ROLLING DICE

If it's your turn, you roll all the dice instead of targets rolling saving throws.

You still roll your own saving throws on your turn to resist ongoing conditions and afflictions you suffer from. In fact, you roll saving throws (usually Reflex) against enemy attack DCs (10 + their attack bonus) when you provoke attacks of opportunities or other reactions from them.

When you cast a spell or other effect that normally requires the target to make a Fortitude, Reflex, or Will save, you instead make a special attack (1d20 + level + special attack modifiers) vs. DC10 + their saving throw bonus.



TRIPLE ACTION ECONOMY

Instead of 1 standard, 1 move, and 1 swift action on your turn, you get 3 basic actions on your turn. Immediate actions are renamed "reactions".
Old ActionNew Action Cost
>1 round13 actions/round
1 round14 actions
Full round13 actions
Standard22 actions
Move1 action
Swift1 action
ImmediateReaction
Free3Free
  1. Activities that require more than 1 action can be performed over multiple turns as long as they are not interrupted by Attack or Complex actions or Reactions and you don't lose concentration.
  2. Basic weapon attacks and combat maneuver checks cost 1 action but each attack action imposes a cumulative -5 penalty to all attacks made afterwards on the same turn (max penalty -10). This penalty also applies to attack spells (nonharmless/nonpersonal ones) and attempts to escape bindings, grapples, entanglement. The penalty vanishes at the end of your turn.
  3. Free actions can only be used on your turn unless explicitly noted otherwise by a trigger in the action's description.
  4. The Haste and Slow spells simply give/take 1 action. You can't use this extra action to do anything other than a basic action such as a basic weapon attack or move action.
  5. The Magus Spell Combat ability and other abilities that allow you to perform an action in addition to an attack, add the attack to the base action rather than the other way around. So spell combat does not reduce the casting time of a spell, it merely gives you a free weapon attack as part of the same actions used to cast a spell immediately after or before.


Attack Actions: You take a cumulative -5 penalty to each attack action made after the first during your turn.

Complex Actions: These actions require concentration and provoke attacks of opportunity.

Downtime Activity: These actions require 10 minutes or more to perform and are typically taken outside of action, combat, or social scenes.

Move Actions: These actions involve you moving and provoke attacks of opportunity.

Shift Actions: These actions involve you moving and DO NOT provoke attacks of opportunity.


CONDITIONS

This adjusts several conditions.

Staggered: You cannot take free actions or reactions outside your turn.
Nauseated: You are staggered and can only take 2 actions on your turn instead of 3.
Dazed: You are staggered and can only take 1 action on your turn instead of 3.
Stunned: You are staggered and cannot take any actions.