Combat is divided into Rounds which last 6 seconds each. Each player’s turn is that they do in that six seconds.
To determine who acts first, an Initiative roll is required. This is a D20 roll plus the DEX modifier. For example: A character with 12 DEX has a modifier of +1. If they roll a 10, they get an 11 because their modifier is +1. Characters can take Improved Initiative as a special ability, giving them an additional +4 to Initiative rolls.
If combatants are unaware of the enemy’s presence when they are attacked, then only those aware are allowed to act the first round. Those who do not act this round do not have their DEX bonus to their Armor Class as they are flatfooted.
To try to sneak attack, the attackers must roll Thieving checks to remain hidden. The targets can roll Hunter checks to notice the attackers if their roll beats the Thieving checks.
A regular combat turn can consist of:
For the most part, Free Actions are so quick and require so little effort they are able to be done in any turn unless special circumstances prevent it.
This is anything you can do that requires effort. You can:
Move actions generally do not require a check to make. The most simple is moving regularly which is 2 squares. If you move regularly, you cannot make a free 1 square step.
Drawing or sheathing a weapon is a move action. You can combine drawing/sheathing a weapon with a regular move. Drawing/sheathing dual-wielded weapons still only takes one move action.
Drawing or loosing a shield to gain it’s Armor Class or lose its bonus is a move action. This can be combined with a regular move action. Dropping a carried, but not equipped, shield is a free action.
Standing up from a prone position requires a move action and provokes an Attack of Opportunity.
Hopping on or down from an animal is a move action. A DEX check of 20 can make this a free action.
Pulling a food or potion item from your pack and consuming it takes a move action. This provokes an attack of opportunity.
Full round actions take your entire turn. You can only do this action and a free 1 square step.
If your Base Attack is 6 or above, you can attack more than once. To attack more than once per round, you must commit to a full attack option. Additional attacks are done at successive -5 penalties.
For example: A player with +6 Base Attack can attack twice, once at +6 to hit, and once more for +1 to hit. A player with +9 Base Attack can attack twice, once at +9 to hit and once at +4 to hit. A player with +11 to hit can attack three times, once at +11, once at +6, once at +1.
You can Withdraw from melee combat as a full-round action. You can move up to 8 squares from where you start. When you Withdraw, the square you start in is considered not threatened, even it is. If you pass through any other threatened areas, those opponents get Attacks of Opportunity as usual.
You can run as a full-round-action. You do not get a free 1 square step with this. You can move up to 16 squares (12 in Heavy Armor) in a straight line. You lose DEX to your Armor Class when you run, unless you have the Run perk. You can only run for as many rounds as your CON score (So 12 rounds if you have 12 CON). After that, you must make a CON check of 10 to keep running that round. Failing the check means you must stop and rest for 1 minute (10 rounds) before running again. You can make one normal move action during rest.
You can spend a round to move through nasty terrain by one square. You do not get a free 1 square step. This provokes Attacks of Opportunity.
Free actions take so little time and effort that you can take them in addition to your normal actions. Game Masters may put limits on how many free actions you get per round.
Speaking 6 Words or Less:
You can say 6 words or less as a free action. Any more will be considered a standard action.
Drop an Item:
Dropping a carried, but not equipped, item is a free action.
Go Prone:
Dropping yourself to the floor is a free action.
Stop Casting a Spell:
You can freely stop charging a spell at any time.