Actions in Combat
Pathfinder Core Rulebook, page 181
During one turn, there are a wide variety of actions that your character can perform, from swinging a sword to casting a spell.
Free Actions
Free actions don’t take any time at all, though there may be limits to the number of free actions you can perform in a turn. Free actions rarely incur attacks of opportunity. Some common free actions are described below.
Cease Concentration on Spell
You can stop concentrating on a spell as a free action.
Drop an Item
Dropping an item in your space or into an adjacent square is a free action.
Drop Prone
Dropping to a prone position in your space is a free action.
Speak
In general, speaking is a free action that you can perform even when it isn’t your turn. Speaking more than a few sentences is generally beyond the limit of a free action.
Swift Actions
A swift action consumes a very small amount of time, but represents a larger expenditure of effort than a free action. You can perform one swift action per turn without affecting your ability to perform other actions. In that regard, a swift action is like a free action. You can, however, perform only one single swift action per turn, regardless of what other actions you take. You can take a swift action anytime you would normally be allowed to take a free action. Swift actions usually involve spellcasting, activating a feat, or the activation of magic items.
Cast a Quickened Spell
You can cast a quickened spell (see the Quicken Spell feat), or any spell whose casting time is designated as a free or swift action, as a swift action. Only one such spell can be cast in any round, and such spells don’t count toward your normal limit of one spell per round. Casting a spell as a swift action doesn’t incur an attack of opportunity.
Immediate Actions
Much like a swift action, an immediate action consumes a very small amount of time but represents a larger expenditure of effort and energy than a free action. However, unlike a swift action, an immediate action can be performed at any time—even if it’s not your turn. Casting feather fall is an immediate action, since the spell can be cast at any time.
Using an immediate action on your turn is the same as using a swift action and counts as your swift action for that turn. You cannot use another immediate action or a swift action until after your next turn if you have used an immediate action when it is not currently your turn (effectively, using an immediate action before your turn is equivalent to using your swift action for the coming turn). You also cannot use an immediate action if you are flat-footed.
Miscellaneous Actions
The following actions take a variable amount of time to accomplish or otherwise work differently than other actions.
Take 5-Foot Step
You can move 5 feet in any round when you don’t perform any other kind of movement. Taking this 5-foot step never provokes an attack of opportunity. You can’t take more than one 5-foot step in a round, and you can’t take a 5-foot step in the same round that you move any distance.
You can take a 5-foot step before, during, or after your other actions in the round.
You can only take a 5-foot-step if your movement isn’t hampered by difficult terrain or darkness. Any creature with a speed of 5 feet or less can’t take a 5-foot step, since moving even 5 feet requires a move action for such a slow creature.
You may not take a 5-foot step using a form of movement for which you do not have a listed speed.
Use Feat
Certain feats let you take special actions in combat. Other feats do not require actions themselves, but they give you a bonus when attempting something you can already do. Some feats are not meant to be used within the framework of combat. The individual feat descriptions tell you what you need to know about them.
Use Skill
Most skill uses are standard actions, but some might be move actions, full-round actions, free actions, or something else entirely.
The individual skill descriptions in Chapter 4 tell you what sorts of actions are required to perform skills.
In this section
- 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.
- Standard Actions Most of the common actions characters take, aside from movement, fall into the realm of standard actions.
- Move Actions With the exception of specific movement-related skills, most move actions don’t require a check.
- Full-Round Actions A full-round action requires an entire round to complete. Thus, it can’t be coupled with a standard or a move action, though if it does not involve moving any distance, you can take a 5-foot step.
