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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

Below is a list of all actions, and their common uses, in order of duration (from highest to lowest).

  • Full Action - This action type uses your two Half Actions for the turn to produce a powerful effect. This action type is commonly used for a Full Attack (see Combat).
  • Half Action - This is the most common action type. Making a single attack, moving up to your speed, casting a spell, drinking a potion, and other common activities in combat are usually Half Actions.
  • Swift - A bonus action, usually used for unique Talents and certain spells.

Other Action Types

  • Free - As the name implies, these actions are completely free, and you may usually take as many free actions as you wish per turn, at GM discretion.
  • Immediate - A special action type that takes place outside of your turn, at any point during combat. Using an Immediate Action takes your Swift Action from the following turn.

Each round a character gets two half actions and one 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 (see 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 two 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. Reasonable limits apply, as determined by the GM.

Swift Action

A swift action consumes a very small amount of time but represents a greater expenditure of effort than a free action. You may perform only one swift action per turn.

Immediate Action

An immediate action functions like a swift action but may be performed at any time, even when it is not your turn. This expends your next turn’s swift action.

Not an Action

Some activities are so minor they are not considered actions at all. They take no time and are treated as part of another action, such as nocking an arrow as part of making a ranged attack.

Charts

2-1

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 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

2-2

Full-Round Action (1-2) AoO
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
Run Yes
Use a touch spell on up to six friends Yes
Use skill that takes 1 round Usually

2-3

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

2-4

Swift Action (1-4) AoO
5-Foot Step No
Talent Varies

2-5

Immediate Action (1-5) AoO
Drop a held item No
Respond No
Shit pants No
Some Spells No
Surrender Yes

2-6

No Action (1-6) AoO
Cease Concentration No
Delay No
Nock Arrow No
Open a door No