1 Troll in the Corner’s Guide to the Pathfinder Combat Round Compiled by Benjamin Gerber This quick guide can serve as an easy reference to the combat round in Pathfinder. Great for novices and pros alike! Action Types An action's type essentially tells you how long the action takes to perform (within the framework of the 6-second combat round) and how movement is treated. There are six types of actions: 1. Standard 2. Move 3. Full-round 4. Swift 5. Immediate 6. Free In a normal round, you can perform a standard action and a move action, or you can perform a full-round action. You can also perform one swift action and one or more free actions. You can always take a move action in place of a standard action. In some situations (such as in a surprise round), you may be limited to taking only a single move action or standard action. CMB = Combat Maneuver Bonus Base Attack Bonus (BAB) + Strength modifier + special size modifier CMD = Combat Maneuver Defense 10 + Base attack bonus + Strength modifier + Dexterity modifier + special size modifier + miscellaneous modifier
Standard Actions:
Shooting or Throwing in to Melee (-4 unless Precise Shot feat) Fighting Defensively (-4 hit, +2 AC) Activate Magic Item Cast a Spell
Move Actions:
Move (standard movement rate) Direct or Redirect a Spell Draw or Sheathe a Weapon Manipulate an Item Mount/Dismount a Steed Ready or Drop a shield Stand Up.
Full Round Actions:
Full Attack (when you have more than one attack available) Cast a Spell that requires 1 round to cast. Cast a Metamagic Spell Run (4x your speed (3x in heavy armor), no 5’ move) Withdraw (move 2x speed, visible enemies get no attacks of opportunity).
Free Actions
Cease Concentration on a Spell Drop an Item Drop Prone Speak (1-2 sentences) Panic
Swift Actions (only 1 swift action per round)
Cast a Quickened Spell
Immediate Action (use in place of Swift Action – cast even if it’s not your turn)
Cast Feather Fall or other immediate spells.
Melee Attack Ranged Attack
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2 Does it provoke an Attack of Opportunity? Standard Action Attack of Opportunity Attack (melee) No Attack (ranged) Yes Attack (unarmed) Yes Activate a magic item other than a potion or oil No Aid another Maybe Cast a spell Yes Channel energy No Concentrate for spell No Dismiss a spell No Draw a hidden weapon 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 standard action No Stabilize a dying character Yes Total defense No Use extraordinary ability No Use skill that takes 1 action Yes 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 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
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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 gauntlet Yes Prepare to throw splash weapon Yes Run Yes Use skill that takes 1 round Usually Use a touch spell on 1-6 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 No Speak 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 Things you can do to people Helpless Defenders Regular Attack: -9 to AC vs. Melee Regular Attack -5 to AC vs. Ranged Full Round Action: Coup de Grace – auto hit for critical damage Fort save (DC 10) or die Rogues get Sneak Attack damage
Special Attacks Aid Another Attack roll VS AC 10
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If successful, give +2 hit OR +2 AC to your friend against that opponent. Bull Rush Up to 1 size category larger than you If success target pushed 5’ back Cannot bull rush into solid objects Additional creatures in path? -4 CMB Dirty Trick Standard Action 1 round of blinded, dazzled, deafened, entangled, shaken or sickened. GM’s discretion. Disarm Attack of opportunity from target Success = target drops one item Exceeds CMD by 10, target drops what’s in both hands. Fails by 10 or more, you drop your weapon. Drag Standard Action No more than 1 size category larger Both you + target move 5’ back. For every 5 you exceed targets CMD, take an additional 5’ move. Grapple Standard Action Attack of Opportunity from Target Release as free action Move you + target half speed OR Damage = to unarmed strike/natural attack OR Pin OR Tie Up (needs to be pinned first). Grappled Standard action to break CMB VS DC of opponents CMD Either break free or become grappler Multiple Grapple Multiple creatures each add +2 Overrun Standard Action Part of Move or Charge Up to 1 size category larger If successful, move through targets space Successful more than 5, target knocked prone
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Unsuccessful – stop in space in front of target Reposition Standard Action Up to 1 size category larger Attack of opportunity Move target 5’ For every 5 exceed their CMD, move target 5’ Cannot move into obstacle. Steal Standard Action Take an item that is not held or hidden You must have 1 hand free Items fastened to opponent +5 DC Can use whip, -4 penalty +5’ range. Sunder Attack of Opportunity Deal normal damage to item. Half or less HP = broken Trip Substitute for Melee Attack Target knocked prone Fail by 10 or more, you knocked prone Feint Make Bluff skill check DC = 10 + opponents BAB + opponents WIS modifier OR DC = 10 + Sense Motive bonus if higher than above If success, target can’t use DEX bonus to AC for next round Mounted Combat Ride check – DC 5 If mount had no combat training DC 20 +1 melee bonus when attacking creatures smaller than you Ranged attacks -4, -8 if mount running Spells require Concentration check DC 10 + spell level, DC 15 + spell level if mount running If mount falls in battle, Ride check DC 15 to avoid 1d6 damage If you are unconscious 50% stay in saddle/round or fall for 1d6 damage Throw Splash Weapon Ranged Touch attack No -4 nonproficiency penalty Splashes 5’ around target
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If miss, roll 1d8 – 1 = falls short, 2-8 = rotate around target clockwise Two Weapon Fighting Normal: -6 Primary Hand, -10 Off Hand Off hand is light: -4 Primary hand, -8 Off hand Two-Weapon Fighting Feat: -4 Primary Hand, -4 Off Hand Off Hand is light AND Two-Weapon Fighting Feat: Primary Hand -2, Off Hand -2 Special Initiative Actions Delay Either specify a new, lower Initiative result, or wait until sometime later in the round. Ready Choose a standard, move swift or free action Choose a condition to trigger that action Take your readied action when trigger occurs, before target completes their action. Distract Spellcaster: trigger = start of spell – attempt to attack/do damage to spellcaster Counterspell: Trigger = start of spell Ready weapon against charge: Weapon must have the Brace feature. Does 2x damage against charging characters
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5 The Legal Stuff Open Gaming License Version 1.0A Reference Document by permission of Wizards of the Coast. Subsequent versions of this product will incorporate later versions of the license and document The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved. 1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement. 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual,
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worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content. 5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License. 6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. 8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.
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6 15 COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved. Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR. The World of Aruneus Copyright 2010, Benjamin Gerber. Troll in the Corner Copyright 2010, Benjamin Gerber Pathfinder and associated marks and logos are trademarks of Paizo Publishing, LLC, and are used under license. See paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game.
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