Move. [other] (major, time spent moving)
In combat, you can normally move up to your speed over the course of the round if not doing anything else. You can move 1/10th of your speed per segment.
Declaring Movement. If you declare movement and a destination, the GM will assume this movement happens regardless of other events. This movement will begin on segment 1.
Undeclared Movement. If you do not declare movement but wait until your group initiative to move, you can announce your movement based on observing the other actions. However, the GM may restrict your movement based on events happening before you announce your movement. Note that movement occurs 4th in group initiative.
Any movement during the round of over 10-ft. is always a major action (or, in the case of a charge, part of a major action).
If you have not moved previously, you can move up to 10-ft. as a minor action AFTER you have taken a major action. This minor action will occur during your group initiative (going 4th).
Creatures are assumed to be moving freely while in melee (and, thus, cannot use a minor action to move if you began the round in melee). However, you can reposition yourself according to combat facing rules. See Combat Facing.
Movement vs Missile Weapons. In cases where no other activity matters other than movement (i.e. the opponent flees or is moving away), the GM can allow the missile weapon wielders to choose when they fire or determine the segment based on Initiative (GM decides based on circumstances):
If the missile weapon wielder has HIGH initiative, subtract the opponent's initiative dice roll from the missile weapon wielder's initiative dice roll and the result is the segment the missile fire occurs. If initiative is TIED or the missile weapon wielder has LOW initiative, subtract their initiative dice roll from 10 and the result is the segment the missile fire occurs. The missile weapon wielder will adjust any result by subtracting their Dexterity Reaction Adjustment (if any) to determine the segment of missile fire.
Special Movement Types. For details on burrowing, climbing, flying, swimming, or jumping, see Special Movement Types.
Moving through Obstructed or Small Spaces. See Moving through Obstructed or Small Spaces.
Crawling or similar types of movement. [complex] Movement is limited to 10-ft. per round (cannot flee or charge).
If using a battle mat with a 5-ft. grid, always round to the nearest 5-ft. square, ensuring the total movement stays within the creature's speed. Thus, slow creatures with a speed of 10 ft. per round will move 1 square per 5 segments and those with a speed of 20-ft. or 30-ft. per round will move 1 square per 2 segments. Likewise, a 60 ft. speed moves one square per segment, 90 ft. moves 2 squares per segment and 120 ft. moves 3 squares (or if the GM desires, 2 squares on odd segments and 3 squares on even segments).
For details on activity types (simple, delaying, complex), see Other Activities.
Standing from Kneeling or Sitting. [delaying] A humanoid-shaped creature can stand from kneeling or sitting as a delaying activity.
Standing from Prone (in melee; less than 5 legs). [complex] You stand from the prone position. In addition, you can pick up one object next to you while you stand.
Standing from Prone (NOT in melee; less than 5 legs). [delaying] You stand from the prone position. In addition, you can pick up one object next to you while you stand.
Standing from Prone (any situation; more than 4 legs). [simple] You quickly stand from the prone position.
An almost unlimited variety of activities are available to the actors in a combat situation.
Activities that require 1 segment to complete, if performed before a major action, will add 1 to the time component with regard to initiative ties. For example, if you drop a small shield before attacking with a battle axe, your weapon speed will be 8 instead of 7 for the attack.
Complex—Incorporates major and minor actions; must be declared; takes the whole round to complete.
Delaying—These are major actions that cause you to act during LOW group initiative, no matter the result of your group initiative roll.
Simple—happens during your group initiative and typically allows you do complete other actions. Simple actions will either happen during the "Other" phase of the group's initiative or before this depending on whether the activity is tied to another. All simple activities add 1 segment to other actions unless noted differently in the activities table.
See also Activities.
Pretending to Fall Unconscious. (immediate) This is a special action granted as an immediate action if circumstances permit; per the GM. See Damage and Healing.
Because of the variety of simple activities, there is no hard and fast rule for performing multiple during a round. For example, to sheath a weapon, then draw another weapon and attack would not affect group initiative order (but would add +1 to weapon speed during ties). Whereas closing a door before retrieving a readied flask of oil, to then drop it on the ground, may be ruled delaying or even complex (particularly if you're also dropping a lit torch!). It helps to discuss your intent to perform multiple activities with the GM during declaration.
Drinking a potion (or other liquid contained in a vial) or applying a magical oil are delaying activities—You take the potion from a pouch, pocket, or belt loop, you unstopper it, and consume it (or, if an oil, sprinkle it upon your body). Then the potion or oil begins it's effect.
Drink Potion. [delaying] (major) You retrieve your potion and consume it. The effect occurs once consumed. If measured against a spell, this activity will take 1d4+4 segments. Otherwise, the activity is a major action that occurs during LOW group initiative in sequence with Other activities.
Apply Magical Oil. [delaying] (major) You retrieve your vial and sprinkle it upon the recipient within 10 feet. The effect occurs once the oil is applied. If measured against a spell, this activity will take 1d4+4 segments. Otherwise, the activity is a major action that occurs during LOW group initiative in sequence with Other activities. You can apply magical oil to yourself—or another willing creature within 10 feet not in melee. If either you or another recipient is in melee, you (both) are considered to be immobile until you complete the activity on LOW group initiative (D4. Other).
Administer a Potion. [complex] You retrieve your potion, kneel/move/crouch, and carefully administer it to another (typically unconscious or helpless) creature—taking care to make sure the liquid goes down the right way. The recipient must be within 10 feet. As with other complex activities, the activity will consume the entire round and will complete at the end of the round (Go Last). During the round you perform the action, you are considered immobile. The activity time is inclusive of any onset time for magical potions (effects occur just before the round ends).
The below is a copy of the above table included to support site search.
Activity|Activity TypeAdminister a potion to another|ComplexApply a magical oil (yourself/ally within 10 feet)|Delaying MBandage a wound (creature within 10 feet)|ComplexBang a gong/bell (incl. movement—not in melee)|DelayingBend bars or lift a gate (major Strength check)|ComplexBind an unconscious creature|ComplexBlow a horn (includes retrieval)|Simple MBreak open a door (Strength check)|Simple MDrag something 10-ft. across a smooth surface|ComplexDraw a single weapon (sheathed, readied)|Simple*Draw multiple weapons (sheathed, readied)|DelayingDrink a potion (or similar liquid)†|Delaying MDrop a readied small shield|Simple*Drop a readied shield (buckl|er, medium or large)|DelayingDrop an item (in hand—in an adjacent space)|SimpleDrop an item (in hand in your space)|Simple*Find Traps (thief skill)|ComplexFlip and position a table (for cover)|ComplexGet something from a table|SimpleGrab an item from a helpless opponent|DelayingHand an item to another (in melee)|Delaying**Hand an item to another (not in melee)|Simple**Hide in Shadows (thief ability)|Simple*Kick something on the floor or across the floor|Simple MLight a torch|ComplexMove or shift position up to 10-ft. (not in melee)|Simple*Open a stuck door|Simple MOpen or close a door or container|SimpleOpen locks (thief ability)|Complex 1d4rPick up an item from the floor (within 10-ft.)|DelayingPull a lever|SimplePull something 10-ft. across a smooth surface|ComplexPut down an item, in hand (carefully)|Simple MReady a shield|DelayingRetrieve, item, prepared (from pouch)|SimpleRetrieve, stowed item (carefully wrapped item)|Delaying MRetrieve, stowed item (from backpack)|ComplexScan a room for secret/concealed doors|ComplexScan an object for secret/hidden compartments|ComplexSearch a 10-ft. area for secret/concealed doors|ComplexSearch a body|ComplexSearch an object/container (secret/hidden)|ComplexSheath a weapon (per weapon)|SimpleStand from kneeling or sitting|DelayingStand from prone (in melee; less than 5 legs)|ComplexStand from prone (not in melee; less than 5 legs)|DelayingStand from prone (more than 4 legs)|SimpleStow a small shield|DelayingStow an attached shield (buckler, medium, large)|Delaying MStow an item (in a backpack)|Delaying MStow an item (in a pouch, on belt)|SimpleSwitch held weapons between hands|SimpleThrow an object (more than 5-ft. away)|Simple MUse a key and open a portal or container|ComplexWake a magically sleeping creature|ComplexWind a crank|Complex