| Every character
has a number of options as what he can do in a combat round. All this
can seem very complicated, but its actually quite straight-forward
(if a bit long-winded). In an attempt to qualify what you can and
cannot do I am reproducing a goodly part of the combat section here
on the website (all OGL material) and integrating into it other options
proferred by other D&D sources. I also introduce a new action:
the Called Shot.
These actions are summarised in the Combat Crib Cards. Beautifully
printed and laminated, the Combat Crib Cards always grace my gaming
table.
To put it simply, you have a choice between performing a full round
action (an action that takes the entire round) or a standard action
plus a move action. There are other actions open to you, but it
basically boils down to these two choices. Here is a full list of
all the action types available in a combat round:
Told you it sounded complicated. Just hold on to the fact that
you can either take a Standard Action + a Move Action or a Full
Round Action and you won't go far wrong.
Note that in some situations, such as the Surprise Round or while
magically slowed, your choice of actions may be restricted. When,
or if, this comes up the GM will have the wherewithal to deal with
it.
And now a closer look at actions in combat:
Standard Actions
The most common, straight-forward actions you could take in a combat
round. These are actions where you do something dynamic. Normally,
if you take a standard action you have time left in the round for
a move action. There are various types of things you can in your
standard action. Here is a list of the most common:
Attack
Making a single attack roll is a standard action. You can make
this attack roll either before or after your move action. Characters
with multiple attacks in a round would need to make a full-round
action to use of them all.
Mêlée Attacks
You make a single attack at a foe in range with your mêlée
weapon. You use your highest attack bonus. Normally foes within
five feet are in range of your weapon. If you have a Reach weapon
you can attack foes that are ten or fifteen feet away, but the weapon
is useless at attacking anyone nearer. Certain races have natural
reach due to their size. They can make a attack at any foe within
the limit of their Reach.
Unarmed Attacks
You punch or kick a foe with your natural weapons. If your natural
weapons usually deal nonlethal damage (such a human's fists and
feet) then the foe gets to take an attack of opportunity against
you before you roll to attack. Equally, you are unable to take attacks
of opportunity that present themselves if you are unarmed. You can
get around this limitation by taking the Improved Unarmed Strike
feat.
Ranged Attacks
You can shoot or throw a single weapon up to its maximum range
as a standard action. Taking this action provokes an attack of opportunity
from any foe within mêlée range. See the section on
Cover and Concealment for information on the consequences of firing
or throwing a weapon into mêlée.
Fighting Defensively
As a standard action you can choose to make your single attack
roll at -4 to hit to gain a +2 dodge bonus to your Armour Class.
This reflects the fact that your character is dodging and weaving
outlandishly to avoid being hit. Characters with the Combat Expertise
feat gain better benefits when fighting defensively. Characters
with 5 or more ranks in Tumble gain a +3 bonus to AC instead of
+2 when performing this action.
Cast a Spell
It is a standard action to cast a spell that has a casting time
of one standard action. Spontaneous casters who modify their spells
with metamagic feats need to use the full-round action to cast such
a spell. A spell cast as a standard action may be cast before or
after your move action. The spellcaster retains his Dex bonus to
AC when casting a spell.
Spell Components
The use of components is part of the Cast a Spell standard unless
otherwise stated. The act of taking a material component out of
a pouch and using is therefore considered a free action (see below).
Obviously, you must be able to speak to cast spells with verbal
components, have any necessary material components or foci to hand
and be able to freely gesture to cast spells with Somatic components.
Note the rules for armour and spell failure have changed.
Concentration
You must be able to concentrate to cast a spell. If someone threatens
you when you try to cast a spell then they will get an attack of
opportunity against you. You can avoid this by making a roll to
cast on the defensive (a Concentration check at DC 15). The feat
Combat Casting adds +4 to rolls made to cast spells on the defensive.
Concentrating to Maintain a Spell
Some spells require the caster to maintain their concentration
in order to keep it running. Maintaining concentration is a standard
action that does not provoke an attack of opportunity. But, if you
are hurt or distracted you will need to make a concentration check
or lose the spell.
Disrupting Spells
A spellcaster who takes damage from either an attack of opportunity
or a readied action during the casting of a spell must a Concentration
roll at DC 10 + damage dealt + spell level or lose the spell. This
roll is in addition to any roll to cast spells on the defensive.
Note that the attack must fall while the spell is being cast - that
means the exact Initiative for a spell with a casting time of one
standard action, or at any point during the round for a spell with
a full-round casting time. A spellcaster struck while concentrating
to maintain a spell must also make the same check.
Touch Spells in Combat
As long as the casting time of the touch spell is one standard
action, you may cast the spell and attempt to touch the target as
a standard action. You may take a move action inbetween the casting
and the touching, so you could cast chill touch out of combat, move
thirty feet into combat and try to touch a foe with it (make an
attack roll). Touch attacks are regular attacks and do not provoke
attacks of opportunity. Once cast the charge of a touch spell remains
in your hand indefinitely until you touch something. You can touch
up to six willing allied with a touch spell in one round (assuming
the spell allows it). However, this does provoke an attack of opportunity
from foes who threaten you.
Dismiss a Spell
Dismissing an active spell is a standard action that does not provoke
an attack of opportunity. Not all spells can be dismissed. Those
that can have a (D) in their description in the PHB.
Activate Magic Item
A large number of magic items do not need to be activated. A belt
of strength works the moment you put it on and continues to work
without you thinking about it. Some magical items are different,
as detailed below:
Spell Completion Items
Activating these items (such as scroll) is exactly the same as
casting a spell, and therefore requires concentration and provokes
an attack of opportunity. Casting on the defensive can be applied
to such items.
Spell-Trigger, Command Word or Use Activated Items
Activating these items does not require concentration or provoke
an attack of opportunity. It still counts as a standard action.
Use Special Ability
Most special abilities are standard actions. Some, however, are
full round actions or perhaps not even actions at all. Here are
some of the most common:
Spell-like Abilities
These are standard actions that (surprise-surprise!) function like
spells! They require concentration, provoke attacks of opportunity
and can be cast on the defensive. Treat spell-like abilities exactly
like the Cast a Spell action.
Supernatural Abilities
Normally a standard action, these abilities do not provoke attacks
of opportunity, require no concentration and cannot be disrupted.
Extraordinary Abilties
Normally these are reactive abilities that happen in response to
something else, and therefore do not provoke attacks of opportunity.
They cannot be disrupted and do not require concentration.
Combat Manoeuvres
Imagine all the things a character could do in combat. You could
charge your opponent, dive between their legs and stab them in the
groin, climb up a wall and drop on your foe's head
.. the options
are limited only by the imagination of the player. The D&D game
lays down rules for the most common combat
manoeuvres, the specifics of which can be found in their own
section on this site.
The following combat manoeuvres are considered standard actions.
Some combat manoeuvres are full round actions and are listed below.
Some combat manoeuvres may be both standard or full-round actions
depending on the circumstances.
- Aid Another
- Bull Rush
- Disarm
- Feint
- Grapple
- Over-run
Total Defence
As a standard action you can attempt to do everything in your power
to avoid being hit. You get a +4 dodge bonus to your armour class
that counts from the start of your action until your action the
following round. You cannot combine total defence with any form
of attack so its bonus cannot stack with that gained from Fighting
Defensively or the Combat Expertise feat. Characters with 5 or more
ranks in Tumble get +6 instead of +4 to their AC when performing
this action.
Start/Complete Full Round Action
If circumstances are such that you are prohibited from taking full
round actions you can begin a full-round action as a standard action
in one round, and finish it as your standard action in the following
round. Some full-round actions such as a full attack, charge or
withdraw cannot be performed over two rounds.
Move Actions
These are actions that allow you to move your speed or perform
an action that takes a similar amount of time. You can exchange
your standard action for a second move action in a combat round
(although you cannot exchange your move action for a second standard
action). Note that you can always move five feet in a round as a
free action if you don't otherwise move. So if you spend your move
action(s) doing something that doesn't get you anywhere, you can
still take a five foot step. Here are the most common move actions:
Move
You move your speed in feet, by any movement type listed on your
character sheet. Most PCs will only be able to walk. Such characters
may swim or climb a distance in feet equal to a quarter of their
speed as a move action. You can accelerate your climbing and climb
half your speed in feet by taking a -5 penalty to the climb roll.
If you are crawling on your hands and knees, you can only move five
feet as a move action. If you select this action, you may not take
the free five foot step.
Draw or Sheathe a Weapon
Drawing your weapon or something like a weapon (a scroll, a wand)
is a move action. Drawing ammunition for your weapon (such as nocking
an arrow in your bow) is a free action. If you have the Quickdraw
feet you may draw or sheathe a weapon as a free action.
Ready or Loose a Shield
Strapping or unstrapping a shield to your arm so you get a shield
bonus to your Armour Class is a move action. Dropping a shield you
are not wearing is a free action.
Manipulate an Item
Picking up an item from the ground, taking something out of your
pack, opening a door, moving a heavy object
.. all these activities
are considered move actions.
Direct or Redirect a Spell
Some spells, such as flaming sphere or spiritual weapon allow you
to redirect the effect to new targets. This counts as a move action.
It does not require concentration or provoke an attack of opportunity.
Stand Up
Standing up from a prone position requires a move action and provokes
attacks of opportunity. If you have the Prone Attack feat you can
get up from prone as a free action that does not provoke an attack
of opportunity.
Mount/Dismount a Steed
Mounting or dismounting from a steed requires a move action.
Fast Mount or Dismount: You can mount or dismount as a free action
with a DC 20 Ride check (your armor check penalty, if any, applies
to this check). If you fail the check, mounting or dismounting is
a move action instead. (You can't attempt a fast mount or fast dismount
unless you can perform the mount or dismount as a move action in
the current round.)
Full-Round Actions
This action consumes all your attention for the round. Examples
include making multiple attacks with your weapon, or casting a spell
with casting time of one round. You cannot couple a full-round action
with a standard or a move action. If the full-round action does
not involve you travelling any distance, you may take a free five
foot step.
Full Attack
If you get more than one attack per round because your base attack
bonus is high enough, because you fight with two weapons or a double
weapon or for some special reason you must use a full-round action
to get your additional attacks. You do not need to specify the targets
of your attacks ahead of time. You can see how the earlier attacks
turn out before assigning the later ones.
The only movement you can take during a full attack is a single
5-foot step. You may take the step before, after, or between your
attacks. If you get multiple attacks because your base attack bonus
is high enough, you must make the attacks in order from highest
bonus to lowest. If you are using two weapons, you can strike with
either weapon first. If you are using a double weapon, you can strike
with either part of the weapon first.
Once you make your first attack you can decide if you want to continue
with your full round attack, or whether you want to count the attack
as a standard action and have a move action instead.
Fighting Defensively as a Full-Round Action: You can choose
to fight defensively when taking a full attack action. If you do
so, you take a -4 penalty on all attacks in a round to gain a +2
dodge bonus to AC for the same round (or +3 bonus if you have 5
or more ranks in Tumble).
A Note on Cleave: If you drop your opponent you may still
get one (or more) extra attacks with the Cleave or Great Cleave
feats even if you attacking as a standard action. This is an exception
to the normal limit to the number of attacks you can take when not
using a full attack action.
Cast a Spell
Any spell that takes one round to cast is a full-round action.
The spell comes into effect just before the beginning of your turn
in the following round. You can act normally in the following round.
If the spell takes a minute to cast, it will come into effect just
before your turn one minute later (and for each of those 10 rounds,
you are casting a spell as a full-round action). These actions must
be consecutive and uninterrupted, or the spell automatically fails.
When you begin a spell that takes 1 round or longer to cast, you
must continue the invocations, gestures, and concentration from
one round to just before your turn in the next round (at least).
If you lose concentration after starting the spell and before it
is complete, you lose the spell.
You only provoke attacks of opportunity when you begin casting
a spell, even though you might continue casting for at least one
full round. However, anyone who attacks and damages you during the
casting time will require you to make a Concentration roll at DC
10 + damage dealt + spell level or lose the spell.
In all other respects the this action is identical to casting a
spell as a standard action.
Casting a Metamagic Spell: As noted spontaneous casters
must cast metamagically-enhanced spells as a full-round action.
This isn't the same as casting a spell with a casting of one round
however. The spell still takes one action to cast, and goes off
the same round you cast it. It simply takes your entire actions
for the round.
Use Special Ability/Special Attack
Using a special ability is usually a standard action, but some
may be full-round actions, as defined by the ability. The following
special abilities are full-round actions:
Charge: As a full-round action you can move between 10 feet
and twice your speed in feet in a straight line toward your foe
and make a single mêlée attack at your highest attack
bonus. You gain +2 to hit with this attack, but suffer a -2 penalty
to AC. Charging does not provoke an attack of opportunity. Certain
weapons, such as lances, deal double damage if used from a charging
mount. Other weapons, such as spears, inflict double damage on charging
characters if they are set to receive the charge.
Charging characters may attempt to Bull Rush an opponent (see Standard
actions) instead of attack. In this case they gain +2 to their opposed
Strength roll, and must follow all the rules for a Bull Rush.
If you can only take Standard or Move actions in a round you may
still charge, but you may only more your speed in feet. Note that
taking a charge as a standard or move action is only an option if
you an unable to perform it as a full round action. Taking the charge
action prohibits you from taking the free five foot step.
Many feats exist that can improve or augment your skill at charging
opponents including Hurling Charge, Powerful Charge, Improved Powerful
Charge, Reckless Charge, Shield Charge, Spirited Charge and Tremendous
Charge. The feat Fleet of Foot allows you to make one turn of up
to 90° while charging.
Disarm: This may be part of a full-round attack. See details
in the Standard Action section above.
Grapple: You may make a grapple attempt for every mêlée
attack you have, so it is possible to take the Grapple action as
a full-round action. See the description of Grapple under standard
actions above.
Withdraw
Withdrawing from mêlée combat is a full-round action.
This action doesn't imply that you run away from combat. Instead
you safely disengage yourself from mêlée combat and
move away at up to twice your speed in feet. This does not provoke
an attack of opportunity from enemies who threaten you that you
can see (so if you were fighting an invisible opponent he would
get an attack of opportunity). Your opponent can chase you and attack,
but they would have to make a charge attack to do so.
You cannot take the bonus five foot step in the same round your
withdraw. If you pass through any areas threatened by your foes
then you could suffer attacks of opportunity from them. You may
not withdraw using a form of movement for which you don't have a
listed speed.
Restricted Withdraw: If you are limited to taking only a standard
action each round you can withdraw as a standard action. In this
case, you may move up to your speed (rather than up to double your
speed).
Run
You can run as a full-round action. Running characters move at
four times their speed in feet, or five times their speed if they
have the Run feat. Heavy armour will slow a character's running
speed. While running you must move in a straight line and you lose
any positive Dex modifiers to your AC unless you have the Run feat.
You can run for a number of rounds equal to your Constitution score,
but after that you must make a DC 10 Constitution check to continue
running. You must check again each round in which you continue to
run, and the DC of this check increases by 1 for each check you
have made. When you fail this check, you must stop running. A character
who has run to his limit must rest for 1 minute (10 rounds) before
running again. During a rest period, a character can move no faster
than a normal move action.
You cannot run across difficult terrain or if you can't see where
you're going.
Difficult Terrain
Sometimes the terrain might be so bad that you cannot move your
speed or even five feet. Movement made be cut in half, or further
limited if the terrain is very steep, tremendously overgrown or
boggy.
Free Actions
Free actions don't take any time at all. There are no game rules
to limit the number of free actions you can perform in a turn beyond
the GM's common sense. Free actions rarely incur attacks of opportunity.
Some common free actions are described below:
Drop an Item
Dropping an item at your feet, or anywhere within five feet of
you, is considered a free action.
Drop Prone
Dropping flat to the ground is a free action.
Speak
Speaking is a free action, and in general your character can talk
in combat even if it isn't your turn. Speaking must be normally
kept to a few sentences, but a little conversation can heighten
otherwise dull combat as you shout a warning to your companions,
and engage the villain in some snappy banter. It is also put to
good use by villains who wish to sneer at heroes. "You are
a fool to challenge me! I am undefeatable!" Cue maniacal laughter.
Cease Concentration on Spell
You can stop concentrating on an active spell as a free action.
Note this is not the same as actively dismissing a spell, which
is a standard action.
Swift Actions
First introduced in the Miniature's Handbook a Swift action is
basically a free action in all respects except that you can only
perform one Swift action in a round. Swift actions normally only
apply to the casting of certain magic:
Cast a Quickened Spell
Casters who prepare their spells in advance cast quickened spells
as swift actions. This means that they can perform a move action
and a standard action (which may be the casting of a second spell)
in the same round. Spontaneous casters gain no benefit from quickening
spells unless they prepare them in advance (using the Arcane Preparation
feat). Casting a quickened spell is does not provoke an attack of
opportunity even if you are not casting on the defensive.
Cast a Special Spell
Some spells, such as Feather Fall, act as if they were a quickened
spell and can therefore be cast as a swift action. Such spells do
not provoke an attack of opportunity. Spontaneous spellcasters (such
as sorcerers) can still cast Feather Fall and have a standard and
a move action left for the round.
Cast a Swift Spell
Swift spells were also first introduced in the Miniature's Handbook.
These are new versions of existing spells whose casting time has
been reduced to a swift action, and whose duration has been reduced
to one round. This enables a spellcaster to cast the spell as a
swift action, but gain the benefits only briefly. Like quickened
spells, the caster of a swift spell can also perform a standard
and a move action in the same round, so it is possible to cast a
second spell. Unlike quickened spells, Swift spells may be cast
by spontaneous spell casters without extending the casting time.
Therefore a sorcerer could cast a swift spell and another spell
in the same round. Swift spells do not provoke attacks of opportunity.
Immediate Actions
First introduced in the Expanded Psionics Handbook, Immediate
Actions are exactly the same as Swift actions with one exception.
You can perform an Immediate Action at any point in a round, you
do not have to wait until it is your turn.
You may perform only one Immediate Action in a round. In a round
you use an Immediate Action, you may not take a Swift or Quickened
action. You cannot use an Immediate Action if flat-footed.
Immediate Actions usually apply to certain spells, or in very special
circumstances that the GM will have information about. Your character
will not normally be able to take an Immediate Action as a matter
of course.
Miscellaneous Actions
As always, some actions do not fall into any category - or perhaps
they fall into more than one category. Here are the highlights of
the actions we have missed:
Not an Action
Some things you do are not considered to be actions at all - not
even free actions. These are actions that are considered an inherent
part of doing something else. For example, using the Use Magic Device
while trying to activate a a device is not an action, it is part
of the standard action used to activate a magical item.
Take 5' Foot Step
Okay, let's belabour the point with this. If you don't perform
any other kind of movement in a round you may take a free five foot
step. You can still take move actions and be eligible for this step,
but the move action cannot actually move you anywhere. Is that clear?
If you are permitted this step you can take it before, after or
during your other actions. This step never provokes an attack of
opportunity, because it is considered part of whatever standard
action you were doing.
If difficult terrain (GM's call) hampers your movement you do not
get this free step. You cannot take the step using any movement
for which you do not have a listed speed.
Use Feat
Certain feats let you take special actions in combat. Other feats
do not require actions themselves, but they give you a bonus when
attempting something you can already do. Some feats are not meant
to be used within the framework of combat. The individual feat descriptions
tell you what you need to know about them.
Use Skill
Most skill uses are standard actions, but some might be move actions,
full-round actions, free actions, or something else entirely. The
individual skill descriptions tell you what sorts of actions are
required to perform skills.
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