In LOR here are some generic combat actions, note that some have prerequisites
When you take the move action. You move equal to your movement speed in ft.
When you take the attack action, or any similar action. It refers to using a weapon, unarmed or spells to make an attack roll. Thus many actions can be considered an attack action(s) as long as you require to make an attack roll. When making an attack whether it hits or misses or with different weapons incurs MAP, unless stated otherwise. You cannot be immobalised when making any attack action.
The standard attack action is called Basic Strike.
Basic Strike
1 Action
You make an attack with a weapon or unarmed attaxk within range. Make an attack roll.
The cast a spell action varies based on the spell. See more information on spellcasting under the spellcasting rules.
Help action. There are two types of help action.
Quick Help (1 Action)
You give an ally within 5ft +1 to any roll until the start of your next turn.
Reactive Help (1 Action(Prepare) + 1 Reaction)
Spend an action to prepare a reactive help. You can spend your reaction to give that ally advantage on their next roll provided they are within 5ft of yoy.
You can make yourself prone instantly. If your acrobatics is expert, this is a free action.
You analyse the enemye, making a relevant Lore check the DC set by the GM. The GM is not obligated to tell you the degree of success or failure
CS: You know at least two enemy abilities/actions, their HP range in the 50s and the dodge, armor accurate by +-5 range and save range from highest to lowest
S You know at least one of the enemy abilities/actions, their HO range in the 100s and one of the following accurate to +/- 5 based on your choosing, will save, reflex, fortitude save, dodge, armor
F You do not know anything
CF You GM feeds you wrong information
You move 5ft. When you fall back, you are immune to reactions that are based on you moving away or out of range of a target
An interaction action refers to interacting with objects and people while in combat. The action and specifics are decided by the GM. Opening a door could be a free action, not requiring anything. While pushing a table to bar a door could require 3 actions.
Swap refers to swapping weapons. A player can have up to 3 weapons equipped on their character but is up to the GM to decide how many.
When a player wishes to swap weapon. The following rules apply.
Free Action
If both weapons have either the light, unarmed or one handed trait. One weapon can have the versatile trait instead.
Can be combined with the move action or 1 Action
If one weapon has the unarmed, light, one handed or versatile trait.
1 Action
No weapon has the light, one handed or versatile trait
You drink a potion you have available.
You pick up any object you can carry and stow from the ground
Can be combined with a move action to do a leap jump if you have sufficiency movement speed. See jump rules for more information
You specify a specific action to do and what will be the trigger for using that action. You can only ready one actiom per turn
You stand up from a prone position
You release anything you are holding from your hands. You can release a weapon and swap to a weapon.
You move the equal of 3 move actions + your atheletics or acrobatics modifier(round up to multiples of 5)
Sustaining refers to keep repeating an ability to keep it going. If you do not sustain, that ability automatically ends. It is specificed how many actions does it take the sustain that ability
You make a contested atheletics or acrobatics check vs the target’s atheletics or acrobatics. This has no effect if the creature is more than one size larger.
CS The target takes 1D4 bludgeoning damage and is prone
S The target falls prone
F You become off guard
CF You fall prone
A flying creature who is tripped that is not hovering or have innate, or magical flight have a different save. If they have those 2, there is no effect.
CS N/A
S: The creature falls 10ft
F: The creature falls 100ft but can expand a reaction to reduce it to hald
CF: The creature falls 500ft but can expans a reaction to reduce it by half.
Attempt to frighten a creature, force them to make a will save vs your intimidation check. If the target is in a winning position, has done more damage or harm to you than you have relative to your hitpoints, you gain a -5 to uour roll. This is determined by the GM
CF The creature becomes frightened until it succeeded a repeat will save until the end of its turn
F The creature befomes frightened until the start of your next turn
CS/S: No effect
When you have a shield, spend an action to raise it. When you take damage from non necrotic, psyhic or true damage, you can reduce the damage by. Shield score*value + your level.
Force a target to make a contested check between your deception vs your peception
CS The target is off guard till the start of your next turn
S The target is off guard till the end of your turn
F No Effect
CF: You become off guard till the start of your turn