HOW COMBAT WORKS
  Combat is cyclical; everybody acts in turn in a regular cycle of rounds. Combat 
  follows this sequence:
  1. Each combatant starts out flat-footed. Once a combatant acts, he or she is 
  no longer flat-footed.
  2. Determine which characters are aware of their opponents at the start of the 
  battle. If some but not all of the combatants are aware of their opponents, 
  a surprise round happens before regular rounds of combat begin. The combatants 
  who are aware of the opponents can act in the surprise round, so they roll for 
  initiative. In initiative order (highest to lowest), combatants who started 
  the battle aware of their opponents each take one action (either a standard 
  action or a move action) during the surprise round. Combatants who were unaware 
  do not get to act in the surprise round. If no one or everyone starts the battle 
  aware, there is no surprise round.
  3. Combatants who have not yet rolled initiative do so. All combatants are now 
  ready to begin their first regular round of combat.
  4. Combatants act in initiative order (highest to lowest).
  5. When everyone has had a turn, the combatant with the highest initiative acts 
  again, and steps 4 and 5 repeat until combat ends.
COMBAT STATISTICS
  This section summarizes the statistics that determine success in combat, and 
  then details how to use
ATTACK ROLL
  An attack roll represents your attempt to strike your opponent on your turn 
  in a round. When you make an attack roll, you roll a d20 and add your attack 
  bonus. (Other modifiers may also apply to this roll.) If your result equals 
  or beats the target's Armor Class, you hit and deal damage.
  Automatic Misses and Hits: A natural 1 (the d20 comes up 1) on an attack roll 
  is always a miss. A natural 20 (the d20 comes up 20) is always a hit. A natural 
  20 is also a threat-a possible critical hit.
ATTACK BONUS
  Your attack bonus with a melee weapon is:
  Base attack bonus + Strength modifier + size modifier
  With a ranged weapon, your attack bonus is:
  Base attack bonus + Dexterity modifier + size modifier + range penalty
DAMAGE
  When your attack succeeds, you deal damage. The type of weapon used determines 
  the amount of damage you deal. Effects that modify weapon damage apply to unarmed 
  strikes and the natural physical attack forms of creatures.
  Damage reduces a target's current hit points.
  Minimum Damage: If penalties reduce the damage result to less than 1, a hit 
  still deals 1 point of damage.
  Strength Bonus: When you hit with a melee or thrown weapon, including a sling, 
  add your Strength modifier to the damage result. A Strength penalty, but not 
  a bonus, applies on attacks made with a bow that is not a composite bow.
  Off-Hand Weapon: When you deal damage with a weapon in your off hand, you add 
  only 1/2 your Strength bonus.
  Wielding a Weapon Two-Handed: When you deal damage with a weapon that you are 
  wielding two-handed, you add 1-1/2 times your Strength bonus. However, you don't 
  get this higher Strength bonus when using a light weapon with two hands.
  Multiplying Damage: Sometimes you multiply damage by some factor, such as on 
  a critical hit. Roll the damage (with all modifiers) multiple times and total 
  the results. Note: When you multiply damage more than once, each multiplier 
  works off the original, unmultiplied damage.
  Exception: Extra damage dice over and above a weapon's normal damage are never 
  multiplied.
  Ability Damage: Certain creatures and magical effects can cause temporary ability 
  damage (a reduction to an ability score).
ARMOR CLASS
  Your Armor Class (AC) represents how hard it is for opponents to land a solid, 
  damaging blow on you. It's the attack roll result that an opponent needs to 
  achieve to hit you. Your AC is equal to the following: 10 + armor bonus + shield 
  bonus + Dexterity modifier + size modifier
Note that armor limits your Dexterity bonus, so if you're wearing armor, you 
  might not be able to apply your whole Dexterity bonus to your AC.
  Sometimes you can't use your Dexterity bonus (if you have one). If you can't 
  react to a blow, you can't use your Dexterity bonus to AC. (If you don't have 
  a Dexterity bonus, nothing happens.)
Other Modifiers: Many other factors modify your AC.
  Enhancement Bonuses: Enhancement effects make your armor better.
  Deflection Bonus: Magical deflection effects ward off attacks and improve your 
  AC.
  Natural Armor: Natural armor improves your AC.
  Dodge Bonuses: Some other AC bonuses represent actively avoiding blows. These 
  bonuses are called dodge bonuses. Any situation that denies you your Dexterity 
  bonus also denies you dodge bonuses. (Wearing armor, however, does not limit 
  these bonuses the way it limits a Dexterity bonus to AC.) Unlike most sorts 
  of bonuses, dodge bonuses stack with each other.
  Touch Attacks: Some attacks disregard armor, including shields and natural armor. 
  In these cases, the attacker makes a touch attack roll (either ranged or melee). 
  When you are the target of a touch attack, your AC doesn't include any armor 
  bonus, shield bonus, or natural armor bonus. All other modifiers, such as your 
  size modifier, Dexterity modifier, and deflection bonus (if any) apply normally.
HIT POINTS
  When your hit point total reaches 0, you're disabled. When it reaches -1, you're 
  dying. When it gets to -10, you're dead.
SPEED
  Your speed tells you how far you can move in a round and still do something, 
  such as attack or cast a spell. Your speed depends mostly on your race and what 
  armor you're wearing.
  Dwarves, gnomes, and halflings have a speed of 20 feet (4 squares), or 15 feet 
  (3 squares) when wearing medium or heavy armor (except for dwarves, who move 
  20 feet in any armor).
  Humans, elves, half-elves, and half-orcs have a speed of 30 feet (6 squares), 
  or 20 feet (4 squares) in medium or heavy armor.
  If you use two move actions in a round (sometimes called a "double move" 
  action), you can move up to double your speed. If you spend the entire round 
  to run all out, you can move up to quadruple your speed (or triple if you are 
  in heavy armor).
SAVING THROWS
  Generally, when you are subject to an unusual or magical attack, you get a saving 
  throw to avoid or reduce the effect. Like an attack roll, a saving throw is 
  a d20 roll plus a bonus based on your class, level, and an ability score. Your 
  saving throw modifier is: Base save bonus + ability modifier 
  Saving Throw Types: The three different kinds of saving throws are Fortitude, 
  Reflex, and Will:
  Fortitude: These saves measure your ability to stand up to physical punishment 
  or attacks against your vitality and health. Apply your Constitution modifier 
  to your Fortitude saving throws. 
  Reflex: These saves test your ability to dodge area attacks. Apply your Dexterity 
  modifier to your Reflex saving throws. 
  Will: These saves reflect your resistance to mental influence as well as many 
  magical effects. Apply your Wisdom modifier to your Will saving throws.
  Saving Throw Difficulty Class: The DC for a save is determined by the attack 
  itself.
  Automatic Failures and Successes: A natural 1 (the d20 comes up 1) on a saving 
  throw is always a failure (and may cause damage to exposed items; see Items 
  Surviving after a Saving Throw). A natural 20 (the d20 comes up 20) is always 
  a success.
INITIATIVE
  Initiative Checks: At the start of a battle, each combatant makes an initiative 
  check. An initiative check is a Dexterity check. Each character applies his 
  or her Dexterity modifier to the roll. Characters act in order, counting down 
  from highest result to lowest. In every round that follows, the characters act 
  in the same order (unless a character takes an action that results in his or 
  her initiative changing; see Special Initiative Actions).
  If two or more combatants have the same initiative check result, the combatants 
  who are tied act in order of total initiative modifier (highest first). If there 
  is still a tie, the tied characters should roll again to determine which one 
  of them goes before the other.
  Flat-Footed: At the start of a battle, before you have had a chance to act (specifically, 
  before your first regular turn in the initiative order), you are flat-footed. 
  You can't use your Dexterity bonus to AC (if any) while flat-footed. Barbarians 
  and rogues have the uncanny dodge extraordinary ability, which allows them to 
  avoid losing their Dexterity bonus to AC due to being flat-footed.
  A flat-footed character can't make attacks of opportunity.
  Inaction: Even if you can't take actions, you retain your initiative score for 
  the duration of the encounter.
SURPRISE
  When a combat starts, if you are not aware of your opponents and they are aware 
  of you, you're surprised.
Determining Awareness
  Sometimes all the combatants on a side are aware of their opponents, sometimes 
  none are, and sometimes only some of them are. Sometimes a few combatants on 
  each side are aware and the other combatants on each side are unaware.
  Determining awareness may call for Listen checks, Spot checks, or other checks.
  The Surprise Round: If some but not all of the combatants are aware of their 
  opponents, a surprise round happens before regular rounds begin. Any combatants 
  aware of the opponents can act in the surprise round, so they roll for initiative. 
  In initiative order (highest to lowest), combatants who started the battle aware 
  of their opponents each take a standard action during the surprise round. You 
  can also take free actions during the surprise round. If no one or everyone 
  is surprised, no surprise round occurs.
  Unaware Combatants: Combatants who are unaware at the start of battle don't 
  get to act in the surprise round. Unaware combatants are flat-footed because 
  they have not acted yet, so they lose any Dexterity bonus to AC.
ATTACKS OF OPPORTUNITY
  Sometimes a combatant in a melee lets her guard down. In this case, combatants 
  near her can take advantage of her lapse in defense to attack her for free. 
  These free attacks are called attacks of opportunity.
  Threatened Squares: You threaten all squares into which you can make a melee 
  attack, even when it is not your action. Generally, that means everything in 
  all squares adjacent to your space (including diagonally). An enemy that takes 
  certain actions while in a threatened square provokes an attack of opportunity 
  from you. If you're unarmed, you don't normally threaten any squares and thus 
  can't make attacks of opportunity.
  Reach Weapons: Most creatures of Medium or smaller size have a reach of only 
  5 feet. This means that they can make melee attacks only against creatures up 
  to 5 feet (1 square) away. However, Small and Medium creatures wielding reach 
  weapons threaten more squares than a typical creature. In addition, most creatures 
  larger than Medium have a natural reach of 10 feet or more.
  Provoking an Attack of Opportunity: Two kinds of actions can provoke attacks 
  of opportunity: moving out of a threatened square and performing an action within 
  a threatened square.
  Moving: Moving out of a threatened square usually provokes an attack of opportunity 
  from the threatening opponent. There are two common methods of avoiding such 
  an attack-the 5-foot-step and the withdraw action (see below).
  Performing a Distracting Act: Some actions, when performed in a threatened square, 
  provoke attacks of opportunity as you divert your attention from the battle. 
  Table: Actions in Combat notes many of the actions that provoke attacks of opportunity.
  Remember that even actions that normally provoke attacks of opportunity may 
  have exceptions to this rule.
  Making an Attack of Opportunity: An attack of opportunity is a single melee 
  attack, and you can only make one per round. You don't have to make an attack 
  of opportunity if you don't want to.
  An experienced character gets additional regular melee attacks (by using the 
  full attack action), but at a lower attack bonus. You make your attack of opportunity, 
  however, at your normal attack bonus-even if you've already attacked in the 
  round.
  An attack of opportunity "interrupts" the normal flow of actions in 
  the round. If an attack of opportunity is provoked, immediately resolve the 
  attack of opportunity, then continue with the next character's turn (or complete 
  the current turn, if the attack of opportunity was provoked in the midst of 
  a character's turn).
  Combat Reflexes and Additional Attacks of Opportunity: If you have the Combat 
  Reflexes feat you can add your Dexterity modifier to the number of attacks of 
  opportunity you can make in a round. This feat does not let you make more than 
  one attack for a given opportunity, but if the same opponent provokes two attacks 
  of opportunity from you, you could make two separate attacks of opportunity 
  (since each one represents a different opportunity). Moving out of more than 
  one square threatened by the same opponent in the same round doesn't count as 
  more than one opportunity for that opponent. All these attacks are at your full 
  normal attack bonus.
ACTIONS IN COMBAT
THE COMBAT ROUND
  Each round represents 6 seconds in the game world. A round presents an opportunity 
  for each character involved in a combat situation to take an action. 
  Each round's activity begins with the character with the highest initiative 
  result and then proceeds, in order, from there. Each round of a combat uses 
  the same initiative order. When a character's turn comes up in the initiative 
  sequence, that character performs his entire round's worth of actions. (For 
  exceptions, see Attacks of Opportunity and Special Initiative Actions.)
  For almost all purposes, there is no relevance to the end of a round or the 
  beginning of a round. A round can be a segment of game time starting with the 
  first character to act and ending with the last, but it usually means a span 
  of time from one round to the same initiative count in the next round. Effects 
  that last a certain number of rounds end just before the same initiative count 
  that they began on.
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. 
  There are four types of actions: standard actions, move actions, full-round 
  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 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 
  make an attack or cast a spell. See Table: Actions in Combat for other standard 
  actions.
  Move Action: A move action allows you to move your speed or perform an action 
  that takes a similar amount of time. See Table: Actions in Combat.
  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 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 (see below).
  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, below, 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.
  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.
  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 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).
Table: Actions in Combat
| Standard Action  | Attack of Opportunity | 
| Attack (melee) Attack (ranged) Attack (unarmed) Yes Activate a magic item other than a potion or oil No Aid another Maybe2 Bull rush Yes Cast a spell (1 standard action casting time) Yes 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 Make a dying friend stable (see Heal skill) Yes Overrun No Read a scroll Yes Ready (triggers a standard action) No Sunder a weapon (attack) Yes Sunder an object (attack) Maybe3 Total defense No Turn or rebuke undead 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 weapon4 No Load a hand crossbow or light crossbow Yes Open or close a door No Mount a horse or dismount No Move a heavy object Yes Pick up an item Yes Sheathe a weapon Yes Stand up from prone Yes Ready or loose a shield4 No Retrieve a stored item Yes Full-Round Action Attack of Opportunity1 Full attack No Charge5 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 touch spell on up to six friends Yes Withdraw5 No Free Action Attack of Opportunity1 Cast a quickened spell No Cease concentration on a spell No Drop an item No Drop to the floor No Prepare spell components to cast a spell6 No Speak No No Action Attack of Opportunity1 Delay No 5-foot step No Action Type Varies Disarm7 Yes Grapple7 Yes Trip an opponent7 Yes Use feat8 Varies | No Yes 
 | 
| 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 the object is being held, carried, or worn by a creature, yes. If not, no. | |
| 4 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. | |
| 5 May be taken as a standard action if you are limited to taking only a single action in a round. | |
| 6 Unless the component is an extremely large or awkward item. | |
| 7 These attack forms 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. | |
| 8 The description of a feat defines its effect. | 
STANDARD ACTIONS
  Attack
  Making an attack is a standard action.
  Melee Attacks: With a normal melee weapon, you can strike any opponent within 
  5 feet. (Opponents within 5 feet are considered adjacent to you.) Some melee 
  weapons have reach, as indicated in their descriptions. With a typical reach 
  weapon, you can strike opponents 10 feet away, but you can't strike adjacent 
  foes (those within 5 feet).
  Unarmed Attacks: Striking for damage with punches, kicks, and head butts is 
  much like attacking with a melee weapon, except for the following:
  Attacks of Opportunity: Attacking unarmed provokes an attack of opportunity 
  from the character you attack, provided she is armed. The attack of opportunity 
  comes before your attack. An unarmed attack does not provoke attacks of opportunity 
  from other foes nor does it provoke an attack of opportunity from an unarmed 
  foe.
  An unarmed character can't take attacks of opportunity (but see "Armed" 
  Unarmed Attacks, below).
  "Armed" Unarmed Attacks: Sometimes a character's or creature's unarmed 
  attack counts as an armed attack. A monk, a character with the Improved Unarmed 
  Strike feat, a spellcaster delivering a touch attack spell, and a creature with 
  natural physical weapons all count as being armed.
  Note that being armed counts for both offense and defense (the character can 
  make attacks of opportunity)
  Unarmed Strike Damage: An unarmed strike from a Medium character deals 1d3 points 
  of damage (plus your Strength modifier, as normal). A Small character's unarmed 
  strike deals 1d2 points of damage, while a Large character's unarmed strike 
  deals 1d4 points of damage. All damage from unarmed strikes is nonlethal damage. 
  Unarmed strikes count as light weapons (for purposes of two-weapon attack penalties 
  and so on).
  Dealing Lethal Damage: You can specify that your unarmed strike will deal lethal 
  damage before you make your attack roll, but you take a -4 penalty on your attack 
  roll. If you have the Improved Unarmed Strike feat, you can deal lethal damage 
  with an unarmed strike without taking a penalty on the attack roll.
  Ranged Attacks: With a ranged weapon, you can shoot or throw at any target that 
  is within the weapon's maximum range and in line of sight. The maximum range 
  for a thrown weapon is five range increments. For projectile weapons, it is 
  ten range increments. Some ranged weapons have shorter maximum ranges, as specified 
  in their descriptions.
  Attack Rolls: An attack roll represents your attempts to strike your opponent. 
  
  Your attack roll is 1d20 + your attack bonus with the weapon you're using. If 
  the result is at least as high as the target's AC, you hit and deal damage.
  Automatic Misses and Hits: A natural 1 (the d20 comes up 1) on the attack roll 
  is always a miss. A natural 20 (the d20 comes up 20) is always a hit. A natural 
  20 is also a threat-a possible critical hit.
  Damage Rolls: If the attack roll result equals or exceeds the target's AC, the 
  attack hits and you deal damage. Roll the appropriate damage for your weapon. 
  Damage is deducted from the target's current hit points.
  Multiple Attacks: A character who can make more than one attack per round must 
  use the full attack action (see Full-Round Actions, below) in order to get more 
  than one attack.
  Shooting or Throwing into a Melee: If you shoot or throw a ranged weapon at 
  a target engaged in melee with a friendly character, you take a -4 penalty on 
  your attack roll. Two characters are engaged in melee if they are enemies of 
  each other and either threatens the other. (An unconscious or otherwise immobilized 
  character is not considered engaged unless he is actually being attacked.)
  If your target (or the part of your target you're aiming at, if it's a big target) 
  is at least 10 feet away from the nearest friendly character, you can avoid 
  the -4 penalty, even if the creature you're aiming at is engaged in melee with 
  a friendly character.
  Precise Shot: If you have the Precise Shot feat you don't take this penalty.
  Fighting Defensively as a Standard Action: You can choose to fight defensively 
  when attacking. If you do so, you take a -4 penalty on all attacks in a round 
  to gain a +2 dodge bonus to AC for the same round.
  Critical Hits: When you make an attack roll and get a natural 20 (the d20 shows 
  20), you hit regardless of your target's Armor Class, and you have scored a 
  threat. The hit might be a critical hit (or "crit"). To find out if 
  it's a critical hit, you immediately make a critical roll-another attack roll 
  with all the same modifiers as the attack roll you just made. If the critical 
  roll also results in a hit against the target's AC, your original hit is a critical 
  hit. (The critical roll just needs to hit to give you a crit. It doesn't need 
  to come up 20 again.) If the critical roll is a miss, then your hit is just 
  a regular hit.
  A critical hit means that you roll your damage more than once, with all your 
  usual bonuses, and add the rolls together. Unless otherwise specified, the threat 
  range for a critical hit on an attack roll is 20, and the multiplier is x2.
  Exception: Extra damage over and above a weapon's normal damage is not multiplied 
  when you score a critical hit.
  Increased Threat Range: Sometimes your threat range is greater than 20. That 
  is, you can score a threat on a lower number. In such cases, a roll of lower 
  than 20 is not an automatic hit. Any attack roll that doesn't result in a hit 
  is not a threat.
  Increased Critical Multiplier: Some weapons deal better than double damage on 
  a critical hit.
  Spells and Critical Hits: A spell that requires an attack roll can score a critical 
  hit. A spell attack that requires no attack roll cannot score a critical hit.
Cast a Spell
  Most spells require 1 standard action to cast. You can cast such a spell either 
  before or after you take a move action. 
  Note: You retain your Dexterity bonus to AC while casting.
  Spell Components: To cast a spell with a verbal (V) component, your character 
  must speak in a firm voice. If you're gagged or in the area of a silence spell, 
  you can't cast such a spell. A spellcaster who has been deafened has a 20% chance 
  to spoil any spell he tries to cast if that spell has a verbal component.
  To cast a spell with a somatic (S) component, you must gesture freely with at 
  least one hand. You can't cast a spell of this type while bound, grappling, 
  or with both your hands full or occupied.
  To cast a spell with a material (M), focus (F), or divine focus (DF) component, 
  you have to have the proper materials, as described by the spell. Unless these 
  materials are elaborate preparing these materials is a free action. For material 
  components and focuses whose costs are not listed, you can assume that you have 
  them if you have your spell component pouch.
  Some spells have an experience point (XP) component and entail an experience 
  point cost to you. No spell can restore the lost XP. You cannot spend so much 
  XP that you lose a level, so you cannot cast the spell unless you have enough 
  XP to spare. However, you may, on gaining enough XP to achieve a new level, 
  immediately spend the XP on casting the spell rather than keeping it to advance 
  a level. The XP are expended when you cast the spell, whether or not the casting 
  succeeds.
  Concentration: You must concentrate to cast a spell. If you can't concentrate 
  you can't cast a spell. If you start casting a spell but something interferes 
  with your concentration you must make a Concentration check or lose the spell. 
  The check's DC depends on what is threatening your concentration (see the Concentration 
  skill). If you fail, the spell fizzles with no effect. If you prepare spells, 
  it is lost from preparation. If you cast at will, it counts against your daily 
  limit of spells even though you did not cast it successfully.
  Concentrating to Maintain a Spell: Some spells require continued concentration 
  to keep them going. Concentrating to maintain a spell is a standard action that 
  doesn't provoke an attack of opportunity. Anything that could break your concentration 
  when casting a spell can keep you from concentrating to maintain a spell. If 
  your concentration breaks, the spell ends.
  Casting Time: Most spells have a casting time of 1 standard action. A spell 
  cast in this manner immediately takes effect.
  Attacks of Opportunity: Generally, if you cast a spell, you provoke attacks 
  of opportunity from threatening enemies. If you take damage from an attack of 
  opportunity, you must make a Concentration check (DC 10 + points of damage taken 
  + spell level) or lose the spell. Spells that require only a free action to 
  cast don't provoke attacks of opportunity.
  Casting on the Defensive: Casting a spell while on the defensive does not provoke 
  an attack of opportunity. It does, however, require a Concentration check (DC 
  15 + spell level) to pull off. Failure means that you lose the spell.
  Touch Spells in Combat: Many spells have a range of touch. To use these spells, 
  you cast the spell and then touch the subject, either in the same round or any 
  time later. In the same round that you cast the spell, you may also touch (or 
  attempt to touch) the target. You may take your move before casting the spell, 
  after touching the target, or between casting the spell and touching the target. 
  You can automatically touch one friend or use the spell on yourself, but to 
  touch an opponent, you must succeed on an attack roll.
  Touch Attacks: Touching an opponent with a touch spell is considered to be an 
  armed attack and therefore does not provoke attacks of opportunity. However, 
  the act of casting a spell does provoke an attack of opportunity. Touch attacks 
  come in two types: melee touch attacks and ranged touch attacks. You can score 
  critical hits with either type of attack. Your opponent's AC against a touch 
  attack does not include any armor bonus, shield bonus, or natural armor bonus. 
  His size modifier, Dexterity modifier, and deflection bonus (if any) all apply 
  normally.
  Holding the Charge: If you don't discharge the spell in the round when you cast 
  the spell, you can hold the discharge of the spell (hold the charge) indefinitely. 
  You can continue to make touch attacks round after round. You can touch one 
  friend as a standard action or up to six friends as a full-round action. If 
  you touch anything or anyone while holding a charge, even unintentionally, the 
  spell discharges. If you cast another spell, the touch spell dissipates. Alternatively, 
  you may make a normal unarmed attack (or an attack with a natural weapon) while 
  holding a charge. In this case, you aren't considered armed and you provoke 
  attacks of opportunity as normal for the attack. (If your unarmed attack or 
  natural weapon attack doesn't provoke attacks of opportunity, neither does this 
  attack.) If the attack hits, you deal normal damage for your unarmed attack 
  or natural weapon and the spell discharges. If the attack misses, you are still 
  holding the charge.
  Dismiss a Spell: Dismissing an active spell is a standard action that doesn't 
  provoke attacks of opportunity.
Activate Magic Item
  Many magic items don't need to be activated. However, certain magic items need 
  to be activated, especially potions, scrolls, wands, rods, and staffs. Activating 
  a magic item is a standard action (unless the item description indicates otherwise).
  Spell Completion Items: Activating a spell completion item is the equivalent 
  of casting a spell. It requires concentration and provokes attacks of opportunity. 
  You lose the spell if your concentration is broken, and you can attempt to activate 
  the item while on the defensive, as with casting a spell.
  Spell Trigger, Command Word, or Use-Activated Items: Activating any of these 
  kinds of items does not require concentration and does not provoke attacks of 
  opportunity.
Use Special Ability
  Using a special ability is usually a standard action, but whether it is a standard 
  action, a full-round action, or not an action at all is defined by the ability.
  Spell-Like Abilities: Using a spell-like ability works like casting a spell 
  in that it requires concentration and provokes attacks of opportunity. Spell-like 
  abilities can be disrupted. If your concentration is broken, the attempt to 
  use the ability fails, but the attempt counts as if you had used the ability. 
  The casting time of a spell-like ability is 1 standard action, unless the ability 
  description notes otherwise.
  Using a Spell-Like Ability on the Defensive: You may attempt to use a spell-like 
  ability on the defensive, just as with casting a spell. If the Concentration 
  check (DC 15 + spell level) fails, you can't use the ability, but the attempt 
  counts as if you had used the ability.
  Supernatural Abilities: Using a supernatural ability is usually a standard action 
  (unless defined otherwise by the ability's description). Its use cannot be disrupted, 
  does not require concentration, and does not provoke attacks of opportunity.
  Extraordinary Abilities: Using an extraordinary ability is usually not an action 
  because most extraordinary abilities automatically happen in a reactive fashion. 
  Those extraordinary abilities that are actions are usually standard actions 
  that cannot be disrupted, do not require concentration, and do not provoke attacks 
  of opportunity.
Total Defense
  You can defend yourself as a standard action. You get a +4 dodge bonus to your 
  AC for 1 round. Your AC improves at the start of this action. You can't combine 
  total defense with fighting defensively or with the benefit of the Combat Expertise 
  feat (since both of those require you to declare an attack or full attack). 
  You can't make attacks of opportunity while using total defense.
Start/Complete Full-Round Action
  The "start full-round action" standard action lets you start undertaking 
  a full-round action, which you can complete in the following round by using 
  another standard action. You can't use this action to start or complete a full 
  attack, charge, run, or withdraw.
MOVE ACTIONS
  With the exception of specific movement-related skills, most move actions don't 
  require a check.
Move
  The simplest move action is moving your speed. If you take this kind of move 
  action during your turn, you can't also take a 5-foot step.
  Many nonstandard modes of movement are covered under this category, including 
  climbing (up to one-quarter of your speed) and swimming (up to one-quarter of 
  your speed).
  Accelerated Climbing: You can climb one-half your speed as a move action by 
  accepting a -5 penalty on your Climb check.
  Crawling: You can crawl 5 feet as a move action. Crawling incurs attacks of 
  opportunity from any attackers who threaten you at any point of your crawl.
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 also applies to weapon-like 
  objects carried in easy reach, such as wands. If your weapon or weapon-like 
  object is stored in a pack or otherwise out of easy reach, treat this action 
  as retrieving a stored item.
  If you have a base attack bonus of +1 or higher, you may draw a weapon as a 
  free action combined 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.
  Drawing ammunition for use with a ranged weapon (such as arrows, bolts, sling 
  bullets, or shuriken) is a free action.
Ready or Loose a Shield
  Strapping a shield to your arm to gain its shield bonus to your AC, or unstrapping 
  and dropping a shield so you can use your shield hand for another purpose, requires 
  a move action. If you have a base attack bonus of +1 or higher, you can ready 
  or loose a shield as a free action combined with a regular move.
  Dropping a carried (but not worn) shield is a free action.
Manipulate an Item
  In most cases, moving or manipulating an item is a move action.
  This includes retrieving or putting away a stored item, picking up an item, 
  moving a heavy object, and opening a door. Examples of this kind of action, 
  along with whether they incur an attack of opportunity, are given in Table: 
  Actions in Combat.
Direct or Redirect a Spell
  Some spells allow you to redirect the effect to new targets or areas after you 
  cast the spell. Redirecting a spell requires a move action and does not provoke 
  attacks of opportunity or require concentration.
Stand Up
  Standing up from a prone position requires a move action and provokes attacks 
  of opportunity.
Mount/Dismount a Steed
  Mounting or dismounting from a steed requires a move action.
  Fast Mount or Dismount: You can mount or dismount as a free action with a DC 
  20 Ride check (your armor check penalty, if any, applies to this check). If 
  you fail the check, mounting or dismounting is a move action instead. (You can't 
  attempt a fast mount or fast dismount unless you can perform the mount or dismount 
  as a move action in the current round.)
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.
Full Attack
  If you get more than one attack per round because your base attack bonus is 
  high enough, because you fight with two weapons or a double weapon or for some 
  special reason you must use a full-round action to get your additional attacks. 
  You do not need to specify the targets of your attacks ahead of time. You can 
  see how the earlier attacks turn out before assigning the later ones.
  The only movement you can take during a full attack is a 5-foot step. You may 
  take the step before, after, or between your attacks.
  If you get multiple attacks because your base attack bonus is high enough, you 
  must make the attacks in order from highest bonus to lowest. If you are using 
  two weapons, you can strike with either weapon first. If you are using a double 
  weapon, you can strike with either part of the weapon first.
  Deciding between an Attack or a Full Attack: After your first attack, you can 
  decide to take a move action instead of making your remaining attacks, depending 
  on how the first attack turns out. If you've already taken a 5-foot step, you 
  can't use your move action to move any distance, but you could still use a different 
  kind of move action.
  Fighting Defensively as a Full-Round Action: You can choose to fight defensively 
  when taking a full attack action. If you do so, you take a -4 penalty on all 
  attacks in a round to gain a +2 dodge bonus to AC for the same round.
  Cleave: The extra attack granted by the Cleave feat or Great Cleave feat can 
  be taken whenever they apply. This is an exception to the normal limit to the 
  number of attacks you can take when not using a full attack action.
Cast a Spell
  A spell that takes 1 round to cast is a full-round action. It comes into effect 
  just before the beginning of your turn in the round after you began casting 
  the spell. You then act normally after the spell is completed.
  A spell that takes 1 minute to cast comes into effect just before your turn 
  1 minute later (and for each of those 10 rounds, you are casting a spell as 
  a full-round action). These actions must be consecutive and uninterrupted, or 
  the spell automatically fails.
  When you begin a spell that takes 1 round or longer to cast, you must continue 
  the invocations, gestures, and concentration from one round to just before your 
  turn in the next round (at least). If you lose concentration after starting 
  the spell and before it is complete, you lose the spell.
  You only provoke attacks of opportunity when you begin casting a spell, even 
  though you might continue casting for at least one full round. While casting 
  a spell, you don't threaten any squares around you.
  This action is otherwise identical to the cast a spell action described under 
  Standard Actions.
  Casting a Metamagic Spell: Sorcerers and bards must take more time to cast a 
  metamagic spell (one enhanced by a metamagic feat) than a regular spell. If 
  a spell's normal casting time is 1 standard action, casting a metamagic version 
  of the spell is a full-round action for a sorcerer or bard. Note that this isn't 
  the same as a spell with a 1-round casting time-the spell takes effect in the 
  same round that you begin casting, and you aren't required to continue the invocations, 
  gestures, and concentration until your next turn. For spells with a longer casting 
  time, it takes an extra full-round action to cast the metamagic spell.
  Clerics must take more time to spontaneously cast a metamagic version of a cure 
  or inflict spell. Spontaneously casting a metamagic version of a spell with 
  a casting time of 1 standard action is a full-round action, and spells with 
  longer casting times take an extra full-round action to cast.
Use Special Ability
  Using a special ability is usually a standard action, but some may be full-round 
  actions, as defined by the ability.
Withdraw
  Withdrawing from melee combat is a full-round action. When you withdraw, you 
  can move up to double your speed. The square you start out in is not considered 
  threatened by any opponent you can see, and therefore visible enemies do not 
  get attacks of opportunity against you when you move from that square. (Invisible 
  enemies still get attacks of opportunity against you, and you can't withdraw 
  from combat if you're blinded.) You can't take a 5-foot step during the same 
  round in which you withdraw.
  If, during the process of withdrawing, you move out of a threatened square (other 
  than the one you started in), enemies get attacks of opportunity as normal.
  You may not withdraw using a form of movement for which you don't have a listed 
  speed. 
  Note that despite the name of this action, you don't actually have to leave 
  combat entirely.
  Restricted Withdraw: If you are limited to taking only a standard action each 
  round you can withdraw as a standard action. In this case, you may move up to 
  your speed (rather than up to double your speed).
Run
  You can run as a full-round action. (If you do, you do not also get a 5-foot 
  step.) When you run, you can move up to four times your speed in a straight 
  line (or three times your speed if you're in heavy armor). You lose any Dexterity 
  bonus to AC unless you have the Run feat 
  You can run for a number of rounds equal to your Constitution score, but after 
  that you must make a DC 10 Constitution check to continue running. You must 
  check again each round in which you continue to run, and the DC of this check 
  increases by 1 for each check you have made. When you fail this check, you must 
  stop running. A character who has run to his limit must rest for 1 minute (10 
  rounds) before running again. During a rest period, a character can move no 
  faster than a normal move action.
  You can't run across difficult terrain or if you can't see where you're going.
  A run represents a speed of about 12 miles per hour for an unencumbered human.
Move 5 Feet through Difficult Terrain
  In some situations, your movement may be so hampered that you don't have sufficient 
  speed even to move 5 feet (a single square). In such a case, you may spend a 
  full-round action to move 5 feet (1 square) in any direction, even diagonally. 
  Even though this looks like a 5-foot step, it's not, and thus it provokes attacks 
  of opportunity normally.
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.
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 few sentences is generally beyond the limit of 
  a free action.
Cease Concentration on Spell
  You can stop concentrating on an active spell as a free action.
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 action as a free 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 with a casting time of 
  a free action doesn't incur an attack of opportunity.
MISCELLANEOUS 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 when 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 tell you what sorts of actions are required 
  to perform skills.
INJURY AND DEATH
  Your hit points measure how hard you are to kill. No matter how many hit points 
  you lose, your character isn't hindered in any way until your hit points drop 
  to 0 or lower.
LOSS OF HIT POINTS
  The most common way that your character gets hurt is to take lethal damage and 
  lose hit points
  What Hit Points Represent: Hit points mean two things in the game world: the 
  ability to take physical punishment and keep going, and the ability to turn 
  a serious blow into a less serious one.
  Effects of Hit Point Damage: Damage doesn't slow you down until your current 
  hit points reach 0 or lower. At 0 hit points, you're disabled.
  At from -1 to -9 hit points, you're dying.
  At -10 or lower, you're dead.
  Massive Damage: If you ever sustain a single attack deals 50 points of damage 
  or more and it doesn't kill you outright, you must make a DC 15 Fortitude save. 
  If this saving throw fails, you die regardless of your current hit points. If 
  you take 50 points of damage or more from multiple attacks, no one of which 
  dealt 50 or more points of damage itself, the massive damage rule does not apply.
DISABLED (0 HIT POINTS)
  When your current hit points drop to exactly 0, you're disabled.
  You can only take a single move or standard action each turn (but not both, 
  nor can you take full-round actions). You can take move actions without further 
  injuring yourself, but if you perform any standard action (or any other strenuous 
  action) you take 1 point of damage after the completing the act. Unless your 
  activity increased your hit points, you are now at -1 hit points, and you're 
  dying.
  Healing that raises your hit points above 0 makes you fully functional again, 
  just as if you'd never been reduced to 0 or fewer hit points.
  You can also become disabled when recovering from dying. In this case, it's 
  a step toward recovery, and you can have fewer than 0 hit points (see Stable 
  Characters and Recovery, below).
DYING (-1 TO -9 HIT POINTS)
  When your character's current hit points drop to between -1 and -9 inclusive, 
  he's dying.
  A dying character immediately falls unconscious and can take no actions.
  A dying character loses 1 hit point every round. This continues until the character 
  dies or becomes stable (see below).
DEAD (-10 HIT POINTS OR LOWER)
  When your character's current hit points drop to -10 or lower, or if he takes 
  massive damage (see above), he's dead. A character can also die from taking 
  ability damage or suffering an ability drain that reduces his Constitution to 
  0.
STABLE CHARACTERS AND RECOVERY
  On the next turn after a character is reduced to between -1 and -9 hit points 
  and on all subsequent turns, roll d% to see whether the dying character becomes 
  stable. He has a 10% chance of becoming stable. If he doesn't, he loses 1 hit 
  point. (A character who's unconscious or dying can't use any special action 
  that changes the initiative count on which his action occurs.)
  If the character's hit points drop to -10 or lower, he's dead.
  You can keep a dying character from losing any more hit points and make him 
  stable with a DC 15 Heal check.
  If any sort of healing cures the dying character of even 1 point of damage, 
  he stops losing hit points and becomes stable.
  Healing that raises the dying character's hit points to 0 makes him conscious 
  and disabled. Healing that raises his hit points to 1 or more makes him fully 
  functional again, just as if he'd never been reduced to 0 or lower. A spellcaster 
  retains the spellcasting capability she had before dropping below 0 hit points.
  A stable character who has been tended by a healer or who has been magically 
  healed eventually regains consciousness and recovers hit points naturally. If 
  the character has no one to tend him, however, his life is still in danger, 
  and he may yet slip away.
  Recovering with Help: One hour after a tended, dying character becomes stable, 
  roll d%. He has a 10% chance of becoming conscious, at which point he is disabled 
  (as if he had 0 hit points). If he remains unconscious, he has the same chance 
  to revive and become disabled every hour. Even if unconscious, he recovers hit 
  points naturally. He is back to normal when his hit points rise to 1 or higher.
  Recovering without Help: A severely wounded character left alone usually dies. 
  He has a small chance, however, of recovering on his own. 
  A character who becomes stable on his own (by making the 10% roll while dying) 
  and who has no one to tend to him still loses hit points, just at a slower rate. 
  He has a 10% chance each hour of becoming conscious. Each time he misses his 
  hourly roll to become conscious, he loses 1 hit point. He also does not recover 
  hit points through natural healing.
  Even once he becomes conscious and is disabled, an unaided character still does 
  not recover hit points naturally. Instead, each day he has a 10% chance to start 
  recovering hit points naturally (starting with that day); otherwise, he loses 
  1 hit point.
  Once an unaided character starts recovering hit points naturally, he is no longer 
  in danger of naturally losing hit points (even if his current hit point total 
  is negative).
HEALING
  After taking damage, you can recover hit points through natural healing or through 
  magical healing. In any case, you can't regain hit points past your full normal 
  hit point total.
  Natural Healing: With a full night's rest (8 hours of sleep or more), you recover 
  1 hit point per character level. Any significant interruption during your rest 
  prevents you from healing that night.
  If you undergo complete bed rest for an entire day and night, you recover twice 
  your character level in hit points. 
  Magical Healing: Various abilities and spells can restore hit points.
  Healing Limits: You can never recover more hit points than you lost. Magical 
  healing won't raise your current hit points higher than your full normal hit 
  point total.
  Healing Ability Damage: Ability damage is temporary, just as hit point damage 
  is. Ability damage returns at the rate of 1 point per night of rest (8 hours) 
  for each affected ability score. Complete bed rest restores 2 points per day 
  (24 hours) for each affected ability score.
TEMPORARY HIT POINTS
  Certain effects give a character temporary hit points. When a character gains 
  temporary hit points, note his current hit point total. When the temporary hit 
  points go away the character's hit points drop to his current hit point total. 
  If the character's hit points are below his current hit point total at that 
  time, all the temporary hit points have already been lost and the character's 
  hit point total does not drop further.
  When temporary hit points are lost, they cannot be restored as real hit points 
  can be, even by magic.
  Increases in Constitution Score and Current Hit Points: An increase in a character's 
  Constitution score, even a temporary one, can give her more hit points (an effective 
  hit point increase), but these are not temporary hit points. They can be restored 
  and they are not lost first as temporary hit points are.
NONLETHAL DAMAGE
  Dealing Nonlethal Damage: Certain attacks deal nonlethal damage. Other effects, 
  such as heat or being exhausted, also deal nonlethal damage. When you take nonlethal 
  damage, keep a running total of how much you've accumulated. Do not deduct the 
  nonlethal damage number from your current hit points. It is not "real" 
  damage. Instead, when your nonlethal damage equals your current hit points, 
  you're staggered, and when it exceeds your current hit points, you fall unconscious. 
  It doesn't matter whether the nonlethal damage equals or exceeds your current 
  hit points because the nonlethal damage has gone up or because your current 
  hit points have gone down.
  Nonlethal Damage with a Weapon that Deals Lethal Damage: You can use a melee 
  weapon that deals lethal damage to deal nonlethal damage instead, but you take 
  a -4 penalty on your attack roll.
  Lethal Damage with a Weapon that Deals Nonlethal Damage: You can use a weapon 
  that deals nonlethal damage, including an unarmed strike, to deal lethal damage 
  instead, but you take a -4 penalty on your attack roll.
  Staggered and Unconscious: When your nonlethal damage equals your current hit 
  points, you're staggered. You can only take a standard action or a move action 
  in each round. You cease being staggered when your current hit points once again 
  exceed your nonlethal damage.
  When your nonlethal damage exceeds your current hit points, you fall unconscious. 
  While unconscious, you are helpless.
  Spellcasters who fall unconscious retain any spellcasting ability they had before 
  going unconscious.
  Healing Nonlethal Damage: You heal nonlethal damage at the rate of 1 hit point 
  per hour per character level.
  When a spell or a magical power cures hit point damage, it also removes an equal 
  amount of nonlethal damage.