Table of Actions
Standard Action | Attack of Opportunity | Defensive |
---|---|---|
Attack (melee) | No | — |
Attack (ranged) | Yes | No |
Attack (unarmed) | Yes | No |
Activate a magic item other than a potion or oil | No | — |
Aid another | Maybe | Maybe |
Cast an arcane spell (1 standard action casting time) | Yes | Yes, -5 penalty |
Cast a divine spell (1 standard action casting time) | Yes | Yes |
Channel Energy | No | — |
Concentrate to maintain an active spell | No | — |
Dismiss a spell | No | — |
Draw a hidden weapon (see Sleight of Hand skill) | No | — |
Drink a potion | Yes | Yes |
Apply an oil | Yes | Yes, -5 penalty |
Escape a grapple | No | — |
Feint | No | — |
Light a torch with a tindertwig | Yes | Yes, -5 penalty |
Lower Spell Resistance | No | — |
Read a Scroll | Yes | Yes, -5 penalty |
Stabilize a dying ally (see Heal skill) | Yes | Yes, -5 penalty |
Total defense | No | — |
Use an extraordinary ability | No | — |
Use a spell-like ability | Yes | Yes |
Use a supernatural ability | No | — |
Move Action | Attack of Opportunity | Defensive |
Move | Yes | No |
Control a frightened mount | Yes | Yes, -5 penalty |
Direct or redirect an active spell | No | — |
Draw a weapon | No | — |
Load a hand crossbow or light crossbow | Yes | Yes, -5 penalty |
Open or close a door | No | — |
Mount/dismount a steed | No | — |
Move a heavy object | Yes | Yes, -5 penalty |
Pick up a light item | Yes | Yes |
Pick up a heavy item | Yes | Yes, -5 penalty |
Sheathe a weapon | Yes | Yes, -5 penalty |
Stand up from prone | Yes | Yes |
Ready or drop a shield | No | — |
Retrieve a stored item | Yes | Yes |
Full Round Action | Attack of Opportunity | Defensive |
Full attack | No | — |
Charge | No | — |
Deliver coup de grâce | Yes | No |
Escape from a net | Yes | Yes, -5 penalty |
Extinguish Flames | No | — |
Light a Torch | Yes | Yes, -5 penalty |
Load a heavy crossbow or repeating crossbow | Yes | Yes, -5 penalty |
Lock or unlock a weapon in a locked gauntlet | Yes | Yes, -5 penalty |
Prepare and throw a splash weapon | Yes | No |
Run | Yes | No |
Use a touch spell on up to six allies | Yes | Yes, -5 penalty |
Withdraw | No | — |
Free Action | Attack of Opportunity | Defensive |
Cease concentration on a spell | No | — |
Drop an item | No | — |
Drop to the floor | No | — |
Prepare spell components to cast a spell | No | — |
Speak | No | — |
Swift Action | Attack of Opportunity | Defensive |
Cast a quickened spell | No | — |
Immediate Action | Attack of Opportunity | Defensive |
Cast feather fall | No | — |
No Action | Attack of Opportunity | Defensive |
Delay | No | — |
5-foot step | No | — |
Action Type Varies | Attack of Opportunity | Defensive |
Perform a combat maneuver | Yes | No |
Use a feat | Varies | Varies |
Use a skill | Usually | Usually |
New Actions
Defensive Action
Any action that is not an attack or movement that provokes an attack of opportunity can be made as a defensive action (Bull rush counts as an attack). When you make an action as a defensive action, you do not provoke an attack of opportunity from one opponent you can see. Any opponent you can not see, or any opponent threatening you who is not the one opponent you select to defend your action from is still granted an attack of opportunity against you. You must succeed a defensive combat maneuver check against the offensive combat maneuver DC of the opponent from whom you are defending, plus any relevant modifiers in order to successfully complete the defensive action. For example, if you are casting a spell as a defensive action, you must add the level of the spell you are casting to the offensive combat maneuver DC of the opponent. The DM may add other modifiers depending on the difficulty of the action you are trying to accomplish defensively (any action that requires both hands has a +5 added to the DC automatically). If you fail the defensive combat maneuver check, you fail the action you attempted to take defensively (you fumble the object you were trying to pick up, you drop whatever you were trying to handle, you lose the spell you were trying to cast, etc.).
Any move action that can be taken as a defensive action becomes a standard action when taken defensively.
Take a defensive action whenever you are willing to risk failing to complete the action for the sake of not dropping your guard to your opponent. If completing the action is more important to you than leaving yourself open to an extra attack, then do not take the action as a defensive action.
Characters who are aware they are being threatened are always given the option to take actions defensively, whether they declare that the action was taken defensively or not at the time they declare their action.
Opportunity Action
Every creature that is not flat-footed can take one opportunity action a round. The most common opportunity action is an attack of opportunity. Special feats can allow creatures to take other actions as an opportunity action.
Categories: General Campaign Rules, Combat and Adventuring