3e SRD:Partial Actions
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As a general rule, a character can do as much with a partial actions as a character could with a standard action minus a move. Typically, a character may take a 5-foot step as part of a partial action.
Start Full-Round Action
The start full-round action partial action lets a character start undertaking a miscellaneous full-round action, which the character can complete on the following round (even with a partial action). This option is normally used when a character has been magically slowed or is suffering some other condition that restricts the character from taking full round action.
|Partial Actions||Move||Attack of Opportunity*|
|Attack Partial Actions|
|Attack (melee)||5-ft. step||No|
|Attack (ranged)||5-ft. step||Yes|
|Attack (unarmed)||5-ft. step||Maybe|
|Partial charge||Yes (special)**||No|
|Movement-Only Partial Actions|
|Magic Partial Actions|
|Cast a spell****||5-ft. step||Yes|
|Activate magic item||5-ft. step||Maybe|
|Use special ability*||5-ft. step||Maybe|
|Concentrate to maintain a spell||5-ft. step||No|
|Dismiss a spell||5-ft. step||No|
|Special Partial Action|
|Start full-round action||No||Maybe|
*Regardless of the action, if a character moves within or out of a threatened area, a character usually provokes an attack of opportunity. This column indicates whether the action itself (not the moving) provokes an [[3e SRD:Attacks of Opportunity|.
**A character must move in a straight line before attacking and must move at least 10 feet.
****Unless doing so is a full-round action, in which case a character could start a full-round action and then finish it the next round with a cast a spell action. Spells that take longer than 1 full round to cast take twice as long to cast.
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