For Neo, since I remember he didn't really get it earlier and I don't remember if I explained it good.
To cast a spell with a verbal (V) component, your character must speak in a firm voice. If you’re gagged or in the area of a silence spell, you can’t cast such a spell. A spellcaster who has been deafened has a 20% chance to spoil any spell he tries to cast if that spell has a verbal component.
To cast a spell with a somatic (S) component, you must gesture freely with at least one hand. You can’t cast a spell of this type while bound, grappling, or with both your hands full or occupied.
To cast a spell with a material (M), focus (F), or divine focus (DF) component, you have to have the proper materials, as described by the spell. Unless these components are elaborate, preparing them is a free action. For material components and focuses whose costs are not listed in the spell description, you can assume that you have them if you have your spell component pouch.
Also, reminders for me:
- Flat-footed until you make a move
- Missing a touch attack spell doesn't expend the spell and you can try to attack again, but accidentally touching anyone will set it off unless you dismiss it
- One AoO per turn
- Spell-like ability: yes AoO
- Supernatural ability: no AoO
- Drawing a weapon or strapping a shield's a move action, but can be done along with actual move action at BAB +1
- Removing item from pack's also move action and doesn't improve
- When making a full attack you can see how the first attack plays out before committing, and can also change targets between them
- Fighting defensively is -4 ATK, +2 AC
- A full-round-casting-time spell comes into effect at the start of the next turn
- Withdraw means no AoO and also counts as a double move; if limited to 1 action (surprise round, dying, etc) it counts as standard and only single move distance
- 5ft step doesn't provoke AoO
- Can only 5ft step if not moving normally, also blocked by difficult terrain
- Stabilize check is fort 10+negative hitpoints (self) or heal 15 (other)
- Stable unconscious characters need fort 10 to become conscious
- Disabled (at 0HP or at negative HP but stable and conscious): one move+swift per turn; can do standard but costs 1HP (and now dying again)
- Dying characters with DoT effects can't stabilize and take the full damage + 1
- Recovery is (level) hit points/day or 2x for full resting
- Dealing nonlethal damage with a weapon is -4 ATK
- Cover is +4 AC against ranged and melee and +2 Ref for AoE spells; living creatures give +4 AC cover against range only
- Flanking is +2 attack when threatening from opposite sides
- Coup de Grace is auto-crit and fort 10+damage save or die
- Aid another is 10 AC and gives ally either +2 ATK or +2 AC against target
- Charge attack is +2 ATK, -2 AC for a turn
- Grappling!
Part 1 Part 2- When charging, you can overrun enemies in your way; CMB vs CMD to get past (or they can step aside); win by +5 and opponent's prone
- Feint is bluff 10+opponent's sense motive/BAB (whichever's higher) and removes dex bonus against next attack
- Delays and interrupts are a thing