1. Notes

Operational Combat Manual

PF1.5 Field Manual

Contents
  1. The 3-Action Economy & MAP
  2. Spellcasting
  3. Reactions
  4. Class-Specific Rules
  5. Simplified Conditions
  6. Progression & Damage
  7. Healing Consumables
  8. Combat Examples
  9. Quick Reference Table

01 — The 3-Action Economy

Every combatant gets 3 Actions and 1 Reaction per round. Actions are spent freely. The Reaction resets at the start of your turn.

Free Actions and Swift Actions (if they are not spells) are still "free" and don't consume your 3 actions, but are limited to one per turn unless a specific ability states otherwise.

Movement cannot be split between other actions. If you want to move 10 feet, attack, then move 20 feet — that's two separate Move actions.

Multiple Attack Penalty (MAP)

MAP tracks total swings per turn — not action slot position. If you Strike, then Move, then Strike again, both Strikes are at full BAB because only 2 swings have been made.

Swing # This Turn Attack Bonus Notes
1st Strike Full BAB Always clean
2nd Strike Full BAB Still clean — no penalty
3rd Strike Full BAB −5 MAP kicks in
4th+ Strike Cumulative −5 Only possible via feats or Haste
Key Rules: Each Strike costs 1 action — so 3 actions = up to 3 Strikes (e.g., Strike + Strike + Strike, or Move + Strike + Strike, or Strike + Move + Strike). Reactions (AoOs) do NOT advance MAP — they are always at full BAB. MAP resets at the start of your next turn. Your class's old iterative attack progression (BAB +11/+6/+1) is replaced entirely by this system — BAB is just your attack bonus now, not a source of extra attacks.

02 — Spellcasting

Spell Type Cost Notes
Standard Action Spell Most spells — fireball, cure wounds, summon I–III
Full-Round Action Spell Summon Monster IV+, Gate, high-level rituals
Swift/Quickened Spell Limit 1 per turn
You cannot cast two standard-action spells in the same turn. Typical caster turn: Cast (2 actions) + Move (1 action), or Cast (2) + Swift Spell (1).

03 — Reactions

1 Reaction per round. Resets at the start of your turn. Once spent, it's gone until next round.

Reactions can be used for:

  • Attack of Opportunity — Standard PF1 rules
  • Legacy Item System Path abilities — Many Path abilities cost your Reaction
  • Class features — Parry, Counterspell, etc.
  • Readied Actions — Spend 2 actions on your turn to Ready; triggers use your Reaction

04 — Class-Specific Rules

Magus — Spellstrike

Costs 2 actions and consumes your Reaction for the turn. Combines spell delivery with a melee attack in a single devastating strike.

Bard / Skald — While Performing

Maximum 2 attacks with the Strike action while singing or maintaining a raging song, regardless of BAB.

Rapid Shot

Costs 2 actions. Performs 2 attacks at full BAB. This replaces the normal Strike for that turn.

Lancer — Jump

Costs 2 actions (reduced to 1 action at 13th level with Greater Tactical Jump). Leap to a target and make a single devastating polearm strike with bonus damage. At 17th level, Full Attack Jump allows a full Strike on landing.

Pets, Companions & Summons

Animal Companions / Familiars / Eidolons act on their own turn, immediately after their master's turn. Summoned Creatures act on the next round after being summoned.

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05 — Simplified Conditions

These graded conditions replace their standard PF1e equivalents. The number (X) represents severity — higher is worse.

Stat Penalty Conditions

Frightened X
Penalty — Auto-Recovery
−X to attack rolls, saving throws, skill checks, ability checks.
↓ Decreases by 1 at end of each of your turns. Ends at 0.
Sickened X
Penalty — Requires Removal
−X to attack rolls, weapon damage, saving throws, skill checks, ability checks.
✖ Does NOT decrease automatically. Requires action, spell, or ability.
Clumsy X
Dexterity Penalty
−X to Dex-based attacks, Reflex saves, Dex skills, AC.
Duration varies by source.
Enfeebled X
Strength Penalty
−X to Str-based attacks, damage, Fortitude saves, Str skills, carrying capacity.
Duration varies by source.
Stupefied X
Mental Penalty
−X to Int/Wis/Cha attacks, spell DCs, Will saves, mental skills.
Duration varies by source.

Action Tax Conditions

Stunned X
Action Loss — Auto-Recovery
Lose X actions on your next turn. If X exceeds 3, the remainder carries over to subsequent turns.
↓ Reduces automatically as actions are lost.
Slowed X
Action Loss — Requires Removal
Lose X actions at the start of each turn. Ongoing until cured.
✖ Does NOT decrease automatically. Requires action, spell, or ability.

Standard Conditions (Unchanged from PF1e)

Dazzled: −1 sight-based Perception. No AoOs. · Blinded: Auto-fail sight checks. −4 AC, lose Dex to AC, half speed. +2 to hit you. · Deafened: Auto-fail sound checks. −4 initiative. 20% spell failure (verbal). · Dying: Unconscious at 0 HP. GM makes secret stabilization checks. Death at negative HP = Constitution score.

All other conditions function as written in Pathfinder 1e.

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06 — Progression & Damage

Half-Level Damage Bonus

All PCs add half their character level (rounded down) to all damage rolls — melee, ranged, and spells. NPCs add half their Hit Dice.

Level1–34–56–78–910–1112–1314–1516–1718–1920
Bonus+0/+1+2+3+4+5+6+7+8+9+10

Damage Resistance

Starting at 5th level, PCs gain DR 1/−. This increases by +1 at every odd level thereafter. Significant NPCs/bosses gain the same starting at CR 5.

Level/CR5791113151719
DR /−12345678

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.

07 — Healing Consumables

Potions — Emergency Backup

Always heal full value. Draw (1 action) + Drink (1 action) = 2 actions.

TypeHealingCost
Minor8 HP30 gp
Lesser21 HP90 gp
Moderate34 HP250 gp
Greater68 HP900 gp
Major94 HP3,000 gp

Scrolls — Caster Tool

Full value healing. Draw (1 action) + Cast (2 actions) = 3 actions. Requires UMD or casting ability.

SpellHealingCost
Cure Light (CL1)9 HP25 gp
Cure Moderate (CL3)21 HP150 gp
Cure Serious (CL5)29 HP375 gp
Cure Critical (CL7)43 HP700 gp

Wands — Efficient Reserves

Standard PF1 rules (variable healing). CLW Wand: 750 gp / 50 charges = 15 gp per use, avg 5.5 HP. Best for post-combat and dungeon delving.

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08 — Combat Examples

Fighter — Close & Strike (BAB +11/+6/+1)
Action 1: Move — 30 feet toward enemy
Action 2: Strike — 3 attacks (+11/+11/+6)
Action 3: Legacy Ability — Vanguard: Anchor Point
Reaction: Held — Available for Attack of Opportunity
Wizard — Reposition & Blast
Action 1: Move — 30 feet to better position
Action 2–3: Cast Fireball (2-action standard spell)
Reaction: Held — Available for Counterspell
Rogue — Stealth & Ambush
Action 1: Skill — Stealth check to hide
Action 2: Move — 20 feet to flanking position
Action 3: Strike — Sneak attack with flanking bonus
Reaction: Held — Shadow Path: Evasive Maneuver
Cleric — Heal & Reposition
Action 1–2: Cast Cure Moderate Wounds (2-action spell)
Action 3: Move — Reposition 15 feet
Reaction: Held — Vanguard: Guardian's Interpose
Lancer — Death from Above (Level 11)
Action 1–2: Jump — 80 ft leap, polearm strike at +11 + 3d6 bonus
Action 3: Tactical repositioning (or Skill)
Reaction: Held — Aerial Dodge (+2 AC vs next attack)
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09 — Quick Reference Table

Action Cost Who Key Notes
Move 1 Everyone Cannot split between other actions
Strike 1 Everyone 1 attack at full BAB. See MAP for 3rd+ swing penalty (−5).
Cast (Standard) 2 Casters Fireball, Cure Wounds, most spells
Cast (Full-Round) 3 Casters Summon Monster IV+, Gate
Cast (Swift) 1 Casters Quickened spells. Limit 1/turn.
Skill 1 Everyone Demoralize, Feint, Aid Another, Disable Device
Rapid Shot 2 Ranged 2 attacks at full BAB
Magus: Spellstrike 2 Magus Also consumes your Reaction
Lancer: Jump 2 Lancer 1 action at 13th+. Full Attack Jump at 17th.
Draw / Interact 1 Everyone Draw weapon, pull potion, open door
Reaction 1/rnd Everyone AoO, Legacy abilities, Readied actions, Class features
The Mental Loop: I have 3 coins. Movement costs 1. Killing (Strike) costs 1, but I can only buy it once. Magic costs 2. Do I have coins left for something creative?