Actions Frame

(Go back to Main Window ) This help topic is Open Game Content, and is licensed for public use under the terms of the Open Gaming License v1.0a .

The actions frame allows you to execute special combat actions. To the right, it also holds a reference list of common actions, along with the time needed to execute them and whether or not they provoke attacks of opportunity. Double-click an item in the list to add it to the combat log. The buttons in the actions frame can be edited, see Customizing Game Rules .

Delay

The creature does not act at its given initiative; instead it waits. Delaying characters are placed apart in the play order. See Steps for Running a Battle for more details.

End Delay

Click this when a creature stops delaying, but after its other actions have been done. The creature's initiative is set to that of the character whose turn it is to act, but immediately afterwards. Also, its round is incremented by one, so it will only come up again in the next round.

Ready

Make a partial action later, when a certain condition is fulfilled. Readying works just like delaying except when comes time to end it. See Steps for Running a Battle for more details.

End Ready

Click this when the readied action has been accomplished. The creature's new initiative is set to the same as the creature whose turn it is to act, but is placed before in the play order. The creature's round is incremented by one. On the next round, it will act just before the creature that triggered its readied action.

Refocus

Sets the initiative of the creature to its maximum (as if the creature had rolled 20). No actions can be done this round. Not normally present in the 3.5 version of the rules.

Fight Defensively

Sets the “Fighting Defensively” condition for one round. A character can choose to fight defensively when taking the attack action. If a character does so, the character takes a -4 penalty on all attacks in a round to gain a +2 dodge bonus to AC for the same round.

Total Defense

Sets the “Total Defense” condition for one round. A character doesn't attack or perform any other activity other than moving at base speed, but the character gets a +4 dodge bonus to AC for 1 round. The character's AC improves at the start of this action, so it helps against any attacks of opportunity provoked while moving.

See Also:

Bull Rush

Grapple

Disarm

Tripping





Documentation for DM Genie and Player Genie, page Actions_Frame. Copyright © Mad Scientist Studios, 2006.
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