Actions in Combat

Action Types:
Standard Action:  Allows you to do something and move your speed during a combat round.  You may move before or after the action.  Standard actions include spells with casting time of one action, standard attack, some skills.  You may also make any number of free actions.

Full-Round Action:  Requires all your effort during the combat round and the only movement possible is a 5' step before, after, or during the action.  Some full-round actions do not allow you to make a 5' step.  You may also take free actions.

Move-Equivalent Action:  Takes the place of movement or a standard action.  Taking such and action counts as moving your speed.  For example, you can stand from prone and attack or stand from prone and move your speed.  If you make no distance movement in the round, you may make a 5' step before, during, or after the movement--you may stand from prone, move 5', attack.

Free Action:  These take very little time and effort and over the span of a round have so little impact that there are considered free.  Calling for help or taunting an opponent are generally free actions.

Partial Actions:  Generally you do not choose to do a partial action are are restricted to a partial action due to surprise, or other negative effect.  A partial action is like a standard action without the movement.  You may move your speed, or you may perform a standard action, but you may not both move and perform a standard action.

Attack Options:

Charge:  You must move before your attack and must move at least 10' and up to twice your movement and must stop as soon as you are with in striking distance (no running past to attack from another direction).  +2 to attack roles -1 AC for 1 round

Full Attack:  If you get more than one attack per round due to two weapons, double weapon, or high attack bonus, you must use a full attack to get extra attacks. 

Fighting Defensively:  -4 penalty to attacks, +2 dodge bonus to AC (Expertise Feat makes this a much better Option)

Aid Another:  In Combat, when you are in a position to attack an opponent that is engaged with a friend you may make an attack roll against AC 10, success allows to give your friend either +2 to AC against that foe, or +2 to bonus to attack that foe, your choice.

Attack an Object:  You may strike objects, including weapons and shields.  You are subject to an attack of opportunity if you perform this action unless the object is inanimate and not wield by another character or you know the Sunder feat.

Bull Rush:  You can bull rush as an attack action or a charge action.  A bull rush is an attempt to push and opponent straight back instead of attacking him.  A bull rush provokes an attack of opportunity from the defender.  Any attacks at either person involved in a bull rush have a 25% chance of hitting the other person.  The two people involved in the bull rush then make opposed strength checks (+2 bonus if charging).  If you succeed the defender is pushed back 5 feet and may be pushed another 1' for each point that the opposed strength check succeeded by.  Failure means you could not move him and you remain in the space directly before him.

Disarm:  Make opposed attack rolls with an opponent to disarm them. +/-4 bonus for each larger size category of the weapon, +4 to defender if using two-handed weapon.  If attacker was unarmed, attacker gains weapon with success, otherwise weapon falls at defender's feet.  Failure allows defender to make an immediate attempt to disarm.

Grapple:  Basically wrestling, very detailed rules.

Overrun:  Use as part of a charge action.  Defender chooses to either move out of the away or block.  If she blocks, make a trip attack.  Success means defender is prone, and you continue your movement.  Failure allows defender to trip you.  If no trip succeeds, you are unable to continue movement and remain in the space directly before her.

Trip:  Use trip as a melee attack to knock an opponent prone.  Make an attack roll first.  If you hit make a strength check opposed by the target's strength or dexterity.  +/-4 applies to size differences.  Success knocks opponent prone, failure allows opponent to attempt a trip on you.  You may also pull a rider from his mount using this attack.  The rider uses his ride skill instead of strength or dexterity.

 

Hosted by www.Geocities.ws

1