1. Notes

Three Action Economy Hybrid System

1. Why We Use This System

  • Faster, More Dynamic Combat: Get through fights quicker, with more action and less waiting.
  • Mobile & Impactful Martials: Your melee and ranged characters can move and attack effectively every turn, feeling truly heroic.
  • Clearer Power Growth: Feel your character get stronger in both offense and defense with each level.
  • Less "Gamey" Feel: Smoother narrative flow in and out of combat, allowing for more organic roleplaying.
  • Retains PF1 Depth: We keep the core rules you love, but streamline the parts that bog us down.

2. Core Combat Rules

  • Actions per Turn: 3 Actions for Everyone

    • Each combatant (PC, NPC, Monster) gets 3 actions per round.
    • You can spend these actions freely (e.g., Move + Strike + Skill, or Cast + Move x2).
    • Exception: Free Actions and Swift Actions (if they are not spells) are still generally "free" and don't consume your 3 actions, but always limited to one per turn unless a specific ability states otherwise.
  • Martial & Hybrid Classes (Fighter, Rogue, Barbarian, Monk, Paladin, Bard, Magus, etc.)

    • Move: 1 action. (Move up to your speed). You can split movement.
    • Strike: 1 action. This action performs 1 attack at your full BAB. Each Strike costs 1 action — spend your 3 actions freely on Strikes, Moves, Casts, or Skills. This also includes any additional attacks from feats like Two-Weapon Fighting or abilities like Flurry of Blows. All attacks are made at full BAB (no iterative penalties).
    • Skill: 1 action. (Use a skill in combat, e.g., Demoralize, Feint, Aid Another).
    • Specific Adjustments:
      • Rapid Shot: Costs 2 actions for its benefit of making 2 attacks.
      • Bard/Skald: Max 2 attacks while singing/raging song. (Their "Strike" action only generates up to 2 attacks, regardless of BAB, while performing).
      • Magus: Spellstrike costs 2 actions (combining the attack and spell into one powerful action).
  • Spellcasters (Wizard, Cleric, Druid, Sorcerer, etc.)

    • Cast (Standard): 1 action. (Most spells).
    • Cast (Full-round): 2 actions. (E.g., Summon Monster).
    • Cast (Swift): 1 action. (Limit 1 swift spell per turn).
    • Move: 1 action.
    • Skill: 1 action.
  • Pets & Summons

    • Act on their own turn (do not share master's actions).
    • Animal Companions/Familiars/Eidolons: Act immediately after their master's turn.
    • Summoned Creatures (e.g., from Summon Monster): Act on the next round after they are summoned.

3. Character Progression & Damage

  • Character Level to Damage:

    • Player Characters (PCs): Add half your character level (rounded down) to all damage rolls (melee, ranged, and spells that deal damage).
      • Example: A 5th-level Fighter adds +2 damage. A 6th-level Wizard adds +3 damage.
    • Non-Player Characters (NPCs): Add half their Hit Dice (HD) (rounded down) to all damage rolls.
      • Example: A monster with 7 HD adds +3 damage.
  • Damage Resistance (DR):

    • Player Characters (PCs): Starting at 5th level and every odd level thereafter (7th, 9th, etc.), PCs gain +1 general Damage Resistance (DR). This reduces all incoming damage by that amount.
      • Example: A 5th-level character has DR 1/-. A 9th-level character has DR 3/-.
    • Significant Non-Player Characters (NPCs): Major bosses and important enemies also gain +1 general Damage Resistance (DR) starting at CR 5 and every odd CR thereafter (CR 7, CR 9, etc.). Average minions do not gain DR.
      • Example: A CR 5 corrupted druid might have DR 1/-.

      DR Interaction Rules

      • Homebrew DR/- vs Typed DR (DR/silver, DR/good, DR/adamantine, etc.): These do not stack. Against any single hit, apply whichever DR blocks more damage. The homebrew DR/- acts as a floor — even when an enemy's typed DR is bypassed by the correct weapon property, the homebrew DR/- still applies.
      • Class DR/- Stacking: If a class feature, archetype, or feat grants DR/- (Barbarian, Stalwart Defender, Invulnerable Rager, rage powers, etc.), it stacks additively with the homebrew DR/-. Example: A level 13 Barbarian has class DR 3/- + homebrew DR 5/- = DR 8/-. Classes built around physical toughness should feel tougher than everyone else.
      • Boss DR: Major bosses gain DR/- from the same CR-based progression. This layers with their existing typed DR using the same "use highest, don't stack" rule. A Pit Fiend (DR 15/good and silver) with boss DR 8/- still has DR 8/- even after a Holy Silver weapon bypasses the typed DR.
      • DR does not reduce spell or energy damage. Only physical/weapon damage is affected.
  • Average Damage (Optional Rule - Ask Your GM):

    • Instead of rolling dice for damage on a regular hit, you deal the weapon's average damage (e.g., 1d8 = 5, 1d6 = 4) + all modifiers (Strength, Magic, Level Bonus).
    • Critical Hits: A critical hit still rolls all damage dice (and applies all multipliers) as normal.
    • Purpose: Further speeds up combat.

4. Special Combat Rules

  • Feat Adjustments:

    • Feats that grant additional attacks (like Two-Weapon Fighting) now allow those additional attacks to be part of a single "Strike" action (1 action).
    • Feats affecting iterative attacks generally apply to all attacks made by a single "Strike" action.
    • If a feat's interaction isn't clear, ask the GM.
  • Boss Encounter Enhancements:

    • Lair Actions: Used by regular and important bosses. These are special environmental effects or actions the boss's lair takes on Initiative Count 20 each round.
    • Legendary Actions: Used by important/major bosses. These allow the boss to take special actions outside of its turn, using a limited pool of actions per round.
    • Legendary Resistances: Used by important/major bosses. These allow the boss to choose to succeed on a failed saving throw a limited number of times per day.

5. Quick Reference Table

ActionCost (Actions)Who Uses?Notes
Move (30 ft.)1EveryoneCannot split between other actions. Two Move actions needed for split movement.
Strike1Everyone1 attack at full BAB per Strike. See MAP for 3rd+ swing penalty.
Cast (Standard)2CastersFireball, Cure Wounds, most spells
Cast (Full-round)3CastersSummon Monster IV+, Gate
Cast (Swift)1CastersLimit 1 swift spell per turn.
Skill (In-combat)1Everyone(e.g., Demoralize, Feint, Aid Another)
Rapid Shot2Ranged MartialsPerforms 2 attacks.
Magus: Spellstrike2MagusCombines spell and attack.
Bard/Skald Singing-Bard/SkaldMax 2 attacks with Strike action while singing.
Pet/Companion(Own Turn)Pet OwnersActs after master's turn.
Summoned Creature(Own Turn)

Combat Scenario: Ambush in the Web-Infested Glade

The Fighter and Mage are making their way through a dense, quiet section of the forest. The air is unusually still, and there are strange, glistening strands of webbing stretched between trees. As they step into a small, dark glade, the ground suddenly trembles, and two Giant Spiders drop from the canopy, while a Giant Centipede scurries out from beneath a mossy log!

Initiative:

  • Fighter: (1d20+2) = 15. Total 17.
  • Mage: (1d20+2) = 8. Total 10.
  • Giant Spider 1: (1d20+3) = 18. Total 21.
  • Giant Spider 2: (1d20+3) = 12. Total 15.
  • Giant Centipede: (1d20+2) = 5. Total 7.

Initiative Order: Giant Spider 1 (21) -> Fighter (17) -> Giant Spider 2 (15) -> Mage (10) -> Giant Centipede (7)


Round 1:

  • Giant Spider 1 (Initiative 21): Drops down, aiming for the Fighter.
    • Actions: 3
    • Action 1 (Move): Drops 20ft (Move action).
    • Action 2 (Strike): Bites Fighter's AC 20. (Roll 1d20+2 = 17. Total 19).
    • Result: Misses AC 20.
    • Action 3 (Skill/Ready): Readies an action to bite if the Fighter moves away.
  • Fighter (Initiative 17): Draws his sword, gets in position, and strikes back.
    • Actions: 3
    • Action 1 (Equip/Interact): Draws Longsword (free action, for this purpose, assumed not to consume a primary action if done fluidly).
    • Action 1 (Move): 30 ft. towards Giant Spider 1, getting into optimal position.
    • Action 2 (Strike): Longsword vs. Giant Spider 1's AC 13. (Roll 1d20+5 = 12. Total 17).
    • Result: Hits AC 13. Damage: 10 slashing damage. Giant Spider 1 takes 10 damage (HP 16 -> 6).
    • Action 3 (Skill/Demoralize): Attempts to Demoralize Giant Spider 1. (Roll 1d20+8 Intimidate vs. DC 10+2HD+WIS = 16. Rolled a 14. Total 22).
    • Result: Giant Spider 1 is Shaken for 1 round (-2 attack rolls, saving throws, ability checks, skill checks).
  • Giant Spider 2 (Initiative 15): Lands near the Mage and attacks.
    • Actions: 3
    • Action 1 (Move): Drops 20ft.
    • Action 2 (Strike): Bites Mage's AC 14. (Roll 1d20+2 = 15. Total 17).
    • Result: Hits AC 14. Damage: 7 piercing damage. Mage takes 7 damage (HP 25 -> 18).
    • Poison: Mage must make a DC 13 Fortitude save. (Roll 1d20+1 = 6. Total 7). Failed! Mage takes 1 Strength damage (Str 10 -> 9).
    • Action 3 (Move): Moves 10ft to gain a slightly better position.
  • Mage (Initiative 10): Reacts to the bite and counterattacks.
    • Actions: 3
    • Action 1 (Cast Standard): Casts Burning Hands (2d4, avg 5) in a 15ft cone, catching Giant Spider 2 and the Centipede (if close enough, assumed yes this time).
      • Target: Giant Spider 2 (DC 13 Reflex save, rolled 8. Total 11). Fails! Takes 5 (avg) + 2 (level) = 7 fire damage. Spider 2 takes 7 damage (HP 16 -> 9).
      • Target: Giant Centipede (DC 13 Reflex save, rolled 15. Total 17). Succeeds! Takes half damage: 2 (avg) + 2 (level) = 4 fire damage. Centipede takes 4 damage (HP 5 -> 1).
    • Action 2 (Move): Backs away 30 ft. from the immediate threat.
    • Action 3 (Cast Swift): Casts Shield (1 action). Mage's AC becomes 18.
  • Giant Centipede (Initiative 7): Scuttles towards the Mage.
    • Actions: 3
    • Action 1 (Move): Moves 20 ft. towards the Mage.
    • Action 2 (Strike): Bites Mage's AC 18. (Roll 1d20+2 = 7. Total 9).
    • Result: Misses AC 18.
    • Action 3 (Move): Moves 10 ft. to flank with Giant Spider 2 if possible for next turn.

Round 2:

  • Giant Spider 1 (Initiative 21): Shaken, but still focused on the Fighter.
    • Actions: 3
    • Action 1 (Move): Adjusts position slightly.
    • Action 2 (Strike): Bites Fighter's AC 20. (Roll 1d20+2 -2(Shaken) = 19. Total 19).
    • Result: Misses AC 20.
    • Action 3 (Skill): Attempts to use Web (a non-attack action for spiders). (DC 12 Reflex save for Fighter, rolled 18. Total 21).
    • Result: Fighter avoids the webbing.
  • Fighter (Initiative 17): Focuses on the weakened Giant Spider 1.
    • Actions: 3
    • Action 1 (Move): Positions for flanking if possible (assume Mage is close enough for flank with Spider 2).
    • Action 2 (Strike): Longsword vs. Giant Spider 1's AC 13. (Roll 1d20+5 = 15. Total 20).
    • Result: Hits AC 13. Damage: 10 slashing damage. Giant Spider 1 takes 10 damage (HP 6 -> -4). Giant Spider 1 is defeated!
    • Action 3 (Move): Moves to get between the Mage and Giant Spider 2.
  • Giant Spider 2 (Initiative 15): Still after the Mage.
    • Actions: 3
    • Action 1 (Move): Adjusts for new position.
    • Action 2 (Strike): Bites Mage's AC 18. (Roll 1d20+2 = 8. Total 10).
    • Result: Misses AC 18.
    • Action 3 (Skill/Ready): Readies an action to bite if the Mage tries to move away.
    • Poison Check (Mage): Mage must make DC 13 Fortitude save against previous poison. (Roll 1d20+1 = 12. Total 13). Success! No further Strength damage.
  • Mage (Initiative 10): Sees the Centipede is nearly dead and the Spider is failing to connect.
    • Actions: 3
    • Action 1 (Cast Standard): Casts Scorching Ray (2 rays, 4d6 fire, avg 14 per ray).
      • Target 1 (Ray 1): Giant Spider 2. (Touch Attack Roll 1d20+3 = 17. Total 20). Hits! Damage: 14 (avg) + 2 (level) = 16 fire damage. Spider 2 takes 16 damage (HP 9 -> -7). Giant Spider 2 is defeated!
      • Target 2 (Ray 2): Giant Centipede. (Touch Attack Roll 1d20+3 = 9. Total 12). Hits! Damage: 14 (avg) + 2 (level) = 16 fire damage. Centipede takes 16 damage (HP 1 -> -15). Giant Centipede is defeated!
    • Action 2 (Move): Backs away, gaining distance from any lingering threat.
    • Action 3 (Skill): Takes 10 on a Spellcraft check to identify any lingering magical residue (DC 10).

Combat Concluded!

The glade falls silent once more. The Mage is feeling the effects of poison (1 Str damage), but the combat was swift and decisive. The Fighter was able to move into position and deliver consistent damage, while the Mage, despite being bitten, effectively used spells to eliminate threats. The 3-action economy allowed both to feel active and make tactical decisions each round.