Tuesday, January 24, 2017

Action Points and Dynamic Combat (optional rules)

What follows is an alternate combat method for use with Dungeons & DragonsPathfinder 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
A creature’s base action speed is determined by their movement rate and size:

 

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
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.
Crawl (Move): You crawl 5 feet while prone.
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.
Stand Up (Move): You stand up from being prone.
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.
Use a Swift Ability: You use a single ability that can be used as a swift action.

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 strikenatural 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.
Detect Forgery (3 AP): You use Linguistics to examine a single page to detect a forgery.
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: blindeddazzleddeafenedentangledshaken, 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.
Light a Torch (Complex; 3 AP): You light a torch with a flint and steel.
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.
Identify a Spell Being Cast: You use Spellcraft to identify a spell being cast.
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.