it does
Duo's Aim{action:duo's aim}2 actionsWith assistance from your spotter, you aim for an especially accurate attack. Make a crossbow or fir
Exploit Opening{action:exploit opening}reactionTrigger Your spotter critically succeeds at a Strike against a creature, and that creature is within
Targeted Redirection{action:targeted redirection}1 actionYou 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})

AbilityCommandCostWhat 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})

AbilityCommandCostWhat it does
Devastating Manifestation{action:devastating manifestation}2 actionsManifest, then up to two +1d6-spirit Strikes (weapon) and/or resistance 5 (armor/shield).
Dismiss Soulforged Armament{action:dismiss soulforged armament}free actionEnd your manifested armament (and its essence form, if up) early.
Manifest Soulforged Armament{action:manifest soulforged armament}1 actionSummon your bound weapon, armor or shield; optionally its essence form too (once a day).
Rapid Manifestation{action:rapid manifestation}reactionYou roll initiative or a hazard attacks you: Manifest your Soulforged Armament.
Reflecting Spirit{action:reflecting spirit}reactionA 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 actionA 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})

AbilityCommandCostWhat 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}reactionExpend a prepared spell/slot (-2 penalty) to counteract a spell you have prepared.
Mobile Magical Combat{action:mobile magical combat}1 actionAfter casting: Stride, then a melee Strike.
Recover Spell{action:recover spell}1 actionRegain 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 actionLower the Steady Spellcasting flat check from DC 15 to 10.
Spellshifter3

Abilities (Combat tab and {action})

AbilityCommandCostWhat it does
Enhance Spell{action:enhance spell}1 actionYou attune your senses to the magical frequencies generated by an allied spellcaster, allowing you t
Reactive Spellshift{action:reactive spellshift}reactionShift Spell as a reaction the instant a creature within 30 feet casts a spell.
Shift Spell{action:shift spell}1 actionArcana check vs. an ongoing spell's DC to apply a known spellshift.
Spellshot3

Abilities (Combat tab and {action})

AbilityCommandCostWhat it does
Black Powder Embodiment{action:black powder embodiment}2 actionsStrike, then teleport next to the target.
Fulminating Shot{action:fulminating shot}1 actionYour 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})

AbilityCommandCostWhat it does
Bond with Spirit{action:bond with spirit}explorationYou 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}explorationYou forge an intense spiritual bond of mutual trust and appreciation with a single spirit that you h
Kaleidoscopic Entreaty{action:kaleidoscopic entreaty}1 actionEntreat Spirit becomes a dazzling burst around you.
Manifold Conduit{action:manifold conduit}1 actionManifest 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})

AbilityCommandCostWhat it does
Enter Spirit Trance{action:enter spirit trance}1 actionYou 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 actionRequirements You're under the effects of Enter Spirit Trance. You manifest a defensive quality of sp
Invoke Movement{action:invoke movement}1 actionRequirements 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})

AbilityCommandCostWhat it does
Disarming Interception{action:disarming interception}reactionRequirements You have your fist positioned to parry Trigger An enemy within your reach targets you o
Gods' Palm{action:gods' palm}1 actionYou 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 actionYou charge your blade with spiritual energy, allowing it to cut through spirits and fiends with fear
Sword-Light Wave{action:sword-light wave}2 actionsYou 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})

AbilityCommandCostWhat it does
Soul Oubliette{action:soul oubliette}reactionTrigger You reduce a creature to 0 Hit Points with an attack from your spectral dagger. Requirements
Staff Acrobat4

Abilities (Combat tab and {action})

AbilityCommandCostWhat it does
Levering Strike{action:levering strike}2 actionsStaff Strike that leaves the target off-guard and easy to shove or trip.
Pivot Strike{action:pivot strike}2 actionsLeap, a staff Strike with bonus damage, then a Shove or Trip.
Staff Sweep{action:staff sweep}1 actionOne 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})

AbilityCommandCostWhat 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 actions10-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 actionEnter or leave the stance: temporary Hit Points and +2 to Shove and Trip DCs.
Tunnel Wall{action:tunnel wall}1 actionRaise a Shield and become anchored for a round.
Upset Balance{action:upset balance}reactionAthletics 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})

AbilityCommandCostWhat it does
For the Fallen!{action:for the fallen!}1 actionStep, 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})

AbilityCommandCostWhat it does
Blade of the Heart{action:blade of the heart}1 actionAn 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 actionsDemoralize 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})

AbilityCommandCostWhat it does
Piston Punch{action:piston punch}2 actionsOne dynamo Strike through up to two foes in a line.
Stasian Smash{action:stasian smash}2 actionsA dynamo Strike crackling with electricity that arcs to two others.
Stone Brawler2

Abilities (Combat tab and {action})

AbilityCommandCostWhat it does
Stonestrike Stance{action:stonestrike stance}1 actionRequirements You are standing on the ground Effect You enter the stance of unyielding stone and draw
Stoney Deflection{action:stoney deflection}1 actionIn Stonestrike Stance: +2 to AC and against Shove and Trip.
Stonebound1

Abilities (Combat tab and {action})

AbilityCommandCostWhat it does
Statue{action:statue}1 actionLook like a statue, off-guard, needing no food or breath.
Student of Perfection1

Abilities (Combat tab and {action})

AbilityCommandCostWhat 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})

AbilityCommandCostWhat it does
Aphet Flash{action:aphet flash}1 actionSwarm outside: a Fortitude save or Dazzled.
Bite and Sting{action:bite and sting}1 actionSwarm outside: piercing damage to everyone in its space, basic Reflex.
Death Drone{action:death drone}2 actionsThe cicadas in your swarm make a droning sound that stimulates a fear response. Each creature within
Pyre Ant Sting{action:pyre ant sting}1 actionSwarm outside: a Fortitude save or persistent poison.
Sportlebore Choke{action:sportlebore choke}1 actionSwarm outside: piercing damage by Fortitude save, and Sickened.
Sustain Swarm Forth{action:sustain swarm forth}1 actionKeep the swarm out another round; it may Stride once.
Swarm Forth{action:swarm forth}1 actionRelease your swarm into a space adjacent to you (can overlap). Sustain to keep it out.
Weaver's Web{action:weaver's web}1 actionSwarm outside: webs fill its space; a Reflex save or Immobilized.
Swashbuckler2

Abilities (Combat tab and {action})

AbilityCommandCostWhat it does
Basic Finisher{action:basic finisher}1 actionYou make a graceful, deadly attack. Make a Strike; if you hit and your weapon qualifies for Precise
Opportune Riposte{action:opportune riposte}reactionTrigger 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})

AbilityCommandCostWhat 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 actionRequirements You are wielding only an Aldori Dueling Sword and have your other hand or hands free; y
Saving Slash{action:saving slash}reactionTrigger An opponent critically hits you with a melee attack. You quickly whirl your blade, trying to
Tempo Duelist{action:tempo duelist}1 actionYou 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})

AbilityCommandCostWhat 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 actionsRequirements An adjacent ally is suffering persistent damage. You've learned a variety of methods fo
Focus Ally{action:focus ally}reactionTrigger An adjacent ally fails, but doesn't critically fail, a saving throw against an effect with t
Forceful Shot{action:forceful shot}1 actionYour ranged attacks push your foes away from your allies. Make a ranged Strike, adding the following
Harrying Strike{action:harrying strike}1 actionYour attack prevents a foe from pursuing your allies. Make a melee Strike, adding the following effe
Improvised Crafting{action:improvised crafting}explorationYou've learned to repair your equipment even in challenging circumstances, making use of what you ha
Recollect Studies{action:recollect studies}1 actionRequirements You're fighting a creature of your level or lower that could be identified by Recall Kn
Shoulder Catastrophe{action:shoulder catastrophe}reactionTrigger An enemy critically succeeds at a Strike against an adjacent ally. You've trained to protect
Symbiote Host1

Abilities (Combat tab and {action})

AbilityCommandCostWhat 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})

AbilityCommandCostWhat it does
Affix a Talisman{action:affix a talisman}explorationRequirements You must use a Repair Toolkit You spend 10 minutes affixing a talisman to an item, plac
Tattooed Historian4

Abilities (Combat tab and {action})

AbilityCommandCostWhat it does
Agent of All Holds{action:agent of all holds}reactionTurn a critical failure at Diplomacy, Intimidation or Performance into a failure.
Infused with Belkzen's Might{action:infused with belkzen's might}1 actionSpend a use of Living History for extra spirit damage on your weapons.
Inked Panoply{action:inked panoply}reactionA spectral shield-bearer: +1 AC and resistance against one attack.
Wrath of the Hold{action:wrath of the hold}2 actionsGhostly tattoos swarm a 30-foot cone.
Thaumaturge1

Abilities (Combat tab and {action})

AbilityCommandCostWhat 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})

AbilityCommandCostWhat 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 actionYour 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 actionA summon spell calls another version of you.
Timewracked10

Abilities (Combat tab and {action})

AbilityCommandCostWhat 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}reactionSpend a Mythic Point: the attacker saves Will or is hindered.
Now You See Me{action:now you see me}1 actionStride, 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}reactionTrigger Your turn begins Effect Spend a Mythic Point. Take the same actions in the same order, using
Second Sight{action:second sight}1 actionSpend a Mythic Point: a mythic Recall Knowledge that can lock in its next actions.
Sidestep Through Time{action:sidestep through time}reactionTrigger You are about to attempt a Reflex saving throw against an area effect Effect You slip throug
Temporal Fury{action:temporal fury}2 actionsSpend a Mythic Point: Strike, Step, a mythic Strike on an off-guard foe.
Trapsmith2

Abilities (Combat tab and {action})

AbilityCommandCostWhat it does
Recycled Cogwheels{action:recycled cogwheels}3 actionsTake back a snare that hasn't triggered.
Repurposed Parts{action:repurposed parts}3 actionsSpend two prepared snares to deploy a different one you know.
Trick Driver5

Abilities (Combat tab and {action})

AbilityCommandCostWhat it does
Drive-By Attack{action:drive-by attack}1 actionPiloting: 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 actionLet go of the controls.
Power Slide{action:power slide}1 actionPiloting: Drive with a -2 penalty to turn sharply.
Take the Wheel{action:take the wheel}1 actionBoard and Take Control of an adjacent vehicle: you are piloting it.
Twilight Speaker3

Abilities (Combat tab and {action})

AbilityCommandCostWhat it does
Betraying Shank{action:betraying shank}1 actionA hidden blade against a foe not yet in combat with you; roll Deception for initiative.
Disarming Smile{action:disarming smile}reactionDiplomacy 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})

AbilityCommandCostWhat 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 actionCall an inactive undead companion's fragment for its support benefit.
Undead Slayer4

Abilities (Combat tab and {action})

AbilityCommandCostWhat it does
Blessed Medicine{action:blessed medicine}free actionReroll a failed Treat Disease against an undead-inflicted disease.
Frighten Undead{action:frighten undead}1 actionDemoralize an undead with Religion.
Slayer's Identification{action:slayer's identification}free actionTrigger 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 actionsStrike 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})

AbilityCommandCostWhat 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 actionsLaunch yourself out of the water (Athletics DC 30).
Riptide{action:riptide}reactionPull a nearby creature toward you with a current.
Sailfish Strike{action:sailfish strike}reactionStrike 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 actionsMove and Strike the same target twice.
Unexpected Sharpshooter5

Abilities (Combat tab and {action})

AbilityCommandCostWhat 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 actionDemoralize with Deception after a lucky shot or escape.
Ursine Avenger Hood4

Abilities (Combat tab and {action})

AbilityCommandCostWhat it does
Bear Hug{action:bear hug}1 actionAfter 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 actionDraw the hood: jaws and claws unarmed attacks and a bear's traits.
Vampire8

Abilities (Combat tab and {action})

AbilityCommandCostWhat 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 actionRequirements 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 actionAt 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})

AbilityCommandCostWhat it does
Aerial Flash{action:aerial flash}3 actionsEven creatures who take to the air can't escape you. You teleport to any square within 60 feet that'
Afterimage{action:afterimage}free actionTrigger You use an action or cast a spell with the teleportation trait. You leave behind an afterima
Contingency Leap{action:contingency leap}reactionTeleport 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 actionAfter 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 actionRequirements 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})

AbilityCommandCostWhat it does
Define “Report”{action:define “report”}free actionLook, 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!}reactionTrigger An ally within 30 feet rolls a saving throw against an auditory effect. Hey! Don't listen to
Vigilante2

Abilities (Combat tab and {action})

AbilityCommandCostWhat it does
Quick Change{action:quick change}3 actionsSwitch identities in three actions (one if legendary in Deception).
Startling Appearance{action:startling appearance}1 actionStrike a creature unaware of you: off-guard and frightened.
Viking3

Abilities (Combat tab and {action})

AbilityCommandCostWhat it does
Hurling Charge{action:hurling charge}2 actionsThrown Strike, Stride, draw a weapon.
Into the Fray{action:into the fray}2 actionsCharge: a weapon Strike and a shield Strike on two enemies.
Second Shield{action:second shield}reactionDraw a spare or improvised shield after yours breaks.
Viking Guard5

Abilities (Combat tab and {action})

AbilityCommandCostWhat it does
Designate Ally{action:designate ally}1 actionChoose 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}reactionStrike a creature that moves next to or attacks your designated ally.
Tight Follower{action:tight follower}reactionStride to within 10 feet of your designated ally.
Wounded Party{action:wounded party}reactionYou or your designated ally took damage: Rage.
Vindicator2

Abilities (Combat tab and {action})

AbilityCommandCostWhat it does
Call the Hunt{action:call the hunt}1 actionYour hunted prey is off-guard to melee attacks near your allies.
Interrogate{action:interrogate}1 actionIntimidation against Will to get answers.
Wandering Chef1

Abilities (Combat tab and {action})

AbilityCommandCostWhat 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})

AbilityCommandCostWhat it does
Intimidating Spell{action:intimidating spell}1 actionAn area damage spell also frightens those who fail the save.
Mage's Field Dressing{action:mage's field dressing}1 actionBattle Medicine with conjured bandages, after a spell.
Shield Spell Reinforcement{action:shield spell reinforcement}free actionCast Shield through your shield, or for an adjacent ally.
Warshard Warrior8

Abilities (Combat tab and {action})

AbilityCommandCostWhat it does
Athlete's Ally{action:athlete's ally}1 actionA minute of mythic Athletics maneuvers with your shard.
Call Warshard Weapon{action:call warshard weapon}1 actionRequirements 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 actionsStep and Strike two foes at mythic proficiency.
Final Shot Knows the Way{action:final shot knows the way}2 actionsA mythic ranged Strike that ignores cover; Off-Guard on a hit.
Indomitable Shot{action:indomitable shot}2 actionsOne shot through a line of foes; a basic Reflex save.
Prescient Parry{action:prescient parry}reactionMythic AC against a Strike; Strike back on a miss.
Throw and Catch{action:throw and catch}3 actionsHurl the weapon, catch it, strike again.
Weaponsight{action:weaponsight}1 actionClose 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})

AbilityCommandCostWhat it does
Absorb into the Aegis{action:absorb into the aegis}reactionTrigger 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 actionsYour shield gains Absorb into the Aegis until your next turn.
Body Barrier{action:body barrier}reactionTrigger 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 actionsEven 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 actionsYou move forward, creating an opening for others to follow. Choose one adjacent ally who has a react
Preternatural Polish{action:preternatural polish}explorationArmor 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 actionsYou and drilled allies Raise a Shield.
Weapon Improviser2

Abilities (Combat tab and {action})

AbilityCommandCostWhat it does
Makeshift Strike{action:makeshift strike}1 actionPick up an object and Strike with it.
Shattering Strike (Weapon Improviser){action:shattering strike (weapon improviser)}free actionA broken improvised weapon shatters for 3d6 piercing.
Wellspring Mage2

Abilities (Combat tab and {action})

AbilityCommandCostWhat it does
Interfering Surge{action:interfering surge}reactionExpend 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})

AbilityCommandCostWhat it does
Antler Rush{action:antler rush}2 actionsRequirements You're in your moose or hybrid shape. Stride twice. If you end your movement within you
Bear Hug{action:bear hug}1 actionAfter a claw hit: another claw Strike; on a hit the foe is Grabbed.
Cornered Animal{action:cornered animal}2 actionsRequirements You are in animal or hybrid form and are flanked. You become more dangerous when surrou
Death Roll{action:death roll}1 actionRequirements You are in your crocodile or hybrid shape and have a creature Grabbed. You corkscrew yo
Dire Growth{action:dire growth}2 actionsYou transform into a primal reflection of your animal shape. If you aren't already in your animal sh
Fearful Symmetry{action:fearful symmetry}1 actionAfter a critical unarmed hit: enemies within 30 feet save or are Frightened and Fascinated.
Feral Scramble{action:feral scramble}2 actionsRequirements You're in hybrid or animal shape. Sinking your claws in, you propel yourself at shockin
Feral Toss{action:feral toss}2 actionsA horn or tusk Strike that pushes the foe away.
Pouncing Transformation{action:pouncing transformation}1 actionBy transforming as you move, you attack from odd angles. You Change Shape or Dismiss the change then
Rapid Hybridization{action:rapid hybridization}free actionTrigger You roll initiative. When danger threatens, your instincts kick in, and you can assume a dif
Rushing Boar{action:rushing boar}reactionRequirements You're in boar or hybrid shape. Trigger An attack from a creature that isn't adjacent t
Shared Tide{action:shared tide}2 actionsYou 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})

AbilityCommandCostWhat 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 actionsA Fortitude save or Slowed and Immobilized.
Pounce Mimicry{action:pounce mimicry}1 actionStride, then Strike; stay hidden until after it.
Rend Mimicry{action:rend mimicry}1 actionAfter 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 actionsStride through smaller creatures; a basic Reflex save each.
Wildspell12

Abilities (Combat tab and {action})

AbilityCommandCostWhat it does
Burning Surge{action:burning surge}reactionA spell cast in your aura burns the caster and those beside it.
Extend Surge{action:extend surge}1 actionWiden 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 actionPass a spell you just cast to an adjacent ally.
Invigorating Surge{action:invigorating surge}1 actionTemporary Hit Points for an ally in your spellsurge aura.
Mystical Flare{action:mystical flare}1 actionEveryone 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 actionExpend a spell or Focus Point so an ally regains one.
Spell Network{action:spell network}free actionA stance: allies in the aura can cast from another ally's space.
Surging Interference{action:surging interference}reactionCounteract a spell cast in your Spellsurge aura; regain a slot on success.
Thundering Surge{action:thundering surge}1 actionThe next spell also blasts thunder around its target (a DC 5 flat check).
Wind Guard1

Abilities (Combat tab and {action})

AbilityCommandCostWhat it does
Unfazed Assessment{action:unfazed assessment}1 actionPerception against Will: a bonus to AC and saves against one creature.
Winged Warrior9

Abilities (Combat tab and {action})

AbilityCommandCostWhat it does
Bombing Run{action:bombing run}2 actionsRequirements You currently have a fly Speed. Using your elevation and speed to your advantage, you d
Cratering Drop{action:cratering drop}1 actionRequirements Your previous action was Pluck from the Sky using a melee Strike, and the target failed
Falcon Swoop{action:falcon swoop}2 actionsFly twice with a Strike along the way; off-guard from above.
Gusting Spell{action:gusting spell}1 actionAfter an air or electricity spell, Fly up to 10 feet.
Pluck from the Sky{action:pluck from the sky}2 actionsAccess tengu, strix, or awakened animal (flying animal) ancestry The skies are your rightful place,
Redirecting Draft{action:redirecting draft}reactionTrigger 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 actionsLeap or Fly, then Trip an enemy.
Wing Shove{action:wing shove}1 actionFlanked: Shove both flankers.
World Rouser11

Abilities (Combat tab and {action})

AbilityCommandCostWhat it does
A Hush Falls Over the World{action:a hush falls over the world}1 actionSound is absorbed; auditory and sonic effects may fail.
All Returns To Slumber (area){action:all returns to slumber (area)}1 actionDismiss your waking world; a Will save or no reactions.
Awake With a Roar (area){action:awake with a roar (area)}free actionWhen 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 actionConcealment in your waking world, and a Fortitude save.
Nature's Embrace{action:nature's embrace}1 actionYour waking world is difficult terrain for enemies.
Rouse the World{action:rouse the world}1 actionWake the world in a 10-foot burst: your waking world.
Sheltering Hand{action:sheltering hand}1 actionYou and allies in your waking world gain cover.
The World Devours{action:the world devours}2 actionsThe ground swallows a creature: a Reflex save, damage, Grabbed.
The World Whispers{action:the world whispers}1 actionSeek in your waking world and Point Out what you find.
Wake and Tremble (area){action:wake and tremble (area)}free actionWhen you Rouse the World: a Reflex save or Prone.
Worm Caller4

Abilities (Combat tab and {action})

AbilityCommandCostWhat 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 actionsTake 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})

AbilityCommandCostWhat it does
Disengaging Twist{action:disengaging twist}reactionTrigger A creature gives you the Grabbed or Restrained condition. Your ability to twist your opponen
Form Lock{action:form lock}1 actionRequirements You have a creature Grabbed or Restrained. Your ability to manipulate your enemy's enti
Running Tackle{action:running tackle}2 actionsYou 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})

AbilityCommandCostWhat it does
Blessed Sentinel{action:blessed sentinel}2 actionsA 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 action80 void damage to a fiend you just hurt.
Wild Dance{action:wild dance}1 actionStride; creatures reacting to it save Will first.
Zombie7

Abilities (Combat tab and {action})

AbilityCommandCostWhat it does
Brains!{action:brains!}free actionAfter feasting on a brain: a bonus to Recall Knowledge.
Feast{action:feast}2 actionsFeed on a restrained, unconscious or freshly dead creature.
Lay Down Arms{action:lay down arms}1 actionYou pull your arm off, harmlessly severing it from your body and dropping it in an adjacent square.
Ravenous Charge{action:ravenous charge}2 actionsStride, Grapple, then a jaws Strike.
Seize{action:seize}1 actionAfter a fist hit: the foe is Grabbed.
Shamble{action:shamble}2 actionsStride 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})

AbilityCommandCostWhat it does
Acquire Asset{action:acquire asset}1 actionAcquire Asset: a Strike with its extra effect.
Change of Plans{action:change of plans}reactionYour Get 'Em! target dropped: use Get 'Em! on another.
Cheer Up{action:cheer up}1 actionAn adjacent ally reduces a condition by 2.
Confounding Disquisition{action:confounding disquisition}1 actionDeception or Diplomacy against Will: Stupefied or Stunned.
Dirty Retort{action:dirty retort}reactionThe creature that missed you becomes Clumsy or Enfeebled.
Don't You Die on Me{action:don't you die on me}1 actionAn adjacent dying ally's dying value drops by 1.
Down to the Wire{action:down to the wire}reactionResolve the directive you just issued as the 2-action version.
Extend Directive{action:extend directive}free actionRepeat 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 actionAllies gain a status bonus to Speed.
Go to Ground!{action:go to ground!}1 actionLesser 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 actionDiplomacy check: temporary Hit Points for you or an ally.
Hurry{action:hurry}1 actionAn 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}reactionDeception against its Will DC: the attacker is thrown off.
Quip{action:quip}reactionDemoralize a creature your ally just wounded.
Ready to Roll{action:ready to roll}free actionIssue a 1-action directive when you roll initiative.
Saw it Coming{action:saw it coming}free actionSaw it Coming: a boost for a time.
Search High and Low!{action:search high and low!}1 actionAllies gain a circumstance bonus to Seek.
Secondary Directive{action:secondary directive}1 actionSecondary Directive: a Strike with its extra effect.
Sidestep{action:sidestep}reactionSidestep: 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 actionReady 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 actionYou 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 actionAn ally performs the Lead by Example actions of your last directive.
Mechanic17

Abilities (Combat tab and {action})

AbilityCommandCostWhat it does
Activate Targeting System{action:activate targeting system}1 actionYour next attack (or your drone's or turret's) ignores circumstance penalties and concealment.
Auto Target{action:auto target}reactionAuto Target: a Strike with its extra effect.
Deploy Bunker{action:deploy bunker}1 actionRetractable barriers make a temporary metal wall.
Deploy Motion Dampener{action:deploy motion dampener}1 actionA 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 actionEnergy Expulsion: a Strike with its extra effect.
Instant Deployment{action:instant deployment}free actionOn initiative: your drone Strides, or deploy a mine or turret.
Mobile Deployment{action:mobile deployment}1 actionStride 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 actionReposition and deploy several machines at once.
Parallel Reposition{action:parallel reposition}1 actionSynchronized Step, then Reposition Exocortex.
Redeploy Munitions{action:redeploy munitions}1 actionReposition Exocortex once for every deployed mine.
Reposition Exocortex{action:reposition exocortex}1 actionTeleport a deployed mine or turret to a space you can see nearby.
Spontaneous Crafting{action:spontaneous crafting}2 actionsCraft a common level 0 item of 1 Bulk or less from the rig; it lasts an hour.
Synchronized Step{action:synchronized step}1 actionYou and your drone each Stride once.
Tactical Team-Up{action:tactical team-up}1 actionTactical Team-Up: a Strike with its extra effect.
Mystic24

Abilities (Combat tab and {action})

AbilityCommandCostWhat it does
Adaptive Defense{action:adaptive defense}1 actionYou 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}reactionAn ally's spell gets a status bonus to damage or healing equal to its rank.
Conceal Spell{action:conceal spell}2 actionsYour next spell is cast without noticeable incantations or gestures.
Convert Elemental Essence{action:convert elemental essence}reactionAbsorb a failed elemental attack into the network.
Convert Illumination{action:convert illumination}reactionMagical darkness refills the network.
Convert Information{action:convert information}1 actionA successful Recall Knowledge refills the network.
Convert Life Force{action:convert life force}1 actionSacrifice 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 actionAs your turn begins: Sustain one of your active class spells.
Infused Spell{action:infused spell}1 actionSpend network Hit Points to Quicken the ally the spell targets.
Mental Interference{action:mental interference}1 actionConnection skill against Will: penalties to attacks and Will saves.
Network Attunement{action:network attunement}1 actionAllies move up to 20 Hit Points to or from the network.
Network Shield{action:network shield}reactionThe network takes the hit instead of you.
Network Spell{action:network spell}1 actionYour 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 actionYour 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 actionAt the start of a combat turn: +4 (6 or 8 at higher proficiency) Hit Points in the network.
Spot Healing{action:spot healing}reactionTransfer Vitality to an ally who took damage.
Transfer Vitality{action:transfer vitality}1 actionMove Hit Points from your vitality network to yourself or a bonded ally.
Tripartite Mind{action:tripartite mind}reactionCounteract a mind-affecting condition.
Waste Not{action:waste not}1 actionVoid damage to a living creature refills the network.
Widen Spell{action:widen spell}1 actionYour next burst, cone or line spell (no duration) covers a wider area.
Operative42

Abilities (Combat tab and {action})

AbilityCommandCostWhat it does
360 No Scope{action:360 no scope}2 actions360 No Scope: a Strike with its extra effect.
Aim{action:aim}1 actionMark a creature: extra precision damage with your ranged Strikes and less cover for it.
Aim (free action){action:aim (free action)}free actionInfinite Aim: Aim as a free action.
Bullet Dance{action:bullet dance}3 actionsBullet 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 actionsClustered Shots: a Strike with its extra effect.
Destructive Dash{action:destructive dash}1 actionDestructive Dash: Stride with the exact distance worked out.
Disarming Shot{action:disarming shot}2 actionsDisarming Shot: a Strike with its extra effect.
Double Tap{action:double tap}2 actionsDouble Tap: a Strike with its extra effect.
Elusive Target{action:elusive target}reactionElusive Target: Step with the exact distance worked out.
Explosive Deflection{action:explosive deflection}reactionExplosive Deflection: a boost for a time.
Fish in a Barrel{action:fish in a barrel}2 actionsFish 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 actionGrazing Shot: a Strike with its extra effect.
Hair Trigger{action:hair trigger}reactionHair Trigger: a Strike with its extra effect.
Hampering Shot{action:hampering shot}2 actionsHampering Shot: a Strike with its extra effect.
Impeding Shot{action:impeding shot}2 actionsImpeding Shot: a Strike with its extra effect.
Instinctive Aim{action:instinctive aim}1 actionDraw 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 actionsKill Shot: a Strike with its extra effect.
Kill Steal{action:kill steal}reactionKill Steal: a Strike with its extra effect.
Line 'em Up{action:line 'em up}2 actionsLine 'em Up: a Strike with its extra effect.
Mobile Aim{action:mobile aim}1 actionStride, then Aim.
Muzzle Flash{action:muzzle flash}2 actionsMuzzle Flash: a Strike with its extra effect.
Opening Volley{action:opening volley}1 actionOpening Volley: a Strike with its extra effect.
Opportune Retort{action:opportune retort}reactionOpportune Retort: a Strike with its extra effect.
Overwhelming Shot{action:overwhelming shot}2 actionsOverwhelming Shot: a Strike with its extra effect.
Parkour{action:parkour}1 actionParkour: Stride with the exact distance worked out.
Peek{action:peek}1 actionPeek: a Strike with its extra effect.
Practiced Escape{action:practiced escape}reactionEscape a hold, then Stand or Step.
Running Shot{action:running shot}2 actionsRunning Shot: a Strike with its extra effect.
Skirmish Strike{action:skirmish strike}1 actionEither Step and then Strike, or Strike and then Step.
Sprint{action:sprint}2 actionsSprint: Stride with the exact distance worked out.
Stop Them in Their Tracks{action:stop them in their tracks}1 actionDemoralize 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 actionAim at a new creature as your target falls.
Tactical Advance{action:tactical advance}1 actionTactical 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 actionsToppling Shot: a Strike with its extra effect.
Twin Draw{action:twin draw}1 actionDraw two weapons, then Aim.
Weakening Shot{action:weakening shot}2 actionsWeakening Shot: a Strike with its extra effect.
Solarian30

Abilities (Combat tab and {action})

AbilityCommandCostWhat it does
Ascended Stability{action:ascended stability}reactionDon'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 actionsBinaric 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 actionCareful Strike: a Strike with its extra effect.
Clinging Flare{action:clinging flare}1 actionClinging Flare: a Strike with its extra effect.
Constellation Vortex{action:constellation vortex}1 actionConstellation Vortex: a reflex save against your DC.
Corona{action:corona}1 actionA 10-foot emanation of light or darkness around you.
Covering Flare{action:covering flare}2 actionsCovering Flare: a Strike with its extra effect.
Eclipse Strike{action:eclipse strike}1 actionEclipse Strike: a Strike with its extra effect.
Flicker Strike{action:flicker strike}2 actionsFlicker Strike: a Strike with its extra effect.
Hampering Flare{action:hampering flare}1 actionHampering Flare: a Strike with its extra effect.
Meditative Analysis{action:meditative analysis}1 actionRecall Knowledge: +1 to your next solar weapon Strike against it.
Momentum{action:momentum}1 actionMomentum: Step with the exact distance worked out.
Nimbus Surge{action:nimbus surge}reactionA creature in reach acts openly: a melee Strike against it, no multiple attack penalty.
Nimbus Ward{action:nimbus ward}reactionResistance equal to half your level until your next turn.
Plasma Ejection{action:plasma ejection}2 actionsPlasma Ejection: a reflex save against your DC.
Re-Forge Solar Weapon{action:re-forge solar weapon}exploration10 minutes: change your solar weapon's damage type.
Shattering Impact{action:shattering impact}2 actionsShattering 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 actionFit a crystal to your solar flare or solar weapon: potency, striking, photon, graviton, gluon...
Soul Furnace{action:soul furnace}1 actionBurn Hit Points to roll a new save against an affliction.
Star Brand{action:star brand}1 actionBrand a creature you hit: it stays visible and your solar flare reaches farther.
Stellar Rush{action:stellar rush}2 actionsStellar Rush: a fortitude save against your DC.
Stellar Shield Collapse{action:stellar shield collapse}free actionStellar 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}reactionResist a critical hit by shattering a solar weapon.
Unstable Flare{action:unstable flare}2 actionsUnstable 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})

AbilityCommandCostWhat it does
Area Fire{action:area fire}2 actionsWeapon damage to every creature in an area: a basic Reflex save, no attack roll.
Auto-Fire{action:auto-fire}2 actionsWeapon damage to every creature in a cone: a basic Reflex save, no attack roll.
Bring it On!{action:bring it on!}1 actionBring it On!: a boost for a time.
Brutal Barrage{action:brutal barrage}3 actionsBrutal Barrage: an Area Fire or Auto-Fire with a twist.
Bullet Hell{action:bullet hell}2 actionsBullet Hell: a reflex save against your DC.
Bullet Typhoon{action:bullet typhoon}1 actionArea 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}reactionDemoralize 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 actionsConcentrated Shot: a Strike with its extra effect.
Coordinated Fire{action:coordinated fire}3 actionsCoordinated Fire: an Area Fire or Auto-Fire with a twist.
Covering Fire{action:covering fire}1 actionCovering Fire: a Strike with its extra effect.
Death Blossom{action:death blossom}3 actionsDeath 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 actionsFog of War: an Area Fire or Auto-Fire with a twist.
Hybrid Technique{action:hybrid technique}1 actionArea 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 actionTaunt an enemy within 60 feet so it must include you in its hostile actions.
Light 'Em Up{action:light 'em up}2 actionsLight 'Em Up: an Area Fire or Auto-Fire with a twist.
Load-Bearing Hero{action:load-bearing hero}reactionYour save is one degree worse; your ally's one degree better.
Menacing Laughter{action:menacing laughter}1 actionDemoralize every Suppressed creature within 30 feet.
Offensive Defense{action:offensive defense}2 actionsOffensive Defense: a reflex save against your DC.
Overwatch{action:overwatch}reactionOverwatch: a Strike with its extra effect.
Pin Down{action:pin down}reactionPin Down: a will save against your DC.
Punishing Salvo{action:punishing salvo}1 actionPunishing Salvo: a Strike with its extra effect.
Punitive Strike{action:punitive strike}reactionPunitive Strike: a Strike with its extra effect.
Quick Swap{action:quick swap}reactionQuick Swap: stows their two-handed weapon and draws another as an enemy moves adjacent (or S.
Ready Reload{action:ready reload}1 actionReady 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 actionsRocket Jump: an Area Fire or Auto-Fire with a twist.
Run Hot{action:run hot}3 actionsRun 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 actionsShot on the Run: an Area Fire or Auto-Fire with a twist.
Shoving Shot{action:shoving shot}2 actionsShoving Shot: an Area Fire or Auto-Fire with a twist.
Spread the Love{action:spread the love}2 actionsSpread the Love: an Area Fire or Auto-Fire with a twist.
Terror-Forming{action:terror-forming}2 actionsTerror-Forming: an Area Fire or Auto-Fire with a twist.
Vector Reflector{action:vector reflector}reactionResistance against a Suppressed creature's Strike; Shove it if in reach.
Whirling Swipe{action:whirling swipe}2 actionsWhirling Swipe: a reflex save against your DC.
Widen Area{action:widen area}1 actionThe next area attack is wider.
You'll Have to Go Through Me!{action:you'll have to go through me!}2 actionsYou'll Have to Go Through Me!: an Area Fire or Auto-Fire with a twist.
Technomancer38

Abilities (Combat tab and {action})

AbilityCommandCostWhat it does
Active Defense Firewall{action:active defense firewall}1 actionBind your next hostile single-target spell into your armor.
Alakablam{action:alakablam}free actionAlakablam: a boost for a time.
Booming Bootloader{action:booming bootloader}free actionYour next summon spell arrives with a sonic blast around the summoned creature.
Conceal Spell{action:conceal spell}2 actionsYour next spell is cast without noticeable incantations or gestures.
Copy-Paste Spell{action:copy-paste spell}1 actionYour next spell of rank 4 or lower with no duration can be cast a second time this turn.
Debug Spell{action:debug spell}1 actionDice 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 actionA spell gem you cast from isn't destroyed; it lasts until your next daily preparations.
Effortless Concentration{action:effortless concentration}free actionAs your turn begins: Sustain one of your active class spells.
Energy Sink{action:energy sink}1 actionYour next energy-damage spell gives you resistance of twice its rank for a minute.
God Mode{action:god mode}1 actionApply up to three single-action technomancer spellshapes to your next spell.
Grenade Spell{action:grenade spell}1 actionInstall your next burst Reflex spell into the grenade you hold.
Jailbreak Spell{action:jailbreak spell}free actionSpend 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 actionCopy the spell you cast from a chip or gem into your spell cache.
Nonlethal Spell{action:nonlethal spell}1 actionYour 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 actionEnd the overclock: cast a spell from your cache for free within a minute.
Overwhelming Energy{action:overwhelming energy}1 actionYour next spell ignores resistance equal to your level to acid, cold, electricity, fire and sonic.
Pirate Spell{action:pirate spell}free actionCast 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 actionYour next spell's range grows by 30 feet.
Reactive Firewall{action:reactive firewall}reactionWhile overclocked: the attacker rolls twice and takes the lower.
Recalculate Coordinates{action:recalculate coordinates}1 actionMove an active area spell, or switch a single-ally spell to a new ally; its duration is halved.
Script Kiddie{action:script kiddie}free actionUntil the end of your turn, borrow a spellshape you don't know.
Signal Relay{action:signal relay}1 actionYour next spell that affects only you affects your tech minion instead.
Spell Protection Protocol{action:spell protection protocol}1 actionYour next spell gives you or your tech minion temporary Hit Points equal to double its rank.
Split Tunneling{action:split tunneling}1 actionYour next single-target attack spell can hit a second target.
Thermoelectric Phase Change{action:thermoelectric phase change}1 actionSwap 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 actionYour overclocked tech minion Strides and bursts in fire and lightning after your next spell.
Turbocharge Lattice{action:turbocharge lattice}1 actionYour next spell cast from a chip or gem is heightened up to two ranks below your highest slot.
Turbocharge Shielding{action:turbocharge shielding}1 actionYour 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 actionCast your next spell from a chip or gem without holding it.
Virtualized Data Transmission{action:virtualized data transmission}1 actionTeleport into the area of your next ranged area spell.
White Hat Hack{action:white hat hack}free actionEnd the overclock: reduce Glitching on tech nearby.
Widen Spell{action:widen spell}1 actionYour next burst, cone or line spell (no duration) covers a wider area.
Witchwarper31

Abilities (Combat tab and {action})

AbilityCommandCostWhat it does
Anchoring Strike{action:anchoring strike}1 actionAnchoring 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 actionsYour next spell is cast without noticeable incantations or gestures.
Danger Zone{action:danger zone}1 actionDanger 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 actionDebris Zone: the field is difficult terrain.
Enlarge Quantum Field{action:enlarge quantum field}1 actionWiden your quantum field by 10 feet.
Fundamental Understanding{action:fundamental understanding}reactionFundamental 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 actionYour 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 actionYour next damaging spell without the death or void trait gains the nonlethal trait.
Otherworldly Spell{action:otherworldly spell}1 actionYour 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}reactionPredictive Positioning: teleports up to their Speed to a space within their quantum field, free from the.
Quantum Entanglement{action:quantum entanglement}1 actionQuantum 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 actionRadiant Zone: the field is bright light; enemies in it are dazzled by the glare.
Reach Spell{action:reach spell}1 actionYour next spell's range grows by 30 feet.
Scrub Psyche{action:scrub psyche}reactionReroll 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 actionSustain 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 actionTwisted Dark Zone: the field is darkness enemies find hard to see through.
Warp Reality{action:warp reality}1 actionYour 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}reactionWarp Wounds: a boost for a time.
Widen Spell{action:widen spell}1 actionYour next burst, cone or line spell (no duration) covers a wider area.
Zone Overlap{action:zone overlap}1 actionZone Overlap: overlaps a second zone on their quantum field (or the same one improved: Danger .
Archetypes7
Franchise Manager1

Abilities (Combat tab and {action})

AbilityCommandCostWhat 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})

AbilityCommandCostWhat 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})

AbilityCommandCostWhat 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})

AbilityCommandCostWhat it does
Aim{action:aim}1 actionMark a creature: extra precision damage with your ranged Strikes and less cover for it.
Righteous Knight3

Abilities (Combat tab and {action})

AbilityCommandCostWhat it does
Righteous Barrage{action:righteous barrage}2 actionsFrequency once per day You channel your spirit into a mighty barrage from a celestial plasma cannon.
Righteous Helm{action:righteous helm}1 actionYou touch an adjacent ally who is affected by a spell or other magical effect with the mental trait
Righteous Shield{action:righteous shield}1 actionYou 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})

AbilityCommandCostWhat 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})

AbilityCommandCostWhat 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.