Actions
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:
Putting on or taking off Medium Armor (2 Full actions)
Putting on or taking off Heavy Armor (1 Full turn)
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.
Moving - move squares equal to your movement
Moving through rough terrain reduces your movement according to the type of terrain unless you can fly over it .
Attacking - use your currently equipped weapon.
Grapple - Roll Vigor to grapple a target, the target must roll Dexterity or Vigor to avoid it. If the target fails, they cannot move and cannot avoid attacks until freed by succeeding a Vigor roll against the attacker’s Vigor.
Get up - If knocked down you must take an action to stand before you can act.
Any skill roll other than Cognition, Intellect, or sneak.
Disengage - As a full action you can disengage from adjacent combatants, preventing them from taking an attack of opportunity against you. You move 5 feet in a chosen direction.
Cast most spells.
Removing or putting on Light Armor, gloves, helmets, boots, or clothing.
Two swift actions
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.
These are actions that only take a moment.
Using an item, switching weapons.
Trip - You and a target within 5ft[] must roll Dexterity. If you roll higher the target is knocked down at the beginning of their turn.
Cognition or Intellect rolls.
Entering Stealth - must have something to hide behind or in.
Take a 5ft step in any direction.
Two free actions
Free action (1 per turn)
These are actions that don’t really take effort or time to be completed.
Taking flight or landing (While already less than 5 feet above the ground), etc.
Some spells
Winking or similar minor gesture
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.