Foreword:
The Insidious Action Economy is a second glance at Paizo's Revised Action Economy from Pathfinder Unchained. With just a few tweaks, the combat system has become much more dynamic and intricate with each character's turn. This system includes additional rules for actions that are not normally considered by the base game.
In this system, a character can commit up to 3 acts on her turn; these can be committed individually as simple actions, or combined into advanced actions. When it’s not her turn, a character can take a single reaction per round. Iterative attacks have been discarded in this action economy. Instead, any character can make multiple attacks during her turn simply by taking multiple actions to do so.
When your turn comes up in the initiative order, you can commit up to 3 acts. Sometimes, acts are committed discretely as simple actions, while other times 2 or more acts can be committed together as an advanced action. You can take these simple and advanced actions in any order you choose, except when the rules for individual actions state otherwise. You can also take a number of free actions your GM deems appropriate. Your turn ends once you have committed all 3 acts and any free actions you wish to take. Once your turn is over, you gain the ability to take one reaction before the start of your next turn.
Attack Actions: Actions with the attack subtype involve making at least one attack roll against an opponent or object. They typically provoke attacks of opportunity only if the attack is a ranged attack or you don’t have the appropriate feat to take that attack action without provoking attacks of opportunity, such as Improved Unarmed Strike for unarmed strikes or Improved Trip for trip attempts. In the latter case, the action provokes an attack of opportunity only from the creature you target. When an attack action provokes an attack of opportunity, the attack of opportunity is made before the provoking attack roll is made. The first time during your turn that you take an action with this subtype, you roll the attack as normal. Each subsequent attack action taken during your turn imposes a cumulative –5 penalty on the attack roll or combat maneuver check (so the second attack action has a –5 penalty on the attack roll, the third has a –10 penalty, and so on). Complex Actions: These actions involve intense concentration, strenuous physical manipulation of objects, or some other source of complexity. A complex action always provokes attacks of opportunity, which are made before the complex action is taken. Complex actions that occur over multiple turns (whether consecutively or not) provoke attacks of opportunity on each turn that acts are committed toward their completion. Move Actions: These actions involve moving through the encounter area in some way. Actions with the move subtype provoke attacks of opportunity when you attempt to either leave a square in an enemy’s threatened area or stand up from a prone position in a space that has at least 1 square in a foe’s threatened area. Not all actions that allow you to move have the move subtype. For example, a step is a very slow and careful movement that doesn’t have this subtype, and thus doesn’t provoke attacks of opportunity when you take that action to leave a square in a threatened area. Actions without a Subtype: Actions without a subtype don’t provoke attacks of opportunity. 1. See Rule 1 on next page.Important Reminders:
Action Conversion
Base Game
1-Round Action
Full-Round Action
Standard Action
Move Action
Swift Action
Immediate Action
Free Action
Unchained
3 Acts
3 Acts
2 Acts
1 Act
1 Act or Bonus Act1
Reaction
0 Acts
Insidious Action Economy
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Swift Actions require either a Bonus Act or 1 act to perform, depending on duration and number of targets if any. A character can perform one Bonus Act per turn without affecting the character’s ability to perform other actions. A character can perform a Bonus Act anytime the character would be allowed to take a free action. Swift Actions that affect one target and last one round or less are Bonus Acts. (Examples: Arcane Strike, Arcane Accuracy, Prehensile Tail, Swift Aid, Ki Pool, Dispelling Fist, Warlord’s Gambit, etc.) Swift Actions that have a duration longer than 1 round or affect more than 1 target require 1 act. (Examples: Studied Target, Smite Evil, Sacred Armor, Bane, Dark Claim, Challenge, Aura of Heroism, Bardic Performance, Initiating or changing a Stance, etc).
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Boosts from Path of War are Bonus Acts.
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Performing or spending an Attack of Opportunity does not consume a character’s Reaction for the turn.
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Spontaneous Spell-casters do not suffer increased casting time for spells affected by Metamagic.
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Characters can only cast 1 Quickened Spell per turn.
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Haste and similar effects will allow the extra attack at the highest attack bonus.
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Rapid Shot and Manyshot feats function like Two-Weapon Fighting and Improved Two-Weapon Fighting respectively. A Character with Rapid Shot can make two ranged attacks with the first attack simple action he or she takes during the turn. A Character with Manyshot can make two attack rolls on both the first and second attack simple actions taken during the turn. All attacks are made with a -2 penalty.
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Unchained Monk’s Flurry of Blows functions like Two-Weapon Fighting. At 1st level, an Unchained Monk can make two attacks with the first attack simple action he or she takes during the turn. At 6th level an Unchained Monk can make two attack rolls on both the first and second attack simple actions taken during the turn; both of the attacks made on the second attack action are made at a –5 penalty.
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Initiative - Characters who have not yet acted during a combat, but are otherwise aware of opponents in question, are not flat-footed. (Exception for Quick Shot).
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The Drink a Liquid / Apply an Oil act only requires two acts. This includes the time to retrieve the item from a character’s possession.Administering a Potion or Elixir, or Applying an Oil, to an Unconscious Creature only requires 3 acts.
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Giving another Character an item in-hand follows the Simple Manipulate an item (Simple) act. If the item to be given is not in-hand, the act becomes Complex. The receiving Character must have at least one free hand (or other appendage) to receive an item.
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A character who is able to deliver a coup de grace to a victim can commit a full-round action (3 acts) to doing so without following through. As long as the victim remains helpless and the character continues to threaten the victim with the weapon used, the character can finish delivering the coup de grace as an immediate action (reaction) at a later time.
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A character can deliver a nonlethal coup de grace with a nonlethal or merciful weapon. The defender must make a fortitude save or fall unconscious for 1 hour.
About the GM
Hello! I am Insidious - a player and Game Master with over 25 years of experience with Tabletop Roleplaying Games. Check out my content for great additions for your games. These include optional rulesets, additional classes, and solid reading material for inspiration otherwise.
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