Actions in Combat

The specific actions you can perform in combat are detailed in this section. For quick reference, specific combat actions are organized by their type in the Actions in Combat sidebar.

Actions In Combat
Standard Action
Activate an item
Attack (melee or ranged)
Cast a spell
Combat maneuver
Concentrate to maintain a spell
Covering fire
Dismiss a spell
Feint
Fight defensively
Harrying fire
Total defense
Use a special ability

Move Action
Crawl
Direct or redirect an effect
Draw or sheathe a weapon
Guarded step
Manipulate an item
Move your speed
Reload
Stand up
Swift Action
Change grips
Drop prone

Full Action
Charge
Coup de grace
Fight defensively
Full attack
Run
Withdraw

Reaction
Attack of opportunity

Other Actions
Combat banter
Delay
Drop an item
Ready an action
Use a skill

Source

Core Rulebook pg. 240

An action’s type essentially tells you how long the action takes to perform within the framework of a 6-second combat round. There are five types of actions: standard actions, move actions, swift actions, full actions, and reactions.

In a normal round, you can perform one standard action, one move action, and one swift action, or you can instead perform one full action. Most characters will rarely perform swift actions, though occasionally using a special ability or class feature is a swift action. You can use your standard action to perform either a move action or a swift action, if you wish, and you can also use your move action to perform a swift action. You can also take one reaction each round, even if it isn’t your turn; however, reactions happen only in response to certain defined triggers. There are some other actions that do not fall into the normal action types.

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Source

Core Rulebook pg. 244

A standard action is usually the main action you take each round, other than movement. Below are examples of standard actions.

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Source

Core Rulebook pg. 244

Most move actions don’t require a check unless the circumstances are more difficult than normal. For instance, opening a door normally doesn’t require a check, but it does if the door is locked. The following actions are move actions.

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Source

Core Rulebook pg. 247

You won’t commonly use a swift action, but occasionally you need to perform an action that is significantly less demanding than a move action. Some skills use swift actions, but special abilities are almost never swift actions.

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Source

Core Rulebook pg. 247

A full action requires your entire turn to complete. If you take a full action, you can’t take your usual standard, move, and swift actions. The following actions are full actions.

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Source

Core Rulebook pg. 248

A reaction is a special action you can take even if it’s not your turn, but only after a defined and concrete trigger. You can’t use a reaction before the first time you act in a combat. You can take only one reaction each round; you regain your reaction at the start of your turn.

Unless their descriptions state otherwise, purely defensive reactions interrupt the triggering action: resolve the reaction first, then continue resolving the triggering action. Otherwise, resolve the reaction immediately after the triggering action.

You gain access to most reactions through feats, items, and class features, but an attack of opportunity is a reaction that is universally available to all characters.

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Source

Core Rulebook pg. 248

The following actions are important but used less frequently.

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Source

Core Rulebook pg. 249

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