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ARCHIVED Combat Actions
Actions in Combat
During one turn, there are a wide variety of actions that your character can perform, from swinging a sword to casting a spell.
Action Types
An action’s type essentially tells you how long the action takes to perform (within the framework of the 6-second combat round) and how movement is treated. There are six types of actions: Half actions, full-round actions, swift actions, immediate actions, free actions. Not an action, in a normal round.
Each round a character gets two half actions and a swift action by default. Only one spell or spell like ability may be cast per turn if it requires a half action.
Half Action
A half action allows you to do something, most commonly to make an attack, move up to your speed, cast a spell or perform an action that takes a similar amount of time. (Chart 1-1)
Full-Round Action
A full-round action generally consumes all your effort during a round. To use a full-round action you must expend 2 half actions
Free Action
Free actions consume a very small amount of time and effort. You can perform one or more free actions while taking another action normally. However, there are reasonable limits on what you can really do for free, as decided by the GM.
Swift Action
A swift action consumes a very small amount of time, but represents a larger expenditure of effort and energy than a free action. You can perform only a single swift action per turn.
Immediate Action
An immediate action is very similar to a swift action, but can be performed at any time—even if it’s not your turn. This expends your next turn's swift action.
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, such as nocking an arrow as part of an attack with a bow or stopping an activity.
Charts
1-1
| Half Action (1-1) | AoO |
|---|---|
| Activate a magic item other than a potion or oil | No |
| Aid another | No |
| Attack (melee) | No |
| Attack (ranged) | Yes |
| Attack (unarmed) | No |
| Cast a spell | Yes |
| Channel energy | No |
| Concentrate to maintain an active spell | No |
| Control a frightened mount | Yes |
| Direct or redirect an active spell | No |
| Dismiss a spell | No |
| Draw a hidden weapon | No |
| Draw a weapon | No |
| Drink a potion or apply an oil | No |
| Escape a grapple | No |
| Feint | No |
| Light a torch with a tindertwig | Yes |
| Load a hand crossbow or light crossbow | Yes |
| Lower spell resistance | No |
| Mount/dismount a steed | No |
| Move a heavy object | Yes |
| Lock or unlock a door | No |
| Pick up an item | Yes |
| Read a scroll | Yes |
| Ready (triggers a half action) | No |
| Ready or drop a shield | No |
| Retrieve a stored item | Yes |
| Sheathe a weapon | No |
| Stabilize a dying friend (see Heal skill) | No |
| Stand up from prone | Yes |
| Total defense | No |
| Use extraordinary ability | No |
| Use skill that takes 1 action | Usually |
| Use spell-like ability | Yes |
| Use supernatural ability | No |
1-2
| Full-Round Action (1-2) | Opportunity |
|---|---|
| Charge | No |
| Deliver coup de grace | Yes |
| 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 |
| Prepare to throw splash weapon | No |
| Run | Yes |
| Use a touch spell on up to six friends | Yes |
| Use skill that takes 1 round | Usually |
1-3
| Free Action (1-3) | AoO |
|---|---|
| Drop a held item | No |
| Drop to floor | No |
| Prepare components for a Spell | No |
| Prepare a thrown item | No |
| Sass | No |
| Speak | No |
| Talent | Varies |
1-4
| Swift Action (1-4) | AoO |
|---|---|
| 5-Foot Step | No |
| Talent | Varies |
1-5
| Immediate Action (1-5) | AoO |
|---|---|
| Drop a held item | No |
| Respond | No |
| Shit pants | No |
| Some Spells | No |
| Surrender | Yes |
1-6
| No Action (1-6) | AoO |
|---|---|
| Cease Concentration | No |
| Delay | No |
| Nock Arrow | No |
| Open a door | No |
Battle Damage
When a character is reduced to negative Wounds by an attack or effect, they suffer Battle Damage. Roll 1d4 on the appropriate damage table.
Battle Damage represents temporary injuries that can be mitigated with:
- A successful Heal check
- A Full-Round Action
Each Battle Damage result is tied to the damage type that caused it.
If the triggering attack reduces the character to more than half their maximum Wounds into the negative, roll 1d6 instead of 1d4.
Energy Damage
1–2) Singed (DC 15) The character is Winded from the pain of burned, charred, or frozen skin.
3–4) Deep Burns (DC 15) The character must succeed on a Will Save (DC 15) or be Staggered for as long as they have this Battle Damage, due to deep tissue damage.
5) Flare Up (DC 20) The energy overwhelms the character’s senses as their body fuels the attack. Flip a coin:
- Heads: The character is Deaf
- Tails: The character is Blind
6) Beautiful Transcendence (No DC) The energy refuses to stop at a single limb—the character must experience more. Roll 1d6 to determine where the energy travels next:
- 1 – Left Arm
- 2 – Right Arm
- 3 – Body
- 4 – Left Leg
- 5 – Right Leg
- 6 – Head
That limb immediately suffers 2d6 Wounds of the same energy type. If this damage would cause Battle Damage, it is automatically Beautiful Transcendence.
Bludgeoning Damage
1–2) Battered (DC 15) The character is Winded from the pain of the beating.
3–4) Bell-Ringing (DC 15) The character must succeed on a Fortitude Save (DC 15) or be Stunned for 1d4 rounds, then Staggered afterward from the brutal impact.
5) Knocked Down (DC 20) The character is knocked Prone and becomes Fatigued from the sheer force of the attack.
6) Utterly Broken (DC 25) Sometimes death would have been kinder. The character must succeed on a Will Save (DC 20) or be Stunned and Exhausted. On a success, the character is still Exhausted from the brutality of the blow.
Piercing Damage
1–2) Stuck (DC 15) The character is Hindered by the deep puncture wound.
3–4) Oozing Puncture (DC 15) Each round, the character must succeed on a Fortitude Save (DC 10) or lose 1d4 Wounds from the affected limb.
5) Something Is Wrong (DC 25) The wound is horrifyingly deep, shaking the character’s confidence in survival. Each round, flip a coin:
- Heads: No effect
- Tails: The character suffers 1d6 damage to remaining HP or to a random limb.
6) It’s Over, Guys (DC 30) The wound is simply too deep—death is now slow and inevitable. The character is Stunned, and each round suffers 1d6 damage to the affected limb until it is destroyed.
Slashing Damage
1–2) Deep Cut (DC 15) The character is Winded from the pain of the vicious gash.
3–4) Muscles Severed (DC 15) Severe muscle damage makes all actions harder. The character is Fatigued.
5) Peeling Wounds (DC 20) Sometimes movement is the worst possible choice. Whenever the character takes an action involving movement or combat, flip a coin:
- Heads: No effect
- Tails: The affected limb suffers 2d6 damage
6) By a Thread (DC 30) As long as you do nothing, you might survive. If the character takes any action involving movement or combat, the affected limb is instantly destroyed.
