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- Monster Introduction
- Bestiary Monster Index
- Bestiary 2 Monster Index
- Bestiary 3 Monster Index
- Variant Monster Index
- Monster Cohorts
- Animal Companions
- Monsters as PCs
- Monster Roles
- Bestiary Encounter Tables
- Monster Creation
- Monster Advancement
- Universal Monster Rules
- Creature Types
- Monster Feats
- Bestiary Monsters by Type
- Bestiary Monsters by CR
- Bestiary Monsters by Terrain
Combat is cyclical; everybody acts in turn in a regular cycle of rounds. Combat follows this sequence:
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When combat begins, all combatants roll initiative.
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Determine which characters are aware of their opponents. These characters can act during a surprise round. If all the characters are aware of their opponents, proceed with normal rounds. See the surprise section for more information.
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After the surprise round (if any), all combatants are ready to being the first normal round of combat.
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Combatants act in initiative order (highest to lowest).
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When everyone has had a turn, the next round begins with the combatant with the highest initiative, and steps 4 and 5 repeat until combat ends.
Each round represents 6 seconds in the game world; there are 10 rounds in a minute of combat. A round normally allows each character involved in a combat situation to act.
Each round's activity begins with the character with the highest initiative result and then proceeds in order. When a character's turn comes up in the initiative sequence, that character performs his entire round's worth of actions. (For exceptions, see Attacks of Opportunity and Special Initiative Actions.)
When the rules refer to a