Combat Actions
Sections:
.Action descriptions
..Action types
.Actions
..Activate magic item [standard][aoo: maybe]
..Aid another [standard][aoo: no]
..Attack (melee) [standard][aoo: no]
..Attack (ranged) [standard][aoo: yes]
..Bull rush [standard][aoo: yes]
..Cast a quickened spell [free][aoo: no]
..Cast a spell(1-action) [standard][aoo: yes]
..Cast a spell(full-round) [full][aoo: yes]
..Cease concentration on a spell [free][aoo: no]
..Climb [full][aoo: no]
..Climb [move equivalent][aoo: no]
..Change form (polymorph self)[full][aoo: yes]
..Change form (shapeshifter) [standard][aoo: no]
..Change form (shapechange)[free][aoo: no]
..Charge [Full][AoO: No]
..Concentrate to maintain or redirect a spell [standard][aoo: no]
..Coup de grace [full][aoo: yes]
..Control a frightened mount [move equivalent][aoo: yes]
..Delay [not an action][aoo: no]
..Disarm(4) [varies][aoo: yes]
..Dismiss a spell [standard][aoo: no]
..Dive attack [full][aoo: yes]
..Double move [full][varies]
..Draw a weapon [move equivalent][aoo: no]
..Drop an item [free][aoo: no]
..Drop to the floor [free][aoo: no]
..Escape from a net [full][aoo: yes]
..Extinguish flames [full][aoo: no]
..Feint [standard][aoo: no]
..Full attack [full][aoo: no]
..Grapple [varies][aoo: yes]
..Heal a dying friend [standard][aoo: yes]
..Light a torch [full][aoo: yes]
..Load a hand crossbow [move equivalent][aoo: yes]
..Load a heavy crossbow [full][aoo: yes]
..Load a light crossbow [move equivalent][aoo: yes]
..Load a repeating crossbow [full][aoo: yes]
..Lock or unlock weapon in locked gauntlet [full][aoo: yes]
..Loose a shield [move equivalent][aoo: no]
..Make spellcraft check on counterspell attempt [free][aoo: no]
..Mount or dismount [move equivalent][aoo: no]
..Move a heavy object [move equivalent][aoo: yes]
..Open a door [move equivalent][aoo: no]
..Overrun (charge) [standard][aoo: yes]
..Pick up an item [move equivalent][aoo: yes]
..Prepare spell components to cast a spell[free][aoo: no]
..Prepare to throw oil [full][aoo: yes]
..Ready [standard][aoo: no]
..Ready a shield [move equivalent][aoo: no]
..Ready to interrupt spellcaster [standard][aoo: no]
..Readying to counterspell [standard][aoo: no]
..Rebuke undead (use special ability) [standard][aoo: no]
..Refocus (no move) [full][aoo: no]
..Retrieve a stored item [move equivalent][aoo: yes]
..Run [full][aoo: yes]
..Sheathe a weapon [move equivalent][aoo: yes]
..Speak [free][aoo: no]
..Stand up from prone [move equivalent][aoo: no]
..Start full round action [partial][aoo:no]
..Strike a weapon [standard][aoo: yes]
..Strike an object [standard][aoo: maybe]
..Throw a two-handed weapon with one hand [full][aoo: yes]
..Trip an opponent [varies][aoo: no]
..Total defense [standard][aoo: no]
..Turn undead (use special ability) [standard][aoo: no]
..Use a skill that takes 1 action [standard][varies]
..Use a skill that takes 1 round [full][varies]
..Use an extraordinary ability [free][no]
..Use extraordinary ability [standard][aoo: no]
..Use feat [varies][varies]
..Use spell-like ability [standard][aoo: yes]
..Use supernatural ability [standard][aoo: no]
..Use touch spell on one target [standard][aoo: no]
..Use touch spell on up to six friends[full][aoo: yes]
Tables:
.Partial Actions
.Size and AC of Objects
Combat Actions
This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.

Action descriptions

Action types

Actions

Activate magic item [standard][aoo: maybe]

Aid another [standard][aoo: no]

Description: If a character threatens an opponent with whom an ally is engaged in melee combat, the character can attempt to aid the ally as a standard action. The character makes an attack roll against AC 10. If the character succeeds, the character's ally gains either a +2 circumstance bonus to attack that opponent or a +2 circumstance bonus to AC against that opponent (the character's choice).

Attack (melee) [standard][aoo: no]

d20 + Attack modifiers vs. AC of target
Attack modifiers consist of the character'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 character is attacking an armed opponent while unarmed, the character provokes an immediate attack of opportunity from the target which is resolved before the character's attack. Note that under certain circumstances, a character attacking without a weapon is still considered "armed". A character can choose to fight defensively when taking the attack action. If a character does so, the character 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]

d20 + Attack modifiers vs. AC of target
Attack modifiers consist of the character'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 character 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 character shoots or throws a ranged weapon at a target that is engaged in melee with an ally, that character suffer a -4 penalty on its attack roll. Two characters are engaged in melee if they are enemies of each other and either threatens the other. (A held, unconscious, or otherwise immobilized character is not considered engaged unless he is actually being attacked.) If a character's target (or the part of a target a character is aiming at, if it's a big target) is at least 10 feet away from the nearest ally, the character can avoid the -4 penalty, even if the character being aimed at is engaged in melee with an ally. A character can choose to fight defensively when taking the attack action. If a character does so, the character 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]

Cast a quickened spell [free][aoo: no]

Cast a spell(1-action) [standard][aoo: yes]

Cast a spell(full-round) [full][aoo: yes]

Cease concentration on a spell [free][aoo: no]

Climb [full][aoo: no]

Climb [move equivalent][aoo: no]

Change form (polymorph self)[full][aoo: yes]

Change form (shapeshifter) [standard][aoo: no]

Change form (shapechange)[free][aoo: no]

Charge [Full][AoO: No]

Concentrate to maintain or redirect a spell [standard][aoo: no]

Coup de grace [full][aoo: yes]

Control a frightened mount [move equivalent][aoo: yes]

Delay [not an action][aoo: no]

Disarm(4) [varies][aoo: yes]

Dismiss a spell [standard][aoo: no]

Dive attack [full][aoo: yes]

Double move [full][varies]

Draw a weapon [move equivalent][aoo: no]

Drop an item [free][aoo: no]

Drop to the floor [free][aoo: no]

Escape from a net [full][aoo: yes]

Extinguish flames [full][aoo: no]

Feint [standard][aoo: no]

Full attack [full][aoo: no]

d20 + Attack modifiers vs. AC of target
Attack modifiers consist of the character'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 character is attacking an armed opponent while unarmed, the character provokes an immediate attack of opportunity from the target which is resolved before the character's attack. Note that under certain circumstances, a character attacking without a weapon is still considered "armed".
A character can choose to fight defensively when taking the full attack action. If a character does so, the character 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]

In addition to making opposed grapple checks, a character has a few other options while grappling.

Heal a dying friend [standard][aoo: yes]

Light a torch [full][aoo: yes]

Load a hand crossbow [move equivalent][aoo: yes]

Load a heavy crossbow [full][aoo: yes]

Load a light crossbow [move equivalent][aoo: yes]

Load a repeating crossbow [full][aoo: yes]

Lock or unlock weapon in locked gauntlet [full][aoo: yes]

Loose a shield [move equivalent][aoo: no]

Make spellcraft check on counterspell attempt [free][aoo: no]

Mount or dismount [move equivalent][aoo: no]

Move a heavy object [move equivalent][aoo: yes]

Open a door [move equivalent][aoo: no]

Overrun (charge) [standard][aoo: yes]

A character 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 character. 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 character attempts to move through the opponent's area.
First, a character must charge at least 10 feet in a straight line into the defender's space.
Then the defender chooses either to avoid the character or to block the character. If he avoids the character, the character keeps moving. (A character can always move through the space occupied by someone who lets a character by.) If the defender blocks a character, make a trip attack against the defender (see Trip, below). If the character succeeds in tripping the defender, the character can continue the charge in a straight line as normal.
If a character fails and is tripped in turn, the character is prone in the defender's space. If a character fails but is not tripped, the character has to move 5 feet back the way the character came. If that space is occupied, the character falls prone in that space.

Pick up an item [move equivalent][aoo: yes]

Prepare spell components to cast a spell[free][aoo: no]

Prepare to throw oil [full][aoo: yes]

Ready [standard][aoo: no]

Ready a shield [move equivalent][aoo: no]

Ready to interrupt spellcaster [standard][aoo: no]

Readying to counterspell [standard][aoo: no]

A character 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 character get a chance to identify it with a Spellcraft check (DC 15 + spell level). If a character does, and if the character can cast that same spell (is able to cast it and has it prepared, if a character prepares spells), the character 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]

Refocus (no move) [full][aoo: no]

Retrieve a stored item [move equivalent][aoo: yes]

Run [full][aoo: yes]

The character can move up to four times the character's base speed in a straight line (or three times base speed if the character is in heavy armor). The character loses any Dexterity bonus to AC since the character can't avoid attacks.
A character can run for a number of rounds equal to the character's Constitution score, but after that, the character must succeed at a Constitution check (DC 10) to continue running. The character must check again each round in which the character continues to run, and the DC of this check increases by 1 for each check a character has made. When a character fails this check, the character must stop running. A character who has run to the limit must rest for 1 minute (10 rounds) before running again. During a rest period, the character can move no faster than a normal move.

Sheathe a weapon [move equivalent][aoo: yes]

Speak [free][aoo: no]

Stand up from prone [move equivalent][aoo: no]

Start full round action [partial][aoo:no]

The start full-round action partial action lets a character start undertaking a miscellaneous full-round action, which the character can complete on the following round (even with a partial action). This option is normally used when a character has been magically slowed or is suffering some other condition that restricts the character from taking full round actions.
Partial Actions
Partial Actions
Move
Attack of 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 character moves within or out of a threatened area, a character usually provokes an attack of opportunity. This column indicates whether the action itself (not the moving) provokes an attack of opportunity.
**A character 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 character 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]

Strike an object [standard][aoo: maybe]

Attacking an inanimate, immobile object not in use by a character 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 character gets a +4 bonus to the attack roll. If a character takes a full-round action to line up a shot (as with the coup de grace against a helpless foe), the character 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 characters for AC purposes.
Attacking a held, carried, or worn object provokes an attack of opportunity. Objects that are held, carried, or worn by a character, are harder to hit. The object uses the character's Dexterity modifier (not its own -5) and any magic deflection bonus to AC the character 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.
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]

Trip an opponent [varies][aoo: no]

A character can try to trip an opponent as a melee attack. A character can only trip an opponent who is one size category larger than a character, 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 character 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 character win, a character trip the defender. If a character lose, the defender may immediately react and make a Strength check opposed by a character's Dexterity or Strength check to try to trip a character.
A tripped character is prone. Standing up from prone is a move-equivalent action.
A character 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 character succeed, a character 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]

Turn undead (use special ability) [standard][aoo: no]

Use a skill that takes 1 action [standard][varies]

Use a skill that takes 1 round [full][varies]

Use an extraordinary ability [free][no]

Use extraordinary ability [standard][aoo: no]

Use feat [varies][varies]

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 character's concentration is broken, the attempt to use the ability fails, but the attempt counts as if the character 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 character may attempt to use a spell-like ability on the defensive, just as with a spell. If the Concentration check (DC 15) fails, the character can't use the ability, but the attempt counts as if the character 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]

Use touch spell on up to six friends[full][aoo: yes]