**Quick rule:** At the start of each turn you normally regain **3 actions and 1 reaction**. A round is 6 seconds. Speaking usually costs no action (roughly one sentence per round). **Source:** *Player Core*, pp. 406–410.

## Move and position

| Action | Cost | What it does |
|---|---:|---|
| **Stride** | 1 | Move up to your land Speed. |
| **Step** | 1 | Move 5 feet without triggering reactions based on movement; requires Speed 10+ and cannot Step into difficult terrain. |
| **Leap** | 1 | Leap horizontally up to 10 feet (15 feet if Speed 30+); horizontal Leap requires Speed 15+. Vertical Leap: up to 3 feet up and 5 feet across. |
| **Stand** | 1 | Stand from prone. |
| **Drop Prone** | 1 | Fall prone voluntarily. |
| **Crawl** | 1 | Move 5 feet while prone; requires Speed 10+. |
| **Take Cover** | 1 | If you qualify, gain standard cover or improve standard to greater cover. Ends when you move or use an attack action, among other triggers. |

## Act and attack

| Action | Cost | What it does |
|---|---:|---|
| **Strike** | 1 | Make a melee or ranged attack against the target’s AC. |
| **Interact** | 1 | Draw or retrieve an item, swap equipment, open a door, or reload if the weapon calls for an Interact action. |
| **Seek** | 1 | Search an area; GM makes a secret Perception check to detect creatures or objects. |
| **Sense Motive** | 1 | Read one creature’s unusual behaviour or possible deception; GM makes a secret Perception check. |
| **Escape** | 1 | Attempt to free yourself from grabbed, immobilised or restrained with unarmed attack modifier, Athletics or Acrobatics against the appropriate DC. Has the **attack** trait. |
| **Aid** | Reaction | Usually prepare with one action on your turn, then react as an ally attempts a relevant roll. Typical DC 15; success +1 circumstance, critical success normally +2 (or +3/+4 at master/legendary). Requires the ally’s agreement and GM-approved help. |

## Plan and react

| Action | Cost | What it does |
|---|---:|---|
| **Ready** | 2 | Select a single action or free action and a trigger. Your turn ends; perform it as a **reaction** if the trigger happens before your next turn. |
| **Delay** | Free | At the **start** of your turn, postpone the rest of your turn until after another creature’s turn. Cannot take reactions while waiting. |
| **Release** | Free | Let go of a held object or free one hand. |
| **Raise a Shield** | 1 | If you wield a shield, gain its listed circumstance bonus to AC until the start of your next turn. |
| **Point Out** | 1 | Indicate a creature that is undetected to allies but not to you, subject to the action’s requirements. |
| **Sustain** | 1 | Maintain a sustained spell or effect where its description permits. |
| **Area Fire / Auto-Fire** | 2 | Requires the appropriate weapon trait; targets make basic Reflex saves against your class DC plus the weapon’s tracking value. |

**Multiple attack penalty (MAP):** first attack **+0**, second **−5**, third and later **−10**; agile attacks reduce these to **−4/−8**. Other activities with the **attack** trait also count. MAP normally resets at the end of your turn. **Source:** pp. 394, 406–411.

**Important:** Reactive Strike is **not** a universal reaction. The ability must be granted to you.