Actions In Combat

The Combat Round

Each round represents 6 seconds in the game world. A round presents an opportunity for each character involved in a combat situation to take an action.

Each round's activity begins with the character with the highest initiative result and then proceeds, in order, from there. Each round of a combat uses the same initiative order. When a character's turn comes up in the initiative sequence, that character performs his entire round's worth of Actions. (For exceptions, see Attacks of Opportunity and Special Initiative Actions.)

For almost all purposes, there is no relevance to the end of a round or the beginning of a round. A round can be a segment of game time starting with the first character to act and ending with the last, but it usually means a span of time from one round to the same initiative count in the next round. Effects that last a certain number of rounds end just before the same initiative count that they began on.

Action Types

An action's type essentially determines how long the action takes to perform (within the framework of the 6-second combat round) and how movement is treated. There are five types of actions: full-round actions, standard actions, move actions, swift actions, and free actions.

In a normal round, a character can perform a standard action and a move action, or two move actions, or a full-round action. He can also perform one or more free or swift actions. In some situations (such as in a surprise round), he may be limited to taking only a single move or standard action.

Full-Round Action: A full-round action consumes all the character's effort during a round. The only movement he can take during a full-round action is a combat stride before, during, or after the action. He can also perform free actions (see below).

Some full-round actions do not allow the character to take a combat stride. Some can be taken as standard actions, but only in situations when the character is limited to performing only a standard action during his round. The descriptions of specific actions, below, detail which actions allow this option.

Standard Action: A standard action allows a character to do something, most commonly make an attack or cast a spell. See Table 1: Actions in Combat for other standard actions.

Move Action: A move action allows a character to move his speed or perform an action that takes a similar amount of time. See Table 1: Actions in Combat.

A character can take a move action in place of a standard action. If he moves no actual distance in a round (commonly because he has swapped his move for one or more equivalent actions), he can take one combat stride either before, during, or after the action.

Swift Action: A swift action consumes a very small amount of time, but requires a bit of effort. A character can only perform one swift action per round.

Free Action: Free actions consume a very small amount of time and effort. A character can perform one or more free actions while taking another action normally. However, there are reasonable limits on what one can really do for free.

Not an Action: Some activities are so minor that they are not even considered free actions. They literally don't take any time at all to do and are considered an inherent part of doing something else.

Restricted Activity: In some situations, a character may be unable to take a full round's worth of actions. In such cases, he is restricted to taking only a single standard action or a single move action (plus free actions as normal). He can't take a full-round action, though he can start or complete a full-round action by using a standard action; see below).

Table 1: Actions in Combat

Full-Round Action Attack of Opportunity1
Charge2 No
Escape from a net Yes
Extinguish flames No
Full attack No
Light a torch Yes
Load a heavy or repeating crossbow Yes
Lock or unlock weapon in locked gauntlet Yes
Move one step through difficult terrain Yes
Prepare to throw splash weapon Yes
Run Yes
Use skill that takes 1 round Usually
Use touch spell on up to six friends Yes
Withdraw5 No
Standard Action Attack of Opportunity1
Activate a magic item other than a potion or oil No
Aid another Maybe3
Attack (melee) No
Attack (ranged) Yes
Attack (unarmed) Yes
Cast a spell (1 standard action casting time) Yes
Concentrate to maintain an active spell No
Deliver a coup de grace Yes
Dismiss a spell No
Draw a hidden weapon (see Sleight of Hand) No
Drink a potion or apply an oil Yes
Escape a grapple No
Light a torch with a tindertwig Yes
Lower spell resistance No
Make a dying friend stable (see Heal) Yes
Read a scroll Yes
Ready No
Turn or rebuke undead No
Use extraordinary ability No
Use skill that takes 1 action Usually
Use spell-like ability Yes
Use supernatural ability No
Move Action Attack of Opportunity1
Bull rush Yes
Control a frightened mount Yes
Direct or redirect an active spell No
Draw a weapon4 No
Feint No
Load a hand crossbow or light crossbow Yes
Mount or dismount a horse No
Move a heavy object Yes
Open or close a door No
Pick up an item Yes
Ready or loose a shield4 No
Retrieve a stored item Yes
Sheathe a weapon Yes
Stand up from prone Yes
Swift Action Attack of Opportunity1
Combat stride Maybe
Overrun No
Free Action Attack of Opportunity1
Cast a quickened spell No
Cease concentration on a spell No
Drop an item No
Drop to the floor No
Prepare spell components to cast a spell5 No
Speak No
No Action Attack of Opportunity1
Delay No
Action Type Varies Attack of Opportunity1
Disarm6 No
Grapple6 No
Trip an opponent6 No
Attack an object No
Use feat7 Varies

1 Regardless of the action, if a character moves out of a threatened area, he usually provokes an attack of opportunity. This column indicates whether the action itself, not moving, provokes an attack of opportunity.

2 Can be taken as a standard action if the character is limited to taking only a single action in a round.

3 If a character aids someone performing an action that would normally provoke an attack of opportunity, then the act of aiding another provokes an attack of opportunity as well.

4 If a character has a base attack bonus of +1 or higher, he can combine one of these actions with a regular move. If he has the Two-Weapon Fighting feat, he can draw two light or one-handed weapons in the time it would normally take him to draw one.

5 Unless the component is an extremely large or awkward item.

6 These attack forms substitute for a melee attack, not an action. As melee attacks, they can be used once in an attack or charge action, one or more times in a full attack action, or even as an attack of opportunity.

7 The description of a feat defines its effect.




Full-Round Actions

A full-round action requires an entire round to complete. Thus, it can't be coupled with a standard or a move action, though if it does not involve moving any distance, a character can make a combat stride.

Full Attack

If a character gets more than one attack per round because his base attack bonus is high enough, because he fights with two weapons or a double weapon, or for some special reason, he can use any or all of his attacks in a round and still be able to move (but not use a move action to accomplish other things, unless he makes only a single attack). He does not need to specify the targets of his attacks ahead of time. He can see how the earlier attacks turn out before assigning the later ones.

The table below illustrates how multiple attacks reduce the amount of movement available in a round.


# of Attacks Move Available
1 Full
2 3/4*
3 1/2*
4 1/3*
5+ Combat stride

*Round down.

So, for example, a human fighter 20 with two weapons (30 foot move, 5 attacks per round) could:

  • Make 1 attack as a standard action and still have a move action (he can move up to 30 feet or do anything else that requires a move action);
  • Make 2 attacks as a modified full-round action, but still be able to move up to 20 feet (3/4 of his speed, rounded down);
  • Make 3 attacks as a modified full-round action, but still be able to move up to 15 feet (1/2 of his speed);
  • Make 4 attacks as a modified full-round action, but still be able to move up to 10 feet (1/3 of his speed);
  • Make 5 or more attacks as a full-round action and take only a combat stride as normal. He can make it before, after, or during his attacks.

If a character gets multiple attacks because his base attack bonus is high enough, he must make the attacks in order from highest bonus to lowest. If he is using two weapons or a double weapon, he can strike with either weapon (or either end of the weapon) first.

Deciding Between an Attack or a Full Attack: After his first attack, a character can decide to take a move action instead of making his remaining attacks, depending on how the first attack turns out. If he's already taken a combat stride, he can't use his move action to move any distance, but he could still use a different kind of move action.

Fighting Defensively as a Full-Round Action: A character can choose to fight defensively when taking a full attack action. If he does so, he can exchange 2 points of his base attack bonus to gain a +1 dodge bonus to AC for that round. He can exchange any number of points in this way, up to his maximum base attack bonus, on a 2:1 basis. This reduction applies to all attacks made in that round, and the AC bonus lasts until his next turn.

The Combat Expertise feat lets the character exchange points on a 1:1 basis (that is, 1 point of base attack bonus grants a +1 dodge bonus).

Fighting Offensively as a Full-Round Action: A character can choose to fight offensively when taking a full attack action. If he does so, he can exchange 2 points of his base attack bonus to gain a +1 bonus to damage rolls for that round. He can exchange any number of points in this way, up to his maximum base attack bonus, on a 2:1 basis. This reduction applies to all attacks made in that round, and the damage bonus lasts until his next turn.

The Power Attack feat lets the character exchange points on a 1:1 basis (that is, 1 point of base attack bonus grants a +1 damage bonus).

Cleave: The extra attack(s) granted by the Cleave and Great Cleave feats can be taken whenever they apply. This is an exception to the normal limit to the number of attacks a character can make.

Cast a Spell

A spell that takes 1 round to cast is a full-round action. It comes into effect just before the beginning of the character's turn in the round after he began casting the spell. He can then act normally after the spell is completed.

A spell that takes 1 minute to cast comes into effect just before his turn 1 minute later (and for each of those 10 rounds, he is casting a spell as a full-round action). These actions must be consecutive and uninterrupted, or the spell automatically fails.

When a character begins a spell that takes 1 round or longer to cast, he must continue the invocations, gestures, and concentration from one round to just before his turn in the next round (at least). If he loses concentration after starting the spell and before it is complete, he loses the spell.

A character only provokes attacks of opportunity when he begins casting a spell, even though he might continue casting for at least one full round. While casting a spell, a character doesn't threaten any area around himself.

This action is otherwise identical to the cast a spell action described under Standard Actions.

Use Special Ability

Using a special ability is usually a standard action, but some may be full-round actions, as defined by the ability.

Withdraw

Withdrawing from melee combat is a full-round action. When a character withdraws, he can move up to double his speed. This action does not provoke attacks of opportunity from any visible opponents near the character when he starts to withdraw. (Invisible enemies still get attacks of opportunity, and a character can't withdraw from combat if he's blinded.) He can't take a combat stride during the same round in which he withdraws.

If, during the process of withdrawing, a character moves out of a threatened area (other than the one he started in), enemies get attacks of opportunity as normal.

Note that despite the name of this action, a character doesn't actually have to leave combat entirely.

Restricted Withdraw: If a character is limited to taking only a standard or move action each round, he can withdraw as a standard or move action (whichever applies). In this case, he can move up to his speed, rather than up to double his speed.

Run

A character can run as a full-round action. (If he does, a he does not also get a combat stride.) When a character run, he can move up to four times his speed in a straight line (or three times his speed if he's in heavy armor). He loses any Dexterity bonus to AC unless he has the Run feat.

A character can run (run three times his speed) up to 10 minutes, +10 minutes per point of his Con bonus (if his Con modifier is +0 or below, double it and subtract from 10 – this is how many minutes he can run). He can dash (run 4 times his speed) run for up to 5 minutes, +5 minutes per point of his Con bonus (if his Con modifier is +0 or below, subtract it from 5 – this is how many minutes he can run. Characters with 1 Con cannot dash.) He can sprint (run 5 times his speed for up to 1 minute, +1 minute per point of his Con bonus (if the character has no Con bonus, he cannot run at this speed – see the Run feat).

Once a character has reached his maximum running time (see above), he must make a DC 10 Constitution check each minute to continue running. The DC increases by +1 for successive check. If he fails this check, he must stop running and rest for 1 minute (10 rounds) before running again. During a rest period, a character can move no faster than a normal walk.

A character can't run across difficult terrain or if he can't see where he's going. A run represents a speed of about 12 miles per hour for an unencumbered human.

Move One Step Through Difficult Terrain

In some situations, a character's movement may be so hampered that he doesn't have sufficient speed even to take a single step. In such a case, he can spend a full-round action to make a combat stride (see Swift Actions, below) in any direction, even diagonally. Even though this works like a combat stride, it's not, and thus it provokes attacks of opportunity normally.



Standard Actions


Activate Magic Item

Many magic items don't need to be activated. However, certain magic items need to be activated, especially potions, scrolls, wands, rods, and staffs. Activating a magic item is a standard action (unless the item description indicates otherwise).

Spell Completion Items: Activating a spell completion item is the equivalent of casting a spell. It requires concentration and provokes attacks of opportunity. a character lose the spell if his concentration is broken, and a character can attempt to activate the item while on the defensive, as with casting a spell.

Spell Trigger, Command Word, or Use-Activated Items: Activating any of these kinds of items does not require concentration and does not provoke attacks of opportunity.


Attack

Making an attack is a standard action.

Melee Attacks: With a normal melee weapon, a character can strike any opponent within 5 feet. (Opponents within 5 feet are considered adjacent to a character.) Some melee weapons have reach, as indicated in their descriptions. With a typical reach weapon, a character can strike opponents 10 feet away, but not adjacent foes (those within 5 feet).

Unarmed Attacks: Striking for damage with punches, kicks, and head butts is much like attacking with a melee weapon, except for the following:

Attack Penalty: An character making an unarmed attack against an armed opponent suffers a -4 penalty to the attack roll (but see "Armed" Unarmed Attacks, below).

Attacks of Opportunity: An unarmed character can't make attacks of opportunity (but see "Armed" Unarmed Attacks, below).

"Armed" Unarmed Attacks: Sometimes a character's or creature's unarmed attack counts as an armed attack. A monk, a character with the Improved Unarmed Strike feat, a spellcaster delivering a touch attack spell, and a creature with natural physical weapons all count as being armed.

Note that being armed counts for both offense and defense (the character can make attacks of opportunity)

Unarmed Strike Damage: An unarmed strike from a Medium character deals 1d3 points of damage (plus his Strength modifier, as normal). A Small character's unarmed strike deals 1d2 points of damage, while a Large character's unarmed strike deals 1d4 points of damage. All damage from unarmed strikes is nonlethal damage. Unarmed strikes count as light weapons (for purposes of two-weapon attack penalties and so on).

Dealing Lethal Damage: A character can specify that his unarmed strike will deal lethal damage before he makes his attack roll, but he takes a –4 penalty on his attack roll (this stacks with the penalty for making unarmed attacks against an armed foe; see above). If he has the Improved Unarmed Strike feat, a character can deal lethal damage with an unarmed strike without taking a penalty on the attack roll.

Ranged Attacks: With a ranged weapon, a character can shoot or throw at any target that is within the weapon's maximum range and in line of sight. The maximum range for a thrown weapon is five range increments. For projectile weapons, it is ten range increments. Some ranged weapons have shorter maximum ranges, as specified in their descriptions.

Attack Rolls: An attack roll represents a character's attempts to strike his opponent. An attack roll is 1d20 + the character's attack bonus with the weapon he's using. If the result is at least as high as the target's AC, the attack hits and deals damage.

Automatic Misses and Hits: A natural 1 (the d20 comes up 1) on the attack roll is always a miss. A natural 20 (the d20 comes up 20) is always a hit. A natural 20 is also a threat - a possible critical hit.

Damage Rolls: If the attack roll result equals or exceeds the target's AC, the attack hits and the character deals damage. Roll the appropriate damage for his weapon. Damage is deducted from the target's current hit points.

Critical Hits: When a character makes an attack roll and get a natural 20 (the d20 shows 20), he hits regardless of his target's Armor Class, and he has scored a threat. It automatically deals maximum damage and might be a critical hit (or "crit"). To find out if it's a critical hit, make a critical roll - another attack roll with all the same modifiers as the attack roll the character just made. If the critical roll also results in a hit against the target's AC, his original hit is a critical hit. (The critical roll just needs to hit to give a character a crit. It doesn't need to come up 20 again.) If the critical roll is a miss, then his hit is just a regular hit.

A critical hit means that a player rolls his damage more than once, with all his usual bonuses, and add the rolls together. Unless otherwise specified, the threat range for a critical hit on an attack roll is 20, and the multiplier is x2. The first die of damage is always maximized; the player rolls any other dice normally.

Exception: Extra damage over and above a weapon's normal damage is not multiplied when a character score a critical hit.

Increased Threat Range: Sometimes his threat range is greater than 20. That is, a character can score a threat on a lower number. In such cases, a roll of lower than 20 is not an automatic hit. Any attack roll that doesn't result in a hit is not a threat.

Increased Critical Multiplier: Some weapons deal better than double damage on a critical hit. This is noted in the individual weapon's description.

Spells and Critical Hits: A spell that requires an attack roll can score a critical hit. A spell attack that requires no attack roll cannot score a critical hit.

Shooting or Throwing into a Melee: If a character shoots or throws a ranged weapon at a target engaged in melee with a friendly character, he takes a –4 penalty on his attack roll. Two characters are engaged in melee if they are enemies of each other and either threatens the other. (An unconscious or otherwise immobilized character is not considered engaged unless he is actually being attacked.)

If his target (or the part of his target he's aiming at, if it's a big target) is at least 10 feet away from the nearest friendly character, he can avoid the –4 penalty, even if the creature he's aiming at is engaged in melee with a friendly character.

A character with the Precise Shot feat doesn't take this penalty.

Fighting Defensively as a Standard Action: A character can choose to fight defensively when taking a full attack action. If he does so, he can exchange 2 points of his base attack bonus to gain a +1 dodge bonus to AC for that round. He can exchange any number of points in this way, up to his maximum base attack bonus, on a 2:1 basis. This reduction applies to all attacks made in that round, and the AC bonus lasts until his next turn.

The Combat Expertise feat lets the character exchange points on a 1:1 basis (that is, 1 point of base attack bonus grants a +1 dodge bonus).

Fighting Offensively as a Standard Action: A character can choose to fight offensively when taking a full attack action. If he does so, he can exchange 2 points of his base attack bonus to gain a +1 bonus to damage rolls for that round. He can exchange any number of points in this way, up to his maximum base attack bonus, on a 2:1 basis. This reduction applies to all attacks made in that round, and the damage bonus lasts until his next turn.

The Power Attack feat lets the character exchange points on a 1:1 basis (that is, 1 point of base attack bonus grants a +1 damage bonus).


Cast a Spell

Most spells require 1 standard action to cast. A character can cast such a spell either before or after taking a move action.

Note: A character retains his Dexterity bonus to AC while casting.

Spell Components: To cast a spell with a verbal (V) component, the caster must speak in a firm voice. If he's gagged or in the area of a silence spell, he can't cast such a spell. A spellcaster who has been deafened has a 20% chance to spoil any spell he tries to cast if that spell has a verbal component.

To cast a spell with a somatic (S) component, the caster must gesture freely with at least one hand. He can't cast a spell of this type while bound, grappling, or with both his hands full or occupied.

To cast a spell with a material (M), focus (F), or divine focus (DF) component, the caster must have the proper materials, as described by the spell. Unless these materials are elaborate, preparing them is a free action. For material components and focuses whose costs are not listed, it is assumed that the caster has them if he has his spell component pouch.

Some spells have an ability burn component and entail a loss of ability points to a character. These lost points can only be restored by rest, not spells.

Concentration: A character must concentrate to cast a spell. If he can't concentrate, he can't cast a spell. If he starts casting a spell but something interferes with his concentration, he must make a Concentration check or lose the spell. The check's DC depends on what is threatening his concentration (see the Concentration skill). If the check fails, the spell fizzles with no effect. If the character prepares spells, it is lost from preparation; if he casts at will, it counts against his daily limit of spells even though he did not cast it successfully.

Concentrating to Maintain a Spell: Some spells require continued concentration to keep them going. Concentrating to maintain a spell is a standard action that doesn't provoke an attack of opportunity. Anything that could break a caster's concentration when casting a spell can keep him from concentrating to maintain a spell. If his concentration breaks, the spell ends.

Casting Time: Most spells have a casting time of 1 standard action. A spell cast in this manner immediately takes effect.

Attacks of Opportunity: Generally, if a character casts a spell, he provoke attacks of opportunity from threatening enemies. If he takes damage from an attack of opportunity, he must make a Concentration check (DC 10 + points of damage taken + spell level) or lose the spell. Spells that require only a free action to cast don't provoke attacks of opportunity.

Casting on the Defensive: Casting a spell while on the defensive does not provoke an attack of opportunity. It does, however, require a Concentration check; the DC is 15 + the highest base attack bonus of any opponents that threaten him (+2 for each additional opponent) + the spell's level. If the check fails, he loses the spell.

For example: Herne the cleric tries to cast a hold person spell with three opponents within reach; their BABs are +3, +5, and +10. The DC for his check is 15 + 10 (the highest BAB) + 4 (for each of the other two opponents) + 2 (hold person) = 31.

Touch Spells in Combat: Many spells have a range of touch. To use these spells, the caster casts the spell and then touch the subject, either in the same round or any time later. In the same round that the caster casts the spell, he can also touch (or attempt to touch) the target. The caster can take his move before casting the spell, after touching the target, or anytime between. He can automatically touch one friend or use the spell on himself, but to touch an opponent, he must succeed on an attack roll.

Touch Attacks: Touching an opponent with a touch spell is considered to be an armed attack and therefore does not provoke attacks of opportunity. However, the act of casting a spell does provoke an attack of opportunity. Touch attacks come in two types: melee touch attacks and ranged touch attacks. A character can score critical hits with either type of attack; his opponent's AC against a touch attack does not include any armor bonus, shield bonus, or natural armor bonus, but its size modifier, Dexterity modifier, and deflection bonus (if any) all apply normally.

Holding the Charge: If a caster doesn't discharge the spell in the round when he casts the spell, he can hold the discharge of the spell (hold the charge) indefinitely. He can continue to make touch attacks round after round. He can touch one friend as a standard action or up to six friends as a full-round action. If the caster touches anything or anyone while holding a charge, even unintentionally, the spell discharges. If he casts another spell, the touch spell dissipates.

Alternatively, the caster can make a normal unarmed attack (or an attack with a natural weapon) while holding a charge; in this case, he isn't considered armed and provokes attacks of opportunity as normal for the attack. (If his unarmed attack or natural weapon attack doesn't provoke attacks of opportunity, neither does this attack.) If the attack hits, he deals normal damage for his unarmed attack or natural weapon and the spell discharges. If the attack misses, he is still holding the charge.

Dismiss a Spell: Dismissing an active spell is a free action that doesn't provoke attacks of opportunity.


Start/Complete Full-Round Action

The "start full-round action" standard action lets a character start undertaking a full-round action, which he can complete in the following round by using another standard action. A character can't use this action to start or complete a full attack, charge, run, or withdraw.


Use Special Ability

Using a special ability is usually a standard action, but whether it is a standard action, a full-round action, or not an action at all is defined by the ability.

Spell-Like Abilities: Using a spell-like ability works like casting a spell in that it requires concentration and provokes attacks of opportunity. Spell-like abilities can be disrupted. If his concentration is broken, the attempt to use the ability fails, but the attempt counts as if he had used the ability. The casting time of a spell-like ability is 1 standard action, unless the ability description notes otherwise.

Using a Spell-Like Ability on the Defensive: A character can attempt to use a spell-like ability on the defensive, just as with casting a spell. If the Concentration check (same as for casting defensively) fails, he can't use the ability, but the attempt counts as if he had used the ability.

Supernatural Abilities: Using a supernatural ability is usually a standard action (unless defined otherwise by the ability's description). Its use cannot be disrupted, does not require concentration, and does not provoke attacks of opportunity.

Extraordinary Abilities: Using an extraordinary ability is usually not an action because most extraordinary abilities automatically happen in a reactive fashion. Those extraordinary abilities that are actions are usually standard actions that cannot be disrupted, do not require concentration, and do not provoke attacks of opportunity.




Move Actions

With the exception of specific movement-related skills, most move actions don't require a check.

Direct or Redirect a Spells

Some spells allow a character to redirect the effect to new targets or areas after a character cast the spell. Redirecting a spell requires a move action and does not provoke attacks of opportunity or require concentration.


Draw or Sheathe a Weapon

Drawing a weapon so that a character can use it in combat, or putting it away so that he has a free hand, requires a move action. This action also applies to weapon-like objects carried in easy reach, such as wands. If the weapon or weapon-like object is stored in a pack or otherwise out of easy reach, treat this action as retrieving a stored item.

If the character has a base attack bonus of +1 or higher, he can draw or sheathe a weapon as a free action combined with a regular move. If he has the Two-Weapon Fighting feat, he can draw or sheathe two light or one-handed weapons in the time it would normally take him to draw or sheathe one.

Drawing ammunition for use with a ranged weapon (such as arrows, bolts, sling bullets, or shuriken) is a free action.


Manipulate an Item

In most cases, moving or manipulating an item is a move action.

This includes retrieving or putting away a stored item, picking up an item, moving a heavy object, and opening a door. Examples of this kind of action, along with whether they incur an attack of opportunity, are given in Table 1: Actions in Combat.


Move

The simplest move action is moving one's speed. If a character takes this kind of move action during his turn, he can't also take a combat stride.

Many nonstandard modes of movement are covered under this category, including climbing (up to one-quarter of base speed) and swimming (up to one-quarter of base speed).

Accelerated Climbing: A character can climb one-half his speed as a move action by accepting a -5 penalty on his Climb check.

Crawling: A character can crawl 5 feet as a move action. Crawling incurs attacks of opportunity from any attackers who threaten the character at any point of his crawl. A character who is crawling is considered to be prone; he can't use any ranged weapons except for a crossbow, must make a DC 20 Concentration check to cast spells with somatic or material components, and suffers a -4 penalty to AC against melee attacks but gains a +4 bonus to AC against ranged attacks.


Open or Close a Door

Opening of closing a door is a modified move action - it takes up 5 feet of the character's movement. So, for example, a human with 30 foot speed could move 10 feet to the door, open it (5 feet), and move another 15 feet further.


Ready or Loose a Shield

Strapping a shield to a character's arm to gain its shield bonus to AC, or unstrapping and dropping a shield so the character can use his shield hand for another purpose, requires a move action. If he has a base attack bonus of +1 or higher, a character can ready or loose a shield as a free action combined with a regular move. Dropping a carried (but not worn) shield is a free action.


Stand Up

Standing up from a prone position requires a move action and provokes attacks of opportunity. Standing up from a kneeling position requires a move action if the character is heavily encumbered, or a free action otherwise. It also provokes an attack of opportunity.

Mount/Dismount a Steed

Mounting or dismounting from a steed requires a move action.

Fast Mount or Dismount: A character can mount or dismount as a free action with a DC 20 Ride check (his armor check penalty, if any, applies to this check). If he fails the check, mounting or dismounting is a move action instead. (A character can't attempt a fast mount or fast dismount unless he can perform the mount or dismount as a move action in the current round.)




Swift Actions

Swift actions take a very small amount of time. A character can make only one swift action in a round.


Take Combat Stride

A character can move 5 or more feet in any round when he doesn't perform any other kind of movement. Taking this move, called a combat stride, provokes an attack of opportunity only if the character moves out of a threatened area. A character can't take more than one combat stride in a round.

The actual distance a character or creature can move is equal to its reach, rounded to the nearest multiple of 5. A character can take a combat stride before, during, or after his other actions in the round.

A character can only take a combat stride if his movement isn't hampered by difficult terrain or darkness. Any creature with a speed of 10 feet or less can't take a combat stride, since moving even 10 feet requires a move action for such a slow creature.




Free Actions

Free actions don't take any time at all, though there may be limits to the number of free actions a character can perform in a turn. Free actions rarely incur attacks of opportunity. Some common free actions are described below.

Drop an Item

Dropping an item in the character's space or into an adjacent square.

Drop Prone

Dropping to a prone or kneeling position in the character's space.

Speak

In general, speaking is a free action that a character can perform even when it isn't his turn. Speaking more than few sentences is generally beyond the limit of a free action.

Cease Concentration on Spell

A character can stop concentrating on an active spell.

Cast a Quickened Spell

A character can cast a quickened spell (see the Quicken Spell feat) or any spell whose casting time is designated as a free action. Only one such spell can be cast in any round, and such spells don't count toward the normal limit of one spell per round. Casting a spell with a casting time of a free action doesn't incur an attack of opportunity.




Miscellaneous Actions

Use Feat

Certain feats let a character take special actions in combat. Other feats do not require actions themselves, but they give a character a bonus when attempting something he can already do. Some feats are not meant to be used within the framework of combat. The individual feat descriptions tell what a player needs to know about them.

Use Skill

Most skill uses are standard actions, but some might be move actions, full-round actions, free actions, or something else entirely. The individual skill descriptions tell a character what sorts of actions are required to perform skills.

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