Basic Actions

Basic actions represent common tasks like moving around, attacking, and helping others. As such, every creature can use basic actions except in some extreme circumstances, and many of those actions are used very frequently. Most notably, you'll use Interact, Step, Stride, and Strike a great deal. Many feats and other actions call upon you to use one of these basic actions or modify them to produce different effects. For example, a more complex action might let you Stride twice, and a large number of activities include a Strike. An action or activity might also modify a basic action, such as having you Stride up to half your Speed.
Actions that are used less frequently but are still available to most creatures are presented in Specialty Basic Actions. These typically have requirements that not all characters are likely to meet, such as wielding a shield, having a burrow Speed, or falling through the air.
In addition to the actions in these two sections, the actions for spellcasting can be found here, and the actions for using magic items appear here.
Delay and Ready: If you want to change when you take actions, two basic actions let you do so. Delay shifts your entire turn later in the round, and Ready lets you prepare to take one specific action when a trigger you choose is met.

Specialty Basic Actions

These actions are useful under specific circumstances. The Arrest a Fall, Burrow, and Fly actions require you to have a special movement type. Area Fire and Auto-Fire require you to use a weapon with area fire or auto-fire traits. The climb and swim Speeds use the corresponding actions from the Athletics skill.