Combat Overview
Pathfinder 1e combat is round-based tactical play. Each round represents 6 seconds of in-game time; a typical combat lasts 3–8 rounds. Every combatant acts once per round in initiative order — highest first — using a combination of actions to move, attack, cast spells, and use abilities.
The Combat Sequence
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1Surprise Round (if any combatants are unaware)
The GM determines which combatants are aware using Perception vs. Stealth (or similar). Aware combatants act in a single standard action; unaware combatants are flat-footed and skip their turn entirely. If everyone is aware, skip to step 2. -
2Roll Initiative
Each combatant rolls d20 + DEX modifier once at the start of combat — not each round. Ties are broken by the higher DEX score; if still tied, each tied combatant rolls 1d20 (highest wins). All combatants are flat-footed until they have taken their first turn. -
3Combatants Take Turns (in initiative order, highest first)
On your turn you get a standard action, a move action, and any number of free actions. You may give up your standard action to take a second move action. Taking a full-round action (such as a full attack or charge) uses both your standard and move actions. -
4New Round Begins
After the last combatant in initiative order has acted, the round ends and a new one begins at the top of the order. Effects with durations (spells, conditions, ongoing damage) count down at the appropriate point in the round.
Action Types
| Action Type | What You Can Do | Per Turn |
|---|---|---|
| Standard | Attack, cast most spells, activate an item, use most special abilities, aid another | 1 |
| Move | Move up to your speed, draw or sheathe a weapon, stand from prone, open a door, pick up an item | 1 (or 2, if no standard) |
| Full-Round | Full attack (all iterative attacks), charge, run, coup de grâce — uses both your standard and move actions | 1 |
| Swift | Quickened spells, some class abilities, converting a prepared cure spell (divine casters) | 1 |
| Immediate | Like a swift action but usable off your turn (e.g. feather fall, some contingencies) — costs next turn's swift | 1 / round |
| Free | Drop an item, speak a sentence, release a spell, cease concentration — GM may limit quantity | Unlimited* |
* The GM may limit free actions to a reasonable number per turn. You cannot take free actions when it is not your turn unless a specific rule allows it.
Combat at a Glance
Attack Roll
d20 + BAB + ability mod + size mod vs. AC
Melee uses STR; ranged uses DEX (thrown uses STR; composite bows use STR up to rating). A natural 20 always hits and may confirm a critical; a natural 1 always misses.
Initiative
d20 + DEX modifier — rolled once at combat's start
Ties broken by higher DEX score, then each tied combatant rolls 1d20. All combatants are flat-footed until their first turn.
Armor Class (AC)
10 + armor + shield + DEX + size + misc
Touch AC: excludes armor and shield bonuses — used by touch attacks and some spells.
Flat-footed AC: excludes DEX and dodge bonuses — used before your first turn and against invisible attackers.
Attacks of Opportunity (AoOs)
1 free melee attack per round when an enemy provokes
Common triggers: moving through a threatened square, casting a spell, using a ranged weapon in melee. Combat Reflexes allows additional AoOs equal to your DEX modifier. A 5-foot step never provokes.
The 5-Foot Step
Move 5 ft. without provoking AoOs
You may take a 5-foot step before, during, or after a full-round action. You cannot 5-foot step if you have already moved this turn, or if the square is difficult terrain.
Full Attack
Requires a full-round action — all iterative attacks
At BAB +6 you gain a second attack at –5; at +11 a third at –10; at +16 a fourth at –15. You may not use a full attack if you moved more than a 5-foot step this turn.
Detailed Rules
How Combat Works
The full combat round in detail: timing, surprise mechanics, initiative actions (Ready and Delay), and rules for big and small creatures sharing space.
Combat SequenceActions in Combat
The complete actions-in-combat table with every standard, move, and full-round action defined, plus attacks of opportunity — what provokes, what doesn't, and Combat Reflexes.
Action EconomyAttack Rolls & AC
Full attack roll formula; automatic hits and misses; melee vs. ranged attack bonuses; AC components; touch and flat-footed AC; damage; saving throws (Fort, Ref, Will).
Attack Rolls & ACDamage, Death & Healing
Taking damage and nonlethal damage; the disabled (0 HP), dying, and death thresholds; stabilizing, recovering, and the massive damage rule.
Damage & HealingMovement & Position
Speed and movement types; tactical movement and distance tables; difficult terrain; the 5-foot step; running; overland travel; squeezing and prone.
Movement & PositionCover & Concealment
Cover bonuses to AC and Reflex saves; improved and total cover; soft cover; concealment miss chances (20% / 50%); flanking; stealth in combat.
Cover & ConcealmentSpecial Attacks
Aid Another, Charge, Feint, throwing splash weapons, and two-weapon fighting penalty table — the special combat actions that aren't combat maneuvers.
Special AttacksSee Also