MOVEMENT, POSITION, AND DISTANCE
  Miniatures are on the 30mm scale-a miniature figure of a six-foot-tall human 
  is approximately 30mm tall. A square on the battle grid is 1 inch across, representing 
  a 5-foot-by-5-foot area.
TACTICAL MOVEMENT
  How Far Can Your Character Move?
  Your speed is determined by your race and your armor (see Table: Tactical Speed). 
  Your speed while unarmored is your base land speed.
  Encumbrance: A character encumbered by carrying a large amount of gear, treasure, 
  or fallen comrades may move slower than normal.
  Hampered Movement: Difficult terrain, obstacles, or poor visibility can hamper 
  movement.
  Movement in Combat: Generally, you can move your speed in a round and still 
  do something (take a move action and a standard action).
  If you do nothing but move (that is, if you use both of your actions in a round 
  to move your speed), you can move double your speed.
  If you spend the entire round running, you can move quadruple your speed. If 
  you do something that requires a full round you can only take a 5-foot step.
  Bonuses to Speed: A barbarian has a +10 foot bonus to his speed (unless he's 
  wearing heavy armor). Experienced monks also have higher speed (unless they're 
  wearing armor of any sort). In addition, many spells and magic items can affect 
  a character's speed. Always apply any modifiers to a character's speed before 
  adjusting the character's speed based on armor or encumbrance, and remember 
  that multiple bonuses of the same type to a character's speed don't stack.
Table: Tactical Speed
| Race | No Armor or Light Armour | Medium or Heavy Armour | 
| Human, Elf, half-elf, half-orc | 30 ft (6 squares) | 20 ft (4 squares) | 
| Dwarf | 20 ft (4 squares) | 20 ft (4 squares) | 
| Halfling, Gnome | 20 ft (4 squares) | 15 ft (3 squares) | 
Measuring Distance
  Diagonals: When measuring distance, the first diagonal counts as 1 square, the 
  second counts as 2 squares, the third counts as 1, the fourth as 2, and so on.
  You can't move diagonally past a corner (even by taking a 5-foot step). You 
  can move diagonally past a creature, even an opponent.
  You can also move diagonally past other impassable obstacles, such as pits.
  Closest Creature: When it's important to determine the closest square or creature 
  to a location, if two squares or creatures are equally close, randomly determine 
  which one counts as closest by rolling a die.
Moving through a Square
  Friend: You can move through a square occupied by a friendly character, unless 
  you are charging. When you move through a square occupied by a friendly character, 
  that character doesn't provide you with cover.
  Opponent: You can't move through a square occupied by an opponent, unless the 
  opponent is helpless. You can move through a square occupied by a helpless opponent 
  without penalty. (Some creatures, particularly very large ones, may present 
  an obstacle even when helpless. In such cases, each square you move through 
  counts as 2 squares.)
  Ending Your Movement: You can't end your movement in the same square as another 
  creature unless it is helpless.
  Overrun: During your movement you can attempt to move through a square occupied 
  by an opponent.
  Tumbling: A trained character can attempt to tumble through a square occupied 
  by an opponent (see the Tumble skill).
  Very Small Creature: A Fine, Diminutive, or Tiny creature can move into or through 
  an occupied square. The creature provokes attacks of opportunity when doing 
  so.
  Square Occupied by Creature Three Sizes Larger or Smaller: Any creature can 
  move through a square occupied by a creature three size categories larger than 
  it is.
  A big creature can move through a square occupied by a creature three size categories 
  smaller than it is.
  Designated Exceptions: Some creatures break the above rules. A creature that 
  completely fills the squares it occupies cannot be moved past, even with the 
  Tumble skill or similar special abilities.
Terrain and Obstacles
  Difficult Terrain: Difficult terrain hampers movement. Each square of difficult 
  terrain counts as 2 squares of movement. (Each diagonal move into a difficult 
  terrain square counts as 3 squares.) You can't run or charge across difficult 
  terrain.
  If you occupy squares with different kinds of terrain, you can move only as 
  fast as the most difficult terrain you occupy will allow.
  Flying and incorporeal creatures are not hampered by difficult terrain.
  Obstacles: Like difficult terrain, obstacles can hamper movement. If an obstacle 
  hampers movement but doesn't completely block it each obstructed square or obstacle 
  between squares counts as 2 squares of movement. You must pay this cost to cross 
  the barrier, in addition to the cost to move into the square on the other side. 
  If you don't have sufficient movement to cross the barrier and move into the 
  square on the other side, you can't cross the barrier. Some obstacles may also 
  require a skill check to cross.
  On the other hand, some obstacles block movement entirely. A character can't 
  move through a blocking obstacle.
  Flying and incorporeal creatures can avoid most obstacles
  Squeezing: In some cases, you may have to squeeze into or through an area that 
  isn't as wide as the space you take up. You can squeeze through or into a space 
  that is at least half as wide as your normal space. Each move into or through 
  a narrow space counts as if it were 2 squares, and while squeezed in a narrow 
  space you take a -4 penalty on attack rolls and a -4 penalty to AC.
  When a Large creature (which normally takes up four squares) squeezes into a 
  space that's one square wide, the creature's miniature figure occupies two squares, 
  centered on the line between the two squares. For a bigger creature, center 
  the creature likewise in the area it squeezes into.
  A creature can squeeze past an opponent while moving but it can't end its movement 
  in an occupied square.
  To squeeze through or into a space less than half your space's width, you must 
  use the Escape Artist skill. You can't attack while using Escape Artist to squeeze 
  through or into a narrow space, you take a -4 penalty to AC, and you lose any 
  Dexterity bonus to AC.
Special Movement Rules
  These rules cover special movement situations.
  Accidentally Ending Movement in an Illegal Space: Sometimes a character ends 
  its movement while moving through a space where it's not allowed to stop. When 
  that happens, put your miniature in the last legal position you occupied, or 
  the closest legal position, if there's a legal position that's closer.
  Double Movement Cost: When your movement is hampered in some way, your movement 
  usually costs double. For example, each square of movement through difficult 
  terrain counts as 2 squares, and each diagonal move through such terrain counts 
  as 3 squares (just as two diagonal moves normally do).
  If movement cost is doubled twice, then each square counts as 4 squares (or 
  as 6 squares if moving diagonally). If movement cost is doubled three times, 
  then each square counts as 8 squares (12 if diagonal) and so on. This is an 
  exception to the general rule that two doublings are equivalent to a tripling.
  Minimum Movement: Despite penalties to movement, you can take a full-round action 
  to move 5 feet (1 square) in any direction, even diagonally. (This rule doesn't 
  allow you to move through impassable terrain or to move when all movement is 
  prohibited.) Such movement provokes attacks of opportunity as normal (despite 
  the distance covered, this move isn't a 5-foot step).
BIG AND LITTLE CREATURES IN COMBAT
  Creatures smaller than Small or larger than Medium have special rules relating 
  to position. 
  Tiny, Diminutive, and Fine Creatures: Very small creatures take up less than 
  1 square of space. This means that more than one such creature can fit into 
  a single square. A Tiny creature typically occupies a space only 2-1/2 feet 
  across, so four can fit into a single square. Twenty-five Diminutive creatures 
  or 100 Fine creatures can fit into a single square. Creatures that take up less 
  than 1 square of space typically have a natural reach of 0 feet, meaning they 
  can't reach into adjacent squares. They must enter an opponent's square to attack 
  in melee. This provokes an attack of opportunity from the opponent. You can 
  attack into your own square if you need to, so you can attack such creatures 
  normally. Since they have no natural reach, they do not threaten the squares 
  around them. You can move past them without provoking attacks of opportunity. 
  They also can't flank an enemy.
  Large, Huge, Gargantuan, and Colossal Creatures: Very large creatures take up 
  more than 1 square.
  Creatures that take up more than 1 square typically have a natural reach of 
  10 feet or more, meaning that they can reach targets even if they aren't in 
  adjacent squares.
  Unlike when someone uses a reach weapon, a creature with greater than normal 
  natural reach (more than 5 feet) still threatens squares adjacent to it. A creature 
  with greater than normal natural reach usually gets an attack of opportunity 
  against you if you approach it, because you must enter and move within the range 
  of its reach before you can attack it. (This attack of opportunity is not provoked 
  if you take a 5-foot step.)
  Large or larger creatures using reach weapons can strike up to double their 
  natural reach but can't strike at their natural reach or less. 
Table: Creature Size and Scale
| Creature Size | Space1 | Natural Reach1 | 
| Fine | 1/2 ft | 0 | 
| Diminutive | 1 ft | 0 | 
| Tiny | 2-1/2 ft. | 0 | 
| Small | 5 ft. | 5 ft. | 
| Medium | 5 ft. | 5 ft. | 
| Large (tall) | 10 ft. | 10 ft. | 
| Large (long) | 10 ft | 5 ft | 
| Huge (tall) | 15 ft | 15 ft | 
| Huge (long) | 15 ft | 10 ft | 
| Gargantuan (tall) | 20 ft | 20 ft | 
| Gargantuan (long) | 20 ft | 15 ft | 
| Colossal (tall) | 30 ft | 30 ft | 
| Colossal (long) | 30 ft | 20 ft | 
| 1 These values are typical for creatures of the indicated size. Some exceptions exist. | 
COMBAT MODIFIERS
FAVORABLE AND UNFAVORABLE CONDITIONS
Table: Attack Roll Modifiers 
  Attacker is . . . Melee Ranged
  Dazzled -1 -1
  Entangled -21 -21
  Flanking defender +2 -
  Invisible +22 +22
  On higher ground +1 +0
  Prone -4 -3
  Shaken or frightened -2 -2
  Squeezing through a space -4 -4
  1 An entangled character also takes a -4 penalty to Dexterity, which may affect 
  his attack roll.
  2 The defender loses any Dexterity bonus to AC. This bonus doesn't apply if 
  the target is blinded.
  3 Most ranged weapons can't be used while the attacker is prone, but you can 
  use a crossbow or shuriken while prone at no penalty.
Table: Armor Class Modifiers 
  Defender is . . . Melee Ranged
  Behind cover +4 +4
  Blinded -21 -21
  Concealed or invisible - See Concealment -
  Cowering -21 -21
  Entangled +02 +02
  Flat-footed (such as surprised, balancing, climbing) +01 +01
  Grappling (but attacker is not) +01 +01, 3
  Helpless (such as paralyzed, sleeping, or bound) -44 +04
  Kneeling or sitting -2 +2
  Pinned -44 +04
  Prone -4 +4
  Squeezing through a space -4 -4
  Stunned -21 -21
  1 The defender loses any Dexterity bonus to AC.
  2 An entangled character takes a -4 penalty to Dexterity.
  3 Roll randomly to see which grappling combatant you strike. That defender loses 
  any Dexterity bonus to AC.
  4 Treat the defender's Dexterity as 0 (-5 modifier). Rogues can sneak attack 
  helpless or pinned defenders.
COVER
  To determine whether your target has cover from your ranged attack, choose a 
  corner of your square. If any line from this corner to any corner of the target's 
  square passes through a square or border that blocks line of effect or provides 
  cover, or through a square occupied by a creature, the target has cover (+4 
  to AC).
  When making a melee attack against an adjacent target, your target has cover 
  if any line from your square to the target's square goes through a wall (including 
  a low wall). When making a melee attack against a target that isn't adjacent 
  to you (such as with a reach weapon), use the rules for determining cover from 
  ranged attacks.
  Low Obstacles and Cover: A low obstacle (such as a wall no higher than half 
  your height) provides cover, but only to creatures within 30 feet (6 squares) 
  of it. The attacker can ignore the cover if he's closer to the obstacle than 
  his target.
  Cover and Attacks of Opportunity: You can't execute an attack of opportunity 
  against an opponent with cover relative to you.
  Cover and Reflex Saves: Cover grants you a +2 bonus on Reflex saves against 
  attacks that originate or burst out from a point on the other side of the cover 
  from you. Note that spread effects can extend around corners and thus negate 
  this cover bonus.
  Cover and Hide Checks: You can use cover to make a Hide check. Without cover, 
  you usually need concealment (see below) to make a Hide check.
  Soft Cover: Creatures, even your enemies, can provide you with cover against 
  ranged attacks, giving you a +4 bonus to AC. However, such soft cover provides 
  no bonus on Reflex saves, nor does soft cover allow you to make a Hide check.
  Big Creatures and Cover: Any creature with a space larger than 5 feet (1 square) 
  determines cover against melee attacks slightly differently than smaller creatures 
  do. Such a creature can choose any square that it occupies to determine if an 
  opponent has cover against its melee attacks. Similarly, when making a melee 
  attack against such a creature, you can pick any of the squares it occupies 
  to determine if it has cover against you.
  Total Cover: If you don't have line of effect to your target he is considered 
  to have total cover from you. You can't make an attack against a target that 
  has total cover.
  Varying Degrees of Cover: In some cases, cover may provide a greater bonus to 
  AC and Reflex saves. In such situations the normal cover bonuses to AC and Reflex 
  saves can be doubled (to +8 and +4, respectively). A creature with this improved 
  cover effectively gains improved evasion against any attack to which the Reflex 
  save bonus applies. Furthermore, improved cover provides a +10 bonus on Hide 
  checks.
CONCEALMENT
  To determine whether your target has concealment from your ranged attack, choose 
  a corner of your square. If any line from this corner to any corner of the target's 
  square passes through a square or border that provides concealment, the target 
  has concealment.
  When making a melee attack against an adjacent target, your target has concealment 
  if his space is entirely within an effect that grants concealment. When making 
  a melee attack against a target that isn't adjacent to you use the rules for 
  determining concealment from ranged attacks.
  In addition, some magical effects provide concealment against all attacks, regardless 
  of whether any intervening concealment exists.
  Concealment Miss Chance: Concealment gives the subject of a successful attack 
  a 20% chance that the attacker missed because of the concealment. If the attacker 
  hits, the defender must make a miss chance percentile roll to avoid being struck. 
  Multiple concealment conditions do not stack.
  Concealment and Hide Checks: You can use concealment to make a Hide check. Without 
  concealment, you usually need cover to make a Hide check.
  Total Concealment: If you have line of effect to a target but not line of sight 
  he is considered to have total concealment from you. You can't attack an opponent 
  that has total concealment, though you can attack into a square that you think 
  he occupies. A successful attack into a square occupied by an enemy with total 
  concealment has a 50% miss chance (instead of the normal 20% miss chance for 
  an opponent with concealment).
  You can't execute an attack of opportunity against an opponent with total concealment, 
  even if you know what square or squares the opponent occupies.
  Ignoring Concealment: Concealment isn't always effective. A shadowy area or 
  darkness doesn't provide any concealment against an opponent with darkvision. 
  Characters with low-light vision can see clearly for a greater distance with 
  the same light source than other characters. Although invisibility provides 
  total concealment, sighted opponents may still make Spot checks to notice the 
  location of an invisible character. An invisible character gains a +20 bonus 
  on Hide checks if moving, or a +40 bonus on Hide checks when not moving (even 
  though opponents can't see you, they might be able to figure out where you are 
  from other visual clues).
  Varying Degrees of Concealment: Certain situations may provide more or less 
  than typical concealment, and modify the miss chance accordingly.
FLANKING
  When making a melee attack, you get a +2 flanking bonus if your opponent is 
  threatened by a character or creature friendly to you on the opponent's opposite 
  border or opposite corner.
  When in doubt about whether two friendly characters flank an opponent in the 
  middle, trace an imaginary line between the two friendly characters' centers. 
  If the line passes through opposite borders of the opponent's space (including 
  corners of those borders), then the opponent is flanked.
  Exception: If a flanker takes up more than 1 square, it gets the flanking bonus 
  if any square it occupies counts for flanking.
  Only a creature or character that threatens the defender can help an attacker 
  get a flanking bonus.
  Creatures with a reach of 0 feet can't flank an opponent.
HELPLESS DEFENDERS
  A helpless opponent is someone who is bound, sleeping, paralyzed, unconscious, 
  or otherwise at your mercy.
  Regular Attack: A helpless character takes a -4 penalty to AC against melee 
  attacks, but no penalty to AC against ranged attacks.
  A helpless defender can't use any Dexterity bonus to AC. In fact, his Dexterity 
  score is treated as if it were 0 and his Dexterity modifier to AC as if it were 
  -5 (and a rogue can sneak attack him).
  Coup de Grace: As a full-round action, you can use a melee weapon to deliver 
  a coup de grace to a helpless opponent. You can also use a bow or crossbow, 
  provided you are adjacent to the target.
  You automatically hit and score a critical hit. If the defender survives the 
  damage, he must make a Fortitude save (DC 10 + damage dealt) or die. A rogue 
  also gets her extra sneak attack damage against a helpless opponent when delivering 
  a coup de grace.
  Delivering a coup de grace provokes attacks of opportunity from threatening 
  opponents.
  You can't deliver a coup de grace against a creature that is immune to critical 
  hits. You can deliver a coup de grace against a creature with total concealment, 
  but doing this requires two consecutive full-round actions (one to "find" 
  the creature once you've determined what square it's in, and one to deliver 
  the coup de grace).
SPECIAL ATTACKS
  Table: Special Attacks
  Special Attack Brief Description
  Aid another Grant an ally a +2 bonus on attacks or AC
  Bull rush Push an opponent back 5 feet or more
  Charge Move up to twice your speed and attack with +2 bonus
  Disarm Knock a weapon from your opponent's hands
  Feint Negate your opponent's Dex bonus to AC
  Grapple Wrestle with an opponent
  Overrun Plow past or over an opponent as you move
  Sunder Strike an opponent's weapon or shield
  Throw splash weapon Throw container of dangerous liquid at target
  Trip Trip an opponent
  Turn (rebuke) undead Channel positive (or negative) energy to turn away (or 
  awe) undead
  Two-weapon fighting Fight with a weapon in each hand
AID ANOTHER
  In melee combat, you can help a friend attack or defend by distracting or interfering 
  with an opponent. If you're in position to make a melee attack on an opponent 
  that is engaging a friend in melee combat, you can attempt to aid your friend 
  as a standard action. You make an attack roll against AC 10. If you succeed, 
  your friend gains either a +2 bonus on his next attack roll against that opponent 
  or a +2 bonus to AC against that opponent's next attack (your choice), as long 
  as that attack comes before the beginning of your next turn. Multiple characters 
  can aid the same friend, and similar bonuses stack.
  You can also use this standard action to help a friend in other ways, such as 
  when he is affected by a spell, or to assist another character's skill check.
BULL RUSH
  You can make a bull rush as a standard action (an attack) or as part of a charge 
  (see Charge, below). When you make a bull rush, you attempt to push an opponent 
  straight back instead of damaging him. You can only bull rush an opponent who 
  is one size category larger than you, the same size, or smaller.
  Initiating a Bull Rush: First, you move into the defender's space. Doing this 
  provokes an attack of opportunity from each opponent that threatens you, including 
  the defender. (If you have the Improved Bull Rush feat, you don't provoke an 
  attack of opportunity from the defender.) Any attack of opportunity made by 
  anyone other than the defender against you during a bull rush has a 25% chance 
  of accidentally targeting the defender instead, and any attack of opportunity 
  by anyone other than you against the defender likewise has a 25% chance of accidentally 
  targeting you. (When someone makes an attack of opportunity, make the attack 
  roll and then roll to see whether the attack went astray.) 
  Second, you and the defender make opposed Strength checks. You each add a +4 
  bonus for each size category you are larger than Medium or a -4 penalty for 
  each size category you are smaller than Medium. You get a +2 bonus if you are 
  charging. The defender gets a +4 bonus if he has more than two legs or is otherwise 
  exceptionally stable.
  Bull Rush Results: If you beat the defender's Strength check result, you push 
  him back 5 feet. If you wish to move with the defender, you can push him back 
  an additional 5 feet for each 5 points by which your check result is greater 
  than the defender's check result. You can't, however, exceed your normal movement 
  limit. (Note: The defender provokes attacks of opportunity if he is moved. So 
  do you, if you move with him. The two of you do not provoke attacks of opportunity 
  from each other, however.)
  If you fail to beat the defender's Strength check result, you move 5 feet straight 
  back to where you were before you moved into his space. If that space is occupied, 
  you fall prone in that space.
CHARGE
  Charging is a special full-round action that allows you to move up to twice 
  your speed and attack during the action. However, it carries tight restrictions 
  on how you can move.
  Movement During a Charge: You must move before your attack, not after. You must 
  move at least 10 feet (2 squares) and may move up to double your speed directly 
  toward the designated opponent.
  You must have a clear path toward the opponent, and nothing can hinder your 
  movement (such as difficult terrain or obstacles). Here's what it means to have 
  a clear path. First, you must move to the closest space from which you can attack 
  the opponent. (If this space is occupied or otherwise blocked, you can't charge.) 
  Second, if any line from your starting space to the ending space passes through 
  a square that blocks movement, slows movement, or contains a creature (even 
  an ally), you can't charge. (Helpless creatures don't stop a charge.)
  If you don't have line of sight to the opponent at the start of your turn, you 
  can't charge that opponent.
  You can't take a 5-foot step in the same round as a charge.
  If you are able to take only a standard action or a move action on your turn, 
  you can still charge, but you are only allowed to move up to your speed (instead 
  of up to double your speed). You can't use this option unless you are restricted 
  to taking only a standard action or move action on your turn.
  Attacking on a Charge: After moving, you may make a single melee attack. You 
  get a +2 bonus on the attack roll. and take a -2 penalty to your AC until the 
  start of your next turn.
  A charging character gets a +2 bonus on the Strength check made to bull rush 
  an opponent (see Bull Rush, above).
  Even if you have extra attacks, such as from having a high enough base attack 
  bonus or from using multiple weapons, you only get to make one attack during 
  a charge.
  Lances and Charge Attacks: A lance deals double damage if employed by a mounted 
  character in a charge.
  Weapons Readied against a Charge: Spears, tridents, and certain other piercing 
  weapons deal double damage when readied (set) and used against a charging character.
DISARM
  As a melee attack, you may attempt to disarm your opponent. If you do so with 
  a weapon, you knock the opponent's weapon out of his hands and to the ground. 
  If you attempt the disarm while unarmed, you end up with the weapon in your 
  hand.
  If you're attempting to disarm a melee weapon, follow the steps outlined here. 
  If the item you are attempting to disarm isn't a melee weapon the defender may 
  still oppose you with an attack roll, but takes a penalty and can't attempt 
  to disarm you in return if your attempt fails.
  Step 1: Attack of Opportunity. You provoke an attack of opportunity from the 
  target you are trying to disarm. (If you have the Improved Disarm feat, you 
  don't incur an attack of opportunity for making a disarm attempt.) If the defender's 
  attack of opportunity deals any damage, your disarm attempt fails.
  Step 2: Opposed Rolls. You and the defender make opposed attack rolls with your 
  respective weapons. The wielder of a two-handed weapon on a disarm attempt gets 
  a +4 bonus on this roll, and the wielder of a light weapon takes a -4 penalty. 
  (An unarmed strike is considered a light weapon, so you always take a penalty 
  when trying to disarm an opponent by using an unarmed strike.) If the combatants 
  are of different sizes, the larger combatant gets a bonus on the attack roll 
  of +4 per difference in size category. If the targeted item isn't a melee weapon, 
  the defender takes a -4 penalty on the roll.
  Step Three: Consequences. If you beat the defender, the defender is disarmed. 
  If you attempted the disarm action unarmed, you now have the weapon. If you 
  were armed, the defender's weapon is on the ground in the defender's square.
  If you fail on the disarm attempt, the defender may immediately react and attempt 
  to disarm you with the same sort of opposed melee attack roll. His attempt does 
  not provoke an attack of opportunity from you. If he fails his disarm attempt, 
  you do not subsequently get a free disarm attempt against him.
  Note: A defender wearing spiked gauntlets can't be disarmed. A defender using 
  a weapon attached to a locked gauntlet gets a +10 bonus to resist being disarmed.
Grabbing Items
  You can use a disarm action to snatch an item worn by the target. If you want 
  to have the item in your hand, the disarm must be made as an unarmed attack.
  If the item is poorly secured or otherwise easy to snatch or cut away the attacker 
  gets a +4 bonus. Unlike on a normal disarm attempt, failing the attempt doesn't 
  allow the defender to attempt to disarm you. This otherwise functions identically 
  to a disarm attempt, as noted above.
  You can't snatch an item that is well secured unless you have pinned the wearer 
  (see Grapple). Even then, the defender gains a +4 bonus on his roll to resist 
  the attempt.
FEINT
  Feinting is a standard action. To feint, make a Bluff check opposed by a Sense 
  Motive check by your target. The target may add his base attack bonus to this 
  Sense Motive check. If your Bluff check result exceeds your target's Sense Motive 
  check result, the next melee attack you make against the target does not allow 
  him to use his Dexterity bonus to AC (if any). This attack must be made on or 
  before your next turn.
  When feinting in this way against a nonhumanoid you take a -4 penalty. Against 
  a creature of animal Intelligence (1 or 2), you take a -8 penalty. Against a 
  nonintelligent creature, it's impossible.
  Feinting in combat does not provoke attacks of opportunity.
  Feinting as a Move Action: With the Improved Feint feat, you can attempt a feint 
  as a move action instead of as a standard action.
GRAPPLE
Grapple Checks
  Repeatedly in a grapple, you need to make opposed grapple checks against an 
  opponent. A grapple check is like a melee attack roll. Your attack bonus on 
  a grapple check is: Base attack bonus + Strength modifier + special size modifier
  Special Size Modifier: The special size modifier for a grapple check is as follows: 
  Colossal +16, Gargantuan +12, Huge +8, Large +4, Medium +0, Small -4, Tiny -8, 
  Diminutive -12, Fine -16. Use this number in place of the normal size modifier 
  you use when making an attack roll.
Starting a Grapple
  To start a grapple, you need to grab and hold your target. Starting a grapple 
  requires a successful melee attack roll. If you get multiple attacks, you can 
  attempt to start a grapple multiple times (at successively lower base attack 
  bonuses).
  Step 1: Attack of Opportunity. You provoke an attack of opportunity from the 
  target you are trying to grapple. If the attack of opportunity deals damage, 
  the grapple attempt fails. (Certain monsters do not provoke attacks of opportunity 
  when they attempt to grapple, nor do characters with the Improved Grapple feat.) 
  If the attack of opportunity misses or fails to deal damage, proceed to Step 
  2.
  Step 2: Grab. You make a melee touch attack to grab the target. If you fail 
  to hit the target, the grapple attempt fails. If you succeed, proceed to Step 
  3.
  Step 3: Hold. Make an opposed grapple check as a free action.
  If you succeed, you and your target are now grappling, and you deal damage to 
  the target as if with an unarmed strike.
  If you lose, you fail to start the grapple. You automatically lose an attempt 
  to hold if the target is two or more size categories larger than you are.
  In case of a tie, the combatant with the higher grapple check modifier wins. 
  If this is a tie, roll again to break the tie.
  Step 4: Maintain Grapple. To maintain the grapple for later rounds, you must 
  move into the target's space. (This movement is free and doesn't count as part 
  of your movement in the round.)
  Moving, as normal, provokes attacks of opportunity from threatening opponents, 
  but not from your target.
  If you can't move into your target's space, you can't maintain the grapple and 
  must immediately let go of the target. To grapple again, you must begin at Step 
  1.
Grappling Consequences
  While you're grappling, your ability to attack others and defend yourself is 
  limited.
  No Threatened Squares: You don't threaten any squares while grappling.
  No Dexterity Bonus: You lose your Dexterity bonus to AC (if you have one) against 
  opponents you aren't grappling. (You can still use it against opponents you 
  are grappling.)
  No Movement: You can't move normally while grappling. You may, however, make 
  an opposed grapple check (see below) to move while grappling.
If You're Grappling
  When you are grappling (regardless of who started the grapple), you can perform 
  any of the following actions. Some of these actions take the place of an attack 
  (rather than being a standard action or a move action). If your base attack 
  bonus allows you multiple attacks, you can attempt one of these actions in place 
  of each of your attacks, but at successively lower base attack bonuses.
  Activate a Magic Item: You can activate a magic item, as long as the item doesn't 
  require a spell completion trigger. You don't need to make a grapple check to 
  activate the item.
  Attack Your Opponent: You can make an attack with an unarmed strike, natural 
  weapon, or light weapon against another character you are grappling. You take 
  a -4 penalty on such attacks.
  You can't attack with two weapons while grappling, even if both are light weapons.
  Cast a Spell: You can attempt to cast a spell while grappling or even while 
  pinned (see below), provided its casting time is no more than 1 standard action, 
  it has no somatic component, and you have in hand any material components or 
  focuses you might need. Any spell that requires precise and careful action is 
  impossible to cast while grappling or being pinned. If the spell is one that 
  you can cast while grappling, you must make a Concentration check (DC 20 + spell 
  level) or lose the spell. You don't have to make a successful grapple check 
  to cast the spell.
  Damage Your Opponent: While grappling, you can deal damage to your opponent 
  equivalent to an unarmed strike. Make an opposed grapple check in place of an 
  attack. If you win, you deal nonlethal damage as normal for your unarmed strike 
  (1d3 points for Medium attackers or 1d2 points for Small attackers, plus Strength 
  modifiers). If you want to deal lethal damage, you take a -4 penalty on your 
  grapple check.
  Exception: Monks deal more damage on an unarmed strike than other characters, 
  and the damage is lethal. However, they can choose to deal their damage as nonlethal 
  damage when grappling without taking the usual -4 penalty for changing lethal 
  damage to nonlethal damage.
  Draw a Light Weapon: You can draw a light weapon as a move action with a successful 
  grapple check.
  Escape from Grapple: You can escape a grapple by winning an opposed grapple 
  check in place of making an attack. You can make an Escape Artist check in place 
  of your grapple check if you so desire, but this requires a standard action. 
  If more than one opponent is grappling you, your grapple check result has to 
  beat all their individual check results to escape. (Opponents don't have to 
  try to hold you if they don't want to.) If you escape, you finish the action 
  by moving into any space adjacent to your opponent(s).
  Move: You can move half your speed (bringing all others engaged in the grapple 
  with you) by winning an opposed grapple check. This requires a standard action, 
  and you must beat all the other individual check results to move the grapple.
  Note: You get a +4 bonus on your grapple check to move a pinned opponent, but 
  only if no one else is involved in the grapple.
  Retrieve a Spell Component: You can produce a spell component from your pouch 
  while grappling by using a full-round action. Doing so does not require a successful 
  grapple check.
  Pin Your Opponent: You can hold your opponent immobile for 1 round by winning 
  an opposed grapple check (made in place of an attack). Once you have an opponent 
  pinned, you have a few options available to you (see below).
  Break Another's Pin: If you are grappling an opponent who has another character 
  pinned, you can make an opposed grapple check in place of an attack. If you 
  win, you break the hold that the opponent has over the other character. The 
  character is still grappling, but is no longer pinned.
  Use Opponent's Weapon: If your opponent is holding a light weapon, you can use 
  it to attack him. Make an opposed grapple check (in place of an attack). If 
  you win, make an attack roll with the weapon with a -4 penalty (doing this doesn't 
  require another action).
  You don't gain possession of the weapon by performing this action.
If You're Pinning an Opponent
  You can attempt to damage your opponent with an opposed grapple check, you can 
  attempt to use your opponent's weapon against him, or you can attempt to move 
  the grapple (all described above). At your option, you can prevent a pinned 
  opponent from speaking.
  You can use a disarm action to remove or grab away a well secured object worn 
  by a pinned opponent, but he gets a +4 bonus on his roll to resist your attempt 
  (see Disarm).
  You may voluntarily release a pinned character as a free action; if you do so, 
  you are no longer considered to be grappling that character (and vice versa).
  You can't draw or use a weapon (against the pinned character or any other character), 
  escape another's grapple, retrieve a spell component, pin another character, 
  or break another's pin while you are pinning an opponent.
If You're Pinned by an Opponent
  When an opponent has pinned you, you are held immobile (but not helpless) for 
  1 round. While you're pinned, you take a -4 penalty to your AC against opponents 
  other than the one pinning you. At your opponent's option, you may also be unable 
  to speak. On your turn, you can try to escape the pin by making an opposed grapple 
  check in place of an attack. You can make an Escape Artist check in place of 
  your grapple check if you want, but this requires a standard action. If you 
  win, you escape the pin, but you're still grappling.
Joining a Grapple
  If your target is already grappling someone else, you can use an attack to start 
  a grapple, as above, except that the target doesn't get an attack of opportunity 
  against you, and your grab automatically succeeds. You still have to make a 
  successful opposed grapple check to become part of the grapple.
  If there are multiple opponents involved in the grapple, you pick one to make 
  the opposed grapple check against.
Multiple Grapplers
  Several combatants can be in a single grapple. Up to four combatants can grapple 
  a single opponent in a given round. Creatures that are one or more size categories 
  smaller than you count for half, creatures that are one size category larger 
  than you count double, and creatures two or more size categories larger count 
  quadruple.
  When you are grappling with multiple opponents, you choose one opponent to make 
  an opposed check against. The exception is an attempt to escape from the grapple; 
  to successfully escape, your grapple check must beat the check results of each 
  opponent.
MOUNTED COMBAT
  Horses in Combat: Warhorses and warponies can serve readily as combat steeds. 
  Light horses, ponies, and heavy horses, however, are frightened by combat. If 
  you don't dismount, you must make a DC 20 Ride check each round as a move action 
  to control such a horse. If you succeed, you can perform a standard action after 
  the move action. If you fail, the move action becomes a full round action and 
  you can't do anything else until your next turn.
  Your mount acts on your initiative count as you direct it. You move at its speed, 
  but the mount uses its action to move.
  A horse (not a pony) is a Large creature and thus takes up a space 10 feet (2 
  squares) across. For simplicity, assume that you share your mount's space during 
  combat.
  Combat while Mounted: With a DC 5 Ride check, you can guide your mount with 
  your knees so as to use both hands to attack or defend yourself. This is a free 
  action.
  When you attack a creature smaller than your mount that is on foot, you get 
  the +1 bonus on melee attacks for being on higher ground. If your mount moves 
  more than 5 feet, you can only make a single melee attack. Essentially, you 
  have to wait until the mount gets to your enemy before attacking, so you can't 
  make a full attack. Even at your mount's full speed, you don't take any penalty 
  on melee attacks while mounted.
  If your mount charges, you also take the AC penalty associated with a charge. 
  If you make an attack at the end of the charge, you receive the bonus gained 
  from the charge. When charging on horseback, you deal double damage with a lance 
  (see Charge).
  You can use ranged weapons while your mount is taking a double move, but at 
  a -4 penalty on the attack roll. You can use ranged weapons while your mount 
  is running (quadruple speed), at a -8 penalty. In either case, you make the 
  attack roll when your mount has completed half its movement. You can make a 
  full attack with a ranged weapon while your mount is moving. Likewise, you can 
  take move actions normally
  Casting Spells while Mounted: You can cast a spell normally if your mount moves 
  up to a normal move (its speed) either before or after you cast. If you have 
  your mount move both before and after you cast a spell, then you're casting 
  the spell while the mount is moving, and you have to make a Concentration check 
  due to the vigorous motion (DC 10 + spell level) or lose the spell. If the mount 
  is running (quadruple speed), you can cast a spell when your mount has moved 
  up to twice its speed, but your Concentration check is more difficult due to 
  the violent motion (DC 15 + spell level).
  If Your Mount Falls in Battle: If your mount falls, you have to succeed on a 
  DC 15 Ride check to make a soft fall and take no damage. If the check fails, 
  you take 1d6 points of damage.
  If You Are Dropped: If you are knocked unconscious, you have a 50% chance to 
  stay in the saddle (or 75% if you're in a military saddle). Otherwise you fall 
  and take 1d6 points of damage.
  Without you to guide it, your mount avoids combat.
OVERRUN
  You can attempt an overrun as a standard action taken during your move. (In 
  general, you cannot take a standard action during a move; this is an exception.) 
  With an overrun, you attempt to plow past or over your opponent (and move through 
  his square) as you move. You can only overrun an opponent who is one size category 
  larger than you, the same size, or smaller. You can make only one overrun attempt 
  per round.
  If you're attempting to overrun an opponent, follow these steps.
  Step 1: Attack of Opportunity. Since you begin the overrun by moving into the 
  defender's space, you provoke an attack of opportunity from the defender.
  Step 2: Opponent Avoids? The defender has the option to simply avoid you. If 
  he avoids you, he doesn't suffer any ill effect and you may keep moving (You 
  can always move through a square occupied by someone who lets you by.) The overrun 
  attempt doesn't count against your actions this round (except for any movement 
  required to enter the opponent's square). If your opponent doesn't avoid you, 
  move to Step 3.
  Step 3: Opponent Blocks? If your opponent blocks you, make a Strength check 
  opposed by the defender's Dexterity or Strength check (whichever ability score 
  has the higher modifier). A combatant gets a +4 bonus on the check for every 
  size category he is larger than Medium or a -4 penalty for every size category 
  he is smaller than Medium. The defender gets a +4 bonus on his check if he has 
  more than two legs or is otherwise more stable than a normal humanoid. If you 
  win, you knock the defender prone. If you lose, the defender may immediately 
  react and make a Strength check opposed by your Dexterity or Strength check 
  (including the size modifiers noted above, but no other modifiers) to try to 
  knock you prone.
  Step 4: Consequences. If you succeed in knocking your opponent prone, you can 
  continue your movement as normal. If you fail and are knocked prone in turn, 
  you have to move 5 feet back the way you came and fall prone, ending your movement 
  there. If you fail but are not knocked prone, you have to move 5 feet back the 
  way you came, ending your movement there. If that square is occupied, you fall 
  prone in that square.
  Improved Overrun: If you have the Improved Overrun feat, your target may not 
  choose to avoid you.
  Mounted Overrun (Trample): If you attempt an overrun while mounted, your mount 
  makes the Strength check to determine the success or failure of the overrun 
  attack (and applies its size modifier, rather than yours). If you have the Trample 
  feat and attempt an overrun while mounted, your target may not choose to avoid 
  you, and if you knock your opponent prone with the overrun, your mount may make 
  one hoof attack against your opponent.
SUNDER
  You can use a melee attack with a slashing or bludgeoning weapon to strike a 
  weapon or shield that your opponent is holding. If you're attempting to sunder 
  a weapon or shield, follow the steps outlined here. (Attacking held objects 
  other than weapons or shields is covered below.)
Table: Common Armor, Weapon, and Shield Hardness and Hit Points
  Weapon or Shield Hardness HP1
  Light blade 10 2
  One-handed blade 10 5
  Two-handed blade 10 10
  Light metal-hafted weapon 10 10
  One-handed metal-hafted weapon 10 20
  Light hafted weapon 5 2
  One-handed hafted weapon 5 5
  Two-handed hafted weapon 5 10
  Projectile weapon 5 5
  Armor special2 armor bonus x?5
  Buckler 10 5
  Light wooden shield 5 7
  Heavy wooden shield 5 15
  Light steel shield 10 10
  Heavy steel shield 10 20
  Tower shield 5 20
  1 The hp value given is for Medium armor, weapons, and shields. Divide by 2 
  for each size category of the item smaller than Medium, or multiply it by 2 
  for each size category larger than Medium.
  2 Varies by material.
Step 1: Attack of Opportunity. You provoke an attack of opportunity from the 
  target whose weapon or shield you are trying to sunder. (If you have the Improved 
  Sunder feat, you don't incur an attack of opportunity for making the attempt.)
  Step 2: Opposed Rolls. You and the defender make opposed attack rolls with your 
  respective weapons. The wielder of a two-handed weapon on a sunder attempt gets 
  a +4 bonus on this roll, and the wielder of a light weapon takes a -4 penalty. 
  If the combatants are of different sizes, the larger combatant gets a bonus 
  on the attack roll of +4 per difference in size category.
  Step 3: Consequences. If you beat the defender, roll damage and deal it to the 
  weapon or shield. See Table: Common Armor, Weapon, and Shield Hardness and Hit 
  Points to determine how much damage you must deal to destroy the weapon or shield.
  If you fail the sunder attempt, you don't deal any damage.
  Sundering a Carried or Worn Object: You don't use an opposed attack roll to 
  damage a carried or worn object. Instead, just make an attack roll against the 
  object's AC. A carried or worn object's AC is equal to 10 + its size modifier 
  + the Dexterity modifier of the carrying or wearing character. Attacking a carried 
  or worn object provokes an attack of opportunity just as attacking a held object 
  does. To attempt to snatch away an item worn by a defender rather than damage 
  it, see Disarm. You can't sunder armor worn by another character.
THROW SPLASH WEAPON
  A splash weapon is a ranged weapon that breaks on impact, splashing or scattering 
  its contents over its target and nearby creatures or objects. To attack with 
  a splash weapon, make a ranged touch attack against the target. Thrown weapons 
  require no weapon proficiency, so you don't take the -4 nonproficiency penalty. 
  A hit deals direct hit damage to the target, and splash damage to all creatures 
  within 5 feet of the target.
  You can instead target a specific grid intersection. Treat this as a ranged 
  attack against AC 5. However, if you target a grid intersection, creatures in 
  all adjacent squares are dealt the splash damage, and the direct hit damage 
  is not dealt to any creature. (You can't target a grid intersection occupied 
  by a creature, such as a Large or larger creature; in this case, you're aiming 
  at the creature.)
  If you miss the target (whether aiming at a creature or a grid intersection), 
  roll 1d8. This determines the misdirection of the throw, with 1 being straight 
  back at you and 2 through 8 counting clockwise around the grid intersection 
  or target creature. Then, count a number of squares in the indicated direction 
  equal to the range increment of the throw.
  After you determine where the weapon landed, it deals splash damage to all creatures 
  in adjacent squares.
TRIP
  You can try to trip an opponent as an unarmed melee attack. You can only trip 
  an opponent who is one size category larger than you, the same size, or smaller.
  Making a Trip Attack: Make an unarmed melee touch attack against your target. 
  This provokes an attack of opportunity from your target as normal for unarmed 
  attacks.
  If your attack succeeds, make a Strength check opposed by the defender's Dexterity 
  or Strength check (whichever ability score has the higher modifier). A combatant 
  gets a +4 bonus for every size category he is larger than Medium or a -4 penalty 
  for every size category he is smaller than Medium. The defender gets a +4 bonus 
  on his check if he has more than two legs or is otherwise more stable than a 
  normal humanoid. If you win, you trip the defender. If you lose, the defender 
  may immediately react and make a Strength check opposed by your Dexterity or 
  Strength check to try to trip you.
  Avoiding Attacks of Opportunity: If you have the Improved Trip feat, or if you 
  are tripping with a weapon (see below), you don't provoke an attack of opportunity 
  for making a trip attack.
  Being Tripped (Prone): A tripped character is prone. Standing up is a move action.
  Tripping a Mounted Opponent: You may make a trip attack against a mounted opponent. 
  The defender may make a Ride check in place of his Dexterity or Strength check. 
  If you succeed, you pull the rider from his mount.
  Tripping with a Weapon: Some weapons can be used to make trip attacks. In this 
  case, you make a melee touch attack with the weapon instead of an unarmed melee 
  touch attack, and you don't provoke an attack of opportunity.
  If you are tripped during your own trip attempt, you can drop the weapon to 
  avoid being tripped.
TURN OR REBUKE UNDEAD
  Good clerics and paladins and some neutral clerics can channel positive energy, 
  which can halt, drive off (rout), or destroy undead.
  Evil clerics and some neutral clerics can channel negative energy, which can 
  halt, awe (rebuke), control (command), or bolster undead.
  Regardless of the effect, the general term for the activity is "turning." 
  When attempting to exercise their divine control over these creatures, characters 
  make turning checks.
Turning Checks
  Turning undead is a supernatural ability that a character can perform as a standard 
  action. It does not provoke attacks of opportunity.
  You must present your holy symbol to turn undead. Turning is considered an attack.
  Times per Day: You may attempt to turn undead a number of times per day equal 
  to 3 + your Charisma modifier. You can increase this number by taking the Extra 
  Turning feat.
  Range: You turn the closest turnable undead first, and you can't turn undead 
  that are more than 60 feet away or that have total cover relative to you. You 
  don't need line of sight to a target, but you do need line of effect.
  Turning Check: The first thing you do is roll a turning check to see how powerful 
  an undead creature you can turn. This is a Charisma check (1d20 + your Charisma 
  modifier). Table: Turning Undead gives you the Hit Dice of the most powerful 
  undead you can affect, relative to your level. On a given turning attempt, you 
  can turn no undead creature whose Hit Dice exceed the result on this table.
  Turning Damage: If your roll on Table: Turning Undead is high enough to let 
  you turn at least some of the undead within 60 feet, roll 2d6 + your cleric 
  level + your Charisma modifier for turning damage. That's how many total Hit 
  Dice of undead you can turn.
  If your Charisma score is average or low, it's possible to roll fewer Hit Dice 
  of undead turned than indicated on Table: Turning Undead.
  You may skip over already turned undead that are still within range, so that 
  you do not waste your turning capacity on them.
  Effect and Duration of Turning: Turned undead flee from you by the best and 
  fastest means available to them. They flee for 10 rounds (1 minute). If they 
  cannot flee, they cower (giving any attack rolls against them a +2 bonus). If 
  you approach within 10 feet of them, however, they overcome being turned and 
  act normally. (You can stand within 10 feet without breaking the turning effect-you 
  just can't approach them.) You can attack them with ranged attacks (from at 
  least 10 feet away), and others can attack them in any fashion, without breaking 
  the turning effect.
  Destroying Undead: If you have twice as many levels (or more) as the undead 
  have Hit Dice, you destroy any that you would normally turn.
Table: Turning Undead
  Turning Check Result Most Powerful Undead Affected (Maximum Hit Dice)
  0 or lower Cleric's level - 4
  1-3 Cleric's level - 3
  4-6 Cleric's level - 2
  7-9 Cleric's level - 1
  10-12 Cleric's level
  13-15 Cleric's level + 1
  16-18 Cleric's level + 2
  19-21 Cleric's level + 3
  22 or higher Cleric's level + 4
Evil Clerics and Undead
  Evil clerics channel negative energy to rebuke (awe) or command (control) undead 
  rather than channeling positive energy to turn or destroy them. An evil cleric 
  makes the equivalent of a turning check. Undead that would be turned are rebuked 
  instead, and those that would be destroyed are commanded.
  Rebuked: A rebuked undead creature cowers as if in awe (attack rolls against 
  the creature get a +2 bonus). The effect lasts 10 rounds.
  Commanded: A commanded undead creature is under the mental control of the evil 
  cleric. The cleric must take a standard action to give mental orders to a commanded 
  undead. At any one time, the cleric may command any number of undead whose total 
  Hit Dice do not exceed his level. He may voluntarily relinquish command on any 
  commanded undead creature or creatures in order to command new ones.
  Dispelling Turning: An evil cleric may channel negative energy to dispel a good 
  cleric's turning effect. The evil cleric makes a turning check as if attempting 
  to rebuke the undead. If the turning check result is equal to or greater than 
  the turning check result that the good cleric scored when turning the undead, 
  then the undead are no longer turned. The evil cleric rolls turning damage of 
  2d6 + cleric level + Charisma modifier to see how many Hit Dice worth of undead 
  he can affect in this way (as if he were rebuking them).
  Bolstering Undead: An evil cleric may also bolster undead creatures against 
  turning in advance. He makes a turning check as if attempting to rebuke the 
  undead, but the Hit Dice result on Table: Turning Undead becomes the undead 
  creatures' effective Hit Dice as far as turning is concerned (provided the result 
  is higher than the creatures' actual Hit Dice). The bolstering lasts 10 rounds. 
  An evil undead cleric can bolster himself in this manner.
Neutral Clerics and Undead
  A cleric of neutral alignment can either turn undead but not rebuke them, or 
  rebuke undead but not turn them. See Turn or Rebuke Undead for more information.
  Even if a cleric is neutral, channeling positive energy is a good act and channeling 
  negative energy is evil.
Paladins and Undead
  Beginning at 4th level, paladins can turn undead as if they were clerics of 
  three levels lower than they actually are.
Turning Other Creatures
  Some clerics have the ability to turn creatures other than undead.
  The turning check result is determined as normal.
TWO-WEAPON FIGHTING
  If you wield a second weapon in your off hand, you can get one extra attack 
  per round with that weapon. You suffer a -6 penalty with your regular attack 
  or attacks with your primary hand and a -10 penalty to the attack with your 
  off hand when you fight this way. You can reduce these penalties in two ways:
  oIf your off-hand weapon is light, the penalties are reduced by 2 each. (An 
  unarmed strike is always considered light.)
  oThe Two-Weapon Fighting feat lessens the primary hand penalty by 2, and the 
  off-hand penalty by 6.
  Table: Two-Weapon Fighting Penalties summarizes the interaction of all these 
  factors.
Table: Two-Weapon Fighting Penalties
  Circumstances Primary Hand Off Hand
  Normal penalties -6 -10
  Off-hand weapon is light -4 -8
  Two-Weapon Fighting feat -4 -4
  Off-hand weapon is light and Two-Weapon Fighting feat -2 -2
Double Weapons: You can use a double weapon to make an extra attack with the 
  off-hand end of the weapon as if you were fighting with two weapons. The penalties 
  apply as if the off-hand end of the weapon were a light weapon.
  Thrown Weapons: The same rules apply when you throw a weapon from each hand. 
  Treat a dart or shuriken as a light weapon when used in this manner, and treat 
  a bolas, javelin, net, or sling as a one-handed weapon.
SPECIAL INITIATIVE ACTIONS
  Here are ways to change when you act during combat by altering your place in 
  the initiative order.
DELAY
  By choosing to delay, you take no action and then act normally on whatever initiative 
  count you decide to act. When you delay, you voluntarily reduce your own initiative 
  result for the rest of the combat. When your new, lower initiative count comes 
  up later in the same round, you can act normally. You can specify this new initiative 
  result or just wait until some time later in the round and act then, thus fixing 
  your new initiative count at that point.
  You never get back the time you spend waiting to see what's going to happen. 
  You can't, however, interrupt anyone else's action (as you can with a readied 
  action).
  Initiative Consequences of Delaying: Your initiative result becomes the count 
  on which you took the delayed action. If you come to your next action and have 
  not yet performed an action, you don't get to take a delayed action (though 
  you can delay again).
  If you take a delayed action in the next round, before your regular turn comes 
  up, your initiative count rises to that new point in the order of battle, and 
  you do not get your regular action that round.
READY
  The ready action lets you prepare to take an action later, after your turn is 
  over but before your next one has begun. Readying is a standard action. It does 
  not provoke an attack of opportunity (though the action that you ready might 
  do so).
  Readying an Action: You can ready a standard action, a move action, or a free 
  action. To do so, specify the action you will take and the conditions under 
  which you will take it. Then, any time before your next action, you may take 
  the readied action in response to that condition. The action occurs just before 
  the action that triggers it. If the triggered action is part of another character's 
  activities, you interrupt the other character. Assuming he is still capable 
  of doing so, he continues his actions once you complete your readied action. 
  Your initiative result changes. For the rest of the encounter, your initiative 
  result is the count on which you took the readied action, and you act immediately 
  ahead of the character whose action triggered your readied action.
  You can take a 5-foot step as part of your readied action, but only if you don't 
  otherwise move any distance during the round. 
  Initiative Consequences of Readying: Your initiative result becomes the count 
  on which you took the readied action. If you come to your next action and have 
  not yet performed your readied action, you don't get to take the readied action 
  (though you can ready the same action again). If you take your readied action 
  in the next round, before your regular turn comes up, your initiative count 
  rises to that new point in the order of battle, and you do not get your regular 
  action that round.
  Distracting Spellcasters: You can ready an attack against a spellcaster with 
  the trigger "if she starts casting a spell." If you damage the spellcaster, 
  she may lose the spell she was trying to cast (as determined by her Concentration 
  check result).
  Readying to Counterspell: You may ready a counterspell against a spellcaster 
  (often with the trigger "if she starts casting a spell"). In this 
  case, when the spellcaster starts a spell, you get a chance to identify it with 
  a Spellcraft check (DC 15 + spell level). If you do, and if you can cast that 
  same spell (are able to cast it and have it prepared, if you prepare spells), 
  you can cast the spell as a counterspell and automatically ruin the other spellcaster's 
  spell. Counterspelling works even if one spell is divine and the other arcane.
  A spellcaster can use dispel magic to counterspell another spellcaster, but 
  it doesn't always work.
  Readying a Weapon against a Charge: You can ready certain piercing weapons, 
  setting them to receive charges. A readied weapon of this type deals double 
  damage if you score a hit with it against a charging character.