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There are four responsibilities in this section:
Don’t forget that saving and loading can make the difference when it comes to resting.
The Base Attack Bonus varies on your class choice(s) and the character level.
Attack Bonuses can be a bit confusing since they’re situational sometimes and they can be gained from various sources.
Equipment is essential in determining Attack Bonuses, as an ample number of items can add these Bonuses.
A short list of conditions and their respective modifiers:
You can perform an unlimited number of Free Actions, one Swift Action, one Movement Action and one Standard Action (which can be substituted for a second Movement Action). Instead of performing a Move Action and Standard Action the character can perform a Full-Round Action.
In addition, you can also take a Five-Foot Step if you haven’t taken a Movement Action (the reticle beneath the character shows this area), this action is tactical, and if doesn’t impose an Attack of Opportunity.
Free Action
Anything that doesn’t consume time or just inconsequential amounts. Dropping items, performing attacks of opportunity and cleaving are examples.
Swift Action
Swift actions take only marginal time spans, and most notably Quickened spell fall into this category. A single swift action doesn’t hamper the other actions in a round.
Movement Action
A character can move its movement speed in a single round. Wearing armor or carrying weight may reduce the movement, as does terrain. Humanoids usually move 30 feet; smaller humanoids move 20 feet. You can move more than the standard movement but expend the Standard Action for another movement.
Standard Action
Standard Actions are the most common action type: casting spells and attacking. Reading a scroll, using spell-like abilities, channeling energy, drinking potions are Standard actions, too.
Full Round Action
The Charge Attack is a Full Round Action, so are some higher level spells.
Some races like the Aasimar have a natural Energy Resistance. And luckily for you, most enemies will rarely bombard you with a large array of elements, so Communal Resistance and Protection spells should suffice.
Energy vulnerability is more common, a creature suffering from it receives an additional 50% damage from sources it is vulnerable to. A creature hit with fire vulnerability suffers 150% damage from a Fireball blast if hit.
Todays mechanics were chosen by Snow. Thanks for the assistance!
These two terms are used in Pathfinder, when it comes to combat.
Reach
This term describes how a creature can attack other nearby creatures in melee. Reach comes in two variations: natural reach (for attacks with bare hands, weapons held in hands or other natural weapons) and reach with reach weapons. Large creatures have a higher natural reach than tiny creatures, but both can only threaten a relatively small area - obviously. Weapons like glaives extend the natural reach range a bit further - the aforementioned reach with reach weapon range, which also extends the threatened are by some margin. Both ranges play a vital role in melee, as they affect feats like Cleave etc.
Ranged
Ranged is basically everything beyond reach, however, ranged attacks are possible at very close range (with some drawbacks). The differences are: ranged combat threatens a very large area and it uses Dex to modify the attack roll (although some ranged weapons may profit from a high STR score).