Troll in the Corner- Guide to the PF Combat Round
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Transcript of Troll in the Corner- Guide to the PF Combat Round
1
Troll in the Corner’s Guide to the
Pathfinder Combat Round
Compiled by Benjamin Gerber
This quick guide can serve as an easy reference
to the combat round in Pathfinder. Great for
novices and pros alike!
Action Types
An action's type essentially tells you how long
the action takes to perform (within the
framework of the 6-second combat round) and
how movement is treated.
There are six types of actions:
1. Standard
2. Move
3. Full-round
4. Swift
5. Immediate
6. Free
In a normal round, you can perform a standard
action and a move action, or you can perform a
full-round action. You can also perform one
swift action and one or more free actions. You
can always take a move action in place of a
standard action.
In some situations (such as in a surprise round),
you may be limited to taking only a single move
action or standard action.
CMB = Combat Maneuver Bonus
Base Attack Bonus (BAB) + Strength modifier +
special size modifier
CMD = Combat Maneuver Defense
10 + Base attack bonus + Strength modifier +
Dexterity modifier + special size modifier +
miscellaneous modifier
Standard Actions:
Melee Attack
Ranged Attack
Shooting or Throwing in to Melee (-4
unless Precise Shot feat)
Fighting Defensively (-4 hit, +2 AC)
Activate Magic Item
Cast a Spell
Move Actions:
Move (standard movement rate)
Direct or Redirect a Spell
Draw or Sheathe a Weapon
Manipulate an Item
Mount/Dismount a Steed
Ready or Drop a shield
Stand Up.
Full Round Actions:
Full Attack (when you have more than
one attack available)
Cast a Spell that requires 1 round to
cast.
Cast a Metamagic Spell
Run (4x your speed (3x in heavy armor),
no 5’ move)
Withdraw (move 2x speed, visible
enemies get no attacks of opportunity).
Free Actions
Cease Concentration on a Spell
Drop an Item
Drop Prone
Speak (1-2 sentences)
Panic
Swift Actions (only 1 swift action per
round)
Cast a Quickened Spell
Immediate Action (use in place of
Swift Action – cast even if it’s not
your turn)
Cast Feather Fall or other immediate
spells.
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Does it provoke an Attack of
Opportunity?
Standard Action Attack of Opportunity
Attack (melee) No
Attack (ranged) Yes
Attack (unarmed) Yes
Activate a magic item other than a
potion or oil No
Aid another Maybe
Cast a spell Yes
Channel energy No
Concentrate for spell No
Dismiss a spell No
Draw a hidden weapon No
Drink a potion or apply an oil Yes
Escape a grapple No
Feint No
Light a torch with a tindertwig Yes
Lower spell resistance No
Read a scroll Yes
Ready triggers standard action No
Stabilize a dying character Yes
Total defense No
Use extraordinary ability No
Use skill that takes 1 action Yes
Use spell-like ability Yes
Use supernatural ability No
Move Action Attack of Opportunity
Move Yes
Control a frightened mount Yes
Direct or redirect an active spell No
Draw a weapon No
Load a hand or light crossbow Yes
Open or close a door No
Mount/dismount a steed No
Move a heavy object Yes
Pick up an item Yes
Sheathe a weapon Yes
Stand up from prone Yes
Ready, or drop a shield No
Retrieve a stored item Yes
Full-Round Action Attack of Opportunity
Full attack No
Charge No
Deliver coup de grace Yes
Escape from a net Yes
Extinguish flames No
Light a torch Yes
Load a heavy or repeating crossbow Yes
Lock or unlock weapon in gauntlet Yes
Prepare to throw splash weapon Yes
Run Yes
Use skill that takes 1 round Usually
Use a touch spell on 1-6 friends Yes
Withdraw No
Free Action Attack of Opportunity
Cease concentration on a spell No
Drop an item No
Drop to the floor No
Prepare spell components No
Speak No
Swift Action Attack of Opportunity
Cast a quickened spell No
Immediate Action Attack of Opportunity
Cast feather fall No
No Action Attack of Opportunity
Delay No
5-foot step No
Action Type Varies Attack of Opportunity
Perform a combat maneuver Yes
Things you can do to people
Helpless Defenders
Regular Attack: -9 to AC vs. Melee
Regular Attack -5 to AC vs. Ranged
Full Round Action: Coup de Grace –
auto hit for critical damage
Fort save (DC 10) or die
Rogues get Sneak Attack damage
Special Attacks
Aid Another
Attack roll VS AC 10
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If successful, give +2 hit OR +2 AC to
your friend against that opponent.
Bull Rush
Up to 1 size category larger than you
If success target pushed 5’ back
Cannot bull rush into solid objects
Additional creatures in path? -4 CMB
Dirty Trick
Standard Action
1 round of blinded, dazzled, deafened,
entangled, shaken or sickened.
GM’s discretion.
Disarm
Attack of opportunity from target
Success = target drops one item
Exceeds CMD by 10, target drops
what’s in both hands.
Fails by 10 or more, you drop your
weapon.
Drag
Standard Action
No more than 1 size category larger
Both you + target move 5’ back.
For every 5 you exceed targets CMD,
take an additional 5’ move.
Grapple
Standard Action
Attack of Opportunity from Target
Release as free action
Move you + target half speed OR
Damage = to unarmed strike/natural
attack OR
Pin OR
Tie Up (needs to be pinned first).
Grappled
Standard action to break
CMB VS DC of opponents CMD
Either break free or become grappler
Multiple Grapple
Multiple creatures each add +2
Overrun
Standard Action
Part of Move or Charge
Up to 1 size category larger
If successful, move through targets
space
Successful more than 5, target knocked
prone
Unsuccessful – stop in space in front of
target
Reposition
Standard Action
Up to 1 size category larger
Attack of opportunity
Move target 5’
For every 5 exceed their CMD, move
target 5’
Cannot move into obstacle.
Steal
Standard Action
Take an item that is not held or hidden
You must have 1 hand free
Items fastened to opponent +5 DC
Can use whip, -4 penalty +5’ range.
Sunder
Attack of Opportunity
Deal normal damage to item.
Half or less HP = broken
Trip
Substitute for Melee Attack
Target knocked prone
Fail by 10 or more, you knocked prone
Feint
Make Bluff skill check
DC = 10 + opponents BAB + opponents
WIS modifier OR
DC = 10 + Sense Motive bonus if higher
than above
If success, target can’t use DEX bonus
to AC for next round
Mounted Combat
Ride check – DC 5
If mount had no combat training DC 20
+1 melee bonus when attacking
creatures smaller than you
Ranged attacks -4, -8 if mount running
Spells require Concentration check DC
10 + spell level, DC 15 + spell level if
mount running
If mount falls in battle, Ride check DC
15 to avoid 1d6 damage
If you are unconscious 50% stay in
saddle/round or fall for 1d6 damage
Throw Splash Weapon
Ranged Touch attack
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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The Legal Stuff 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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