What follows is an
alternate combat method for use with Dungeons & Dragons, Pathfinder and
other d20 or OGC games. These rules add detail to the combat round and provide
a dynamic framework which may better reflect the
adrenaline-fueled intensity of life-and-death situations. When using this
system, players may find that they must adjust their plans in an environment
that simulates "real-time". Does the Magic-User finish intoning her
spell or does she abandon it to administer a potion to a fallen comrade? Since
she has to grab the potion and carefully empty its contents, what happens when
an enemy sniper has the chance to declare it intends to shoot at whatever the
elf is holding over the wounded fighter?
The idea for this
revision came about while reviewing how combat was handled in Chainmail,
the original D&D "White Box" (these had missile
fire and first strike stages of combat), AD&D (with its
"initiative segments"), Player's Option: Combat and Tactics,
and Pathfinder's revised
action economy from Pathfinder Unchained which
directly influenced the concept of action points.
Action Points and
Dynamic Combat
Combat is
cyclical; everybody acts in turn within the framework of a regular cycle of 4-10
second combat rounds. Combat follows this sequence:
Determine
Reaction:
Determine which characters are aware of their opponents. Only these characters
can act during the first round (also called a surprise round). If all the characters
are aware of their opponents, proceed with normal rounds. See the surprise
section for more information.
Determine
Initiative: All
creatures have an initiative equal to their Dexterity score, although spells
and abilities may alter it. Combatants act in initiative order (highest to
lowest) during each phase of the combat round.
Surprise
Round: If only
some creatures are aware as combat begins only those creatures may act during
the first round. If no creatures are surprised, there is no surprise round. Actions are resolved in
phases (described below) and creatures act in order of initiative during each
phase. Creatures are limited to using 2 action points (see below) during a surprise round.
First
Regular Round and Subsequent Rounds:
After surprise is resolved, the first regular combat round begins. Most
creatures receive 3 action points to use during any standard combat round. The
interaction of action points and action phases are detailed later in this
chapter. When all creatures capable of acting have declared how their action
points are spent in that phase and all free actions, simple actions and
reactions are resolved, the next phase begins until each participant has used
their allotment of action points. At that point the combat round ends and a new
round begins continuing in cyclical fashion until combat ends.
The
Combat Round
Each round
represents 4-10 seconds in the game world and is further divided into action phases (see below); there are 10
rounds in a combat turn (approximately one minute). A round normally allows
each character involved in a combat situation to act.
When the rules
refer to a "full round", this means a span of time from a particular
action phase and initiative in one round to the same action phase and
initiative in the next round. Effects that last a certain number of rounds end
just before the same action phase and initiative that they began on.
Action Phases
All actions in
combat take place in phases. During each phase, creatures able to act during
that phase may take actions. Typical actions are to attack, move or cast a
spell. Actions are resolved in order of initiative within each phase. After all
actions are resolved during a phase, play proceeds to the next phase. If a
creature completed an action during the previous phase it may perform another
action now or delay until the next phase. If a
creature spent an action point towards the completion of an advanced action, it
may spend another AP towards that action or a different one. If an action
requires that AP be spent consecutively to complete it (see below) then
spending AP on any other action spoils the incomplete advanced action.
The action phases
are ordered by action speed and are
summarized in the table below:
Simple and free
actions are resolved immediately in order of initiative during the phase they
are taken (and the required action points spent). Advanced actions usually take
a number of phases equal to their AP cost to complete.
Note that the
action phases indicate which actions are allowed based on speed, but characters
are not required to take such actions only
during that phase. Rather, these are the earliest phases of combat when such
actions can be attempted. Characters can loose readied missiles during the
second phase of the combat round or any subsequent phase.
The first action
phase, also called the declaration phase,
allows any action which can be completed at the speed of thought. During
this phase all of the players declare what actions they intend their characters
to take. The Judge should also decide how other combatants intend to act.
Intended actions are just that; the Judge and the players can choose to adjust
their plans in later phases and may be required to do so as the combat
situation changes. For example, if a player declares that they intend to
approach a target and attack they are not required to follow through with this
action if the target moves away or if another creatures interposes itself
between the player character and intended target. Likewise, if a creature
intends to approach and attack one of the player characters, it doesn’t need to
follow through with that action if a wall
of fire
springs forth and divides the field of battle.
If it is not the
first round of combat some abilities, actions or effects which were started on
an earlier round may resolve during the declaration phase. Usually, however,
these resolutions occur on the same phase of combat that they were started in.
Some free actions (such as speaking) can be taken or continued during the
declaration phase.
The second phase
of the combat round, also called the ready
missile phase, allows reflexive action and is primarily used to
resolve missile fire as well as free or swift actions without the move subtype
(see below). Readied missiles (arrows already nocked and drawn), free actions, quickened
spells and other swift actions are resolved first in order of initiative. Next,
triggered weapons (such as crossbows) are resolved, advanced actions without
the move or attack subtypes (such as casting a standard action spell) may be
started, also in order of initiative.
In the third
phase, thrown weapons in hand and other ranged weapons that were not fired
previously may be launched. For example, an arrow that was nocked and drawn in
the second action phase as a free action may be released. Advanced actions
without the attack subtype may also be started.
The next phases of
combat allow most other attack actions to take place and are organized by attack
action speed; fast, average, slow and very slow. Character action speed (see
below) is based on movement rate and size but can be
modified (primarily by weapons that are slow or unwieldy). During these phases,
actions started in an earlier phase can be completed (assuming the character
has AP remaining to spend). The combat round ends when all combatants have
spent their available action points or have chosen to make no further
expenditures of AP.
Each phase can be
assumed to take approximately 1 second of time within the combat round and the
Judge should use this guideline to determine how many free actions or reactions
to permit one character to make. In general, only one free action or reaction
should be performed by a character during any action phase.
Attack Action Speed
Beginning with the
fourth action phase, a character or creature’s ability to act quickly, as
indicated by their base action speed
and weapon speed, determines the
earliest phase in which they can take simple or advanced actions with the attack
subtype.
Base Action Speed
Base Action Speed
Improve base action
speed one step for a movement speed of 45 or better, and reduce it step for a
movement speed of 20 or less. A medium-size or smaller creature with a movement
rate of 45 or more may take appropriate actions during the third round of
combat (simultaneous with thrown missile attacks).
Note that most
player characters have a base action speed of fast. Remember, this doesn’t take
into account weapon speeds or the effects of abilities, spells or certain combat
actions. Record the character’s base action on the character sheet.
Weapon
Speed
Characters armed
with weapons modify their base action speed with their weapon speed. All
weapons are assigned a speed rating of fast, average, slow, or very slow. When a
character wants to take a simple or advanced action with the attack subtype
(except for missiles and spells), the earliest action phase in which the action
may begin is the one associated with the character’s base action speed or
weapon speed, whichever is later. A fast human armed with a greatsword makes attacks
beginning in the slow phase of the round.
Actions
in Combat
During combat
rounds, there are a wide variety of actions that your character can perform,
from swinging a sword to casting a spell. Each action costs a certain number of
Action Points (AP). Creatures begin
each combat round with 3 AP except during a surprise round during which only
aware creatures are able to act and these creatures receive just 2 AP. Action
points can be held until later action phases during a round, but do not carry
over from one round to the next (unspent AP are lost).
Basic Action
Types
An action's type
and AP cost tells you how long the action takes to perform (within the
framework of the combat round and each combat phase) and how movement is handled.
In a normal round, most creatures can spend 3 action points. These could be
used to perform simple actions (for 1 AP each), a complex action (costing 2 or
more AP), a number of free actions (costing 0 AP), a full-round action (which
costs 3 AP or more) or some combination of these.
Free actions,
simple actions and reactions are all declared and resolved during the same
action phase.
Advanced actions
are more complicated; you must spend 2 or more AP to perform them. Some
advanced actions require more AP than you can spend during a single round. In
this case, you must continue to spend AP toward that advanced action over
multiple rounds until all of the required action points are spent, at which
time the action is resolved. To take most advanced actions, you must spend all
of the required AP consecutively. If you stop spending AP on such an action, it
never comes to completion, and it must be started all over again in order to
have a chance of success. Other advanced actions can be completed after spending
the required number of AP, which can be split up over time. In both
cases, any roll attempted to determine whether an advanced action is successful should be made after the AP are spent. If an advanced action doesn't state whether it
requires consecutive or nonconsecutive AP expenditure, assume that they must be
spent consecutively.
There are five basic
types of actions:
1. Simple
2. Advanced
3. Full-Round
4. Free
5. Reaction
Simple
Simple actions
cost 1 AP to complete. A single attack or any spell or ability requiring a swift action are examples of simple
actions.
Free
Free actions
consume a very small amount of time and effort and cost 0 AP. Reasonable limits
on what you can accomplish with free actions are decided by the Judge. A
good rule of thumb is that you can perform no more than one free action per
action phase (whether or not you perform other actions during that phase).
Advanced
Advanced actions
take 2 or more action points to complete. When you declare an advanced action,
you spend 1 AP immediately. During the next action phase, you may spend another
AP towards completing the action. If the advanced action requires that you
spend AP consecutively to finish it (such as when casting most spells) you must spend an action point (if you have
any left) or the action is lost. If you run out of AP during the current round,
the action can be finished in the following round as long as you spend 1 AP on
it as soon as you are able.
If an advanced
action doesn’t require AP to be spent consecutively to complete it, you can
spend AP on another action if desired and continue the advanced action later
with no loss of progress.
Since the
situation can change rapidly during a combat round, it may be wise to abandon
an advanced action (whether totally or temporarily) in response to what’s
happening. If a dangerous enemy rushes towards your character it may be wise to
spend an available AP to move your character away rather than on continuing an
advanced action, for example.
Full-round
A full-round action is a type of advanced
action that consumes nearly all your effort during a round and usually requires
3 AP to be spent consecutively. When taking a full-round action you may take a 5-foot step
as a free action (for 0 AP) before, during, or after the action or perform
other free actions if the Judge allows (some full-round actions specify that a
5-foot step is not allowed). A few combat options are full-round actions (such
as Spring Attack) or modify specific full-round
actions. These options can't be combined with attack actions or any other simple action even if you have extra AP (such as from the haste spell.
Reaction: Reactions are like free actions
(and cost 0 AP) but can be taken only when they are triggered (usually during
other characters' actions). For instance, the most common reaction you'll
likely take is the attack of opportunity: an attack you can make when a
foe in your threatened area drops his guard
(typically by moving, making a ranged attack, or attempting a complicated
attack for which he lacks the proper training). Some reactions may
provoke attacks of opportunity—the reaction's subtype, if any,
determines whether it provokes attacks of opportunity. Other times, something that
happens to you might grant you the ability to take a reaction. Spells and
abilities resolved as immediate actions are a type of a reaction.
Like free actions, reactions are subject to reasonable limitations as
determined by the Judge.
Action
Subtypes
Most actions also
have a subtype. These are: attack, complex, move and safe (if an action has no
subtype, assume it is safe). The subtypes are thematic, sometimes affect other
actions taken later in the round, and are used to determine whether (and at
what point) an action provokes attacks of opportunity.
Attack Actions: Actions with the attack subtype
involve making at least one attack roll against an opponent or
object. They typically provoke attacks of opportunity only if the attack is a
ranged attack or you don't have the appropriate feat to take that attack action
without provoking attacks of opportunity, such as Improved Unarmed Strike for unarmed strikes
or Improved Trip for trip attempts. In the latter
case, the action provokes an attack of opportunity only from the creature you
target. When an attack action provokes an attack of opportunity, the attack of opportunity is made before the
provoking attack roll is made. The first time
during a round that you take an action with this subtype, you roll the attack
as normal. Each subsequent attack action taken during the round imposes a
cumulative –5 penalty on the attack roll (so the second attack
action has a –5 penalty on the attack roll, the third has a –10 penalty,
and so on).
Complex Actions: These actions involve
intense concentration, strenuous physical manipulation of objects, or some
other source of complexity. A complex action always provokes attacks of opportunity, which are made before the
complex action is taken. Complex actions that occur over multiple phases or
round (whether consecutively or not) provoke attacks of opportunity on each phase that action
points are spent toward their completion.
Move Actions: These actions involve moving
through the encounter area in some way. Actions with the move subtype
provoke attacks of opportunity when you attempt to either
leave a square in an enemy's threatened area or stand up from a prone position in a space that
has at least 1 square in a foe's threatened area. Not all actions that
allow you to move have the move subtype. For example, a step is a very slow and
careful movement that doesn't have this subtype, and thus doesn't provoke attacks of opportunity when you take that action
to leave a square in a threatened area.
Safe Actions: Actions without one of the other
subtypes described above don't provoke attacks of opportunity.
Specific Action
Descriptions
The sections below
divide actions by type and describe them in more detail including subtype, AP
required and whether or not AP must be spent consecutively to complete them.
Simple
Actions
The following are
some of the more common simple actions. To take any of them, you spend 1 action
point (though some can be taken as free actions under special circumstances).
Aid Another: You take the aid another action. This action has all
of the subtypes of the action you aid.
Appraise a
Single Item: You
spend time using your senses to appraise a single item that you can see. If you
are holding the item, you gain a +2 bonus on the check and this action has the
complex subtype.
Attack (Attack): You make one or more attacks
against a single foe within your melee reach (if making a melee attack) or
range (if making a ranged attack).
Bull Rush
(Attack): You
push a foe that is at most one size category larger than you straight back.
Attempt a bull rush combat maneuver check. If you're
successful, you push the foe back 5 feet. For
every 5 by which your check exceeds your foe's CMD, you push that foe back 5 additional
feet. You can choose to move along with the target if you have the necessary AP
to do so. The foe's movement doesn't provoke attacks of opportunity unless you have the Greater Bull Rush Feat.
Cast a Swift
Spell: You cast
a single spell or use a single spell-like ability with a casting time of 1 swift action.
Control a
Frightened Mount (Complex):
You attempt to control a mount that's not trained for combat in battle. If you
fail the Ride check, you can't try again
until your next round.
Demoralize: You shout threats at a foe
within 30 feet that can see and hear you, attempting to demoralize it.
Direct or
Redirect a Spell:
If a spell allows you to redirect an effect to a new target, you take this action
to do so.
Disarm (Attack): You attempt to disarm your foe. If your disarm combat maneuver check is successful, your
foe drops one item of your choice that it's carrying or wielding (even if it's
holding the item with two hands). If you exceed your foe's CMD by 10 or more, the foe
drops two items of your choice. If you fail your combat maneuver by 10 or more, you drop any
weapon you were using to disarm your foe.
Dismiss a Spell: You dismiss the effects of a
dismissible spell.
Draw or Sheathe
a Weapon: You
draw or sheathe a weapon. If your base attack bonus is +0, this action provokes
an attack of opportunity.
Escape a
Grapple: You
attempt to escape or gain control of a grapple by attempting either
an Escape Artist check or a combat maneuver check. The second time in a
round you take this action, you take a –5 penalty on the check. The third time,
you take a –10 penalty on the check.
Feint (Attack): You use Bluff to attempt a feint against an opponent. If you
succeed, that opponent is denied its Dexterity bonus to AC for the next
attack you make against it this round. If you have the Improved Feint feat, this action doesn't
have the attack subtype.
Handle an
Animal: You
command an animal to perform a trick it knows by attempting a Handle Animal check. Some class abilities let characters
attempt this as a free action.
Light a Torch
with a Tindertwig or Open Flame:
You ignite a torch with a tindertwig or
an open flame.
Load a Hand
Crossbow or Light Crossbow (Complex):
You load a hand crossbow or a light crossbow with a bolt. If you have
the Rapid Reload feat with the weapon you
are reloading, this is a free action.
Lower or
Reactivate Spell Resistance:
You lower any spell resistance that is active, or
reactivate a spell resistance that has been lowered.
Manipulate an
Item (Complex): You grab an item that is in a backpack, pouch, pocket, or other similar
container on your person; pick up an item; or move a heavy object. Sometimes,
the Judge might rule that manipulating an item is an advanced action and
determine the number of AP that must be spent to succeed. Based on what you
want to do, those actions may need to be spent consecutively.
Move (Move): You move up to your speed.
Typically you move across the land at either a walk or a sprint, but this
covers other movement modes, including burrowing, flying, jumping, and
swimming.
Mount or
Dismount a Steed (Move):
You mount or dismount a steed. You can do this as a free action by attempting a DC 20 Ride check; failure means you
provoke attacks of opportunity.
Open or Close a
Door: You open
or close a door that is within your reach (not counting expanded reach from
reach weapons). You must have at least one hand free to take this action.
Overrun
(Attack): You
move up to your speed, and over the course of this action you attempt to move
through the space of a foe that is no more than one size category larger than
you. When attempting to move through your foe's space, your foe can choose to
allow you to pass through and let you continue your movement. If the foe
doesn't choose to or can't let you move past, you attempt an overrun combat maneuver check. If you succeed, you
move through the target's space. If your check exceeds your foe's CMD by 5 or more, you move
through the target's space and the target is nocked prone. If the target has more than two
legs, it gains a bonus to its CMD against overrun combat maneuvers equal to +2 for each
additional leg it possesses. If you fail this check, your movement stops in the
space directly in front of the opponent.
Ready a Simple
Action or an Advanced Action:
You ready a single simple or advanced action that you can take before the start
of your next round of actions as a reaction. You must designate a definite
trigger for that reaction (such as "if a foe attacks me," "if a
foe casts a spell," or "if a foe moves adjacent to me"), and you
must have enough AP left to complete the action you ready. Once you ready an
action, you forfeit all other actions this round. If you don't take the action
you readied as a reaction by the start
of your round of actions, you lose that reaction.
Ready or Drop a
Shield: You
either strap a shield to your arm to gain its shield bonus to AC or unstrap and drop
the shield. If you have a base attack bonus of +1 or higher, you can do
either of these as a free action when you take the move
simple action.
Search: You use Perception to search a
room for salient hidden creatures or clues, or you make a detailed search of a
10-foot-square area to detect traps, triggers, hidden objects, or footprints.
When you search an area, this action has the complex subtype.
Spell Combat
(Attack, Complex):
You make an attack roll with a light or one-handed
melee weapon, then cast a spell on the magus spell list with a casting time of 1 standard action. You take a –2 penalty on the
melee attack, but the spell is cast regardless of whether the attack hits. If
you cast the spell defensively, you can subtract your Intelligence bonus from the result of
the attack roll to add the same value as
a circumstance bonus on the concentration check. You must have the spell combat class
feature to take this action, and can take this action only once per round. To
take this action, you must have one hand free. You can't also take the
following actions this round: cast a standard-action spell or cast a
1-round-action spell.
Step: You move 5 feet.
Sunder (Attack): You try to sunder an item held or worn by
your foe. Attempt a sunder combat maneuver check. If you succeed, you
deal damage to the item normally. Damage that exceeds the item's hardness is subtracted from
its hit points. If an object has less than or
equal to half its total hit points remaining, it gains
the broken condition. If the damage
you deal reduces the object to 0 or fewer hit points, you can choose to destroy the
object. If you choose not to destroy it, the object is left with only 1 hit
point.
Trip (Attack): You try to trip your opponent. Attempt
a trip combat maneuver check against a foe that is
no more than one size category larger than you. If you succeed, you knock the
target prone. If you fail by 10 or more, you
are nocked prone instead. If the target has
more than two legs, it gains a +2 bonus to its CMD against this attempt for
each additional leg it possesses.
Advanced
Actions
The following is a
list of the most common advanced actions. The number of action points required
to take each advanced action is listed in parentheses after the action's
subtype (if any).
Administer a
Potion or Elixir, or Apply an Oil, to an Unconscious Creature (Complex; 3 AP): You carefully administer
a potion or elixir, or apply an oil,
to an unconscious creature.
Appraise a
Hoard (3 AP):
You examine a treasure hoard to determine the most valuable item in the hoard.
Cast a
1-Round-Action Spell (Complex; 3 AP):
You cast a spell with a casting time of 1 round. You can split the AP over 2 rounds, but
those rounds must be consecutive. If you cast the entire spell in 1 round, you
can choose to have the spell's effects manifest at the end of that round or at
the start of your next round of actions. This isn't an attack action, even if
the spell requires a ranged attack roll. If you provoke attacks of opportunity when casting the spell, you
don't provoke attacks a second time when making the ranged attack roll.
Cast a
Standard-Action Spell (Complex; 2 AP):
You cast a spell with a casting time of 1 standard action. This isn't an attack action,
even if the spell requires a ranged attack roll. If you provoke attacks of opportunity when casting the spell, you
don't provoke attacks a second time when making the ranged attack roll.
Charge (Move; 2
AP): You move
twice your speed directly toward a designated foe within your line of sight,
ending the move in the closest space from which you can attack that foe. You
must have a clear path to your foe. If anything hinders or blocks your movement
along the path of a charge, you can't take the charge action. As long as you have
a base attack bonus of +1 or higher, you can
draw a weapon as a free action at any point during
the charge. At the end of the charge, you gain a +2 bonus on any
melee attacks, bull rush combat maneuver checks, or overrun combat maneuver checks you attempt until
the end of the round, as long as those attacks or combat maneuver checks are made against the
creature you designated when you charged.
Concentrate to
Maintain an Active Spell (2 AP):
You concentrate to maintain an active spell.
Continue a
Grapple (2 AP):
You continue a grapple. If you initiated the grapple, you must either take this
action at the start of each subsequent round or end the grapple as a free action. When you take this action, you
attempt a grapple combat maneuver check with a +5 bonus. If
you're successful, you can either move, deal damage to, or pin the creature you are grappling. Alternatively, you can attempt
to tie up the creature with a rope.
Move: If you decide to move your
target, immediately after the grapple, you can take a move simple
action and move the creature you are grappling with you. At the end of
that move action, you can place your target in
any space adjacent to you. If you attempt to place your foe in a hazardous
location, the target can attempt to free itself from the grapple as a reaction, and gains a
+4 bonus on that attempt.
Damage: If you decide to damage your
opponent, you deal an amount of damage equal to that of your unarmed strike, natural attack, armor spikes, or a light or
one-handed weapon you are holding. You can choose to make this damage either
lethal or nonlethal.
Pin: If you decide to pin your target, the target
gains the pinned condition. You continue to
have the grappled condition, but lose
your Dexterity bonus to AC until you are
no longer pinning the target.
Tie Up a
Grappled or Pinned Creature:
If you have a rope in your hands, and you
are grappling or pinning a foe, you can
attempt a grapple combat maneuver check at a –10 penalty to
tie up that foe. If you're successful, the ropes pin the creature until they are
removed or the pinned foe succeeds at a combat maneuver check or Escape Artist check (DC = 20 + your CMB).
Deliver a Coup
de Grace (Complex; 3 AP):
You use a melee weapon to deliver a coup de grace to a helpless foe that isn't immune to
critical hits. You can also use a ranged weapon, but you must be adjacent to the
foe. When you take this action, you automatically hit and confirm a critical hit. If the foe survives the damage,
it must succeed at a Fortitude save (DC = 10 + the damage
dealt) or die.
Dirty Trick
(Combat; 2 AP):
You attempt a dirty trick combat maneuver check. If you're
successful, the target gains one of the following conditions: blinded, dazzled, deafened, entangled, shaken, or sickened. This condition lasts for 1
round. For every 5 by which your combat maneuver check exceeds the target's CMD, the condition lasts for 1
additional round. The target or an ally adjacent to the target can remove the
condition by spending 1 AP. Removing a condition applied by a dirty trick does not provoke attacks of opportunity.
Disable Device
(Complex; At Least 3 AP):
You attempt to unlock a lock or disable another device.
For every round the action takes, you must spend 3 AP. These AP may or may not need
to be consecutive based on the nature of the device. For example, AP spent to
open a lock or disable a trap must nearly always be
consecutive. The Judge may rule that some complex devices take more than 3 AP
to disable; for example, a complex arcane machine that will cause a devastating
calamity in 1 minute could take 10 AP to disable, though the AP may not need to
be consecutive.
Drag (Combat; 2
AP): You try
to drag a foe that is no more than
one size category larger than you 5 or more feet in a straight line. Attempt
a drag combat maneuver check. If you succeed, you
move 5 feet in one direction, and your opponent moves with you, staying
adjacent to you. For every 5 by which your combat maneuver check exceeds the
target's CMD, you can move 5 additional feet
in the same direction. You can't drag a creature a distance
greater than your speed with this advanced action. The target's movement does
not provoke attacks of opportunity unless you have the Greater Drag feat.
Drink a Liquid
or Apply an Oil (Complex; 2 AP):
You drink a potion, elixir, or another liquid, or
apply an oil, gaining that liquid or oil's effects when the drinking or application
is complete.
Escape from a
Net (Complex; 2 AP):
You attempt to escape from a net entangling you. Attempt a DC 20 Escape Artist check; if you succeed, you escape from
the net.
Extinguish
Flames (Complex; 2 AP):
When on fire, you can roll on the ground or smother the fire with cloaks or
similar objects to attempt another saving throw with a +4 bonus. If the saving
throw is successful, you are no longer on fire.
Find Tracks (At
Least 3 AP): You
use Survival to find tracks. This
requires at least 3 consecutive AP and may take more, as determined by the
Judge. If you lose a trail, it takes longer to try again.
Initiate a
Grapple (Attack; 2 AP):
You initiate a grapple against a creature within
your melee reach.
Load a Heavy or
Repeating Crossbow (Complex; 2 AP):
You load a bolt in a heavy crossbow or place a new case of 5 bolts into a
repeating crossbow.
Load a
One-Handed Early Firearm (Complex; 2 AP): You load a single barrel of a one-handed
early firearm. If you have the Rapid Reload feat for that firearm, this is reduced to a simple
action.
Load a
Two-Handed Early Firearm (Complex; 3 AP): You load a single barrel of a two-handed
early firearm. If you have the Rapid Reload feat for that firearm, you need to spend only 2 AP to
reload that firearm.
Lock or Unlock
a Weapon in a Locked Gauntlet (Complex; 2 AP): You either lock a weapon into a locked gauntlet or unlock a weapon already
fastened to a locked gauntlet.
Make All
Natural Attacks (Attack; 3 AP):
A creature that is using only its natural attacks can make all its natural attacks with this action instead of
making separate attacks with attack simple actions.
Prepare a Flask
of Oil as a Splash Weapon (Complex; 2 AP): You prepare a flask of oil with a fuse so that
you can throw it as a splash weapon.
Provide First
Aid, Treat a Wound, or Treat Poison (Complex; 2 AP): You provide first aid, treat a
wound, or treat poison using the Heal skill.
Push an Animal
(3 AP): You
attempt a Handle Animal check to get an animal to perform a trick it
doesn't know but is physically capable of doing, or to push the animal to its limits. If the animal has taken hit point
damage, nonlethal damage, or ability score damage, the DC
of this check increases by 2. Characters with animal companions, such as druids or rangers, can push their companions as simple
actions instead.
Reposition
(Combat; 2 AP):
You attempt a reposition combat maneuver check against a foe that is
no more than one size category larger than you. If you succeed, you force that
foe to move 5 feet. For every 5 by which your check exceeds the target's Combat Maneuver Defense, you can move that target an
additional 5 feet. When you reposition the target, it must stay
within your threatened area during all but the
last 5 feet of the reposition movement, which can be to a
space adjacent to your threatened area.
Run (Move; 3 AP): You move four times your speed
in a straight line. When you do, you lose your Dexterity bonus to AC until the start
of your next round of actions. You can run for a number of rounds equal to
your Constitution score; each round after
that, you must succeed at a Constitution check to continue running
(DC = 10 + 1 per previous check). If you fail, you stop running and are staggered for a number of minutes
equal to 10 – your Constitution bonus (minimum 1).
Sleight of Hand
(Complex; 2 AP):
You use Sleight of Hand to palm an object or
perform some feat of legerdemain. You can attempt this as a simple action by
taking a –20 penalty on the check. In either case, if your check fails by 5 or
more, you provoke an attack of opportunity from any creature from
which you are trying to take an object with this action.
Spellstrike
(Complex; 2 AP):
You cast a spell from the magus spell list with a range of
touch, but instead of making a touch attack, you make a melee attack with a
weapon you are wielding. If the attack hits, the attack deals its normal damage
as well as any effects of the spell. You must have the spellstrike class
feature to take this action.
Steal (Combat;
2 AP): You
attempt a steal combat maneuver check against a foe within your
melee reach (not counting expanded reach from reach weapons). You must have at
least one hand free, and must select the item to be stolen before attempting
the check. Items fastened to a foe grant the foe a +5 (or higher) bonus to
its CMD against this attempt, and
items securely worn can't be stolen in this way. If you're successful, you take
the item you chose from the opponent.
Total Defense
(2 AP): You
concentrate on defense rather than attacking. Until the start of your next round
of actions, you can't take actions with the attack subtype, and you gain a
+4 dodge bonus to AC. If you already took
an attack action earlier in an earlier phase this round, you gain only a
+2 dodge bonus to AC. If you have at least
3 ranks in Acrobatics, these bonuses increase to +6
and +3, respectively.
Use a Command
Word Item (2 AP):
You activate a magic item with a command word.
Use a Spell
Completion Item (Complex; 2 AP):
You cast a spell with a casting time of 1 standard action from a spell completion
item. This isn't an attack action, even if the spell requires a ranged attack roll. If you provoke attacks of opportunity when casting the spell, you
don't provoke further attacks when making the ranged attack roll.
Use a Spell
Trigger Item (2 AP):
You cast a spell from a spell trigger item. This isn't an attack action, even
if the spell requires a ranged attack roll. If you provoke attacks of opportunity when casting the spell, you
don't provoke further attacks when making the ranged attack roll.
Use a
Standard-Action Supernatural Ability (2 AP): You use a supernatural ability that can be used as
a standard action in the default action
economy.
Use a Touch
Spell on up to Six Allies (Complex; 3 AP): If you cast a spell that allows you to touch
targets over multiple rounds, this action allows you to touch up to six willing
creatures within your melee reach (not counting expanded reach from reach
weapons).
Free Actions
Unless stated
otherwise in the action's description, a free action can be taken only on your initiative.
Theoretically, you can take as many free actions in a round as you wish, though the Judge may apply
reasonable limitations on free actions. For instance, although speaking is
a free action, since a round is only 4-10
seconds in length, your Judge might stop you from spouting off a long diatribe and
may limit you to one or two words each phase (spoken on your initiative), and
may even rule that if you are casting a rather complex spell with a verbal
component, you aren't able to verbally warn your companions of some danger that
you notice before they do. Typically, this limitation shouldn't be applied to
reloading ranged weapons as a free action, but the Judge may rule that you can't fire the weapon during the same phase. Since it's reasonable to limit characters to one free action per phase and each phase is approximately 1 second long, a limit of six such actions a round is logical in most cases.
Sometimes a free action stipulates that you can
take it only in conjunction with another action, or at a certain time during
your initiative. In these cases, you must take any requisite actions before you
can take the free action.
Cast
Defensively:
When casting a spell, you can take a free action to do so defensively. You
must attempt a concentration check (DC = 15 + double the spell's level). If
you succeed, that spell loses the complex subtype for that casting. If you
fail, you lose the spell.
Cease
Concentrating on a Spell:
You cease concentrating on a spell that you have cast.
Draw and Nock
an Arrow: You
draw and nock an arrow to a longbow or shortbow.
This is type of free action is used only immediately prior to making an attack
with a bow. The Judge may deny frequent uses of this action, particularly at
the end of a combat round.
Drop an Item: You drop a held item into a
square within your space or within your melee reach (not counting the expanded
reach from a reach weapon, unless you are dropping that weapon).
Drop Prone: You drop prone within your space. Fight
Defensively: At the start of your round of actions, you can choose to fight
defensively. When you do, you take a –4 penalty on all attack rolls, but gain a +2 dodge bonus to AC until the start of
your next round of actions. If you have at least 3 ranks in Acrobatics, the dodge bonus increases to +3.
Prepare Spell
Components or a Spell Focus:
While casting a spell, you prepare a material spell component or a spell focus.
If this component or spell focus is particularly large or unwieldy, your Judge
might rule that this instead takes a simple action, or even an advanced action.
Recall
Knowledge: You
attempt a Knowledge check to recall a detail in
one of your fields of study, or to identify a monster and its abilities.
Speak: You speak for no more than a
few words using one or more free actions. Unlike other free actions, this
action can be taken even when on another creature’s initiative, however you may
be limited in the number of words you can utter during a single action phase
(often one or two).
Use a
Free-Action Ability:
You use an ability that can be used as a free action in the default action
economy. If the ability must be used as part of another action, you must take
that action before taking this free action.
Reactions
The following are a
few common reactions. Reactions may be limited to one per phase even if you have an ability to perform more reactions than other characters. For example, you can make additional attacks
of opportunity each round with the Combat
Reflexes feat, but this doesn’t necessarily mean you can swing your sword
four times in one second!
Complete a
Readied Action (Varies):
When you have readied an action or advanced
action, when the trigger you designate occurs, you can take that action. Unlike
in the default action economy, your place in the initiative order does not change. This
reaction's subtype is the same as the readied action's subtype.
Make an Attack
of Opportunity:
When a foe you threaten provokes an attack of opportunity, you can make a single melee
attack against that foe.
Spend a Use of
an Attack of Opportunity:
If an ability you possess allows you to spend a use of an attack of opportunity to perform some other
action in the default action economy, it is considered a reaction.
Use an
Immediate-Action Ability:
You can use an ability that can be used as an immediate action in the default action
economy, as long as any conditions to use that ability are met.