Minor Actions

You only get one of these per turn, and these tend to be supplements to your major action. Many of these minor actions can be done as a free action, and can be done as many times as you can manage in this way.

  • Combo Attack: If you use an abilitech with the Combo property as a major action with one hand, you can use a second abilitech with Combo, with the other hand.
  • Sylladex Ejection: Make an attack roll, but instead of a stat mod and proficiency, add the skill bonus instead. It has the following attack profile:
    • 30 ft. range, single-target, ranged weapon attack, 1d4 damage, launches one item.
    • Sylladex ejection counts as a thrown weapon attack for the purposes of synergy with Pillars and Paths, alchemy, etc.
  • Discern: You quickly make an observation about a creature or object you can see. Choose a piece of info you wish to learn (such as a creature’s hidden anatomy, stats, and other details at the SM’s discretion) and make an Investigation or Perception check against the target. If the check beats the DC, you learn about it and can target it or otherwise interact with it.
    • In a strife, if you have no hidden anatomy left to Discern on a creature, you can choose to Discern them on a higher level, checking against their DC + 5. If your check beats that higher DC, you have advantage on damage dice against that creature for 1 round.
    • This can also be used to against psionic illusions and other optical or sensory phenomena in a strife, though this will likely be used by enemies against the player’s illusions and the like.
    • There are a variety of other skills that can be used against creatures, depending on their type.
      • Animal Handling can be used against Underlings.
      • Medicine can be used against Biological creatures.
      • Engineering can be used against Mechanical creatures.
      • Occult can be used against Psionic creatures.
  • Inventory Usage: You can take out or put in an item into your sylladex.
    • Putting armor/clothes on and off fall under here as well.
    • Switching between different specibi falls under here as well.
      • Switching between different weapons of the same specibi or changing the number of hands used on a specibus, however, is a free action.
      • You can switch out any configuration of specibi in your hands for any other configuration of specibi as one minor action.
        • For example, if you have Swordkind and Shieldkind equipped, you may switch to Pistolkind and Saddlekind as a single minor action.
  • Abilities: There are plenty of Steps and classpect abilities that may require a minor action.
  • Aim: Gain one d3 Aim die for one attack roll you make this turn, or grant an ally one d3 Aim die to the next attack roll made until the start of your next turn. Maybe you used some legerdemain, or pushed your mind, or deceived your enemy,
  • Avert: Impose one d3 Block die to the next attack roll made against you until the start of your next turn, or one d3 Block die to the next attack roll made against an ally until the start of their next turn. Maybe you shrugged off the damage, or intimidated your enemy, or dodged it.
  • Assail: Add a stat mod of your choice to a damage roll you make this turn, or add it to the next damage roll an ally makes until the start of your next turn. Maybe you pushed your muscles or your mind harder.
    • If an enemy creature Assails, it adds its damage mod listed in its stat block.
    • If a minion assails, it generally uses the player’s stat of choice unless specified otherwise.
  • Distract: You momentarily obscure your own position to gain an advantage. Choose a creature you can attack this turn, then make an opposed check, your Stealth against their Perception. If you succeed, your next attack roll against them this turn has +2 crit range.
    • If your target cannot draw line of sight to you (such as heavy obscuration), you have advantage on your check.
    • If your target would ordinarily have disadvantage to see you (such as light obscuration), they have disadvantage on their Perception check.
    • Distract, unlike Aim, Avert, and Assail, cannot be stacked unless specified otherwise.