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COMBAT ROUND SEQUENCE
1. Is anyone surprised? |
2. Everyone rolls initiative! |
3. GM puts everyone in initiative order. |
4. In initiative order, everyone takes a turn. Surprised creatures can’t take actions on the first round. |
5. End of round. Go to step 4. |
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COMMON ACTIONS IN COMBAT
STANDARD ACTION
Activate battle rage, blinding ray, force missile, hand of the apprentice, rebuke death, or strength surge |
Activate a magic item |
Attack |
Cast a spell, cantrip, or orison |
Channel energy |
Drink a potion |
Read a scroll |
Try to break free of a web |
Use the Heal skill to treat poison |
Use the Heal skill to stabilize a dying friend |
Anything you can do with a move action |
MOVE
Draw a weapon (If your attack bonus is +1 or higher, when you use the move action to move, you also can draw a weapon as a free action.)
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Hand an item to an adjacent ally |
Load a light crossbow |
Mount/dismount a steed |
Move a heavy object |
Move up to your speed |
Open or close a door |
Pick up an item |
Retrieve a stored item |
Search a 5-foot-by-5-foot area |
Sheathe a weapon |
Stand up from lying prone |
Strap on or remove a shield |
Take an item from an adjacent ally |
FULL-ROUND ACTION (STANDARD + MOVE)
Charge
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Extinguish someone who's on fire
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Light a torch with flint and steel
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Load a heavy crossbow
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Use the Disable Device skill
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FREE ACTION
Activate agile feet or bit of luck
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Drop an item
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Drop to the floor
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Take a 5-foot step
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COMMON SKILL DCs
DC 5
DC 10
DC 15
Hear a whispered conversation (Perception) |
Identify a dungeon obstacle (10 + the obstacle’s CR) (Knowledge Dungeoneering) |
Identify potion, scroll, or wand (10 + the item’s caster level) (Spellcraft) |
Identify spellcasting (10 + the spell’s spell level) (Spellcraft) |
Influence an indifferent creature (15 + the creature’s CHA Mod) (Diplomacy) |
Jump down to reduce falling damage (Acrobatics) |
Know the common mythology and beliefs of a religion (Knowledge Religion) |
Know a common rumor or local tradition (Knowledge Local) |
Know the date of a historical event (Knowledge History) |
Leap from your mount (Ride) |
Recognize terrain near a familiar place (Knowledge Geography) |
Jump 15 feet (running long jump) (Acrobatics) |
Sabotage a wagon wheel (Disable Device) |
Soft fall from mount (Ride) |
Stabilize a dying creature (Heal) |
Swim in rough water (Swim)
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DC 20
DC 25
DC 30
FLANKING
#1: The fighter and the cleric are flanking the ogre because they can
draw a line to each other that passes through opposite sides of the
ogre. Both the fighter and the cleric receive a +2 bonus on attack rolls
made against the ogre.
#2: The rogue is not flanking the ogre because she cannot draw a line to
the fighter or the cleric that passes through opposite sides of the
ogre. The rogue cannot draw a line to the sorcerer because the sorcerer
is not adjacent to the ogre and does not threaten it.
#3: The goblin and the ogre flank the sorcerer, as they can draw a line
between them that passes through opposite sides of the sorcerer's
square. If the ogre didn't have reach to the sorcerer, though, he and
the goblin would not be flanking her.
Diagram courtesy of d20pfsrd.com.
AREA OF EFFECT TEMPLATES
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