Action Economy
On your turn you spend actions to do things: move, attack, cast spells, use abilities. Each action has a type — Standard, Move, Full-Round, Free, Swift, or Immediate — that determines when and how often you can take it. Most turns follow the same pattern: one standard action and one move action, in any order.
Attacks of Opportunity
Many actions in the table below provoke AoOs. See the full rules — what threatens,
what provokes, Combat Reflexes, and how AoOs interrupt.
AoO Rules
Action Types
| Type | What it represents | Per Turn |
|---|---|---|
| Standard | The core of your turn — attacking, casting a spell, using most abilities | 1 |
| Move | Moving, drawing a weapon, standing up, retrieving an item | 1 (or 2 if no standard) |
| Full-Round | Consumes both your standard and move actions — full attack, charge, run | 1 |
| Free | Negligible effort — dropping an item, speaking, releasing a held spell | Unlimited* |
| Swift | A very fast action — quickened spells, some class abilities | 1 |
| Immediate | Like swift, but usable off your turn — costs next turn's swift action | 1 / round |
| None | Not an action at all — 5-foot step, Delay — but still subject to restrictions | — |
* The GM may limit free actions to a reasonable number per turn.
Actions in Combat
Showing 0 actions
| Action | Type | AoO? | Notes |
|---|---|---|---|
| Attack | Standard | No | Make one melee or thrown weapon attack. Ranged attacks in melee provoke. |
| Attack (ranged, in melee) | Standard | Yes | Firing or throwing a ranged weapon while a foe threatens you provokes an AoO. |
| Activate Magic Item | Standard | Usually no | Command word, use-activated, or spell completion items. Check item description. |
| Aid Another | Standard | Maybe | Grant an ally +2 on an attack roll or AC. Must be adjacent and able to act. |
| Bull Rush | Standard | Yes | Combat maneuver — push a foe back. Moving into their space provokes. |
| Cast a Spell (1-round) | Standard | Yes | Casting provokes AoOs. Make a Concentration check (DC 15 + spell level) to avoid losing the spell. |
| Channel Energy | Standard | No | Cleric/Paladin class feature. Affects all valid targets in 30 ft. burst. |
| Concentrate to Maintain Spell | Standard | Yes | Sustain a concentration-duration spell for another round. |
| Disarm | Standard | Yes | Combat maneuver — knock a weapon from a foe's hands. Both parties may provoke. |
| Dismiss a Spell | Standard | No | End a dismissible spell you are maintaining. |
| Draw a Hidden Weapon | Standard | No | Drawing a hidden or concealed weapon is a standard action, not a move action. |
| Escape a Grapple | Standard | No | Make a CMB check (or Escape Artist) to break free of the grappled condition. |
| Feint | Standard | No | Bluff check vs. foe's Sense Motive to deny their DEX bonus to AC until your next attack. |
| Grapple | Standard | Yes | Combat maneuver — initiate or maintain a grapple. See grappled condition. |
| Overrun | Standard | Yes | Combat maneuver — move through a foe's square, potentially knocking them prone. |
| Ready | Standard | No | Declare a trigger and a standard action to take when it occurs. Interrupts the trigger. Changes your initiative count. |
| Reposition | Standard | Yes | Combat maneuver — move a foe to a different square without leaving yours. |
| Stabilise a Dying Creature | Standard | Yes | DC 15 Heal check to stop a dying ally from losing HP. Requires adjacency. |
| Steal | Standard | Yes | Combat maneuver — take a held or worn item from a foe. |
| Sunder | Standard | Yes | Combat maneuver — strike and damage a foe's weapon or item. |
| Total Defense | Standard | No | +4 dodge bonus to AC until your next turn. You cannot attack or cast. You may still move. |
| Trip | Standard | Yes | Combat maneuver — knock a foe prone. |
| Use Special Ability | Standard | Varies | Spell-like abilities (Sp) provoke like spells. Supernatural (Su) and Extraordinary (Ex) do not. |
| Use Skill | Standard | Varies | Most combat-relevant skill uses (Intimidate to demoralise, Perception to spot). Check skill description. |
| Move | Move | See note | Move up to your speed. Provokes if you move through or out of a threatened square (unless 5-ft. step). |
| Draw or Holster Weapon | Move | No | Free if you have a BAB of +1 or higher and move at least 1 square (combined with movement). Otherwise move action. |
| Load a Light Crossbow / Sling | Move | Yes | Reloading provokes an AoO. Hand crossbow is also a move action. |
| Open or Close a Door | Move | No | Normal (unlocked) doors only. Stuck or locked doors require a standard action or Strength check. |
| Pick Up an Item | Move | Yes | Picking up an item from the ground provokes an AoO. |
| Ready or Lower a Shield | Move | No | Readying a buckler or shield for its bonus takes a move action. |
| Retrieve Stored Item | Move | Yes | Digging through a pack or pouch. Provokes an AoO. |
| Sheathe a Weapon | Move | Yes | Sheathing provokes an AoO; drawing does not (with BAB +1). |
| Stand from Prone | Move | Yes | Standing from prone provokes. Alternatively, crawl 5 ft. as a move action (also provokes). |
| Full Attack | Full-Round | No | Make all iterative attacks (at BAB –5, –10, –15). Requires you haven't moved more than a 5-ft. step. |
| Charge | Full-Round | See note | Move up to 2× speed in a straight line and make one melee attack at +2. –2 to AC until next turn. Provokes if moving through threatened squares. |
| Cast a Spell (full-round) | Full-Round | Yes | Spells with a casting time of 1 full round (e.g. summoning spells). Also spontaneous casters applying metamagic. |
| Coup de Grâce | Full-Round | Yes | Attack a helpless foe. Automatic critical hit; target must save or die (DC 10 + damage dealt). |
| Run | Full-Round | Yes | Move up to 4× speed (3× in heavy armour). You lose your DEX bonus to AC and provoke AoOs from all threatened squares you pass through. |
| Use Skill (full-round) | Full-Round | Varies | Skills that take a full round: Disable Device, Heal (long-term care), some Craft checks. See skill description. |
| Withdraw | Full-Round | No | Move up to 2× speed. The first square you leave is not considered threatened — no AoO from that square. Cannot attack on a withdrawal turn. |
| Load Heavy / Repeating Crossbow | Full-Round | Yes | Reloading a heavy crossbow (or inserting a new magazine into a repeating crossbow) takes a full round and provokes. |
| Cease Concentration | Free | No | End a concentration-duration spell voluntarily. |
| Drop an Item | Free | No | Drop a held item into your square or an adjacent one. |
| Drop to Prone | Free | No | Fall prone voluntarily. Standing back up is a move action that provokes. |
| Prepare Spell Components | Free | No | Retrieving a component from a component pouch is part of casting — not a separate action. |
| Release a Held Charge | Free | No | Discharge a held touch spell harmlessly without delivering it. |
| Speak | Free | No | A few words — a sentence at most. Extended conversation or giving detailed instructions is not a free action. |
| Cast a Quickened Spell | Swift | No | Quicken Spell metamagic feat. Does not provoke. Only one swift action per turn. |
| Swift Class Ability | Swift | No | Many class abilities (Warpriest sacred weapon, Magus arcane pool) specify Swift action. |
| Cast Feather Fall | Immediate | No | The classic immediate action spell. Usable off your turn; costs your next turn's swift action. |
| Immediate Class / Feat Ability | Immediate | No | E.g. Combat Expertise (as an immediate to boost AC in some interpretations), some rogue talents. Check ability description. |
| 5-Foot Step | None | No | Move exactly 5 ft. without provoking. Only if you haven't moved this turn (or took only a 5-ft. step). Not in difficult terrain. |
| Delay | None | No | Skip your turn and re-enter the initiative order later. Your new initiative count becomes the count when you chose to act. |
Restricted Activity
Some conditions and situations limit what actions you can take on your turn.
| Situation | What you can do |
|---|---|
| Staggered | One standard or one move action only (not both). May still take free, swift, and immediate actions. |
| Nauseated | One move action only. Cannot attack, cast spells, or use most abilities. |
| Stunned | Cannot act at all. Drops held items, loses DEX bonus to AC, attackers get +2 to hit. |
| Grappled (caster) | Can still cast, but must make a Concentration check (DC 10 + CMB of grappler + spell level) or lose the spell. |
| Helpless | Cannot act. Subject to coup de grâce. Effectively AC 5 vs. melee (DEX treated as –5). |