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Actions



Every round you can take up to 3 actions on your turn and 1 reaction (immediate) outside your turn. Both Move (provokes AoOs) and Swift (does not provoke AoOs) actions each cost 1, standard actions cost 2, and a full-round action costs 3. Your reaction and actions reset at the start of your turn each round. If you don't have enough actions to complete a standard or full-round action, you can start performing one and complete it upon the start of your next turn as long as you do not lose your concentration or interrupt it with any other action (including 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 maneuvers are standard actions, but you can make two of these attacks with a full-attack, which is a full-round action.
  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: Attack actions provoke no reactions as long as you are proficient with the weapon and maneuver being used. If the weapon has the maneuver type, you do not need to be proficient with it for the attack to not provoke. You take a cumulative -5 penalty to each attack action made after the first during your turn.

Concentration Actions: These actions require concentration and provoke attacks of opportunity. If damaged or debuffed during a concentration action or while sustaining a concentration effect, you must make a Constitution (Fortitude) saving throw against the DC of the effect or DC10 + damage taken (whichever is higher) or your concentration ends. If the damage or debuff was a Compulsion, Confusion, Emotion, Enchantment, Linguistic, Mental, or Soul effect, you instead make an Intelligence (Will), Wisdom (Will), or Charisma (Will) save against the effect based on whichever save it normally had. If the effect is external persistent damage, you make a Dexterity (Reflex) save instead such as being covered in ongoing burning acid or catching on fire.

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.

Actions




Aether Spira TermPathfinder 1e
Aim-
AssistAid Another
CommandControl a frightened mount
Crawl
DefendTotal defense, Aid Another (defending)
DelayDelay
Dirty TrickAttack (combat maneuver), blind, deafen, or nosebleed
DisarmAttack (combat maneuver), disarm and steal
DismissDismiss a spell
Drag
Drop Prone
EscapeEscape a grapple or wriggle out of bindings or entanglement
FeintFeint
First AidFirst aid, stabilize dying, extract poison
GrappleGrapple, drag, strangle
InteractOpen/close door, pull lever, push button, move heavy object, sheathe weapon, pick up an item
PalmDraw a hidden weapon, pick pocket
Ready
Release
ShiftStep
ShootAttack (ranged)
SprintRun
StandStand up from prone
StrideMove, mount, dismount
StrikeAttack (melee), Attack (unarmed)
SunderSunder
SuppressLower spell resistance
SustainDirect or redirect a spell
TinkerActivate magic item, drink potion, apply oil, light a torch, pick up item, draw weapon, load weapon, draw stowed item
Traverse

Old TermAether Spira Term
Channel energyEnergy Burst
ConcentrateSustain
CowerDrop Prone + Take Cover + Start Defend (Self)
Read a scroll YesAs noted in the spell
Ready (triggers a standard action)Ready
Use extraordinary abilityAs noted in the ability
Use skill that takes 1 action UsuallyAs noted in the skill
Use spell-like ability YesAs noted in the ability
Use supernatural abilityAs noted in the ability
Move Actions Attack of Opportunity1Move or Interact
Move YesMove
Control a frightened mountCommand
Direct or redirect an active spellSustain
Ready or drop a shield3Interact
Full-Round Actions
Full attackFull-Attack
Charge4Move + Attack
Deliver coup de graceStrike
Escape from a netEscape
Extinguish flamesTinker
Light a torchTinker
Load a heavy or repeating crossbowTinker
Lock or unlock weapon in locked gauntletTinker
Prepare to throw splash weaponTinker
RunSprint
Use skill that takes 1 roundTinker x2
Use a touch spell on up to six friendsFull-round
Withdraw4Full-round
Free ActionsFree Action
Cease concentration on a spellRelease
Drop an itemRelease
Drop to the floorDrop Prone
Prepare spell components to cast a spell5Part of activation
SpeakFree Action
Swift ActionsSwift Action
Cast a quickened spellSwift Action
Immediate ActionsReaction
Cast feather fallsAs noted in the ability
DelayDelay
5-foot stepShift
Perform a combat maneuverManeuver
Use feat7As noted in the ability
1 Regardless of the action, if you move out of a threatened square, you usually provoke an attack of opportunity. This column indicates whether the action itself, not moving, provokes an attack of opportunity.
2 If you aid someone performing an action that would normally provoke an attack of opportunity, then the act of aiding another provokes an attack of opportunity as well.
3 If you have a base attack bonus of +1 or higher, you can combine one of these actions with a regular move. If you have the Two-Weapon Fighting feat, you can draw two light or one-handed weapons in the time it would normally take you to draw one.
4 May be taken as a standard action if you are limited to taking only a single action in a round.
5 Unless the component is an extremely large or awkward item.
6 Some combat maneuvers substitute for a melee attack, not an action. As melee attacks, they can be used once in an attack or charge action, one or more times in a full-attack action, or even as an attack of opportunity. Others are used as a separate action.
7 The description of a feat defines its effect.






Delay



Basic, Move, Tactical


Activation: Immediate action

Target: Self

Rolls: None


You voluntarily delay your action to later in initiative order.

Critical Success: Can act at any later point this round without penalty.

Success: Delay normally.

Critical Failure: Lose your next action.







Draw a Weapon



Basic, Move, Weapon


Activation: Move action

Target: Self

Rolls: None


You draw a weapon from your sheath or bag.

Critical Success: Draw quickly and gain +1 bonus to attack this round.

Success: Draw normally.

Critical Failure: Weapon drops or is delayed, losing your action.





= Escape
Basic, Move, Skill, Grapple
Activation: Standard action (Strength or Dexterity)

Target: Grappler holding you

Rolls: User makes Escape Artist or Strength check vs. grappler’s CMD


You attempt to break free from a grapple.

Critical Success: Escape and gain a free 5 ft. step away.

Success: Escape normally.

Critical Failure: Remain grappled and provoke attack of opportunity.





= Grapple
Attack, Basic, Maneuver, Grapple
Activation: Standard action (Strength)

Target: 1 creature within reach

Rolls: User makes a grapple check vs. target’s CMD


You attempt to grab and hold a target to restrict their actions.

Critical Success: Target is pinned.

Success: Target is grappled.

Critical Failure: Lose balance and fall prone.







= Hop
Basic, Move, Skill, Athletics
Activation: Move action (Somatic)

Target: Self

Rolls: User makes Acrobatics or Jump check vs. DC of distance


You make a short jump, often to reach an adjacent location or avoid obstacles.

Critical Success: Cover distance without provoking AoOs.

Success: Cover distance normally.

Critical Failure: Fail jump and fall prone.


= Jump
Basic, Move, Skill, Athletics
Activation: Move action (Somatic)

Target: Self

Rolls: User makes Jump check vs. distance or height DC


You leap across gaps or up surfaces.

Critical Success: Cover full distance or height, land safely.

Success: Cover distance or height normally.

Critical Failure: Fall short, take damage if applicable.


= Move
Basic, Move
Activation: Move action

Target: Self

Rolls: None


You move up to your speed across the battlefield or environment.

Critical Success: Gain extra 5 ft. movement.

Success: Move normally.

Critical Failure: None, movement interrupted.


= Open a Door
Basic, Move, Tool
Activation: Standard action (Tool [Lockpick] if locked, otherwise none)

Target: 1 door within reach

Rolls: User makes a Strength or Disable Device check vs. DC 10 + door complexity


You open a door, either normally or by force/lockpicking.

Critical Success: Open quickly, no noise.

Success: Door opens.

Critical Failure: Door jams or makes noise.


= Pick a Lock
Basic, Skill, Tool
Activation: Standard action (Tool [Lockpick], Somatic)

Target: 1 locked object within reach

Rolls: User makes a Disable Device check vs. lock DC


You attempt to unlock a lock without a key.

Critical Success: Unlock succeeds silently and quickly.

Success: Unlock succeeds normally.

Critical Failure: Lock jams or triggers trap.




= Pick Pockets
Basic, Skill, Tool
Activation: Standard action (Somatic, Tool [Thieves’ kit])

Target: 1 creature within reach

Rolls: User makes a Sleight of Hand check vs. target’s Perception DC


You attempt to steal an item from a target without them noticing.

Critical Success: You take the item silently and without risk.

Success: You take the item, but the target may notice with a Perception check.

Critical Failure: You are caught, provoking an attack of opportunity.


= Polearm Strike
Attack, Basic, Melee, Weapon
Activation: Standard action (Weapon)

Target: 1 creature within reach

Rolls: User makes a Strength attack vs. target’s Armor Class


You attack with a polearm, taking advantage of its reach.

Critical Success: Maximum damage and target is knocked prone.

Success: Damage applied normally.

Critical Failure: Lose balance, drop weapon, or take a -2 penalty next turn.



Push



Attack, Basic, Maneuver, Grapple


Activation: Standard action (Strength)

Target: 1 creature within reach

Rolls: User makes a Strength attack vs. target’s CMD



You attempt to shove a creature backward.

Critical Success: Target takes 1d6 + Strength modifier damage and is moved 10 ft.

Success: Target moved 5 ft.

Critical Failure: You stumble, prone, or provoke AoO.



Ready



Basic, Tactical


Activation: Immediate action

Target: Self

Rolls: None



You prepare to act later in the round when a specified condition occurs.

Critical Success: Act without penalty when trigger occurs.

Success: Act normally when trigger occurs.

Critical Failure: Trigger misread; lose action.



Remove a Condition



Basic, Skill, Healing


Activation: Standard action (Tool [Healer's Kit], Somatic)

Target: 1 creature within reach

Rolls: User makes a Heal check vs. DC 15 + condition severity



You attempt to cure or alleviate a harmful condition (disease, poison, etc.).

Critical Success: Condition cured immediately, full effect removed.

Success: Condition partially cured or mitigated.

Critical Failure: No effect; condition worsens or triggers.



Reload



Basic, Move, Weapon


Activation: Standard action (Weapon, Somatic)

Target: Self

Rolls: None



You load ammunition into a ranged weapon.

Critical Success: Reload without using action or gain +1 to next attack.

Success: Reload normally.

Critical Failure: Jam weapon; cannot fire next turn.



Ready an Action



Basic, Tactical


Activation: Immediate action

Target: Self

Rolls: None



You prepare to take an action in response to a specified trigger.

Critical Success: Act without penalty.

Success: Act normally.

Critical Failure: Lose action, or act at wrong time.



Search



Basic, Skill


Activation: Standard action (Perception, Thought)

Target: 1 area within reach

Rolls: User makes a Perception or Search check vs. DC 10 + object concealment


You attempt to locate hidden objects or creatures.

Critical Success: Find all hidden objects or creatures.

Success: Find some or normal success.

Critical Failure: Fail to notice anything or trigger trap.



Set a Trap



Basic, Skill, Tool


Activation: Standard action (Tool [Trap Kit], Somatic)

Target: 1 area within reach

Rolls: User makes a Disable Device or Craft (Trap) check vs. DC of trap complexity


You set a trap to harm or impede targets.

Critical Success: Trap is set perfectly; +2 to effectiveness.

Success: Trap is set normally.

Critical Failure: Trap misfires; may trigger prematurely.



Stand Up



Basic, Move


Activation: Move action

Target: Self

Rolls: None



You rise from a prone position.

Critical Success: Stand up without provoking attacks of opportunity.

Success: Stand up normally.

Critical Failure: Remain prone or provoke AoO.



Step



Basic, Move


Activation: Move action

Target: Self

Rolls: None


You take a 5-foot step without provoking attacks of opportunity.

Critical Success: Move 10 feet safely.

Success: Move 5 feet safely.

Critical Failure: Trip or stumble, provoking AoO.



Swim



Basic, Move, Skill, Athletics


Activation: Move action (Strength)

Target: Self

Rolls: User makes Swim check vs. DC of water condition


You move through water or other liquid.

Critical Success: Move at full speed without penalty.

Success: Move at half speed.

Critical Failure: Start to drown, take 1d6 damage.


= Use a Skill
Basic, Skill
Activation: Standard action (Depends on skill)

Target: 1 creature, object, or area within reach

Rolls: User makes appropriate skill check vs. DC


You apply one of your trained skills to interact with the environment or creatures.

Critical Success: Automatic success with bonus.

Success: Success normally.

Critical Failure: Fail with possible consequences.



Use a Tool



Basic, Skill, Tool
Activation: Standard action (Tool)

Target: 1 object or area within reach

Rolls: User makes appropriate skill check vs. DC



You manipulate a specialized tool to achieve an effect (e.g., blacksmithing, lockpicking).

Critical Success: Tool used optimally; extra bonus.

Success: Normal success.

Critical Failure: Tool slips, breaks, or fails.



Withdraw



Basic, Move


Activation: Full-round action (Move)

Target: Self

Rolls: None



You move up to your speed away from a threat, avoiding attacks of opportunity.

Critical Success: Move full distance without provoking AoO.

Success: Move normally.

Critical Failure: Trip or provoke AoO during retreat.



Action Name



Type, Type, Type


Activation: Action (component 1, component 2, component 3)
Target:(number of targets) within (area and range) Rolls: (user or target) makes a (attack, saving throw, or skill) vs. (DC)
Description of the action's effects.



Attack (Melee)



Attack, Basic


Activation: Standard action (Weapon)

Target: Up to 1 creature or object within Reach

Rolls: User makes a Strength attack vs. target's Armor Class
You strike at the target with your weapon.

Critical Success: As a hit, but the target automatically takes maximum possible damage and suffers a random critical effect.

Success: You deal the weapon's damage and other effects to the target, if any. You add your Strength modifier to the total damage, even if it's negative dealing a minimum of 1 damage. If you wield the weapon two-handedly, you can deal double your Strength modifier (if positive) or half your Strength modifier (if negative)

Critical Failure: You suffer a random critical effect.



Attack (Ranged)



Attack, Basic


Activation: Standard action (Somatic, Weapon)

Target: Up to 1 creature or object within Weapon's range

Rolls: User makes a Dexterity attack vs. target's Dodge DC


You shoot at the target with your weapon.

Critical Success: As a hit, but the target automatically takes maximum possible damage and suffers a random critical effect.

Success: You deal the weapon's damage and other effects to the target, if any. You add half your Dexterity modifier to the total damage, even if it's negative dealing a minimum of 1 damage. If you wield the weapon two-handedly, you can deal your full Dexterity modifier (if positive) or none of your Dexterity modifier (if negative).

Critical Failure: You suffer a random critical effect.



Attack (Maneuver)



Attack, Basic, Maneuver, Selection


Selection: Select which combat maneuver is being performed: blind, deafen, drag, disarm, grapple, hamstring, low blow/pain, shove, trip. This action gains that maneuver's type.


Activation: Standard action (Weapon)

Target: Up to 1 creature or object within Reach

Rolls: User makes a Strength attack vs. target's Parry DC


You strike at the target in an attempt to enact the maneuver's effects. If you use a weapon that does not have the same maneuver type, you suffer a -2 penalty to your attack roll. Unarmed strikes have all the combat maneuver types, but are also always Nonlethal unless you have the Improved Unarmed Strike feat.

Critical Success: As a hit, but the target also suffers the damage of your weapon and suffers a random critical effect.

Success: Suffers the condition normally affiliated with the maneuver.

Grapple: Target is slowed 1 for 1 round (sustainable) or their current slowed condition is worsened by 1 if you're already grappling them. They are slowed 2 or increase their slowed condition by 2 stages on critical hit.
Low Blow: Target is staggered 2 for 1 round, or staggered 3 on critical success.
Trip: Target is knocked prone. They also take your weapon's damage on a critical success.

Critical Failure: You suffer a random critical effect.