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29

There are conditions that prevent characters from taking actions altogether (stunned, unconscious, dying, etc). This prevents free actions, but a "No Action" power could still be used. Also note that most powers that enhance your initiative are No Action because you are using them before combat technically begins. For example, a Deva could use the Memory of ...


28

According to The ever useful d20PFSRD: In a round of combat, you can do either : 1 Full-round action OR 1 Standard action plus 1 Move action (in any order) OR 2 Move actions (effectively trading your Standard action for a Move action) Plus a combination of : 1 Swift or Immediate Action AND Any number of Free Actions A few special cases The 5 ft. ...


27

In general, you have a number of options - some need more preplanning however. Doctor, It Hurts When I Do That If characters are frequently getting caught in situations where they don't have anything to do, they are not playing the long game very smart. They should consider these times in builds, when purchasing magic items, etc. "Oh I'm a melee guy if ...


19

The short answer is that you are right. In your turn you may make 1 standard action and a move action, or a full round action, along with one or more free actions - source A single attack is a standard action, as is using an ability. When used as such you get a single standard action, plus a move. That means you can only use your ability once per round ...


18

Swift actions, like Free actions, take place during your turn, and cannot be taken outside your turn. Immediate actions take place outside your turn, and use up your next turn’s Swift action. So no, you must activate that bonus on your turn in order to have it for the round, you cannot try to activate it just when you need to.


17

Through inference, there is no action cost for controlling facing. The SRD presents a combat facing "add-on" that states: The standard d20 combat rules intentionally ignore the direction a creature faces. The rules assume that creatures are constantly moving and shifting within their spaces, looking in all directions during a fight. In this variant, ...


17

A Swift Action Can Be Taken During the Surprise Round The Surprise Round says... If some but not all of the combatants are aware of their opponents, a surprise round happens before regular rounds begin. In initiative order (highest to lowest), combatants who started the battle aware of their opponents each take a standard or move action during the ...


15

It's really the rules as written. The spell charges your hand with energy, you move, and then release it as an attack. You can also take a 5' step between iterative attacks, so this isn't some weird isolated thing. The idea of standard actions, full actions, and the like are abstractions that exist for game balance reasons; they're not supposed to ...


13

Not normally. As Colin explained, attacking and using a breath weapon are both standard actions. You can't normally take two standard actions in a round, and you can't substitute a move action for a standard action. You can however take the Metabreath Feat Quicken Breath (Draconomicon). That lets you use your breath attack as a free action, which would let ...


12

No, a standard action cannot bisect a move action. Each action must be fully resolved before you can begin another action (aside from triggered actions). However, you can use them in any order you like: attack, then move; or move before attacking. There are specific powers and features which provide exceptions to this rule.


12

No, a full round action does not equal two standard actions. It takes place instead of all actions on your turn (except free actions). From Actions in Combat on the d20srd: Full-Round Action A full-round action consumes all your effort during a round. The only movement you can take during a full-round action is a 5-foot step before, during, or ...


12

You are right, Some first level spells are not (that) useful for first level characters The combat rules for measuring the duration of effects (including spells) state: When the rules refer to a "full round", they usually mean a span of time from a particular initiative count in one round to the same initiative count in the next round. Effects that ...


11

Yes. They can be performed during the same round and during the same turn. An Opportunity Attack is defined as: OPPORTUNITY ATTACK: OPPORTUNITY ACTION ... One per Combatant’s Turn: You can take only one opportunity action during another combatant’s turn, but you can take any number during a round. ... Interrupts Target’s Action: An ...


11

D&D is a game of exceptions. You must use your Str modifier to hit with a melee weapon, unless you're wielding a light weapon and you have the Weapon Finesse feat. Weapon Finesse only works with light weapons, but there are some weapons that explicitly work as if they were light only for Weapon Finesse purposes (like the rapier). Your full round ...


11

That is correct. You get either a full-round action, or one each of a standard and a move. A second move can be substituted in place of the standard, but a second standard cannot be substituted for the move. Here's a complete overview of action types, as well as a nifty overview of what action is of which type.


11

Even if it's a scroll of a spell with a casting time of 1 swift action A Scroll Takes a Standard Action to Use... According to the Dungeon Master's Guide Activating a spell completion item [like a scroll] is a standard action and provokes attacks of opportunity exactly as casting a spell does. (213) ...Unless One Uses the Rules Compendium According ...


11

No. Drinking a potion is explicitly an action. Healing Potion:.... Drinking or administering a potion takes an action (PHB 153) You can draw the potion as a part of the action that you use to drink it, but you cannot drink it as a free action. It's important to note that drinking a potion is not part of the Use an Object action set. Though you could ...


10

No, you cannot activate more than one Power per turn. Activating a Power is seen as a single generic action, and as you cannot use the same action twice in a turn, you cannot activate two Powers in the same turn. See here for official confirmation of this. However, there is nothing stopping you activating Smite on one turn and then Deflection the next, ...


10

There are two forms of Target Number rolled against in the Serenity RPG: Fixed Difficulty values (p. 141) set by rules and/or the GM. Note that p. 141 lists 8 labeled difficulties with fixed TN's. Opposed Rolls (p. 143) Someone else's skill roll is the TN. Most combat rolls are opposed; your TN is a roll by the opponent. If the opponent can't, won't or ...


10

According to the DMG... Probably not. "Gotcha!" Abilities: Pay attention to monster abilities that change the basic rules and tactics of combat and give players the cues they need to recognize them. Describe the ability as it might appear in the game world, and then describe it in game terms to make it clear. For example, if the characters are ...


10

In general, it is a standard action to remove your shield from your arm. From the Rules Compendium pg 267: Using a Shield To use a shield, a creature must strap it to the forearm. Doing so is a standard action, unless otherwise noted. Removing a shield is also a standard action. If you choose to remove and stow it on your backpack, that is ...


10

Yes. Since it doesn't specify the type of action, I'd have to assume that you can. The official FAQ has some relevant guidance (p.94) -- it discusses what counts as a "purely mental" action. In addition to spell-like abilities and spells without any components, it includes: Concentrating to maintain a spell. Dismissing a spell. Directing or ...


10

The misconception here is that you don't have "a bonus action" just lying around that you "fill" with a Bonus Action. When something says that you can use a bonus action, that means you have that bonus action lying around. Any time a rule talks about having or using a bonus action, that is both making it available and permission to use it, not just ...


9

Seeing as the combat is in hand the bard could focus on doing something non combat related. Some suggestions are: Start searching the room (you never know when you might turn up a secret door) Search/loot the fallen opponents if any Peer into the next room Otherwise as others have said Ready an Action, Delay etc and hope the situation changes. In our ...


9

You are right. A high BAB does not grant additional standard actions in a combat round. The logical error he (perhaps understandably) makes is that he assumes that it being possible to take an attack as a standard action implies that you can take a standard action in place of an attack (or "attack action" as the term is sometimes used). But it doesn't. ...


9

The maximum number of spells a character can cast in a round is 3. You can only take 1 reaction per round, although some monsters have an ability that allows them to ignore this restriction. You can't cast another spell during the same turn, except for a cantrip with a casting time of 1 action. This means that you can cast a bonus action spell and a ...


9

Anyone wielding two light weapons can attack with one weapon and use a bonus action to make an offhand attack. The Rogue's having Cunning Action as an option does not prevent them from instead choosing other bonus actions. The restriction only applies to Cunning Action itself - if the Rogue chooses to use Cunning Action, only Dash, Disengage, and Hide can ...


8

Most free actions must occur on your turn, so no, the Dwarf cannot draw his shield I quoted 3.5 in the other question, but since you're not interested in that, I'll stick with a reading of the Pathfinder PRD: Combat Round: 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 ...


8

Create Advantage: Make opposition more potent In my own experience (somewhere about 20 games - mostly one-shots, though - GMed) the more potent the opposition, the more players are encouraged to make use of create advantage action. So, for instance, if a bad guy have his defence skill, which he uses to counter any attack action the players use, high enough ...


6

If we take this as the literal case, where there is absolutely nothing else, the Aid Another combat option is always available, and always fairly useful. Try to get into flanking position, use Aid Another, and allow the Rogue to hit more with his Sneak Attack or the Barbarian to safely use more Power Attack.



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