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For The Players:

What You Can Do in a Round:

1)       Standard Action + Move OR Move +Standard Action

2)       Full-Round Action + 5-ft. step OR 5-ft. step + Full-Round Action

3)       Movement-Only Action (including Move + Move)

 

Table 8-1: Fundamental Actions in Combat  (p. 122)

 

Action

Move

Attack of Opportunity*

Standard Attack Actions

 

 

   Attack (melee)

Yes

No

   Attack (ranged)

Yes

Yes

   Attack (unarmed)

Yes

Maybe

   Charge

x2 (special)

No

   Full attack

5-ft. step

No

 

 

 

Standard Magic Actions

 

 

   Cast a spell

 

 

      1-action spell

Yes

Yes

      Full-round spell

5-ft. step

Yes

      Concentrate to maintain

Yes

No

   Activate magic item

Yes

Maybe

   Use special ability

 

 

      Use spell-like ability

Usually**

Yes

      Use supernatural ability

Usually**

No

      Use extraordinary ability††

Usually**

No

 

 

 

Movement-Only Actions

 

 

   Double move

x2

Maybe

   Run

x4

Yes

 

 

 

Miscellaneous Actions

Maybe

Maybe

 

x2: You can move twice your normal speed.

x4: You can move quadruple your normal speed.

  *  Regardless of the action, if you move within or out of a

      threatened area, you usually provoke an attack of

      opportunity.  This column indicates whether the action

      itself, not moving, provokes an attack of opportunity.

 ** You can move unless the action is defined as a full round

      action, in which case you normally get a 5-ft. step.

    You can move up to twice your normal speed, but only

      before the attack, not after.  You must move at least 10

      ft., and the entire move must be in a straight line.

  †† Most extraordinary abilities aren't actions.  This applies to

      those that are.

 

Table 8-8 Attack Roll Modifiers  (p. 132)

 

Circumstances

Melee

Ranged

Attacker flanking defender *

+2

--

Attacker on higher ground

+1

+0

Attacker prone

-4

**

Attacker invisible

+2

+2

Defender sitting or kneeling

+2

-2

Defender prone

+4

-4

Defender stunned, cowering, or off

  balance

+2

+2

Defender climbing (cannot use shield)

+2

+2

Defender surprised or flat-footed

+0

+0

Defender running

+0

-2

Defender grappling (attacker not)

+0

+0††

Defender pinned

+4

-4

Defender has cover

----See Cover----

Defender concealed or invisible

See Concealment

Defender helpless

---See Helpless

 (such as paralyzed, sleeping, or bound)

    Defenders---

 

 * You flank a defender when you have an ally on the opposite

    side of the defender threatening him.  Rogues can sneak

    attack defenders that they flank.

** Most ranged weapons can't be used while the attacker is prone, but you can use a crossbow while prone.

   The defender loses any Dexterity bonus to AC.

†† Roll randomly to see which grappling combatant you strike. 

    That defender loses any Dexterity bonus to AC.

Table 8-3: Partial Actions  (p. 127)

 

Partial Actions

Move

Attack of Opportunity*

Attack Partial Actions

 

No

  Attack (melee)

5-ft. step

Yes

  Attack (ranged)

5-ft. step

Maybe

  Attack (unarmed)

5-ft. step

No

  Partial charge

Yes (special)

No

 

 

 

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

 

 

 

Movement-Only Partial Actions

 

  Single move

Yes

No

  Partial run

x2

Yes

 

 

 

Miscellaneous Partial

  Actions**

5-ft. step

Maybe

 

 

 

Special Partial Action

 

 

  Start full-round action

No

Maybe

 

  * Regardless of the action, if you move within or out of a

     threatened area, you usually provoke an attack of

     opportunity.  This column indicates whether the action

     itself (not the moving) provokes an attack of opportunity.

   You must move in a straight line before attacking and must

     move at least 10 ft.

††  Unless doing so is a full-round action, in which case you

     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.

** Those actions on Table 8-4: Miscellaneous Actions defined

     as standard or move-equivalent actions.  Most allow a 5-

     foot step, though actions that are variant charge ations

     follow the move for partial charge.

 

Table 8-9: Cover  (p. 133)

 

Degree of Cover

Example

Cover AC Bonus

Cover Reflex Save Bonus

One-quarter

A human standing

  behind a 3-ft. high wall

+2

+1

One-half

Fighting from around a

  corner or a tree;

  standing at an open

  window; behind a

  creature of same size

+4

+2

Three-quarters

Peering around a corner

  or a tree

+7

+3

Nine-tenths

Standing at an arrow

  slit; behind a door

  that's slightly ajar

+10

+4*

Total

On the other side of a

  solid wall

__

__

* Half damage if save is failed; no damage if successful

 

 

Table 8-10: Concealment  (p. 133)

 

Concealment

Example

Miss Chance

One-quarter

Light fog; moderate darkness; light

  foliage

10%

One-half

Blur spell; dense fog at 5 ft. (such as

  obscuring mist)

20%

Three-quarters

Dense foliage

30%

Nine-tenths

Near total darkness

40%

Total

Invisibility; attacker blind; total

  darkness; dense fog at 10 ft.

50% and must guess target's location

Table 8-4: Miscellaneous Actions  (p. 128)

 

No Action

AoO*

 

Standard Actions

AoO*

Delay

No

 

Ready (triggers a partial action)

No

 

 

 

Concentrate to maintain or

  redirect a spell

No

Free Actions

 

 

Cast a quickened spell or

  feather fall spell

No

 

Dismiss a spell

No

Aid another

No

Cease concentration on a spell

No

 

Bull rush (charge)

No

Prepare spell components to cast

  a spell **

No

 

Bull rush (attack)

No

Change form (shapeshifter)

No

Direct Bigby's clenched fist spell,

  rainbow pattern spell

No

 

Use touch spell on self

No

Escape a grapple

No

Attack with eyebite spell

No

 

Evoke a sunbeam spell

No

Change form (shapechange)

No

 

Feint

No

Dismiss tree shape spell

No

 

Issue command to animated rope

No

Drop an item

No

 

Overrun (charge)

Yes

Drop to the floor

No

 

Light a torch with a tindertwig

Yes

Speak

No

 

Use a skill that takes 1 action

Usually

Make Spellcraft check on

  counterspell attempt

No

 

Rebuke undead (use special ability)

No

Turn undead (use special ability)

No

 

 

 

Strike a weapon (attack)

Yes

Move-Equivalent Actions

 

 

Strike an object (attack)

Maybe††

Climb (1/4 your speed)

No

 

Total defense

No

Draw a weapon

No

 

 

 

Sheathe a weapon

Yes

 

Full-Round Actions

 

Ready a shield

No

 

Climb (1/2 your speed)

No

Loose a shield

No

 

Use a skill that takes 1 round

Usually

Open a door

No

 

Coup de grace

Yes

Pick up an item

Yes

 

Light a torch

Yes

Retrieve a stored item

Yes

 

Change form (polymorph self)

Yes

Move a heavy object

Yes

 

Extinguish flames

No

Stand up from prone

No

 

Load a heavy crossbow

Yes

Load a hand crossbow

Yes

 

Load a repeating crossbow

Yes

Load a light crossbow

Yes

 

Lock or unlock weapon in locked

  gauntlet

Yes

Control a frightened mount

Yes

 

Mount a horse or dismount

No

 

Prepare to throw oil

Yes

Direct the movement of a flaming sphere spell or the recipient of a levitate spell

No

 

Throw a 2-handed weapon with one

  hand

Yes

Transport (tree stride spell)

No

 

 

 

Use touch spell on up to six friends

Yes

Action Type Varies

 

 

Refocus (no move)

No

Disarm

Yes

Escape from a net, entangle spell,

  Otiluke's freezing sphere, etc.

Yes

Grapple

Yes

 

Trip an opponent

No

 

 

 

Use feat‡‡

Varies

 

 

 

 

  * Regardless of the action, if you move within or out of a threatened area,

     you usually provoke an attack of opportunity.  This column indicates

     whether the action itself (not the moving provokes an attack of

     opportunity.

** Unless the component is an extremely large or awkward item (DM's call).

  If you have a base attack bonus of +1 or higher, you can combine one of

     these actions with a regular move.  If you have the Two-Weapon Fighting

     feat, you can draw two light or one-handed weapons in the time it would

     normally take you to draw one.

 †† If the object is being held, carried, or worn by a creature, yes.  If not, no.

  These attack forms substitute for a melee attack, not an action.  As melee

     attacks, they can be used once in an attack or charge ation, one or more

     times in a full attack action, or even as an attack of opportunity.

  ‡‡ The description of a feat defines its effect.

 

Definition of Action Types

Standard Action: Can also make a normal move.

Full-Round Action: Can also make a 5-ft. step OR a free action.

Move-Equivalent Action: Takes the place of movement with a standard

    action OR takes the place of a partial action.

Free Action: One or more of these can be done in addition to normal

    actions in a round (DM's call).

No Action: These take no time to do; any number of these can generally

    be done at any time (DM's call).

Partial Action: If mandated by the situation, identical to a standard action

    except you cannot move other than taking a 5-ft. step.  If not mandated

    by the situation, identical to a standard action, including being able to

    also make a normal move.

 

 

 

 

 

 

Table 4-3: Example Opposed Checks (p. 60)

 

Task

Skill (Key Ability)

Opposing Skill (Key Ability)

Sneak up behind someone

Move Silently (DEX)

Listen (WIS)

Con someone

Bluff (CHA)

Sense Motive (WIS)

Hide from someone

Hide (DEX)

Spot (WIS)

Tie a prisoner securely

Use Rope (DEX)

Escape Artist (DEX)

Win a horserace

Ride (DEX)

Ride (DEX)

Pass as someone else

Disguise (CHA)

Spot (WIS)

Steal a coin pouch

Pick Pockets (DEX)

Spot (WIS)

Create a false map

Forgery (INT)

Forgery (INT)

 

Skills That Can Be Used Untrained (from Table 4-2: Skills, p. 59)

 

Skill

Ability

Skill

Ability

Appraise

INT

Intimidate

CHA

Balance

DEX*

Jump

STR*

Bluff

CHA

Listen

WIS

Climb

STR*

Move Silently

DEX*

Concentration

CON

Perform

CHA

Craft

INT

Ride

DEX

Diplomacy

CHA

Scry

INT

Disguise

CHA

Search

INT

Escape Artist

DEX*

Sense Motive

WIS

Forgery

INT

Spot

WIS

Gather Information

CHA

Swim

STR

Heal

WIS

Use Rope

DEX

Hide

DEX*

Wilderness Lore

WIS

* The PC's armor check penalty, if any, also applies

 

Table 9-7: Light Sources (p. 144)

 

Object

Light

Duration

Candle

  5 ft.

1 hr.

Lamp, common

15 ft.

6 hr./pint

Lantern, bullseye

60-ft. cone*

6 hr./pint

Lantern, hooded

30 ft.

6 hr./pint

Sunrod

30 ft.

6 hr.

Torch

20 ft.

1 hr.

 

 

 

Spell

Light

Duration

Continual flame

20 ft.

Permanent

Dancing lights (torches)

20 ft. (each)

  1 min.

Daylight

60 ft.

30 min.

Light

20 ft.

10 min.

* A cone 60 ft. long and 20 ft. wide at the far end.

 

 

 

Vision Distance in the Dark

Range

Normal vision

Area of available light (see above)

Low-light vision (E, 1/2-E, G)

2x area of available light (see above); or

   by starlight as well as by sunlight

Darkvision (D, 1/2-O)

60 ft.

  Copyright Kurt J. Kemp 2002

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Last Updated: 11/03/2002 07:34:40 PM