Combat
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.
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