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Troll in the Corner’s Guide to the  Shooting or Throwing in to Melee (-4


Pathfinder Combat Round unless Precise Shot feat)
 Fighting Defensively (-4 hit, +2 AC)
Compiled by Benjamin Gerber  Activate Magic Item
 Cast a Spell
This quick guide can serve as an easy reference
to the combat round in Pathfinder. Great for Move Actions:
novices and pros alike!
 Move (standard movement rate)
Action Types  Direct or Redirect a Spell
 Draw or Sheathe a Weapon
An action's type essentially tells you how long  Manipulate an Item
the action takes to perform (within the  Mount/Dismount a Steed
framework of the 6-second combat round) and  Ready or Drop a shield
how movement is treated.  Stand Up.

There are six types of actions: Full Round Actions:


1. Standard
2. Move  Full Attack (when you have more than
3. Full-round one attack available)
4. Swift  Cast a Spell that requires 1 round to
5. Immediate cast.
6. Free  Cast a Metamagic Spell
 Run (4x your speed (3x in heavy armor),
In a normal round, you can perform a standard no 5’ move)
action and a move action, or you can perform a  Withdraw (move 2x speed, visible
full-round action. You can also perform one enemies get no attacks of opportunity).
swift action and one or more free actions. You
can always take a move action in place of a Free Actions
standard action.
 Cease Concentration on a Spell
In some situations (such as in a surprise round),
 Drop an Item
you may be limited to taking only a single move
action or standard action.  Drop Prone
 Speak (1-2 sentences)
CMB = Combat Maneuver Bonus  Panic
Base Attack Bonus (BAB) + Strength modifier +
special size modifier Swift Actions (only 1 swift action per
CMD = Combat Maneuver Defense round)
10 + Base attack bonus + Strength modifier +
Dexterity modifier + special size modifier +  Cast a Quickened Spell
miscellaneous modifier
Immediate Action (use in place of
Swift Action – cast even if it’s not
your turn)

Standard Actions:  Cast Feather Fall or other immediate


spells.
 Melee Attack
 Ranged Attack

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 Deliver coup de grace Yes


Does it provoke an Attack of  Escape from a net Yes
Opportunity?  Extinguish flames No
 Light a torch Yes
Standard Action Attack of Opportunity  Load a heavy or repeating crossbow Yes
 Attack (melee) No  Lock or unlock weapon in gauntlet Yes
 Attack (ranged) Yes  Prepare to throw splash weapon Yes
 Attack (unarmed) Yes  Run Yes
 Activate a magic item other than a  Use skill that takes 1 round Usually
potion or oil No  Use a touch spell on 1-6 friends Yes
 Aid another Maybe  Withdraw No
 Cast a spell Yes
 Channel energy No Free Action Attack of Opportunity
 Concentrate for spell No  Cease concentration on a spell No
 Dismiss a spell No  Drop an item No
 Draw a hidden weapon No  Drop to the floor No
 Drink a potion or apply an oil Yes  Prepare spell components No
 Escape a grapple No  Speak No
 Feint No
 Light a torch with a tindertwig Yes Swift Action Attack of Opportunity
 Lower spell resistance No  Cast a quickened spell No
 Read a scroll Yes
 Ready triggers standard action No Immediate Action Attack of Opportunity
 Stabilize a dying character Yes  Cast feather fall No
 Total defense No
 Use extraordinary ability No No Action Attack of Opportunity
 Use skill that takes 1 action Yes  Delay No
 Use spell-like ability Yes  5-foot step No
 Use supernatural ability No
Action Type Varies Attack of Opportunity
Move Action Attack of Opportunity  Perform a combat maneuver Yes
 Move Yes
 Control a frightened mount Yes Things you can do to people
 Direct or redirect an active spell No
 Draw a weapon No Helpless Defenders
 Load a hand or light crossbow Yes  Regular Attack: -9 to AC vs. Melee
 Open or close a door No  Regular Attack -5 to AC vs. Ranged
 Mount/dismount a steed No  Full Round Action: Coup de Grace –
 Move a heavy object Yes auto hit for critical damage
 Pick up an item Yes  Fort save (DC 10) or die
 Sheathe a weapon Yes  Rogues get Sneak Attack damage
 Stand up from prone Yes
 Ready, or drop a shield No
 Retrieve a stored item Yes Special Attacks
Full-Round Action Attack of Opportunity Aid Another
 Full attack No  Attack roll VS AC 10
 Charge No

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 If successful, give +2 hit OR +2 AC to  Unsuccessful – stop in space in front of


your friend against that opponent. target
Bull Rush Reposition
 Up to 1 size category larger than you  Standard Action
 If success target pushed 5’ back  Up to 1 size category larger
 Cannot bull rush into solid objects  Attack of opportunity
 Additional creatures in path? -4 CMB  Move target 5’
Dirty Trick  For every 5 exceed their CMD, move
 Standard Action target 5’
 1 round of blinded, dazzled, deafened,  Cannot move into obstacle.
entangled, shaken or sickened. Steal
 GM’s discretion.  Standard Action
Disarm  Take an item that is not held or hidden
 Attack of opportunity from target  You must have 1 hand free
 Success = target drops one item  Items fastened to opponent +5 DC
 Exceeds CMD by 10, target drops  Can use whip, -4 penalty +5’ range.
what’s in both hands. Sunder
 Fails by 10 or more, you drop your  Attack of Opportunity
weapon.  Deal normal damage to item.
Drag  Half or less HP = broken
 Standard Action Trip
 No more than 1 size category larger  Substitute for Melee Attack
 Both you + target move 5’ back.  Target knocked prone
 For every 5 you exceed targets CMD,  Fail by 10 or more, you knocked prone
take an additional 5’ move. Feint
Grapple  Make Bluff skill check
 Standard Action  DC = 10 + opponents BAB + opponents
 Attack of Opportunity from Target WIS modifier OR
 Release as free action  DC = 10 + Sense Motive bonus if higher
 Move you + target half speed OR than above
 Damage = to unarmed strike/natural  If success, target can’t use DEX bonus
attack OR to AC for next round
 Pin OR Mounted Combat
 Tie Up (needs to be pinned first).  Ride check – DC 5
Grappled  If mount had no combat training DC 20
 Standard action to break  +1 melee bonus when attacking
 CMB VS DC of opponents CMD creatures smaller than you
 Either break free or become grappler  Ranged attacks -4, -8 if mount running
Multiple Grapple  Spells require Concentration check DC
 Multiple creatures each add +2 10 + spell level, DC 15 + spell level if
Overrun mount running
 Standard Action  If mount falls in battle, Ride check DC
 Part of Move or Charge 15 to avoid 1d6 damage
 Up to 1 size category larger  If you are unconscious 50% stay in
 If successful, move through targets saddle/round or fall for 1d6 damage
space Throw Splash Weapon
 Successful more than 5, target knocked  Ranged Touch attack
prone  No -4 nonproficiency penalty
 Splashes 5’ around target

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If miss, roll 1d8 – 1 = falls short, 2-8 =
rotate around target clockwise
Two Weapon Fighting
 Normal: -6 Primary Hand, -10 Off
Hand
 Off hand is light: -4 Primary hand, -8
Off hand
 Two-Weapon Fighting Feat: -4 Primary
Hand, -4 Off Hand
 Off Hand is light AND Two-Weapon
Fighting Feat: Primary Hand -2, Off
Hand -2

Special Initiative Actions

Delay
 Either specify a new, lower Initiative
result, or wait until sometime later in the
round.
Ready
 Choose a standard, move swift or free
action
 Choose a condition to trigger that action
 Take your readied action when trigger
occurs, before target completes their
action.
 Distract Spellcaster: trigger = start of
spell – attempt to attack/do damage to
spellcaster
 Counterspell: Trigger = start of spell
 Ready weapon against charge: Weapon
must have the Brace feature. Does 2x
damage against charging characters

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Open Gaming License Version 1.0A

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15 COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000, Wizards of the
Coast, Inc.
System Reference Document. Copyright 2000, Wizards of
the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip
Williams, based on material by E. Gary Gygax and Dave
Arneson.
Pathfinder RPG Core Rulebook. Copyright 2009, Paizo
Publishing, LLC; Author: Jason Bulmahn, based on material
by Jonathan Tweet, Monte Cook, and Skip Williams.
The Book of Experimental Might. Copyright 2008, Monte J.
Cook. All rights reserved.
Tome of Horrors. Copyright 2002, Necromancer Games,
Inc.; Authors: Scott Greene, with Clark Peterson, Erica
Balsley, Kevin Baase, Casey Christofferson, Lance
Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill
Webb; Based on original content from TSR.
The World of Aruneus Copyright 2010, Benjamin Gerber.
Troll in the Corner Copyright 2010, Benjamin Gerber

Pathfinder and associated marks and logos are trademarks


of Paizo Publishing, LLC, and are used under license. See
paizo.com/pathfinderRPG for more information on the
Pathfinder Roleplaying Game.

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