Pathfinder 1e

Turn & Action Reference

Standard, move, full-round, swift, immediate, and opportunity actions.

5-foot step

Allowed when you make no other movement that round. It does not provoke. Difficult terrain and impeded movement can prevent it.

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Attack of opportunity

Normally one per round: a single melee attack. Moving out of a threatened square or a distracting action can provoke; feats and specific actions change this.

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Charge

Usually a full-round action: move at least 10 feet in a straight line, up to twice speed, then attack. +2 attack and −2 AC until next turn; restrictions apply to the path.

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Draw / retrieve / stand

Normally move actions. Retrieving stored items and standing from prone provoke; drawing a weapon normally does not. BAB +1 can permit drawing during a regular move.

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Full-round action

Uses the standard and move portions of your turn. Full attacks typically require this; a 5-foot step may still be possible.

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Immediate action

Can occur outside your turn. On your turn it uses that turn’s swift action; outside your turn it uses your next turn’s swift action. Usually unavailable while flat-footed.

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Standard + move

Normally take one standard action and one move action in either order. You can exchange the standard action for another move action.

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Swift action

At most one per turn. A swift action is separate from your standard and move actions.

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Withdraw

Usually a full-round action allowing up to double speed. The starting square is not treated as threatened by visible opponents; later squares can still provoke.

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Sources & scope

Independent play aids. Calculations use your inputs; specific abilities and the GM’s ruling can change the result. Each tool links to its reference. Rules were checked September 2026.

Reference reading: SRD 5.1 · SRD 5.2.1 · Pathfinder 1e rules · Pathfinder 2e rules · Daggerheart SRD · Call of Cthulhu rules. These are independent resources and are not publisher-endorsed.