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  • <noinclude>{{Action}}</noinclude> ...[Items_(Action)#Throw| Throw]] property can also be used with the [[Shoot (Action)|Shoot]] skill, but only when thrown.
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  • {{Action}} This is the full list of weapons for Action.
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  • {{Action}}{{tocright|limit=3}} This table shows the melee weapons of [[Action]] in one giant table, divided into six rough technology levels.
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  • <noinclude>{{Action}}</noinclude> == Melee Weapons Table ==
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  • <noinclude>{{Action}}</noinclude> ...[Items_(Action)#Throw| Throw]] property can also be used with the [[Melee (Action)|Melee]] skill.
    38 KB (5,733 words) - 09:11, 23 September 2023

Page text matches

  • {{Action}} * [[Melee weapons (Action)|Melee Weapons]]
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  • {{Action}} This is the full list of weapons for Action.
    165 bytes (22 words) - 11:46, 6 June 2013
  • ...manufacture, which makes these popular military weapons. The price of the weapons themselves and the difficulty of building them makes them uncommon among ci
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  • <noinclude>{{Action}}</noinclude>Lasers fire very short and intense pulses of coherent light in ...sers popular as military weapons. They are also quite common as improvised weapons, made from mining and construction tools.
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  • <noinclude>{{Action}}</noinclude>A high-power civilian weapon, gyrojet weapons fire miniature self-propelled rockets. A tiny explosive sends the rocket ou ...the ammunition is both complex, bulky and very expensive. This makes these weapons popular among those who mostly want their guns to impress and for the occas
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  • <noinclude>{{Action Power Templates}}{{main|Powers (Action)}}</noinclude> [[Actions (Action)#Stance|Stance]]
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  • {{Action}}{{tocright}} Pole arms are reach weapons similar to spears.
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  • == Weapons == ...ll see some use, even if they cannot match the destructive power of energy weapons.
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  • <noinclude>{{Action}}{{tocright|limit=3}}</noinclude> Melee is the skill to kick butt - with or without weapons.
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  • <noinclude>{{Action Power Templates}}{{main|Powers (Action)}}</noinclude> {{Action Powers}}
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  • A good shield can resist weapons of its own [[Items_(Action)#Tech_Level|Tech level]] and below and only break on a fumble or damage set ...so sturdy and is [[Items_(Action)#Unreliable|Unreliable]] or even [[Items_(Action)#One-Round|One Round]] in extreme cases.
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  • ...ry of sword fighting, the tradition has expanded to include many different weapons. ...your special martial arts training leads you to master the use of certain weapons. This path also includes instruction in the deft strokes of calligraphy or
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  • {{Action weapon header}} {{Action weapon
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  • <noinclude>{{Action}}{{tocright|limit=3}}</noinclude> Shoot is the skill for ranged combat, either using powers or ranged weapons. Shoot attacks are powerful, but defenses weak; the emphasis is on getting
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  • <noinclude>{{Action Power Templates}}</noinclude> Basic Action
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  • ...sing several weapons). This maneuver works against opponents using natural weapons or otherwise immune to disarm, and a locked glove or weapon cord provides n A foe can take a standard action to free its weapon(s).<noinclude>{{OGL}}</noinclude>
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  • ''Way of the Turtle monks wear armor and use heavier weapons than other monks. Often found in military settings, turtle monks are less s ...th all martial melee weapons, and melee weapons you wield count as magical weapons for the purpose of overcoming resistance and immunity to nonmagical attacks
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  • shared by [[weapons (4E)|weapons]] that might be in different Like two-handed weapons, double weapons cannot
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  • '''Q''': ''Can I borrow money from the Corps for magical weapons and armor?'' '''A''': No. You can buy military-grade weapons, armor and vehicles at half cost, and you can take a loan from the corps to
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  • ''You can change weapons faster than most. '''Benefit:''' You can sheathe a weapon as a free action instead of as a move action. <noinclude>{{OGL}}</noinclude>
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  • {{Action weapon header}} {{Action weapon
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  • ...s, making both attacks with the same weapon instead of using two different weapons, as long as you are not using a heavy shield. In addition, you gain Toughne ...pons. You make both attacks with your spear instead of using two different weapons.
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  • {{Action weapon header}} {{Action weapon
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  • <noinclude>{{action race schtick}}{{tocright}}</noinclude> Basic Action
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  • Doppelsoldners master combat maneuvers with two-handed weapons. ...refer to the two-handed weapons they use), these soldiers fight with heavy weapons such as longspears and greatswords, disrupting enemy formations and breakin
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  • {{Action weapon header}} {{Action weapon
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  • Primevals are proficient with simple melee weapons and with light armor and medium armor, but not with shields. Thy are also p ...level. Note that it is not possible to make iterative attacks with natural weapons. A primeval cannot use this ability in heavy armor. This replaces lost weap
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  • {{delete}}<noinclude>{{action item schtick}}{{tocright}}</noinclude> ...with no other [[Items_(Action)|Item Schticks]] does not an [[Power_Rules_(Action)#Origin|Origin]].
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  • <noinclude>{{Action Power Templates}}</noinclude> Physical restraint in [[Action]] does not completely prevent a hero from action, they impose handicaps to be overcome.
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  • {{Action weapon header}} {{Action weapon
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  • The clawed hands and feet can be used as weapons (damage 1d4/1d6, 19/x2 crit). The gauntlets, boots and other parts of the s ...uit, but larger weapons must be mounted externally. In general, integrated weapons have the same cost and weight as a normal weapon. They can not be used with
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  • ...force fighter has a gift for force fields, and is able to create armor and weapons out of shining force rather than steel. The force fighter is a martial arti Force fighters are proficient with all simple weapons and with the
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  • A fighting quack is proficient with all simple weapons plus all martial melee weapons. She is proficient with light armor and shields (except tower shields). ...action, such as the Dazzling Display or Improved Feint feats, the type of action changes but this ability still works.
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  • This page describes abilities for magic weapons. The list is by no means complete, but is intended to be a useful guide for ...owner's initiative check (does not need to be held). Can be drawn as free action.
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  • <noinclude>{{greyhawk gods action}}</noinclude> ...hand-held weapons that emit powerful projectiles. He has referred to these weapons variously as "45's," "six shooters," and "hog legs."
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  • '''Prerequisite:''' Proficient with one or more weapons with the blocking special feature. ...red by a blocking weapon when fighting defensively, using the full defense action, or using Combat Expertise.
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  • ...force knight has a gift for force fields, and is able to create armor and weapons out of shining force rather than steel. The force knight is a martial artis Force knights are proficient with all simple weapons and with the
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  • ...eor hammer, ball and chain, aspergillum, mancatcher, and scorpion. All the weapons named here have the finesse quality when you wield them. ...pensive. All weapon attacks you make are considered to be made with silver weapons.
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  • ...nder particular circumstances (such as in daylight). <noinclude>[[Category:Action Templates]]</noinclude>
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  • {{Action weapon header}} {{Action weapon
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  • === Siege Weapons === You can spend an action to stabilize all constructions within 30 feet of you, giving those construc
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  • ...y learn to master the quirks of timeworn technology and methods of keeping weapons charged in a primitive world. ...th class ability, but they gain specialized powers for use after they gain weapons of advanced technology. A techslinger has the following class features.
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  • {{Action weapon header}} {{Action weapon
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  • Shining priests are proficient with all simple weapons and martial weapons and with the preferred weapon of their patron if they have a patron. They a ...used any numberof times, the warpriest can even use it to manifest several weapons, but any weapon created by this ability disappears one round after it leave
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  • {{Action weapon header}} {{Action weapon
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  • Unseelie are skilled with weapons, giving them the respect of warriors and making them less reliant on the da You are a skilled warrior and gain proficiency with all martial weapons.
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  • #REDIRECT [[Shield (Action)#Large Shield]] {{Action weapon header}}
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  • ...ck-mounted ammo cannister and feeding mechanism mainly used with automatic weapons used for suppressive fire and with flame throwers. It comes in three differ ...rying to shoot faster than that will overheat the weapon. To prevent this, weapons are programmed not to allow a higher rate of fire - something a [[Mechanist
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  • ...er power to warlocks who form pacts with it. Many hexblade warlocks create weapons that emulate those formed in the Shadowfell. Others forgo such arms, conten ...weapons, many sages speculate that she and the force are one and that the weapons, along with hexblade warlocks, are tools she uses to manipulate events on t
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  • ...facing large creatures or mounted troops. These soldiers fight with heavy weapons such as pikes, halberds, and greatswords, disrupting enemy formations and b ...vel, you have mastered the abilities to cut or shove aside pikes and other weapons used for opportunity attacks.
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  • A musketeer is a fusilier that is also skilled with melee weapons. Usually opening up with firearms, the musketeer then moves into melee to f The weapons of choice tend to be rapiers or scimitars, building on the reflexes require
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  • Your gear, including armor and weapons, grow with you. Your gear, including armor and weapons, grow with you.
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  • rect 0 0 1000 280 [[Action]] * [[Introduction (Action) | Introduction]]
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  • <noinclude>{{Action}}</noinclude>Needlers are high-power pneumatic guns, firing molecule-thin f Needlers are not military weapons, but rather the tools of assassins, police, hunters and others with special
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  • You can strike multiple times with light weapons ...one and the normal ones) takes a -2 penalty. You must use the full attack action to use this feat.
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  • {{Action}}{{tocright}} Picks and hammers are specialized weapons for penetrating armor.
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  • <noinclude>{{Action Power Templates}}{{main|Powers (Action)}}</noinclude> ...u are next hit by an attack, until an opponent makes a successful [[Charm (Action)|Charm]] stunt against you, or the fight ends. This ability does not work o
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  • <noinclude>{{Action Power Templates}}{{main|Powers (Action)}}{{tocright}}</noinclude> ...or a metal-studded glove) to manipulate any kind of object within [[Mind (Action)|Mind]] meters of you, just as if you were using your regular hands. You ca
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  • * You can perceive (including the Search action), speak, and spend a bonus action to resume your normal form but cannot move or take any other actions. See W ...Singing Weapon ability and wielded by a willing creature, you can take any action you wish, but you cannot move—only your wielder can move, carrying you al
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  • <noinclude>{{Action Power Templates}}{{main|Powers (Action)}}</noinclude> Basic Action
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  • Relic weapons are often created from champions of the divine that choose to fight on rath * You can perceive (including the Search action), speak, and spend a bonus action to resume your normal form but cannot move or take any other actions. See W
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  • <noinclude>{{Action Power Templates}}{{main|Powers (Action)}}{{tocright}}</noinclude> ...Action)|Mind]] to your soak attribute against all types of [[Damage_Types_(Action)#Biological | biological damage]].
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  • {{Action weapon header}} {{Action weapon
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  • ...efer heavy weapons and armor. A daredevil challenges their foes with light weapons like rapiers and many even eschew armor. ...gle weapon attack as part of that action. This counts as taking the Attack action, but limited to a single attack.
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  • {{Action weapon header}} {{Action weapon
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  • <noinclude>{{action method}}{{tocright}}</noinclude> ...tibility is common among mages. Many magical creatures can be hurt by iron weapons. Part of it's function lies in that it is very common and well known; every
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  • ...our clawed hand. Since you only have one clawed hand, you cannot uses such weapons in two hands. An oversize weapon in your hands loses the finesse and light Finding such weapons can be hard. You can order one from a smith, an oversize weapon costs and w
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  • and with all simple weapons. ...level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
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  • {{Action weapon header}} {{Action weapon
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  • |align="left" valign="top" | '''Doskvol Weapons''' <br> Default setting of Blades in the Dark. |valign="top"| '''Trash''' <br> Improvised weapons made in a garage from trash.
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  • A janissary is proficient with all simple and martial weapons. They are proficient in light and medium armor and with shields (excluding ...r to attack rolls with falchion even though it isn’t a light weapon. These weapons must be sized for the janissary, and this ability cannot be used when the j
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  • ...n choose two natural weapons. At 14th level you can gain all three natural weapons.</span> ...Attack action, you can make one additional claw attack as part of the same action.
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  • At 5th level the energy eater can take a move action or an immediate action to consume energy of any of the types she can use. Roll the damage of a sim : '''Earth Blast:''' Physical damage from melee weapons.
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  • <noinclude>{{action}}</noinclude>Electro Guns use a laser to make a vacuum tunnel through the a Early electro guns fire either electrons or a mix, while mature weapons have a switch to toggle firing mode.
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  • ...a pair of blades with incredible speed. Once per round, when wielding two weapons and you hit a creature with two or more melee weapon attacks, you may make ...two weapons may use your bonus action to make an attack when you use your action to cast a ranger spell.
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  • ...most normal melee weapons are made from, but still protects against wooden weapons like the club and against natural attacks. This DR stacks with barbarian da
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  • <noinclude>{{Action}}</noinclude>Shotguns are weapons firing bursts of shot, smaller projectiles that come out together and slowl ...bilities_(Action)#Extra_Damage|Armor Exploiting]] with [[Weapon_Abilities_(Action)#Extra_Damage|Armor Defeating]].
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  • ...rrying capacity and the weight of armor and Aerie-scaled general gear (not weapons) in ounces instead of pounds. Aeries suffer a -5 penalty on Strength checks ...You are not automatically proficient in these weapons. This is the list of weapons you can use an any special rules that apply when you use them.
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  • '''Casting Time''' 1 standard action <br> ...at does 1d3 points of bludgeoning damage. Small objects include one-handed weapons for Medium creatures.
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  • {{Action weapon header}} {{Action weapon
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  • ''Fighters share an unparalleled mastery with weapons and armor, and a thorough knowledge of the skills of combat. They are well :'''Weapons:''' Simple weapons, martial weapons
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  • ...opposed Sense Motive check against everyone in your presence as a standard action. You can judge who among those you succeed against know most about the issu ...ays permitted to wear these weapons in social situations in Nippon. If the weapons are forcefully removed from you, you gain a +2 trait bonus on Intimidate un
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  • You gain proficiency with all martial weapons and with one set of tools of your choice Magical weapons ignore this resistance.
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  • Starting at 6th level, as an action, you can target one undead that you can see within 30 feet. The target unde ...n resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons that aren’t silvered. Spells such as
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  • ...u gain proficiency with medium and heavy armor, shields, and martial melee weapons. * Cast a warlock spell with a casting time of one action as a bonus action before the end of your current turn.
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  • * The best weapons are indirect; fear, disease, and undead slaves. |action=Free Action
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  • At 1st level, you gain proficiency with martial weapons and heavy armor. ...When you use the Attack action, you can make one weapon attack as a bonus action.
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  • ...as wide as the maximum range of your weapon. Until the start of your next action, you may make ranged attack against any target in this cone that would prov ...': Half cover or more negates attacks of opportunity, so characters firing weapons behind such cover won't trigger this feat.
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  • <noinclude>{{action method}}{{tocright}}</noinclude> * Certain weapons.
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  • <noinclude>{{action limitation}}{{tocright}}</noinclude> ...in this order [[Mind (Action)|Mind]], [[Body (Action)|Body]], [[Reflexes (Action)|Reflexes]].
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  • ...at 3rd level, you gain proficiency with medium armor, shields, and martial weapons. ...level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
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  • ...r, strengthening allies on the battlefield, and bringing down enemies with weapons imbued with your own soul energy. If you’re dar, you learned these techni ...your companions on the field of battle. You gain proficiency with martial weapons. Additionally, when you attack with a magic weapon, you can use your Intell
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  • ...attack penalty. If made as part of a full-attack action with manufactured weapons, the slam attacks are made at the barbarian's full base attack bonus – 5, ...es effective hardness against her attacks by her level and can take a free action once on each of her turns to break an unattended object. If she destroys an
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  • ...u gain proficiency with medium and heavy armor, shields, and martial melee weapons. * Cast a warlock spell with a casting time of one action as a bonus action before the end of your current turn.
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  • ...n-magical traps as a move action without the need to use tools or take any action beyond simply touching it. ...ving the weapon collapse into dust immediately after striking you (magical weapons receive an additional saving throw against this effect).
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  • '''Benefit:''' You count as one size smaller when using the squeeze action. Decrease the DC of all [[Acrobatics (4E)#Escape Artist|escape artist]] stu ...proficient with all firearms, and gain a +2 feat bonus to damage with such weapons.
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  • <noinclude>{{Action}}{{tocright|limit=3}}</noinclude> [[All Weapons (Action)|Weapons]] in [[Action]] generally have extra maneuvers available to them, and some have inherent
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  • ...pple checks, and a +8 size bonus on Hide checks, but they must use smaller weapons than Medium-size creatures do, and their lifting and carrying limits are ha ...nt with all simple and martial weapons, but not with armor or shields. Any weapons a coure wields are treated as having the chaotic and good alignments for th
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  • ...wing, knife throwing and juggling, and mock combats. Though they use their weapons to entertain, they are also highly trained and skilled warriors in their ow ''Their talent with weapons inspires many blades to lead double lives. One blade might use a circus tro
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  • ...or and weapons for your masked persona. You can only store clothes, armor, weapons, shields, and personal equipment in this dimensional space, it cannot store : '''Peerless Athlete''' As a bonus action, you can use your Channel Divinity to augment your athleticism. For the nex
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  • <noinclude>{{Action Power Templates}}{{main|Dodge (Action Powers)}}{{tocright}}</noinclude> ...o larger than [[Items_(Action)#Large|Large]] relative to you. It is not an action to draw, stow, or change one piece of gear to another from Hammerspace.
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  • ...period of time. Effect: The creature may activate the adrenaline as a free action, and acts as if hasted for the next 10 rounds. The creature may do this onc ...mage with its natural weapons and ignores all DR when attacking with those weapons.
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  • {{Action}}{{stub}} ...s it is a tactic for the unskilled - skilled fighters have better [[Dodge (Action)|Dodge]] than all but the heaviest cover. It can offer a significant advant
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  • Montebanks are proficient with all simple weapons, plus the If eastern weapons are in use in the campaign she is also proficient with the
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  • '''Casting Time:''' 1 standard action <br> ...diately gains the [[Singing Sword (Apath) | singing sword]] archetype. Any weapons the target are wielding go into the singing sword's extra-dimensional stora
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  • A champion brawler is proficient with all simple weapons plus all weapons from the close fighter weapon group. She is not proficient with any armor o ...n="top"| +2 ||valign="top"| 1d8 ||valign="top"| Martial flexibility (swift action)
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  • Ghost knights are proficient with all simple and martial weapons. They are not proficient in any armor or shields. ...ghost knight must have one hand free, and he cannot carry a shield or two weapons when using this ability, not can he use a weapon in two hands. He may momen
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  • <noinclude>{{Action}}{{main|Action}}{{tocright}}</noinclude> Basic Action
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  • :'''Weapons:''' Simple weapons, hand crossbows, rapiers, scimitars, short swords. If firearms are in use, Multiclassing into the class gives you proficiency with simple weapons and the rapier, scimitar, and shortsword.
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  • At 1st level you gain proficiency with martial weapons and light and medium armor. Armor and weapons that have been damaged to the point that living creatures can't use them wo
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  • ...ra time and training to learning exotic maneuvers and tactics with unusual weapons. To gain such specialized proficiency in one of these weapons, you must select the relevant weapon mastery feat (see below). The feat gra
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  • As a bonus action, you speak a prayer to control the flow of magic around you. The next spell ...s proficiency in martial weapons, you instead gain proficiency with simple weapons.</span>
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  • {{Action}}{{tocright|limit=4}} Items are a subgroup of [[Schticks (Action)|Schticks]] that add abilities outside your character's normal scope or con
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  • ...r life in the empire to be a kind of adventure in itself. Always eager for action, they might make a snap-second decision to join an adventuring party if the ...e four arms and can use four light or one-handed weapons or two two-handed weapons simultaneously. They suffer all the usual penalties for using more than one
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  • ...xcept that you can still use them for somatic components. You cannot wield weapons but the mittens count as brass knuckles and you can wield a hook hand or sh # ''Bound Arms'' prevent most physical manipulation and the use of weapons and tools. You can still use kicks, tackles, and head butts for unarmed att
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  • <noinclude>{{Action}}{{tocright|limit=3}}</noinclude> Basic Action
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  • You are proficient in light armor, medium armor, simple weapons, and martial weapons and learn the [http://dnd5e.wikidot.com/thaumaturgy Thaumaturgy] cantrip. ...is illumination from next to nothing to the strength of a torch as a bonus action.
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  • <noinclude>{{Action}}{{tocright}}</noinclude> ...ody (Action)|Body]] can be up to two points higher than the normal [[Folk_(Action)#Fantasy_Races|Race]] maximum.
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  • ...s proficiency in martial weapons, you instead gain proficiency with simple weapons. As a bonus action, you speak a prayer to control the flow of magic around you. The next spell
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  • <noinclude>{{Action Power Templates}}{{main|Powers (Action)}}</noinclude> Basic Action
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  • Ingenious, inventive weapons, and improved class skills replaces spirit channel. ...ckster animist is not proficient with armor or shields. Also see inventive weapons below.
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  • <noinclude>{{greyhawk gods action}}</noinclude>''Lord of Eternity'' ''You forge the weapons of heroes.
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  • :'''Weapons:''' Simple weapons, <span style="background-color:yellow">scimitars</span>, and shortswords. Multiclassing into the class gives you proficiency simple weapons, scimitars, and shortswords.
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  • At 3rd level, you gain proficiency with all ranged martial weapons. On a turn when you use the Attack action, you can use a bonus action to do one of these three things:
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  • <noinclude>{{Action Power Templates}}{{main|Powers (Action)}}</noinclude>{{tocright}} ...[[Damage_Types_(Action)#Enervation|Enervation]] damage, soaked by [[Body (Action)|Body]].
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  • ...n an ally is surprised and you are not, you can alert them as an immediate action, making sure they are not surprised either. ...In combat they function as the [http://www.d20pfsrd.com/equipment---final/weapons/weapon-descriptions/gauntlet-spiked spiked gauntlet]. When you use nekode,
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  • As a bonus action, you speak a prayer to control the flow of magic around you. The next spell ...iency in all martial weapons, you instead gain proficiency with all simple weapons.</span>
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  • ...the weapon just before using it. Infecting someone else's weapon is a move action, and requires a CMB check if the target does not cooperate. You are immune
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  • If eastern weapons are in use, they are also proficient with the butterfly sword, fighting fan ...and effects that enhance or improve either manufactured weapons or natural weapons. A iron investigator can use any ability that normally requires a melee wea
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  • ...ficient with light and medium armor as well as with all simple and martial weapons. The shugenja is not proficient in shields. Level 4 Exorcism (Su): As a full-round action, a shugenja can force a possessing creature or spirit out of the body or ob
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  • * You can use sneak attack with any melee weapon, not only finesse weapons. ...w at the end of each of its turns when when it does anything but the Dodge action, a success ends the effect.
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  • ...n gain a burst of savage inspiration. This doubles the threat range of all weapons, natural attacks, and rock attacks you make until the start of its next tur ...0th level you gain ''Flash of Insight (Su).'' Once per day as an immediate action, a you can peer into an occluded visual spectrum of possible futures, gaini
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  • <noinclude>{{Action Power Templates}}{{main|Powers (Action)}}</noinclude> Basic Action
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  • ...ncy''': Drow House Weapon Masters are proficient in all simple and martial weapons, and with light armor. ...ows his followers to enter a divinely-inspired rage once per day as a free action. When in such a rage, you receive a +2 Rage bonus to Strength, Constitution
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  • :'''Weapons:''' Simple weapons, martial weapons ...ssing into the class gives you proficiency with simple weapons and martial weapons.
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  • ...size. At will she can assume the form of the chosen weapon as an immediate action, gaining the hardness of the item but keeping her own hit points. She retai ...is not harmless, the spell is delayed until the wielder spends a standard action to target the spell. If not targeted within one round, such a spell is lost
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  • <noinclude>{{Action Power Templates}}{{main|Dodge (Action Powers)}}{{tocright}}</noinclude> ...your [[Mind (Action)|Mind]] to your soak attribute against [[Damage_Types_(Action)#Physical | physical damage]].
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  • If both want to engage or avoid each other, there is no chase; end the action or go directly to long range, as appropriate. It is also possible to avoid ...ll attacks from the leeward ship. Each attacker has a full rounds worth of action. A combat turn is one minute long, but each attacker only has a clear line
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  • : '''Weapons:''' Simple weapons, martial weapons :(a) a martial weapon and a shield or (b) two martial weapons
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  • ...drager can bloodrage per day. A bloodrager can enter a bloodrage as a free action. The total number of rounds of bloodrage per day is renewed after resting f A bloodrager can end her bloodrage as a free action, and is fatigued for 1 minute after a bloodrage ends. A bloodrager can't en
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  • You can change into any of your available forms as a bonus action. ...when you gain the Beast Form ability, you can assume Beast Form as a bonus action.
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  • <noinclude>{{action method}}{{tocright}}</noinclude> ...lind''' - Still has a general awareness of moving creatures within [[Mind (Action)|Mind]] meters.
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  • <noinclude>{{Action}}{{tocright|limit=3}}</noinclude> ...l be based on a character's highest skill rating, placing them in [[Dodge (Action)|Dodge]] is just a little more elegant.
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  • <noinclude>{{greyhawk gods action}} ''Lawful Evil'', Third Generation [[Oerdian (Greyhawk Action)|Oerdian]] god</noinclude>
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  • Guard maids are proficient with all simple and martial weapons. They are not proficient in any armor or shields. .... The maid guard must have one hand free, she cannot carry a shield or two weapons when using this ability, not can she use a weapon in two hands. She may mom
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  • ...as a bonus action at any time during combat. Transforming back requires an action, and the transformation lasts until you deliberately end it or assume wolf * When you take the Attack action while raging, you can use a bonus action to make a bite attack.
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  • <noinclude>{{Action}}{{tocright|limit=3}}</noinclude> ...ade for use with ranged weapons. Any mention of particular types of ranged weapons in schtick descriptions, such as guns or bows, is flavor.
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  • ...magus can spell rage per day. A rage magus can enter spell rage as a free action. The total number of rounds of spell rage per day is renewed when preparing A rage magus can end his spell rage as a free action and is fatigued after spell rage for a number of rounds equal to 2 times th
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  • {{Action}}{{tocright|limit=3}} Do damage, as normal, soaked by [[Toughness (Action) | Toughness]].
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  • <noinclude>{{greyhawk gods action}}</noinclude> ...of swords, daggers, and crossbows, and are not permitted to use any other weapons. Their formal vestments are gray or blue-gray clothing, silver or platinum
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  • : '''Weapons:''' Simple weapons, martial weapons :(a) two shortswords or (b) two simple melee weapons
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  • :'''Weapons:''' Simple weapons, martial melee weapons, firearms Multiclassing into the class gives you proficiency with light armor, simple weapons, and firearms.
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  • Ghost hunters are proficient with all simple weapons, plus the ...an harm incorporeal and some supernatural creatures invulnerable to normal weapons, and is often the only such weapon a low-level ghost hunter can afford. Gho
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  • ...oficient with all simple and martial melee weapons but not with any ranged weapons, armor, or shields. When raging, the serker can assume animal form as a free action and rounds in rage does not count against the duration.
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  • ...e summon monster spell-like ability of the creative artist is a full-round action. (This is not the same as a spell with a 1 round casting time. The creature The creative artist can summon or dismiss his eidolon as a free action on his turn.
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  • ...or some other action. If you are incapacitated, the reanimate can take any action of its choice, not just Dodge. If your reanimate has died within the last hour, you can use an action to revive it, provided you are within 5 feet of it and you expend a spell s
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  • <noinclude>{{Action Power Templates}}{{main|Powers (Action)}}</noinclude> Trigger Action (Combo)
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  • <noinclude>{{Action Power Templates}}{{main|Dodge (Action Powers)}}{{tocright}}</noinclude> Trigger Action (Defense)
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  • <noinclude>{{Action Power Templates}}{{main|Powers (Action)}}{{tocright}}</noinclude> Trigger Action (Combo)
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  • ...rimented with. Inspired by bladesingers, arcane adepts use light slashing weapons, tough others are working with the rapier. ...e your action to cast a cantrip, you can make one weapon attack as a bonus action. If you do so, you can also use Flurry of Blows on the same turn.
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  • ...rresponding type. Weapon inventions must be readied and sheathed just like weapons are. A weapon invention can incorporate a weapon (even a magic weapon) of t At 8th level the inventor can try to modify an invention as a full-round action. This works as outlined under the invention implements ability, but takes l
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  • {{Action}}{{tocright|limit=3}} This table shows the melee weapons of [[Action]] in one giant table, divided into six rough technology levels.
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  • Crossbows can be made into mighty weapons. You can shoot (but not load) a crossbow with a required strength up to 8 h ...nded incurs a -4 penalty. Attaching or detaching the stock is a full-round action. Cost: 4 gp. Weight: 1 lb.
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  • <noinclude>{{Action Power Templates}}{{main|Dodge (Action Powers)}}{{tocright}}</noinclude> ...st stunts and powers targeting your [[Charm (Action)|Charm]] or [[Impress (Action)|Impress]].
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  • <noinclude>{{Action}}{{tocright|limit=4}}</noinclude> ...his low doesn't matter a lot anyway. As an optional rule, negative [[Body (Action)]] body scores can cover tiny creatures by extending the same math to negat
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  • ...lign="top"| 1d8 ||valign="top"| 1 ||valign="top"| Bardic performance (move action) ||valign="top"| 4 ||valign="top"| 3 ||valign="top"| 1 ||valign="top"| — ...gn="top"| 1d10 ||valign="top"| 2 ||valign="top"| Bardic performance (swift action) ||valign="top"| 5 ||valign="top"| 5 ||valign="top"| 4 ||valign="top"| 3 |
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  • ...items/magic-weapons#TOC-Ghost-Touch ghost touch]'' property while wielded. Weapons fired, thrown, or dropped lose the property at the end of the ghost champio ...eed]'' as a sorcerer of his fencer level. He can end this effect as a free action. The ghost champion can use this ability one additional time per day for ev
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  • == Melee Weapons == Melee weapons, can be used to attack foes within reach of the weapon. A melee weapon with
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  • <noinclude>{{Action Power Templates}}{{main|Powers (Action)}}{{tocright}}</noinclude> Trigger Action (Combo)
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  • ...oit every mistake an enemy makes. Most lone wolves use two-handed slashing weapons to maximize the benefits of the style. At 14th level, the lone wolf can take an immediate action to trigger blocking edge against opponents that miss a melee attack or fail
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  • ...listic, distinctive and something you made up yourself. Decide on a set of weapons and other gear, and don't change it lightly. ...ne hand free. You can use a buckler, two weapons and even wield one-handed weapons in two hands, but not use a two-handed weapon, small shield, large shield,
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  • <noinclude>{{greyhawk gods action}}</noinclude> ...litant pantheon. He is an ascended mortal sponsored by [[Moradin (Greyhawk Action)|Moradin]].
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  • Shining clerics are proficient with all simple weapons and with the preferred weapon of their patron if they have a patron. They a ...y channeling the power of her faith as a ray. Channeling ray is a standard action that provokes an attack of opportunity. Unlike the cleric’s channel energ
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  • ...pple checks, and a +4 size bonus on Hide checks, but they must use smaller weapons than Medium-size creatures do, and their lifting and carrying limits are 3/ ...his ability is constant, but the pixie can suppress or resume it as a free action.
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  • ...ne or more squares of thorns must make a Reflex save as part of their move action. Creatures that fail take damage, lose their movement, and become grappled A grappled creature can break free by making a Reflex save as a standard action, taking damage if they fail.
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  • Magical weapons ignore this resistance. When you hit with a Dark Strike, you can take a bonus action and inflict Dark Strike damage of this type to the target.
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  • ...can take a bonus action to order the familiar to Attack or take a hostile action. If you do not give your familiar an order, it can only perform the Dash, D ...sheathe weapons and other hand-held gear at any time without expending an action. The exception is shields, you have to wield shields normally.
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  • (Boost 2) (1 PP) Boost: Trait Group - Attack & Damage; Action 2 (free); Limited 2 (Fast ''This can represent spell preparation, slow-load weapons, or other limited but recoverable power pool.''
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  • Ghost busters are proficient with all simple weapons, plus the ...an harm incorporeal and some supernatural creatures invulnerable to normal weapons, and is often the only such weapon a low-level ghost buster can afford. Gho
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  • ...who use and modify their armor to protect themselves from both traditional weapons and gunfire. These gun tanks trundle into battle with barrels blazing, deal ...5th level, the chance increases to 75%. At 19th level, thisis no longer an action and can be done even when the gun tank cannot take actions. Gun tank's reso
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  • ...n sense and manual dexterity in order to control the fickle power of their weapons. But a few rare gunslingers seem to accomplish their chosen tasks purely th At 1st level, as a swift action, the mysterious stranger can spend 1 grit point to gain a bonus on all fire
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  • ...d quarterstaff. They have no proficiency with armor or shields. If eastern weapons are used in the campaign they are also proficient with the bo and hanbo. ...and effects that enhance or improve either manufactured weapons or natural weapons. The damage of divine fist increases with base attack bonus; when base atta
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  • ...the harsh brutality of nature’s fury and making do with whatever tools and weapons present themselves.'' ...attitude, as if using Intimidate rather than Diplomacy. This is a standard action.
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  • <noinclude>{{greyhawk gods action}}</noinclude> The [[Common (Greyhawk Action)|Common]] god of secrets is an ascended lich and archmage. He has hidden co
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  • you simply do not take an action on your next turn. You gain this ...ove action and a swift action, but no standard action and not a full-round action.
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  • |description=Most aeries are raged combatants, using either magic or missile weapons that aeries are naturally inclined for. But not all accept the limitations '''Faerie Dust (11th level)''': When you spend an action point, you become invisible until the end of your current turn.
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  • ...at ignore anything less than full cover or concealment. They are automatic weapons, fire three-round bursts, and are capable of suppressive fire. ...ge each round until a successful saving throw is made. Spending a standard action discarding contaminated garments gives an additional saving throw with a +4
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  • <noinclude>{{Action}}{{tocright}}</noinclude> You have mastered the esoteric art of [[Alchemic Items (Action)|Alchemy]].
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  • ...A troop can attack any creature in its space or reach, regardless of what weapons it employs. ...quipped with ranged weapons can fire a salvo of missile fire as a standard action. This attack takes the form of a 10 ft. spread with a range equal to twice
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  • <noinclude>{{Action}}{{main|Action}}{{tocright}}</noinclude> Basic Action
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  • ...rossbow, longbow, repeating crossbow, shortbow, and one of the the favored weapons of her order. She is also proficient with light armor, medium armor, and sh ...r to join. The most common hell knight orders (and their favored weapon or weapons) are:
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  • ...l you can make a Strength (Athletics) check to Grapple or Shove as a bonus action. At 9th level, as a bonus action or as a reaction to an attack on an ally, you can grab a willing ally who i
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  • ...her action. If you are incapacitated, the elemental construct can take any action of its choice, not just Dodge. ...apses into a lump of matter, a Tiny object weighing 10 lbs. You can use an action to revive it, provided you are within 5 feet of it and you expend a spell s
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  • Kinetic warriors are proficient with all simple weapons, all martial melee weapons, and all armor, but not with shields. ...ntal matter from her kinetic abilities. She can use this ability as a free action usuable at any time to add damage to each of her melee attacks. Each attack
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  • A steel falcon is proficient with all simple weapons and all martial weapons. He is proficient with all forms of armor and shields. This replaces wild e ...evokes similar feelings in his companions. This allows him to spend a move action to grant half his favored enemy bonus against a single target of the approp
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  • ...part of the rising surge of new technology. A grenadier focuses on related weapons, bombs and grenades. It is an action to place a [[Weapons_(5A)#Bomb|Bomb]] against a door or construction within
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  • ...ongsword, nunchaku, quarterstaff, sai, shuriken, and siangham. If oriental weapons are in use, they are also proficient with the butterfly sword and hanbo. Th At 1st level, a magic fist can expend 1 point from his magic pool as a swift action to grant his unarmed attacks or any weapon he is holding a +1 enhancement b
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  • : '''Weapons:''' Simple weapons, martial weapons. Multiclassing into exemplar gives proficiency in all simple weapons.
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  • ''Boxer is a martial artist that focuses on using fists and fist weapons. It is a martial arts class that combines the [[Martial_Arts_(Apath)#Way_of A boxer is proficient with all simple weapons, all weapons from the close weapon group (see the fighter's weapon training ability) and
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  • <noinclude>{{Action Power Templates}}</noinclude> ...press (Action)|Impress]]. None of these attributes can exceed your [[Mind (Action)|Mind]].
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  • ...What is new are [[Gunpowder (D&D equipment)#Firearms|Firearms]]; precision weapons made by locksmiths and very expensive, and [[Gunpowder (D&D equipment)#Expl ...d feat for the correct type of firearm, in which case it only takes a move action.
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  • <noinclude>{{Action}}</noinclude> ...[Items_(Action)#Throw| Throw]] property can also be used with the [[Melee (Action)|Melee]] skill.
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  • <noinclude>{{Action Power Templates}}{{main|Powers (Action)}}</noinclude> ...[[Damage_Types_(Action)#Blunt| Blunt damage]] equal to twice your [[Body (Action)|Body]].
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  • <noinclude>{{Action Power Templates}}{{main|Powers (Action)}}{{tocright}}</noinclude> ...[[Damage Types (Action)#Spiritual| Spiritual damage]] soaked with [[Mind (Action)|Mind]]. This damage only affects supernatural creatures:
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  • <noinclude>{{Action Power Templates}}{{main|Powers (Action)}}{{tocright}}</noinclude> ...tribute of [[Body (Action)|Body]], [[Mind (Action)|Mind]], or [[Reflexes (Action)|Reflexes]]. Increase the chosen attribute by three. Reduce the other two a
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  • Jaguar warriors are proficient with all simple and martial weapons, with light armor, and with shields. The jaguar warrior can spend a standard action to challenge the fighting proves of any creature within 100 ft., insulting
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  • <noinclude>{{Action}}</noinclude> ...[Items_(Action)#Throw| Throw]] property can also be used with the [[Shoot (Action)|Shoot]] skill, but only when thrown.
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  • ...failure and no armor check penalty, but prevents you from using two-handed weapons. ...casters do this all the time. A [http://www.d20pfsrd.com/equipment---final/weapons/weapon-and-armor-accessories#TOC-Weapon-Cord weapon cord] lets you release
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  • ...target is within 30 feet. Lethal sneak attack does not work with missile weapons or ranged touch-attack spells. ...[http://www.d20pfsrd.com/gamemastering/combat#TOC-Feint feint] as a swift action.
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  • ...)|Xerg]] queen/hive by presenting a good target and goading the enemy into action. To achieve this, a state of unreadiness must be simulated. ...when doing so would in itself be an irregularity. No power armor or heavy weapons allowed, as the Xerg have consistently avoided contact with groups so equip
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  • <noinclude>{{Action Power Templates}}{{main|Dodge (Action Powers)}}{{tocright}}</noinclude> Trigger Action (Defense)
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  • ...hortswords, <span style="background-color:yellow">and scimitars. If [[5A]] weapons are in use, add the [[Weapons_(5A)#Sabre|sabre]]. ...ottom"| 2nd ||valign="top"| +2 ||valign="top"| 1d6 ||valign="top"| Cunning Action, <span style="background-color:yellow">Limited Darkvision</span>
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  • ..."background-color:yellow">Using an Experimental Elixir is the same type of action as using a potion.</span> <span style="text-decoration: line-through;background-color:coral">As an action, A creature can drink the elixir or administer it to an incapacitated creat
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  • <noinclude>{{Action Power Templates}}{{main|Powers (Action)}}</noinclude> Basic Action
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  • <span style="background-color:yellow">martial ranged weapons.</span> :As an action, you present your holy symbol and invoke the name of your deity. Each beast
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  • <noinclude>{{Action Power Templates}}{{main|Powers (Action)}}{{tocright}}</noinclude> ...n time sense. Distance is about ten meters or minutes per point of [[Mind (Action)|Mind]] you have. You can increase your sensitivity by setting up chronal d
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  • <noinclude>{{Action Power Templates}}{{main|Powers (Action)}}</noinclude> {{Template:Blast (Action Powers)}}
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  • *When you first see it (as a free action) *Upon spending a full-round action observing it
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  • <noinclude>{{greyhawk gods action}}</noinclude> the weapons of war. From her loom, she also
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  • A rage prophet is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields). ...t a rage prophet can rage per day. A rage prophet can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8
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  • == Weapons == !Weapons!!Type!!Use!!Cost!!Damage!!Damage Type!!Range!!Weight!!Souce!!Properties
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  • A aura kineticist is proficient with all simple weapons but not with any shields or armor. As a standard action, an aura kineticist can erect kinetic armor twice per day. This counts as a
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  • ...ion (in addition to the weapons' other special material properties). These weapons, including fired ammunition, retain this property for 1 round after leaving At 12th level, as a swift action, a lantern bearer can make himself immune to effects that would impede his
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  • ''A Swashbuckler excels in single combat, and can fight with two weapons while safely darting away from an opponent. <span style="background-color:yellow">Finally, you can take a bonus action to use Charisma (Persuasion) to trick an opponent within 5 ft. Make a roll
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  • ...schemers follow this archetype, leading lives of intrigue. Words are your weapons as often as knives or poison, and secrets and favors are some of your favor ...kground-color:yellow">reaction</span>. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be wi
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  • ...is ability is constant, but the sylvie can suppress or resume it as a free action. ...pple checks, and a +8 size bonus on Hide checks, but they must use smaller weapons than Medium-size creatures do, and their lifting and carrying limits are ha
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  • ...ength, and you cannot wear vests, vestments, or any armor, but you can use weapons and shields normally. Surplus items simply fall right through you, as if yo ....com/spell:freedom-of-movement Freedom of Movement] on yourself as a bonus action, but the effect only lasts one minute. You can use this ability a number of
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  • ...f every conceivable operation, from platoon level reconnaissance or direct action to planetary assault. While the Corps is smaller than the combined Imperial ...oving great distances rapidly using its own transport, carry its own heavy weapons and sensors, and be able to apply great concentrations of firepower rapidly
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  • ...ng at 1st level, a shadow monk can make a flurry of blows as a full-attack action. ...trikes and attacks with a monk special weapon (he does not need to use two weapons to use this ability).
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  • ...level you can use trickery and Bardic Inspiration to stupefy others. As an action, you can spend a use of Bardic Inspiration to use ...erous situations. You can use a bonus action to take the Disengage or Hide action.
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  • ...in banishing unnatural creatures. These two are often combined into potent weapons blessed to defeat the supernatural. |align="center" | '''Action'''
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  • ...uza and others who wish to be a living arsenal without carrying any actual weapons. ...l training with monk weapons and cannot use such weapons better than other weapons.
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  • ...gains no additional ability to use weapons or armor. Most disdain mundane weapons entirely. ...opposed Intimidation roll against a single foe within 60 ft. as a standard action. The opponent must not be in combat, but must be aware of the spellslinger.
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  • ''Some rangers seek to master weapons to better protect civilization from the terrors of the wilderness. Members * '''Volley.''' You can use your action to make a ranged attack against any number of creatures within 10 feet of a
    5 KB (743 words) - 23:46, 27 July 2022
  • ...warning. Their fighting style is fast and dramatic, with quick rushes and weapons thrown from ambush.. They lack the staying power to hold the line or protec ...target is within 30 feet. Lethal sneak attack does not work with missile weapons or ranged touch-attack spells.
    27 KB (4,449 words) - 08:09, 6 May 2015
  • As an action, you target one undead creature you can see within 30 feet of you. The targ As an action, you channel the darkest emotions and focus them into a burst of magical me
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  • ...s of the formation must perform the same attack. Formations wield and draw weapons as characters do. * ''Formation Ranged Attack (Ex)'' If armed with ranged weapons, the formation can make ranged attacks. Any ranged attack the formation mak
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  • ...mate expression of the psionic ability to be self-reliant. Creating tools, weapons, and armor out of ectoplasm, the soulforge disdains mundane gear, especiall Soulforges are proficient with all simple and martial weapons. They are proficient with light armor but not with shields. Armor does not
    23 KB (3,429 words) - 16:44, 12 January 2015
  • Summoners-at-arms are proficient with all simple and martial weapons, with all armor (heavy, light, and medium) and with shields (except tower s Once per day, a monster knight can challenge a foe to combat. As a swift action, the monster knight chooses one target within sight to challenge. The monst
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  • A swordlord is proficient with all simple weapons, with martial melee weapons, and with light armor, but not with any kind of shield. ...or an off-hand weapon, including armor spikes, unarmed strikes, or natural weapons.
    28 KB (4,570 words) - 14:45, 19 September 2016
  • <noinclude>{{greyhawk gods action}} ...ods, but has no temples of his own in their lands; among [[Dwarf_(Greyhawk Action)#Pantheon|Dwarves]] he is an honored adopted god of hills and nature above
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  • Poison tongues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are p ...o Sleight of Hand skill checks made to prevent others from noticing hidden weapons or to surreptitiously use poison. This replaces trapfinding.
    17 KB (2,421 words) - 22:45, 13 May 2015
  • A siege gunner is proficient with all simple weapons, all firearms, and all cannon. At 1st level, as a swift action, the siege gunner can spend 1 grit point to reduce the number of full-round
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  • {{action}} |[[Items_(Action)#Tiny|Tiny]]
    10 KB (1,472 words) - 13:07, 29 January 2021
  • At 2nd level, you gain proficiency in two martial weapons of your choice. ...the World for 1 hour, until you go unconscious, or until you end it as an action.
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  • <noinclude>{{Action Power Templates}}{{main|Powers (Action)}}{{tocright}}</noinclude> ...ou sleep. You must build a variant for for yourself as a [[Creature_Rules_(Action)#Henchman|henchman]]. This can be any type of creature, but is same each ti
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  • You can use a full-round action with bamboo to create what would normally take on hour to craft using Craft ...alty for each range increment beyond that. Your maximum range for throwing weapons is six range increments.
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  • <noinclude>{{Action Power Templates}}{{main|Powers (Action)}}{{tocright}}</noinclude> Trigger Action (Combo)
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  • ...] to join. The most common hell knight orders (and their favored weapon or weapons) are: The hell knight visionary gains proficiency in one of the favored weapons of her order.
    12 KB (1,750 words) - 11:22, 6 November 2017
  • * '''Weapons:''' Simple weapons You can use your action to magically assume the shape of a beast that you have seen before. You beg
    29 KB (4,690 words) - 15:29, 30 July 2022

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