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Actions

Short one this week. Here are some tables of common actions in the game. Any character can also use an action to perform one of the move actions, though if they actually move a second time, they can only go half their normal distance.

Primary Actions

Action

Description

Attack

The last blog post is all about this.

Use a Power

Activate a power that has the action tag in its description

Run

Move half your move distance

Defend

You can use your entire action to defend yourself. Your defense score decreases by 2

Defend an Ally

You can use your entire action to defend an ally within one inch of you. If they are still within one inch when they are attacked, their defense score decreases by 2

Move Actions

Action

Description

Stand up

Stand up from being prone. This takes half your movement.

Take consumable

You may use a consumable item instead of moving.

Interact with item

Interact with an item in your hand or in the environment (close a chest, open a door, blow a horn, etc)

Secondary Actions

Action

Description

Drop Prone

Fall to the ground. Being prone gives you light cover against missile fire

Drop an item

Just let it fall. There it goes. No action required.

Speak

You can speak whenever you want. Your character does not have to wait until their turn to speak, so long as what they hope to accomplish by speaking does not require a die roll.

Draw an item

You may draw any item from your pouches without taking an action. However, using them does take an action.

Digging in the Sand

Bones. So many bones. How many people have been buried here?

You find a rusty long sword and a small, golden vulture head worth 250 gp.

Red Sand

The sand here on the edge of the sacrificial ground is loose and looks recently churned.

Vulture Priest

The Vulture Priests are the enemy of knowledge and enlightenment. They seek to bring the eternal silence, the end of all things. Decay and obedience is their only god.

Armor Class 6 [13]
Hit Dice 1 (4hp)
Attacks 1 × Beak (1d4 or by weapon)
THAC0 19 [0]
Movement 120’ (40’)
Saving Throws D12 W13 P14 B15 S16 (1)
Morale 8 (11 when at their temple)
Alignment Lawful
XP 10 
Number Appearing 2d4 (1d6 × 10)
Treasure Type D
Immune to the Divine: The spells and powers of clerics and paladins have no effect on them.
Weapons: They frequently use wickedly curved daggers, which they use for sacrificial purposes.
Soul Clouders: There is a 10% chance that any Vulture Priest can use the sleep spell once per day. The targets are still awake, but they are beset by such a deep depression that it has the same effect as sleep. They may only watch what unfurls around them.