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)
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.
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.
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.
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 |
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 |
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.
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) |
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. |
||
Last Updated: 11/03/2002 07:34:40 PM