Untitled Document
Comvat Actions

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ACTION DESCRIPTIONS


Name: The name of the action type.
[ Type ]: The type of action – not an action, free, partial, move-equivalent,
standard or full round.
[ AoO ]: Attack of Opportunity: Yes, no or maybe, depending on the action
description.
Description: A brief description of the action.
Action Types
Not an Action: Some activities 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.
Free Action: A combatant can perform one or more free actions while taking
another action normally. However, the DM

putsreasonable limits on what a
combatant can really do for free.
Partial Action: As a general rule, a combatant can do as much with a partial
action as a combatant could with a standard action minus a move. Typically, a
combatant may take a 5-foot step as part of a partial action.
Move-Equivalent Action: Move-equivalent actions take the place of movement in a
standard action or take the place of an entire partial action. The combatant can
normally also take a 5 foot step.
Standard Action: A standard action allows a combatant to do something and move a
combatant's indicated speed during a combat round. A combatant can move before
or after performing the activity of the action.
Full-Round Action: A full-round action consumes all a combatant's effort during
a round. The only movement a combatant can take during a full- round action is a
5-foot step before, during, or after the action. A combatant can also perform
free actions. Some full-round actions do not allow a 5-foot step.

ACTIONS
Activate magic item [Standard][AoO: Maybe]
Description: Many magic items don't need to be activated. However, certain magic
items need to be activated. Activating a magic item is a standard action (unless
the item description indicates otherwise).
Activating a spell completion item, is the equivalent of casting a spell. It
requires concentration and provokes attacks of opportunity. A combatant loses
the spell if the combatant's concentration is broken, and the combatant can
attempt to activate the item while on the defensive, as with a spell.
Activating a spell trigger, command word, or use-activated item does not require
concentration and does not provoke attacks of opportunity.
Aid another [Standard][AoO: No]
Description: If a combatant threatens an opponent with which an ally is engaged
in melee combat, the combatant can attempt to aid the ally as a standard action.
The combatant makes an attack roll against AC 10. If the combatant succeeds, the
combatant's ally gains either a +2 circumstance bonus to attack that opponent or
a +2 circumstance bonus to AC against that opponent (the combatant's choice).
Attack (melee) [Standard][AoO: No]
Description: The combatant attacks an opponent in a space that combatant
threatens. The attack roll is:
d20 + Attack modifiers vs. AC of target
Attack modifiers consist of the combatant's base attack bonus, size adjustment,
strength adjustment, and any other bonuses that apply to the attack roll.
A natural 1 on the d20 is always a miss, and a natural 20 on the d20 is always a
hit.
If the modified attack roll is equal to or greater than the AC of the target,
the attack is successful. The attack may also be a Threat. See Critical Hits and
Dealing Damage, below, for more details.
If the combatant is attacking an armed opponent while unarmed, the combatant
provokes an immediate attack of opportunity from the target which is resolved
before the combatant's attack. Note that under certain circumstances, a
combatant attacking without a weapon is still considered "armed".
A combatant can choose to fight defensively when taking the attack action. If a
combatant does so, the combatant takes a -4 penalty on all attacks in a round to
gain a +2 dodge bonus to AC for the same round.
Attack (ranged) [Standard][AoO: Yes]
Description: The combatant attacks an opponent in line of sight to the
combatant, within range of the ranged weapon being used. A target is in line of
sight if no obstructions between the combatant and the target grant 100% cover.
The maximum range for a thrown weapon is five range increments, for projectile
weapons it is ten range increments. The attack roll is:
d20 + Attack modifiers vs. AC of target
Attack modifiers consist of the combatant's base attack bonus, size adjustment,
dexterity adjustment, and any other bonuses that apply to the attack roll. Each
range increment of distance between the combatant and the target after the first
will impose a penalty, per the weapon description.
A natural 1 on the d20 is always a miss, and a natural 20 on the d20 is always a
hit.
If the modified attack roll is equal to or greater than the AC of the target,
the attack is successful. The attack may also be a Threat. See Critical Hits and
Dealing Damage, below, for more details.
If a combatant shoots or throws a ranged weapon at a target that is engaged in
melee with an ally, that combatant suffer a -4 penalty on it's attack roll. Two
combatants are engaged in melee if they are enemies of each other and either
threatens the other. (A held, unconscious, or otherwise immobilized combatant is
not considered engaged unless he is actually being attacked.)
If a combatant's target (or the part of a target a combatant is aiming at, if
it's a big target) is at least 10 feet away from the nearest ally, the combatant
can avoid the -4 penalty, even if the combatant being aimed at is engaged in
melee with an ally.
A combatant can choose to fight defensively when taking the attack action. If a
combatant does so, the combatant takes a -4 penalty on all attacks in a round to
gain a +2 dodge bonus to AC for the same round.
Bull rush [Standard][AoO: Yes]
Description: A combatant can bull rush as an attack action or a charge action.
When a combatant bull rushes, the combatant attempts to push an opponent
straight back instead of attacking him. A combatant can only bull rush an
opponent who is one size category larger than the combatant, the same size, or
smaller.
Initiating a Bull Rush: First, the combatant moves into the defender's space.
Moving in this way provokes an attack of opportunity from each foe that
threatens the combatant, probably including the defender. Any attack of
opportunity made by anyone other than the defender against the combatant during
a bull rush has a 25% chance of accidentally targeting the defender instead, and
any attack of opportunity by anyone other than the combatant against the
defender likewise has a 25% chance of accidentally targeting the combatant.
Second, the combatant and the defender make opposed Strength checks. The
combatant adds a +4 bonus for each size category that the combatant is above
Medium-size or a -4 penalty for each size category that the combatant is below
Medium-size. The combatant gets a +2 charge bonus if the Bull Rush is attempted
at the end of a Charge. The defender gets a +4 stability bonus if he has more
than two legs or is otherwise exceptionally stable.
Bull Rush Results: If the combatant beat the defender, the combatant pushes the
defender back 5 feet. If the combatant wishes to move with the defender, the
combatant can push the defender back up to a distance of an additional 1 foot
for each point by which the combatant exceeded the defender's check result. A
combatant can't, however, exceed his or her normal movement limit.
If the combatant fails to beat the defender's Strength check, the combatant
moves 5 feet straight back. If that space is occupied, the combatant falls prone
in that space.
Cast a quickened spell [Free][AoO: No]
Description: Self explanatory.
Cast a spell(1-action) [Standard][AoO: Yes]
Description: Casting a spell with a casting time of 1 action is a standard
action. A combatant can move and then cast the spell, or cast the spell and then
move.
A combatant may attempt to cast a spell while on the defensive. Casting a spell
while on the defensive does not provoke an attack of opportunity. It does
require a Concentration check (DC 15 + spell level). Failure means that the
combatant loses the spell.
Cast a spell(full-round) [Full][AoO: Yes]
Description: The spell will take effect just before the caster's action in the
next round.
A combatant can take a 5-foot step before, during, or after casting such a
spell, but cannot otherwise move.
A combatant may attempt to cast a spell while on the defensive. Casting a spell
while on the defensive does not provoke an attack of opportunity. It does
require a Concentration check (DC 15 + spell level). Failure means that the
combatant loses the spell.
Cease concentration on a spell [Free][AoO: No]
Description: Self explanatory.
Climb [Full][AoO: No]
Description: As a full round action, a combatant can climb at one half base
speed.
Climb [Move Equivalent][AoO: No]
Description: As a move equivalent action, a combatant can climb at one quarter
base speed.
Change form (polymorph self)[Full][AoO: Yes]
Description: Per the spell.
Change form (shapeshifter) [Standard][AoO: No]
Description: Self explanatory.
Change form (shapechange)[Free][AoO: No]
Description: Self explanatory.
Charge [Full][AoO: Yes]
Description: The combatant must move before attacking, not after. The combatant
must move at least 10 feet and may move up to double base speed. All movement
must be in a straight line, with no backing up allowed. The charge stops as soon
as the combatant threatens the target. A combatant can't run past the target and
attack from another direction.
After moving, the combatant may make a single melee attack or a bull rush. The
combatant gets a +2 bonus on the attack roll. The combatant also suffers a -2
penalty to AC for 1 round.
A lance deals double damage if employed by a mounted combatant in a charge.
A target can ready certain piercing weapons, setting them to receive charges by
using the ready action against receiving a charge. A weapon of this type deals
double damage if the readied attack is successful.
Concentrate to maintain or redirect a spell [Standard][AoO: No]
Description: Anything that could break a combatant's concentration when casting
a spell can keep a combatant from concentrating to maintain a spell. If a
combatant's concentration breaks, the spell ends.
Coup de grace [Full][AoO: Yes]
Description: A combatant can use a melee weapon to deliver a coup de grace to a
helpless foe. A combatant can also use a bow or crossbow, provided the combatant
is adjacent to the target. The attacker automatically hits and scores a critical
hit. If the target survives the damage, the target must make a Fortitude save
(DC 10 + damage dealt) or die.
It's overkill, but a rogue also gets her extra sneak attack damage against a
helpless foe when delivering a coup de grace.
A combatant can't deliver a coup de grace against an opponent that is immune to
critical hits, such as a golem.
Control a frightened mount [Move Equivalent][AoO: Yes]
Description: The combatant must make a Ride check (DC 20) each round to control
a mount untrained for war (untrained mounts include light and heavy horses, and
ponies). If the check is successful, the combatant can perform a partial action
after the check. If the Ride check fails, the check is considered to have been a
full-round action.
Delay [Not an Action][AoO: No]
Description: When a combatant delays, the combatant voluntarily reduces it's own
initiative result for the rest of the combat. When a combatant's new, lower
initiative count comes up later in the same round, the combatant can act
normally. A combatant can specify this new initiative result or just wait until
some time later in the round and act then, thus fixing the combatant's new
initiative count at that point.
A combatant can only voluntarily lower its initiative to –10 minus its
initiative bonus. When the initiative count reaches –10 minus a delaying
combatant's initiative bonus, that combatant must act or forfeit any action that
round.
If multiple combatants are delaying, the one with the highest initiative bonus
(or highest Dexterity, in case of a tie) has the advantage. If two or more
delaying combatants both want to act on the same initiative count, the one with
the highest bonus gets to go first. If two or more delaying combatants are
trying to go after the other, the one with the highest initiative bonus gets to
go last.
Disarm(4) [Varies][AoO: Yes]
Description: The combatant and an adjacent target make opposed attack rolls with
the their respective weapons. If the weapons are different sizes, the opponent
with the larger weapon gets a bonus on the attack roll of +4 per difference in
size category. If the target is using a weapon in two hands, he gets an
additional +4 bonus. If the combatant beats the target, the target is disarmed.
If a combatant attempted the disarm action unarmed, the combatant now has the
weapon. Otherwise, it drops to the ground at the target's feet. If the combatant
fails, then the target may make an attempt to disarm the combatant as an
immediate, free action.
Note: A target wearing spiked gauntlets can't be relieved of the gauntlets by a
disarm action. A target using a weapon attached to a locked gauntlet gets a +10
bonus to any disarm attempt made by an opponent.
This action substitutes for a melee attack, not an action. As melee attacks, it
can be used once in an attack or charge action, one or more times in a full
attack action, or even as an attack of opportunity.
Dismiss a spell [Standard][AoO: No]
Description: Self explanatory.
Dive Attack [Full][AoO: Yes]
Description: Creatures that fly can make dive attacks.
A dive attack works just like a charge, but the diving creature must move a
minimum of 30 feet. It can make only claw attacks, but these deal double damage.

Double move [Full][Varies]
Description: A combatant can move up to double base speed.
The space where a combatant begins the move is not considered threatened, and
therefore enemies do not get attacks of opportunity for a combatant's move from
that space.
Draw a weapon [Move Equivalent][AoO: No]
Description: If a combatant has a base attack bonus of +1 or higher, a combatant
can combine one of these actions with a regular move. If a combatant has the
Two-Weapon Fighting feat, a combatant can draw two light or one-handed weapons
in the time it would normally take a combatant to draw one.
Drop an item [Free][AoO: No]
Description: The item falls to the floor in the same space as the combatant.
Drop to the floor [Free][AoO: No]
Description: The combatant is considered to be prone.
Escape from a net [Full][AoO: Yes]
Description: The description of the net involved will include information on how
to determine if an escape attempt has been successful or not.
Extinguish flames [Full][AoO: No]
Description: This action will extinguish small fires on equipment, furniture, or
the combatant's person. Larger blazes will require the use of water, sand, or
some other material to snuff the flames.
Feint [Standard][AoO: No]
Description: This is a specialized use of the Bluff skill. See the Bluff skill
for more details.
Full attack [Full][AoO: No]
Description: If a combatant gets more than one attack per action, the combatant
must use the full attack action to use those additional attacks. A combatant
does not need to specify the targets of a the attacks ahead of time. A combatant
can see how the earlier attacks turn out before assigning the later ones.
The combatant may take a 5 ft. step before, after, or between the attacks.
If a combatant gets multiple attacks based on a combatant's base attack bonus,
the combatant must make the attacks in order from highest bonus to lowest.
Deciding between an Attack or a Full Attack Action: After a combatant's first
attack, if the combatant has not yet taken a 5-foot step, a combatant can decide
to move instead of making a combatant's remaining attacks.
The combatant uses each attack to attack an opponent in a space that combatant
threatens. The attack roll is:
d20 + Attack modifiers vs. AC of target
Attack modifiers consist of the combatant's base attack bonus, size adjustment,
strength adjustment, and any other bonuses that apply to the attack roll.
A natural 1 on the d20 is always a miss, and a natural 20 on the d20 is always a
hit.
If the modified attack roll is equal to or greater than the AC of the target,
the attack is successful. The attack may also be a Threat. See Critical Hits and
Dealing Damage, below, for more details.
If the combatant is attacking an armed opponent while unarmed, the combatant
provokes an immediate attack of opportunity from the target which is resolved
before the combatant's attack. Note that under certain circumstances, a
combatant attacking without a weapon is still considered "armed".
A combatant can choose to fight defensively when taking the full attack action.
If a combatant does so, the combatant takes a -4 penalty on all attacks in a
round to gain a +2 dodge bonus to AC for the same round.
Grapple [Varies][AoO: Yes]
Description: Grappling means wrestling and struggling hand-to-hand.
Repeatedly in a grapple, a combatant needs to make opposed grapple checks
against an opponent. A grapple check is something like a melee attack roll.
A combatant's attack bonus on a grapple check is: Base attack bonus + Strength
modifier + special size modifier
Special Size Modifier: The special size modifier for a grapple check is as
follows: Colossal +16, Gargantuan +12, Huge +8, Large +4, Medium-size +0, Small
–4, Tiny – 8, Diminutive –12, Fine –16. Use this number in place of the normal
size modifier a combatant uses when making an attack roll.
A combatant provokes an attack of opportunity from the target the combatant is
trying to grapple. If the attack of opportunity deals the combatant damage, the
combatant fails to start the grapple.
To start a grapple, a combatant first needs to grab and hold a combatant's
target. Attempting to start a grapple is the equivalent of making a melee
attack. If a combatant gets multiple attacks in a round, a combatant can attempt
to start a grapple multiple times (at successively lower base attack bonuses). A
monk can use his unarmed attack rate of attacks per round while grappling.
Step 1: Grab:
The combatant makes a melee touch attack to grab the target. If the combatant
fails to hit the target, the combatant fails to start the grapple.
Step 2: Hold:
Make an opposed grapple check. If the combatant succeeds, the combatant has
started the grapple, and the combatant deals damage to the target as if with an
unarmed strike.
If the combatant loses, the combatant fails to start the grapple. The combatant
automatically loses an attempt to hold if the target is two or more size
categories larger than the combatant is (but the combatant can still make an
attempt to grab such a target, if that's all the combatant wants to do).
Step 3: Move In:
To maintain the grapple, the combatant must move into the target's space.
Moving, as normal, provokes attacks of opportunity from threatening enemies, but
not from the combatant's target.
Step 4: Grappling:
The combatant and the target are now grappling.
If a combatant's target is already grappling someone else, then the combatant
can use an attack to start a grapple, as above, except that the target doesn't
get an attack of opportunity against the combatant, and the combatant's grab
automatically succeeds. The combatant still has to make a successful opposed
grapple check to deal damage and must still move in to be part of the grapple.
When a combatant is grappling (regardless of who started the grapple), the
combatant can make an opposed grapple check as an attack. If the combatant wins,
the combatant can do the following:
Damage A combatant's Opponent: A combatant deals damage as with an unarmed
strike (1d3 points for Medium-size attackers or 1d2 points for Small attackers,
plus Strength modifiers). If a combatant wants to deal normal damage, the
combatant suffers a -4 penalty on the grapple check. Exception: Monks deal more
damage on an unarmed strike than other combatants, and the damage is normal.
However, they can choose to deal their damage as subdual damage when grappling
without paying the usual -4 penalty for changing normal damage to subdual
damage.
Pin: A combatant can hold an opponent immobile for 1 round. (If a combatant gets
multiple attacks, the combatant can use subsequent attacks to damage the
opponent. A combatant can't use a weapon on a pinned opponent or attempt to
damage or pin a second opponent while holding a pin on the first.) While a
combatant is pinned, opponents other than the one pinning the combatant get a +4
bonus on attack rolls against the combatant (but the combatant is not helpless).

Break Another's Pin: A combatant can break the hold that an opponent has over an
ally.
Escape: A combatant can escape the grapple. A combatant can take whatever
movement the combatant gets. If more than one opponent is grappling a combatant,
the combatant's grapple check result has to beat all their check results to
escape. (Opponents don't have to try to hold a combatant if they don't want to.)

When an opponent has pinned a combatant, the combatant is held immobile (but not
helpless) for 1 round. The combatant can make an opposed grapple check as a
melee attack. If the combatant wins, the combatant escapes the pin, but the
combatant is still grappling.
In addition to making opposed grapple checks, a combatant has a few other
options while grappling.
Weapons: A combatant can attack with a light weapon while grappling (but not
while pinned or pinning). A combatant can't attack with two weapons while
grappling.
Wriggle Free: A combatant can make an Escape Artist check (opposed by a
combatant's opponent's grapple check) to get out of a grapple or out of being
pinned (so that the combatant is just being grappled). Doing so counts as a
standard action; if a combatant escapes a grapple, the combatant can also move
in the same round.
Several combatants can be in a single grapple. Up to four combatants can grapple
a single opponent in a given round. Opponents that are one size category smaller
than a combatant count for half, opponents that are one size category larger
than a combatant count double, and opponents two or more size categories larger
count quadruple.
Additional enemies can aid their friends with the aid another action.
While a combatant is grappling, that combatant's ability to attack others and
defend a itself is limited.
No Threatened Area: A combatant doesn't threaten any area while grappling.
No Dexterity Bonus: A combatant loses it's Dexterity bonus to AC (if a it has
one) against opponents a it isn't grappling. (A combatant can still use the
bonus against opponents the combatant is grappling.)
Heal a dying friend [Standard][AoO: Yes]
Description: This may involve the use of a spell, administration of a potion, or
a use of the Healing skill.
Light a torch [Full][AoO: Yes]
Description: Self explanatory.
Load a hand crossbow [Move Equivalent][AoO: Yes]
Description: Self explanatory.
Load a heavy crossbow [Full][AoO: Yes]
Description: Self explanatory.
Load a light crossbow [Move Equivalent][AoO: Yes]
Description: Self explanatory.
Load a repeating crossbow [Full][AoO: Yes]
Description: Self explanatory.
Lock or unlock weapon in locked gauntlet [Full][AoO: Yes]
Description: Self explanatory.
Loose a shield [Move Equivalent][AoO: No]
Description: Self explanatory.
Make Spellcraft check on counterspell attempt [Free][AoO: No]
Description: Self explanatory.
Mount or dismount [Move Equivalent][AoO: No]
Description: Self explanatory.
Move a heavy object [Move Equivalent][AoO: Yes]
Description: Self explanatory.
Open a door [Move Equivalent][AoO: No]
Description: Self explanatory.
Overrun (charge) [Standard][AoO: Yes]
A combatant can try to overrun as part of a charge action against an opponent
that is one size category larger, the same size, or one size smaller than the
combatant. Only one attempt to overrun can be made per charge.
An overrun takes place during the movement portion of a charge. With an overrun,
a combatant attempts to move through the opponent's area.
First, a combatant must charge at least 10 feet in a straight line into the
defender's space.
Then the defender chooses either to avoid the combatant or to block the
combatant. If he avoids the combatant, the combatant keeps moving. (A combatant
can always move through the space occupied by someone who lets a combatant by.)
If the defender blocks a combatant, make a trip attack against the defender (see
Trip, below). If the combatant succeeds in tripping the defender, the combatant
can continue the charge in a straight line as normal.
If a combatant fails and is tripped in turn, the combatant is prone in the
defender's space. If a combatant fails but is not tripped, the combatant has to
move 5 feet back the way the combatant came. If that space is occupied, the
combatant falls prone in that space.
Pick up an item [Move Equivalent][AoO: Yes]
Description: A character must be in the same space as the item to be picked up.
Prepare spell components to cast a spell[Free][AoO: No]
Description: Self explanatory.
Prepare to throw oil [Full][AoO: Yes]
Description: Self explanatory.
Ready [Standard][AoO: No]
Description: The ready action lets a combatant prepare to take an action later,
after a combatant's turn is over but before a combatant's next one has begun.
Readying is a standard action, so a combatant can move as well. It does not
provoke an attack of opportunity (though the action that a combatant readies
might do so).
Only partial actions can be readied. See the table in the description of "Start
full round action" for a list of standard partial actions.
Specify the partial action a combatant will take and the conditions under which
it will be taken. When those conditions are met, the combatant may take the
readied partial action. The partial action comes before the action that triggers
it. For the rest of the fight, the combatant's initiative result is the count on
which the combatant took the readied action, and the combatant acts immediately
ahead of the combatant whose action triggered the readied action.
If the combatant takes the readied action into a subsequent round, and the
conditions are met before the combatant's normal initiative, the combatant's
initiative rises to that new point in the order of battle, the combatant may
take the readied action, and whether that action is taken or not, the combatant
does not get a regular action that round.
Ready a shield [Move Equivalent][AoO: No]
Description: Assumes the shield is being carried or worn, and is not secured in
such a way that readying the shield can be done quickly.
Ready to interrupt spellcaster [Standard][AoO: No]
A combatant can ready an attack against a spellcaster with the trigger "if she
starts casting a spell." If a combatant succeeds in damaging the spellcaster or
otherwise distracting the spellcaster, the spellcaster may lose the spell the
spellcaster was trying to cast (as determined by the Concentration check
result).
Readying to Counterspell [Standard][AoO: No]
A combatant may ready a counterspell against a spellcaster (often with the
trigger "if she starts casting a spell"). In this case, when the spellcaster
starts a spell, a combatant get a chance to identify it with a Spellcraft check
(DC 15 + spell level). If a combatant does, and if the combatant can cast that
same spell (is able to cast it and has it prepared, if a combatant prepares
spells), the combatant can cast the spell as a counterspell and automatically
ruin the other spellcaster's spell. Counterspelling works even if one spell is
divine and the other arcane.
A spellcaster can use dispel magic to counterspell another spellcaster, but it
doesn't always work.
Rebuke undead (use special ability) [Standard][AoO: No]
Description: Self explanatory.
Refocus (no move) [Full][AoO: No]
Description: Refocus is a full-round action during which a combatant cannot
move. The combatant moves up in the initiative count and is positioned as though
it had rolled a 20 on the initiative check. Other modifiers (such as for
Dexterity and for the Improved Initiative feat) also apply to this roll of 20
when determining the new initiative check result.
Retrieve a stored item [Move Equivalent][AoO: Yes]
Description: Self explanatory.
Run [Full][AoO: Yes]
The combatant can move up to four times the combatant's base speed in a straight
line (or three times base speed if the combatant is in heavy armor). The
combatant loses any Dexterity bonus to AC since the combatant can't avoid
attacks.
A combatant can run for a number of rounds equal to the combatant's Constitution
score, but after that, the combatant must succeed at a Constitution check (DC
10) to continue running. The combatant must check again each round in which the
combatant continues to run, and the DC of this check increases by 1 for each
check a combatant has made. When a combatant fails this check, the combatant
must stop running. A combatant who has run to the limit must rest for 1 minute
(10 rounds) before running again. During a rest period, the combatant can move
no faster than a normal move.
Sheathe a weapon [Move Equivalent][AoO: Yes]
Description: A character with the two-weapon fighting Feat can sheathe two
weapons on the same action.
Speak [Free][AoO: No]
Description: The DM may place limits on what may be reasonably communicated in a
six-second combat round.
Stand up from prone [Move Equivalent][AoO: No]
Description: Self explanatory.
Start full round action [Partial][AoO:No]
The start full-round action partial action lets a combatant start undertaking a
miscellaneous full-round action, which the combatant can complete on the
following round (even with a partial action). This option is normally used when
a combatant has been magically slowed or is suffering some other condition that
restricts the combatant from taking full round actions.
Table: Partial Actions
Attack of
Partial Actions Move Opportunity*
--------------- ---- ------------
Attack Partial Actions
Attack (melee) 5-ft. step No
Attack (ranged) 5-ft. step Yes
Attack (unarmed) 5-ft. step Maybe
Partial charge Yes (special)** No
Movement-Only Partial Actions
Single move Yes No
Partial run X2 Yes
Miscellaneous Partial
Actions*** 5-ft. step Maybe
Magic Partial Actions
Cast a spell**** 5-ft. step Yes
Activate magic item 5-ft. step Maybe
Use special ability* 5-ft. step Maybe
Concentrate to maintain a spell 5-ft. step No
Dismiss a spell 5-ft. step No
Special Partial Action
Start full-round action No Maybe
*Regardless of the action, if a combatant moves within or out of a threatened
area, a combatant usually provokes an attack of opportunity. This column
indicates whether the action itself (not the moving) provokes an attack of
opportunity.
**A combatant must move in a straight line before attacking and must move at
least 10 feet.
***Those actions defined as standard or move-equivalent actions. Most allow a
5-foot step, though actions that are variant charge actions follow the move for
partial charge.
****Unless doing so is a full-round action, in which case a combatant could
start a full-round action and then finish it the next round with a cast a spell
action. Spells that take longer than 1 full round to cast take twice as long to
cast.
Strike a weapon [Standard][AoO: Yes]
Description: A combatant can use a melee attack with a slashing or bludgeoning
weapon to strike a weapon or shield that a combatant's opponent is holding. The
attacking weapon must be no more than one size category smaller than the weapon
attacked. (Treat a buckler as Small, a small shield as Medium-size, a large
shield as Large, and a tower shield as Huge.) Doing so provokes an attack of
opportunity from the opponent because the combatant is diverting it's attention
from the opponent to the opponent's armaments.
Then the attacker and the defender make opposed attack rolls. If the attacker
wins, the attacker has made a successful attack against the weapon or shield.
Strike an object [Standard][Aoo: Maybe]
Attacking an inanimate, immobile object not in use by a combatant does not
provoke an attack of opportunity. An inanimate, immobile object has an AC of:
10 - 5 for no Dexterity + its size modifier.
Immobile objects are easy to hit. With a melee weapon, the combatant gets a +4
bonus to the attack roll. If a combatant takes a full-round action to line up a
shot (as with the coup de grace against a helpless foe), the combatant gets an
automatic hit with a melee weapon and a +5 attack bonus with a ranged weapon.
(Objects, however, are immune to critical hits.)
Animated objects count as combatants for AC purposes.
Attacking a held, carried, or worn object provokes an attack of opportunity.
Objects that are held, carried, or worn by a combatant, are harder to hit. The
object uses the combatant's Dexterity modifier (not its own –5) and any magic
deflection bonus to AC the combatant may have. The attacker doesn't get any
special bonus for attacking the object. If the target object is in the
opponent's hand, it gets a +5 AC bonus because the opponent can move it quickly
out of harm's way.
Table: Size and AC of Objects
Size AC Modifier
----- -----------
Colossal -8
Gigantic -4
Huge -2
Large -1
Medium-size +0
Small +1
Tiny +2
Diminutive +4
Fine +8
Throw a two-handed weapon with one hand [Full][AoO: Yes]
Description: Self explanatory.
Trip an opponent [Varies][AoO: No]
A combatant can try to trip an opponent as a melee attack. A combatant can only
trip an opponent who is one size category larger than a combatant, the same
size, or smaller.
Making a Trip Attack: Make a melee attack as a melee touch attack. If the attack
succeeds, make a Strength check opposed by the defender's Dexterity or Strength
check (whichever ability score has the higher modifier). A combatant gets a +4
bonus for every size category he is larger than Medium-size or a -4 penalty for
every size category he is smaller. The defender gets a +4 stability bonus on his
check if he has more than two legs or is otherwise more stable than a normal
humanoid. If a combatant win, a combatant trip the defender. If a combatant
lose, the defender may immediately react and make a Strength check opposed by a
combatant's Dexterity or Strength check to try to trip a combatant.
A tripped combatant is prone. Standing up from prone is a move-equivalent
action.
A combatant may make a trip attack against a mounted opponent. The defender may
use his Ride skill in place of his Dexterity or Strength check. If a combatant
succeed, a combatant pull the rider from his mount.
This attack form substitutes for a melee attack, not an action. As a melee
attack, it can be used once in an attack or charge action, one or more times in
a full attack action, or even as an attack of opportunity.
Total defense [Standard][AoO: No]
Description: A combatant doesn't attack or perform any other activity other than
moving at base speed, but the combatant gets a +4 dodge bonus to AC for 1 round.
The combatant's AC improves at the start of this action, so it helps against any
attacks of opportunity provoked while moving.
Turn undead (use special ability) [Standard][AoO: No]
Description: Self explanatory.
Use a skill that takes 1 action [Standard][Varies]
Description: Self explanatory.
Use a skill that takes 1 round [Full][Varies]
Description: Self explanatory.
Use an extraordinary ability [Free][No]
Description: Using an extraordinary ability is usually not an action because
most extraordinary abilities automatically happen in a reactive fashion. Those
extraordinary abilities that are actions are usually standard actions that
cannot be disrupted, do not require concentration, and do not provoke attacks of
opportunity.
Use extraordinary ability [Standard][AoO: No]
Description: Self explanatory.
Use feat [Varies][Varies]
Description: Self explanatory.
Use spell-like ability [Standard][AoO: Yes]
Using a spell-like ability works like casting a spell in that it requires
concentration and provokes attacks of opportunity. Spell-like abilities can be
disrupted. If a combatant's concentration is broken, the attempt to use the
ability fails, but the attempt counts as if the combatant had used the ability.
The casting time of a spell-like ability is 1 action, making its use a standard
action, unless the ability description notes otherwise.
A combatant may attempt to use a spell-like ability on the defensive, just as
with a spell. If the Concentration check (DC 15) fails, the combatant can't use
the ability, but the attempt counts as if the combatant had used the ability.
Use supernatural ability [Standard][AoO: No]
Using a supernatural ability is usually a standard action (unless defined
otherwise by the ability description). Its use cannot be disrupted, does not
require concentration, and does not provoke attacks of opportunity.
Use touch spell on one target [Standard][AoO: No]
Description: A combatant may take a move before casting the spell, after
touching the target, or between casting the spell and touching the target. A
combatant can automatically touch one friend or use the spell on itself, but to
touch an opponent, the combatant must succeed at an attack.
Use touch spell on up to six friends[Full][AoO: Yes]
Description: A combatant can touch one friend as a standard action or up to six
friends as a full-round action.

 

 

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