Actions

There are seven types of actions that a character or creature can perform. These are: full-round actions, standard actions, move actions, swift actions, quick actions, free actions, and no action. During a creature’s turn, they can take one standard action, one move action, one swift action or one quick action, and any number of free actions or no actions.

Full-round actions are tasks that require a relatively significant amount of time, approximately 6 seconds or more. Some spells and feats require a full-round to complete or activate. Others may take 2 full rounds or more.When a creature spends a turn to complete a full-round action, they act as if they had used their standard action, move action, and swift action. Creatures who have used a full-round action can only take free actions, quick actions, and no actions during that turn.

**Actions out of turn:**

At any point in time, a creature may take one quick action per round and do any number of tasks that require no action. This may be done even if it is not the creature’s turn. *Surprised* creatures may not take quick actions. Some actions taken out of turn can modify a roll, such as “Gain +4 to one resistance as a quick action once per short rest”. Choosing whether to use this ability may occur after the resistance’s 1dW is rolled, but must be declared before the success of the roll is announced. Other modifying abilities, such as  “Gain +4 to one attack roll as a free action once per short rest” must be declared BEFORE the 1dW roll is made, unless otherwise stated.

In order of length in “real time”, a full-round action takes the most time, then standard, then move, then swift, then quick, then free, then no action. Generally speaking, this means that a character can substitute one action for another, as long as it would take less time. For example, a quick action spell can be cast as a swift action, and a character can use their standard action to move (called a Dash). The exception to this is free actions which cannot be taken out of turn in place of a quick action.

**Examples of full-round actions include:**

Disengage. The creature may move up to double their movement speed. For one square in this movement, the creature’s movement does not provoke opportunity attacks.

Full Attack. The creature makes a full set of attacks.The exact number of attacks is determined by their Combat Bonus.

Full-Turn Casting. The creature casts a number of spells determined by their Magic Bonus.

Charge: The creature moves at up to twice their move speed in a straight line and makes a single attack at a target at the end of this line. Further rules for Charging are outlined in the Attacks section on page ???.

Running: If the creature spent the last turn moving and Dashing, they may spend a full-round action to move up to 3 times their move speed. This movement must be made in a straight line.

Retrieve a concealed item: If a character has an item or weapon stored on their person but not in an easily accessible location, a full round is required to retrieve it. Examples include items stored in a character’s pack or safely secured within their clothing.

**Examples of standard actions include:**

Casting (most) spells: With a standard action, a creature can retrieve the necessary spell components, speak the necessary verbal components, and make the necessary somatic motions to activate most spells.

Attacking: (see Multiple attacks, p. ???).

Dash: Move a distance equal to your movement speed.

Aid: Help another character or creature, granting +2 to their next 1dW roll within one round or +2 AC against the next attack made against them within one round.

Stand from prone: This does not provoke an opportunity attack.

**Examples of move actions include:**

Movement: Move a distance equal to your movement speed.

Draw an item or weapon: Retrieve an item or weapon. The item or weapon must be unconcealed or in an easily accessible location, such as in a scabbard on a belt.

Drink a potion: A character can consume a potion or other drinkable item as a move action, as long as it is already in their hand. This provokes an opportunity attack.

Rush from prone: Allows the character to move up to half their movement speed after standing from prone. Both standing up and the following movement provoke an opportunity attack.

**Examples of swift actions include:**

Casting a swift spell: The metamagic feat “Swiftspell” allows a spell to be cast as a swift action.

Activating some class abilities: Many classes have abilities that are used or activated as a swift action. Because of the swift and quick action rules, keep in mind that only one of these class abilities can be activated per turn, if a character has multiple.

Fix-footing: A character can briefly adjust their stance as a swift action and move to another square within their natural reach. The character must end up in an unoccupied square, and cannot move through difficult terrain or occupied squares. Additionally, this movement cannot exceed half a character’s move speed. In a turn when a character fixes their footing, they cannot also use other forms of physical movement, such as the “Move” move action, the sash standard action, and the Run full-round action. However, Fix-footing can be combined with magical movement such as *Expeditious Retreat,* or teleportation effects.

**Examples of quick actions include:**

Opportunity Attack: In certain combat situations, an enemy’s actions may provide an opening. If this occurs within another creature's threatened range, the creature may make an opportunity attack against the enemy.

Bracing for a fall: if the floor or ground collapses, a quick action may be spent in order to make an Acrobatics check. This reduces the effective height of the fall.

Casting a Quick Spell: Some spells may also be cast as Quick actions.

**Examples of free actions include:**

Falling Prone: Drop to the ground and gain the *prone* condition.

Making a Spot check: May be used to briefly observe a character’s surroundings.

Speaking: A character may engage in verbal or nonverbal communication, as long as this communication could reasonably occur in six seconds or less.

**Examples of things that require no action include:**

Releasing a held object or creature.

Rolling a resistance.

Thinking or reasoning, as long as this could reasonably occur in six seconds or less.

Dropping concentration on a spell.

Stopping a performance.

**Actions in Combat:**

Using Skills: A character can use a variety of skills while in combat if they choose. However, during combat, characters cannot take a 10, 20, or 30 on any skill check.

Negotiate: Skill checks using Diplomacy, Deception, Intimidation or even Performance can be used to attempt to stop combat and dissuade further attacks. Even though talking is normally a free action, using a skill check to negotiate requires a full-round action.

Complex Movement: Some movement options such as leaping, climbing, ducking, swinging, and flying require Acrobatics or Athletics checks. During combat, these checks can be made as no action, as part of the move action that requires them.

Recall Information: Once per round as a free action, a character may roll a skill check to recall information. This functions identically as using the skill outside of combat.

Hiding and Seeking: As a standard action during combat, a character can roll a Stealth check. This can only be done when the character has some sort of cover or concealment. Creatures looking to notice a hidden creature can make a Spot or Sense check. In combat, this can be done once per round, as no action.

Intimidate: As a standard action, a creature can attempt to demoralize a target with an Indimitate check. A successful check makes the target *shaken.* The DC of this check is equal to 20 + the target’s hit die + their Resolve modifier + their Stature modifier.

Heal the Wounded: As a full-round action, a Medicine check can be made to stabilize a dying creature or stop bleed. Making this check provokes an opportunity attack.

Tinker: If a trap has to be disarmed during combat, the skill check can be attempted as a standard action. However, this check is made at a -5 penalty and provokes an opportunity attack.

**Feinting -** During combat, a character can attempt to trick their opponent or throw them off-guard, making them easier to hit.

To feint, a character makes a Deception check as a move action while designating a single target within 30ft. The target must be aware of the attacker and able to see them (for the purposes of feint, definition of sight includes blindsight, but not blindsense). The DC of this check is equal to 16 + the target’s Insight bonus, or 16 + CB + the target’s Acumen modifier, whichever is higher. If this check is successful, the target is flat-footed against the attacker’s next melee attack.

Feinting does not provoke an opportunity attack, does not count as an attack, and is not a Tactical Exploit. A character must be armed to attempt a feint. Only creatures with Intellect above 0 can feint or be affected by an opponent’s feint.

**Casting Spells** - Casting in combat can have several effects. Spells with somatic or material components provoke opportunity attacks when cast. If the caster is hit while casting, they must make a spell focus check to successfully finish casting. Note that spells that require touch attack do not provoke opportunity attacks from the target. Each spell has its action type and components included in its description. If a spell has no action listed, then it requires a standard action to cast.

See the “Spellcasting” section later in this book for more details on spellcasting.

**Drawing an Item -** Taking an item from a character’s inventory requires a move action, while drawing a holstered item is a swift action. Concealed items require a standard action to retrieve. Putting an item away uses up the same type of action as the action required to draw it.

**Reloading a Weapon** - Reloading a light or hand crossbow is a move action, while reloading a heavy crossbow is a standard action. “Reloading” a bow is a free action. It takes a standard action to reload a one-handed firearm, and a full-round action to reload a two-handed firearm.

**Charging -** Charging is a full-round action. During a charge, a creature moves up to twice their movement and makes a single melee attack at the end of this movement. They must move at least their base movement, and the movement must be in a straight line and in a single direction. A charge cannot be made if the movement path contains difficult terrain or other creatures. A charge can also be made while flying, swimming or burrowing, but only if the creature has a fly, swim, or burrow speed. At the end of a charge, the melee attack receives a +2 bonus to hit and damage.

**Move, Run, Dash, or Disengage -** During a dash, a creature spends a standard action to move up to their movement speed. If a creature spent their previous turn using a move action to move and a standard action to dash, they can take the full-round action “Run.” This allows them to travel up to three times their move speed, in a single direction. Finally, a creature may spend a full-round action to disengage. During a disengage, a creature moves up to twice their movement speed. Additionally, they select one square of this movement path. In this selected square, they do not provoke opportunity attacks from movement.

**Standing From Prone -** A creature can choose to stand from prone as either a standard action or a move action. Standing up as a standard action does not provoke an opportunity attack. In contrast, standing up as a move action provokes an opportunity attack but also allows the creature to also move up to half their movement speed afterwards.

**Drinking Items -** Potions and other substances can often provide benefits in combat. Drinking a potion or similar substance is a move action, and also provokes an opportunity attack.

**Fix-footing -** As a swift action, a creature can shift their footing briefly and slightly adjust their position on the battlefield. By doing so, they can step into any square within their natural unmodified reach. This movement can only be taken through unoccupied squares without difficult terrain, and also cannot exceed half the character’s move speed. In any single round, a creature cannot use Fix-footing if they also use their move action to move. They may still move by using a standard action to dash.

**Falling -** As a free action, a creature can choose to fall prone.

**Freebies (AKA: as no action) -** Speaking briefly, thinking, making resistances, dropping concentration, and dropping held items are all actions that can be performed as no action. This means they can be done at any time and any number of times, even when it is not the creature’s turn.