Combat Overview

Rules Index

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

  1. 1
    Surprise 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.
  2. 2
    Roll 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.
  3. 3
    Combatants 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.
  4. 4
    New 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 Sequence

Actions 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 Economy

Attack 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 & AC

Damage, Death & Healing

Taking damage and nonlethal damage; the disabled (0 HP), dying, and death thresholds; stabilizing, recovering, and the massive damage rule.

Damage & Healing

Movement & Position

Speed and movement types; tactical movement and distance tables; difficult terrain; the 5-foot step; running; overland travel; squeezing and prone.

Movement & Position

Cover & Concealment

Cover bonuses to AC and Reflex saves; improved and total cover; soft cover; concealment miss chances (20% / 50%); flanking; stealth in combat.

Cover & Concealment

Special Attacks

Aid Another, Charge, Feint, throwing splash weapons, and two-weapon fighting penalty table — the special combat actions that aren't combat maneuvers.

Special Attacks

See Also

Special Ability Types Extraordinary (Ex), Spell-Like (Sp), and Supernatural (Su) abilities; disease, poison, bleed, energy drain, fear, paralysis — the rules behind creature and class abilities referenced throughout combat.
Special Abilities