Action Types
Pathfinder Core Rulebook, page 181
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: standard actions, move actions, full-round actions, swift actions, immediate actions, and free actions.
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.
Standard Action: A standard action allows you to do something, most commonly to make an attack or cast a spell. See Table 8–2 for other standard actions.
Table 8–2: Actions in Combat
| Standard Action | Attack of Opportunity¹ |
|---|---|
| Attack (melee) | No |
| Attack (ranged) | Yes |
| Attack (unarmed) | Yes |
| Activate a magic item other than a potion or oil | No |
| Aid another | Maybe² |
| Cast a spell (1 standard action casting time) | 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 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 a standard action) | No |
| Stabilize a dying friend (see Heal skill) | Yes |
| Total defense | No |
| Use extraordinary ability | No |
| Use skill that takes 1 action | Usually |
| Use spell-like ability | Yes |
| Use supernatural ability | No |
| Move Action | Attack of Opportunity¹ |
| Move | Yes |
| Control a frightened mount | Yes |
| Direct or redirect an active spell | No |
| Draw a weapon³ | No |
| Load a hand crossbow 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 shield³ | No |
| Retrieve a stored item | Yes |
| Full-Round Action | Attack of Opportunity¹ |
| Full attack | No |
| Charge⁴ | 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 locked gauntlet | Yes |
| Prepare to throw splash weapon | Yes |
| Run | Yes |
| Use skill that takes 1 round | Usually |
| Use a touch spell on up to six friends | Yes |
| Withdraw⁴ | No |
| Attack of | |
| Free Action | Opportunity¹ |
| Cease concentration on a spell | No |
| Drop an item | No |
| Drop to the floor | No |
| Prepare spell components to cast a spell⁵ | No |
| Speak | No |
| Attack of | |
| Swift Action | Opportunity¹ |
| Cast a quickened spell | No |
| Attack of | |
| Immediate Action | Opportunity¹ |
| Cast feather fall | No |
| Attack of | |
| No Action | Opportunity¹ |
| Delay | No |
| 5-foot step | No |
| Attack of | |
| Action Type Varies | Opportunity¹ |
| Perform a combat maneuver⁶ | Yes |
| Use feat⁷ | Varies |
1 Regardless of the action, if you move out of a threatened square, you usually provoke an attack of opportunity. This column indicates whether the action itself, not moving, provokes an attack of opportunity.
2 If you aid someone performing an action that would normally provoke an attack of opportunity, then the act of aiding another provokes an attack of opportunity as well.
3 If you have a base attack bonus of +1 or higher, you can combine one of these actions with a regular move. If you have the Two-Weapon Fighting feat, you can draw two light or one-handed weapons in the time it would normally take you to draw one.
4 May be taken as a standard action if you are limited to taking only a single action in a round.
5 Unless the component is an extremely large or awkward item.
6 Some combat maneuvers substitute for a melee attack, not an action. As melee attacks, they can be used once in an attack or charge action, one or more times in a full-attack action, or even as an attack of opportunity. Others are used as a separate action.
7 The description of a feat defines its effect.
Attacks of Opportunity
In this combat, Valeros and Seoni fight an ogre and his goblin buddy.
#1: Valeros can safely approach this way without provoking an attack of opportunity, as he does not pass through a square threatened by the ogre (who has 10 feet of reach) or the goblin.
#2: If Valeros approaches this way, he provokes two attacks of opportunity since he passes through a square both creatures threaten.
#3: Seoni moves away using a withdraw action. The first square she leaves is not threatened as a result, and she can thus move away from the goblin safely, but when she leaves the second square, she provokes an attack of opportunity from the ogre (who has 10 feet of reach). She could instead limit her movement to a 5-foot step, as a free action, and not provoke any attacks of opportunity.
Move Action: A move action allows you to move up to your speed or perform an action that takes a similar amount of time. See Table 8–2 for other move actions.
You can take a move action in place of a standard action. If you move no actual distance in a round (commonly because you have swapped your move action for one or more equivalent actions), you can take one 5-foot step either before, during, or after the action.
Full-Round Action: A full-round action consumes all your effort during a round. The only movement you can take during a full-round action is a 5-foot step before, during, or after the action. You can also perform free actions and swift actions (see below). See Table 8–2 for a list of full-round actions.
Some full-round actions do not allow you to take a 5-foot step.
Some full-round actions can be taken as standard actions, but only in situations when you are limited to performing only a standard action during your round. The descriptions of specific actions detail which actions allow this option.
Free Action: Free actions consume a very small amount of time and effort. You can perform one or more free actions while taking another action normally. However, there are reasonable limits on what you can really do for free, as decided by the GM.
Swift Action: A swift action consumes a very small amount of time, but represents a larger expenditure of effort and energy than a free action. You can perform only a single swift action per turn.
Immediate Action: An immediate action is very similar to a swift action, but can be performed at any time—even if it’s not your turn.
Not an Action: Some activities are so minor that they are not even considered free actions. They literally don’t take any time at all to do and are considered an inherent part of doing something else, such as nocking an arrow as part of an attack with a bow.
Restricted Activity: In some situations, you may be unable to take a full round’s worth of actions. In such cases, you are restricted to taking only a single standard action or a single move action (plus free and swift actions as normal). You can’t take a full-round action (though you can start or complete a full-round action by using a standard action; see below).
