3. Actions In Combat
A character cannot act except by making SAVING THROWS, dodging around a bit (aka dex bonus to AC) or making checks called for by the DM until it is their initiative. Here is an incomplete list of possible actions a character can do on their initiative. Once it is their turn a character can do 1 of the following:
● Move double their movement Rate, or make a running check to move triple their movement rate.
● Move Full Movement Rate during the turn, giving up some attack(s) and/or some accuracy
● Move up to half movement rate and make use of all attacks with no penalty.
● Declare a charge, and move double movement rate and attack (you count as charging for game effects… like set for charge, ramming into walls etc… gutsy but dangerous)
● Cast a spell with a casting time of 1 round (Arcane or Divine, does not matter) and move up to half movement rate
● Utilize two Psionic attack modes and 1 defense mode
● Use 1 Psionic power and move up to half movement rate
● Use a Thieving Ability and move half movement rate (or full or even run but with increasing penalties)
● Initiate Sneaking with both Hide in Shadows and Move Silently, move at half movement (or full or even run but with increasing penalties)
● While Sneaking use another Thieving ability
● Play an instrument (a few chords or notes anyway, still enough to count for Bards)
● Use an item with a command word, drink a potion
● Spend a round observing something (lets you make an INT or relevant skill check for more info)
The following can be done for free during your initiative, in addition to any other action.
■ Drop an item in your hand
■ Drop prone (it takes an action to get back to your feet, or if you have multiple attacks you may expend half of them (rounded up) to stand)
■ Speak a few words (remember it’s a three second round, though you have a little leeway here)
■ Activate a contingency (unless you were dumb and set it for a lengthy action…)
■ Look at something (you ask the GM what you’re looking at!)
■ Actions that generally take an attack as opposed to a full round.
■ Ready or put away a weapon you have in a convenient sheath or carrying spot.
■ Throw a weapon (to someone).
● Move double their movement Rate, or make a running check to move triple their movement rate.
● Move Full Movement Rate during the turn, giving up some attack(s) and/or some accuracy
● Move up to half movement rate and make use of all attacks with no penalty.
● Declare a charge, and move double movement rate and attack (you count as charging for game effects… like set for charge, ramming into walls etc… gutsy but dangerous)
● Cast a spell with a casting time of 1 round (Arcane or Divine, does not matter) and move up to half movement rate
● Utilize two Psionic attack modes and 1 defense mode
● Use 1 Psionic power and move up to half movement rate
● Use a Thieving Ability and move half movement rate (or full or even run but with increasing penalties)
● Initiate Sneaking with both Hide in Shadows and Move Silently, move at half movement (or full or even run but with increasing penalties)
● While Sneaking use another Thieving ability
● Play an instrument (a few chords or notes anyway, still enough to count for Bards)
● Use an item with a command word, drink a potion
● Spend a round observing something (lets you make an INT or relevant skill check for more info)
The following can be done for free during your initiative, in addition to any other action.
■ Drop an item in your hand
■ Drop prone (it takes an action to get back to your feet, or if you have multiple attacks you may expend half of them (rounded up) to stand)
■ Speak a few words (remember it’s a three second round, though you have a little leeway here)
■ Activate a contingency (unless you were dumb and set it for a lengthy action…)
■ Look at something (you ask the GM what you’re looking at!)
■ Actions that generally take an attack as opposed to a full round.
■ Ready or put away a weapon you have in a convenient sheath or carrying spot.
■ Throw a weapon (to someone).
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