The basic, skill, and defensive actions a character reaches for at the table — what each costs, what it needs, and what it does across the degrees of success. Class-specific abilities (Rage, Quick Alchemy, and the like) live on their own class and on your character sheet.
Getting around the battlefield.
Move up to your Speed. Moving out of a reach-threatened square can trigger reactions like Reactive Strike.
Move 5 feet without triggering reactions. You can't Step into difficult terrain.
Jump a short horizontal (10 feet, or 15 at Speed 30+) or vertical (3 feet) distance. Longer jumps use the High Jump or Long Jump skill actions.
Move 5 feet while staying prone.
Rise to your feet, ending the prone condition. Standing in a threatened square can provoke reactions.
Acrobatics vs the enemy's Reflex DC to move through its space as difficult terrain. On a success you pass through; on a failure your movement ends before entering the space.
Strikes and the skill actions that set them up.
Attack with a weapon or unarmed. Roll an attack against the target's AC — hit on a tie or better, crit on a beat-by-10 (or a natural 20 that was already a hit). The multiple-attack penalty applies to your second (−5) and third (−10) Strike each turn.
Athletics vs the target's Reflex DC. Success knocks it prone; critical success also deals 1d6 bludgeoning; critical failure leaves you prone.
Athletics vs the target's Fortitude DC. Success makes it grabbed until the end of your next turn; critical success makes it restrained; critical failure lets it grab you.
Athletics vs the target's Fortitude DC. Success pushes it back 5 feet; critical success 10 feet and you can Stride after it.
Athletics vs the target's Reflex DC. Success gives a circumstance penalty to its checks with the item until its next turn; critical success knocks the item to the ground.
Intimidation vs the target's Will DC to shake it. Success makes it frightened 1; critical success frightened 2. You take −4 if you share no language, and can't Demoralize the same target again for 10 minutes.
Deception vs the target's Perception DC. Success makes it off-guard against your next melee attack this turn; critical success against all your melee attacks until the end of your turn; critical failure leaves you off-guard to it.
Break free of grabbed, restrained, or immobilized. Roll your unarmed attack modifier, Acrobatics, or Athletics against the DC set by what holds you.
Protecting yourself and weathering a hit.
Gain your shield's circumstance bonus to AC until the start of your next turn. You must have it raised to use the Shield Block reaction.
Hunker down to turn standard cover into greater cover (a bigger bonus to AC and Reflex), or gain cover while prone behind a creature.
Reduce the damage by your shield's Hardness; you and the shield split anything left over, and the shield can break or be destroyed.
Roll a check (usually DC 15) to help. Success gives the ally a +1 circumstance bonus, critical success +2 — more if you're a master or legendary at the task.
Finding, hiding, knowing, and talking.
Perception to find hidden or undetected creatures or objects in an area, or to notice fine details. Success pins down a hidden creature or makes an undetected one merely hidden.
Indicate a creature you can see to allies who can't, making it merely undetected to them instead of unnoticed.
Stealth vs the target's Perception DC. Success makes you hidden from it — it knows roughly where you are but can't clearly see you.
Move up to your Speed while staying unseen. Stealth vs Perception DC; on a failure you're noticed where you end up.
A relevant skill (Arcana, Nature, a Lore, etc.) vs a DC to remember a useful fact about a creature, place, or topic. One try per subject unless something changes.
Perception vs the target's Deception DC to read whether someone is lying or acting under a compulsion.
Handling objects and the odds and ends of a turn.
Manipulate an object: draw or stow a weapon, pick up an item, open a door, retrieve something from a pack. One handled object per Interact.
Let go of something you're holding or stop sustaining a grab — a free action, so it doesn't eat your turn.
Prepare a single action or reaction with a trigger you describe. When the trigger happens before your next turn, you may spend your reaction to take the readied action.
Step out of the initiative order and take your turn later in the round, after any other creature you choose. You give up your actions and reaction until you return.
Activities for the time between fights.
Spend 10 minutes and roll Medicine against a DC you choose (15 trained, up to 40 legendary — higher DC, more healing). Success restores Hit Points and removes the wounded condition; a creature can't be Treated again for 10 minutes.
Medicine to stabilize a dying creature (DC set by its dying value) or to stop persistent bleed damage. It doesn't restore Hit Points — it keeps someone from getting worse.
Spend 10 minutes tending to the source of your focus spells to recover 1 Focus Point, up to your pool's maximum.
Put a skill to work over days of downtime. The GM sets a task level and DC; each day you roll and earn pay scaled to the task's level, your proficiency, and your result.
Make an item you have the formula for. Supply materials worth half its Price, work at least 4 days, then roll Crafting vs the item's level DC; success finishes it by paying the balance, and extra days reduce what's owed.