Actions
On each turn, you are allowed to take exactly one of each of the following actions:
- Standard Action
- Swift Action
- Move Action
You may "cash in" a Standard Action for either a Swift or a Move Action.
Standard Actions
Attack
You attack, using your weapons (wielded, natural, or unarmed strikes). If you are dual wielding, or are higher than 5th level, you have more than one attack per attack action. During this action, you must use all available attacks; you cannot insert any other kind of action between your multiple attacks. Each attack may target any valid target.
With each attack, you may use either a normal weapon attack, or a special attack from the following list:
Grab
Melee touch attack, subject is immobilized (Fort ends).
You cannot move while maintaining a grab. You cannot grab more than one target. Any effect that causes you to stop threatening an area automatically ends your grab.
Push
Melee touch attack (none necessary if already grabbing subject), push 1 (Fort negates).
If you move with the subject, you can extend the push 1 square per square you move, by following through with the pushing action. For each square, the subject may attempt a Fort save to negate, and as soon as he passes one, you may no longer push. The maximum distance you may push a creature in one push action is half your movement. You may not use more than one push action per round.
Trip
Melee touch attack, subject is tripped (Fort or Ref negates).
Charge
You move up to twice your movement speed in a straight line. You must arrive in the nearest possible square from which you may attack your desired target. You may then take a normal attack action (as listed above). Only one attack (if you have multiple) is required to target your charge target; other attacks may target other valid targets.
You may not move 1 or more squares prior to a charge action in a given round. If you charge, you may not move 1 or more squares later in the round.
Readying Actions
You may choose to ready one action per round, of type: standard, swift, or move. You still must specify the type of action (attack, cast a spell, etc), and the exact circumstance for which you are readying.
Readying an action no longer modifies your initiative. You must take all non-readied actions during your normal initiative, or lose them.
You cannot ready and delay in the same turn.