Combat



These are not house rules as per say, I am posting out various combat rules for convenience of players to look up between sessions. I rather like the combat system as it is, so very few house rules will be applied to them for the most part. Any parts that have house rules will be a link to a page describing the change. Any other house rules for combat will be as needed for dramatic reasons, and fluidity of storyline.

  1. When combat begins, all combatants roll initiative.
  2. Determine which characters are aware of their opponents. These characters can act during a surprise round. If all the characters are aware of their opponents, proceed with normal rounds. See the surprise section for more information.
  3. After the surprise round (if any), all combatants are ready to begin the first normal round of combat
  4. Combatants act in initiative order (highest to lowest).
  5. When everyone has had a turn, the next round begins, with the combatant with the highest initiative, and steps 3 and 4 repeat until combat ends.
Size Size Modifier
Colossal -8
Gargantuan -4
Huge -2
Large -1
Medium +0
Small +1
Tiny +2
Diminutive +4
Fine +8

Action Types

Standard Action A standard action allows you to do something, most commonly to make an attack or cast a spell. (See below table for other actions)
Move Action A move action allows you to move up to your speed or perform an action that takes a similar amount of time. You can take a move action in place of a standard action. If you move no actual distance in a round (commonly because you have swapped your move action for one or more equivalent actions), you can take one 5-foot step either before, during, or after the action.
Full-Round Action A full-round action consumes all your effort during a round. The only movement you can take during a full round action is a 5-foot step before, during, or after the action. You can also perform free actions ad swift actions. Some full-round actions do not allow you to take a 5-foot step.
Some full-round actions can be taken as standard actions, but only in situations when you are limited to performing only a standard action during your round.The descriptions of speicific actions detail which actions allow this option.
Free Action Free actions consume a very small amount of time and effort. You can perform one or more free actions while taking another action normally. However, there are reasonable limits on what you can really do for free, as decided by the GM.
Immediate Action An immediate action is very similar to a swift action, but can be performed at any time-even if its not your turn.
Not an Action Some activities are so minor that they are not even considered free actions, but can be performed at any time-even if its not your turn.
Restricted Activity In some situations, you may be unable to take a full rounds worth of actions. In such cases, you are restricted to taking only a single standard action or a single move action (plus free and swift actions as normal). You can’t take a full-round action (though you can start or complete a full-round action by using a standard action).

Standard Action Attack of Opportunity
Attack (Melee) No
Attack (Ranged) Yes
Attack (Unarmed) Yes
Activate a magic item other tha a portion or oil No
Aid another Maybe
Cast a spell (1 standard action casting time) Yes
Channel Energy No
Concentrate to maintain an active spell No
Dismiss a spell No
Draw a hidden weapon (see Sleight of Hand skill) No
Drink a potion or apply an oil Yes
Escape a grapple No
Feint No
Light a torch with a tindertwig Yes
Lower spell resistance No
Read a scroll Yes
Ready (triggers a standard ation) No
Stabilize a dying friend (see Heal skill) Yes
Total Defense No
Use extraordinary ability Usually
Use spell-like ability Yes
Use supernatural ability No
Move Action Attack of Opportunity
Move Yes
Control a frightened mount Yes
Direct or redirect an active spell No
Draw a weapon No
Load a hand crossbow or light crossbow Yes
Open or close a door No
Mount/dismount a steed No
Move a heavy object Yes
Pick up an item Yes
Sheathe a weapon Yes
Stand up from prone Yes
Ready or drop a shield No
Retrieve a stored item Yes
Full-Round Action Attack of Opportunity
Full attack No
Charge No
Deliver coup de grace Yes
Escape from a net Yes
Extinguish flames No
Light a torch Yes
Load a heavy or repeating crossbow Yes
Lock or unlock weapon in locked gauntlet yes
Prepare to throw splash weapon Yes
Run Yes
Use skill that takes 1 round Usually
Use a touch spell on up to six friends Yes
Withdraw No
Free Action Attack of Opportunity
Cease concentration on a spell No
Drop an item No
Drop to the floor No
Prepare spell components to cast a spell No
Speak (1 sentence) No
Swift Action Attack of Opportunity
Cast a quickened spell No
Immediate Action Attack of Opportunity
Cast Feather Fall No
No Action Attack of Opportunity
Delay No
5-foot step No
Action Type Varies Attack of Opportunity
Perform a combat maneuver Yes (No with feat)
Use feat Varies

Combat Maneuvers

  1. Bull Rush (PFCRB 199)
  2. Disarm (PFCRB 199)
  3. Grapple (PFCRB 199)
  4. Overrun (PFCRB 201)
  5. Sunder (PFCRB 201)
  6. Trip (PFCRB 201)
  7. Feint (PFCRB 201)
  8. Dirty Trick (PFAPG 320)
  9. Drag (PFAPG 321)
  10. Reposition (PFAPG 322)
  11. Steal (PFAPG 322)

House Rules
Main Page

Combat

Retribution Nochtal