combat other actions

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COMBAT BASICS

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INITIATIVE

ACTIONS IN COMBAT

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INJURY & DEATH

MOVEMENT & POSITION

 

Movement-Only Actions

Sometimes you just want to cover ground as quickly as possible or put as much distance as you can between yourself and an opponent. The actions covered here are actions during which you devote your efforts only to moving during a round. Less commonly used movement actions, including many move-equivalent actions, are covered in Miscellaneous Actions and Table: Miscellaneous Actions.

Double Move

You can move up to double your speed as a special standard action. You do not get to move your speed in addition to this as in a normal standard action, however. Essentially, the double move action already counts the move of a standard action. It’s a “move and a move,” thus a double move.

As with any other move, if you move within or out of a threatened area, you provoke an attack of opportunity from the threatening enemy. However, since all you do when you take a double move action is to move, the space where you begin your move is not considered threatened, and therefore enemies do not get attacks of opportunity for your moving from that space. If you move into another threatened space, enemies get attacks of opportunity for your leaving the first threatened space.

For example, an orc marauder is fighting Tordek and Lidda in a hallway. Tordek and Lidda are side by side. Using the double move action, the orc flees directly away from them. Since all the orc does is move during his turn, the space where he starts (about 5 feet across) is not threatened, so Tordek and Lidda don’t get attacks of opportunity against him. If, on the other hand, the orc were between Tordek and Lidda, the space where the marauder started would not be threatened, but no matter which direction he moved, he would enter another threatened space, since both Tordek and Lidda threaten 5-foot areas around themselves. The marauder would have to move away from Tordek (and thus into a space still threatened by Lidda) or away from Lidda (and thus into a space still threatened by Tordek). Whichever character he did not move away from would get an attack of opportunity against the orc as he moved out of the threatened space that he entered. If he moved to either side, he would be moving into a space threatened by both opponents, so each would get an attack of opportunity against him.

A double move represents a hustle, which for an unencumbered human is about six miles per hour.

Run

You can run as a full-round action. (You do not get a 5-foot step.) When you run, you can move up to four times your normal speed in a straight line (or three times your speed if you’re in heavy armor). You lose any Dexterity bonus to AC since you can’t avoid attacks.

You can run for a number of rounds equal to your Constitution score, but after that, you must succeed at a Constitution check (DC 10) to continue running. You must check again each round in which you continue to run, and the DC of this check increases by 1 for each check you have made. When you fail this check, you must stop running. A character who has run to his limit must rest for 1 minute (10 rounds) before running again. During a rest period, the character can move no faster than a normal move.

A run represents a speed of about twelve miles per hour for an unencumbered human.

Miscellaneous Actions

Some actions don’t fit neatly into the above categories. Some of these options are actions that take the place of or are variations on the actions described in Attack Actions, Magic Actions, and Movement-Only Actions. For actions not covered below, the DM lets you know how long such an action takes to perform and whether doing so provokes attacks of opportunity from threatening enemies. The variant and special attacks mentioned here are covered in Special Attacks and Damage.

Total Defense

You can simply defend yourself and move during a round as a standard action. You don’t attack or perform any other activity other than moving your speed, but you get a +4 dodge bonus on your AC for 1 round. Your AC improves at the start of this action, so it helps you against any attacks of opportunity you suffer while moving.

Use Feat

Certain feats, such as Whirlwind Attack, let you take special actions in combat. Others are not actions themselves, but they give you a bonus when attempting something you can already do, such as Improved Disarm. Some feats, such as item creation feats, are not meant to be used within the framework of combat. The individual feat descriptions tell you what you need to know about them.

Table: Miscellaneous Actions

  Attack of
Opportunity*
  Attack of
Opportunity*
No Action   Standard Actions (cont.)  
Delay No Use touch spell on self No
    Escape a grapple No
Free Actions   Evoke sunbeam spell No
Cease concentration on a spell No Feint (see Bluff) No
Direct rainbow pattern spell, or shield spell No Issue command to animated rope No
Attack with eyebite spell No Overrun (charge) No
Change form (shapechange spell) No Heal a dying friend Yes
Dismiss tree shape spell No Light a torch with a tindertwig Yes
Drop an item No Use a skill that takes 1 action Usually
Speak No Rebuke undead (use special ability) No
Make Spellcraft check on counterspell attempt No Turn undead (use special ability) No
    Strike a weapon (attack) Yes
Move-Equivalent Actions   Strike an object (attack) Maybe††
Climb (one-quarter your speed) No Total defense No
Draw a weapon† No    
Sheathe a weapon Yes Full-Round Actions  
Ready a shield† No Climb (one-half your speed) No
Loose a shield No Use a skill that takes 1 round Usually
Open a door No Coup de grace Yes
Pick up an item Yes Light a torch Yes
Retrieve a stored item Yes Change form (polymorph self) Yes
Move a heavy object Yes Extinguish flames Yes
Stand up from prone No Load a heavy crossbow Yes
Load a hand crossbow Yes Load a repeating crossbow Yes
Load a light crossbow No Prepare to throw oil Yes
Control a frightened mount Yes Throw a two-handed weapon with one hand Yes
Mount a horse or dismount No Transport (tree stride) No
Direct the movement of a flaming sphere spell No Use touch spell on up to six friends Yes
    Refocus (no move) Yes
Standard Actions   Escape from a net, entangle spell, Otilukes freezing sphere, etc. Yes
Ready No    
Concentrate to maintain or redirect a spell No Action Type Varies  
Dismiss a spell No Disarm‡ Yes
Aid another No Grapple‡ Yes
Bull rush (charge) No Trip an opponent‡ No
Bull rush (attack) No Use feat‡‡ Varies
Change form (shapeshifter) No    

*Regardless of the action, if you move within or out of a threatened area, you usually provoke an attack of opportunity. This column indicates whether the action itself (not the moving) provokes an attack of opportunity.
**Unless the component is an extremely large or awkward item (DM’s call).
†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.
††If the object is being held, carried, or worn by a creature, yes. If not, no.
‡These attack forms 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.
‡‡The description of a feat defines its effect.

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