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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.