Actions in Combat
Annu Rev Neurosci. Neural mechanisms for interacting with a world full of action choices. Cisek P 1 , Kalaska JF.
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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. Action Types perform within the framework of a 6-second combat round. There are five types of actions: 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. There are some other actions that do not fall into the normal action types. Standard Action Performing a standard action is generally the main component of your turn.
Most commonly, you use it to make an attack, cast a spell, or use a special power. Move Action Performing a move action allows you to take tactical actions that, while secondary to your standard action, are still key to your success. The most common move action is to move up to your speed see Speed. Swift Action Performing a swift action consumes a very small amount of time and is used only in rare cases. A common swift action is dropping to a prone position. The most common full action is the full attack.
An attack of opportunity is one of the most common reactions, and is the only reaction any character can use regardless of class. Your class or other special abilities might make other types of reactions available to you. Regardless, reactions always have triggers that specify when you can use them. Restricted Activity In some situations, you may be unable to take all of your actions for example, when you are paralyzed by a hold person spell or are acting in the surprise round of combat.
Standard Actions A standard action is usually the main action you take each round, other than movement. Below are examples of standard actions. Certain items, however, do need to be activated to have an effect. Unless otherwise noted, activating such an item is a standard action. Attack Making a single attack is a standard action. Melee Attacks With a melee weapon, you can strike any opponent in a square adjacent to your space. You add your Strength modifier to your melee attack rolls and to your melee damage rolls.
Some melee weapons have the reach special property, as indicated in their descriptions, and some monsters have natural reach. Typically, a character or monster with reach can attack any foe within their reach see Reach and Threatened Squares for more details. You add your Dexterity modifier to your ranged attack rolls, but not to your ranged damage rolls. You add your Strength modifier to your ranged attack rolls with a thrown weapon, and to your damage rolls with weapons with the thrown special property.
Do not add your Strength modifier to damage rolls with grenades. Targeting Grid Intersections When using a thrown weapon that has an area effect, such as a grenade, you target a specific grid intersection on a tactical battle map, rather than a specific creature. Treat this as a ranged attack against AC 5. Missing with a Thrown Weapon If you miss on a ranged attack with a thrown weapon, the weapon lands in a random square or grid intersection as appropriate near your target.
To determine where it lands, roll 1d8. This determines the initial misdirection of the throw, with 1 falling short off-target in a straight line toward the thrower , and 2 through 8 rotating around the target creature or grid intersection in a clockwise direction, as illustrated in the diagram above. The result is how many squares away in that direction the weapon lands. For example, after a missed ranged attack with a grenade, a player rolls 1d8 with a result of 1. Then, the player rolls 1d4 with a result of 2.
This determines that the grenade actually lands at an intersection 2 squares in front of the target intersection. If you make an attack with a ranged weapon from a distance greater than its listed range, you take a cumulative —2 penalty to the attack roll for each full range increment of distance between you and the target beyond the first or fraction thereof. For thrown weapons, the maximum range is 5 range increments.
Some ranged weapons have different maximum ranges, but if so, their descriptions specify their maximum ranges. You roll your damage twice, each time with all your usual bonuses and including any additional damage from special abilities, and then add the rolls together. Some weapons inflict a special effect on a target of a critical hit, in addition to dealing double damage see Critical Hit Effects.
Cast a Spell The vast majority of spells require at least a standard action to cast, and sometimes more. Spells that take more than a round to cast require a full action each round until they are complete. For more information about how spells and magic work, see Magic. Casting While Threatened Casting a spell takes a significant amount of concentration, forcing you to lower your defenses briefly.
When you cast a spell, it gives targets threatening you in melee a chance to make an attack of opportunity against you see Attack of Opportunity , unless the spell specifies otherwise—normally only the case for a few spells with a range of touch. If this attack of opportunity hits and damages you, you fail to cast the spell and lose the spell slot. For more information about threatened squares, see Reach and Threatened Squares.
Combat Maneuver As a standard action, you can attempt one of the following combat maneuvers. The effects of success vary depending on the maneuver, as described below.
If an obstacle is in the way, the target stops at the obstacle instead. Dirty Trick You make an unorthodox attack to briefly hinder the target. The target can remove the condition as a move action. A dirty trick is normally a melee attack, but a GM can allow certain actions to count as dirty tricks at range, in which case you take a —2 penalty to your attack roll for every 5 feet between you and the target.
If you have a hand free, you can automatically grab the item with your hand before it falls. Grapple You hold the target in place. You must have at least one hand free to perform a grapple combat maneuver. The grappled or pinned condition lasts until the end of your next turn, unless you renew it on your next turn with another grapple combat maneuver.
The condition ends immediately if you move away. As long as you have one target grappled or pinned, you cannot attempt to grapple another. The grappled and pinned conditions are further detailed in Conditions. Doing so immediately ends the grapple. You cannot move the target past an obstacle. If you reposition a creature as a full action, you can move a distance equal to the distance you repositioned your target up to your move speed , dragging the target along with you. The object must be something that could be drawn easily by the target as a move action see Draw or Sheathe a Weapon.
Trip You knock the target prone if it is on the ground. A target in the air instead descends 10 feet, falling prone if this causes it to fall to the ground. A target in zero gravity is instead knocked off- kilter. The prone and off-kilter conditions are further detailed in Conditions. Concentrate to Maintain a Spell Some spells require continued concentration to keep them going.
Concentrating to maintain a spell is a standard action see Duration for more information about concentration. Covering Fire You can use your standard action to make a ranged attack that provides covering fire for an ally. Make a ranged attack roll against AC Dismiss a Spell Dismissing an active spell is a standard action see Duration for more information about dismissible spells. Feint You can use your standard action to feint by attempting a Bluff check.
When you successfully feint, you treat your opponent as flat-footed for your next attack against him before the end of your next turn. Fight Defensively You can fight defensively when attacking as part of a standard action. Harrying Fire You can use your standard action to make a ranged attack that distracts a foe in your line of effect. Make an attack roll against AC Total Defense You can defend yourself as a standard action. Use a Special Ability There are three types of special abilities: Special abilities often carry the parenthetical abbreviations Ex , Sp , or Su to indicate whether they are extraordinary, spell-like, or supernatural abilities.
Some are ongoing, while others are use-activated. For more details, including descriptions of specific special abilities, see Special Abilities. Using a special ability is usually a standard action, unless it is an ongoing ability or the ability says otherwise. In rare cases, an ability might take a full action or a move action to activate.
In most cases, a use-activated special ability cannot be activated as a swift action. Using a spell-like ability typically provokes an attack of opportunity unless stated otherwise. The following actions are move actions. Crawl You can crawl 5 feet as a move action. A crawling character is considered prone. Direct or Redirect an Effect Some technology and spells allow you to redirect an effect to new targets or areas.
Redirecting requires a move action unless the technology or spell states otherwise. Draw or Sheathe a Weapon Drawing a weapon so that you can use it in combat or putting it away so that you have a free hand requires a move action. This action includes activating or deactivating the weapon.
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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. Action Types perform within the framework of a 6-second combat round. There are five types of actions: 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.
VIDEO: Actions in Combat | Starfinder SRD
Move Action; Full-Round Action; Free Action; Swift Action; Immediate Action; Not an Action; Restricted Activity. Standard Actions. Attack. Melee Attacks; Unarmed. action. Specifies a server endpoint to handle the form input. The value must be an make the request without a full load of the page or opening a new page. Recognizing also that the international community should devise ways and means to remove the current obstacles and meet challenges to the full realization of.