Combat and Initiative

Determining Initiative


Alternate Initiative Rules

Planning Phase

Taking Your Turn

During and out of combat, every character has actions they can take. What actions they can take depends on their class, race, skills, perks, and spells among other things. 

During combat every character has 2 Full Actions, 1 Swift Action, 1 Free action, and 1 Reaction. 

Here is a list of some of the most common actions. 

Actions that require more than a full action. 

Some actions require more than one full action, these actions are very few and will normally specify if they do. 

Some common actions that do require multiple full actions are:


Full action (2 per turn)

Full actions are the most common type of action that can be taken. These take thought and planning along with significant movement of the character's body. 


Swift action (1 per turn)

Swift actions are quick and simple, such as throwing a dagger. They take little time to perform and can be done with minimal movement. 


Free action (1 per turn)

These are actions that don’t really take effort or time to be completed.


Reaction (1 per turn)

This action is dictated by the spell or ability you are using. 

Anything that requires a reaction will dictate a trigger, this is the event(s) that must occur before that ability or spell can be used. An attack of opportunity is an example of an ability that uses a reaction.


Attack of Opportunity:

This requires a reaction. 

If a character moves within 5 feet of another character, and continues to move, the stationary character can make a single melee attack against the moving character without using AP. This includes forced movement.

Attacking

Damage


Damage Resistance:

Flanking

Overshield:


Sneaking