Mythic build for multiple full round attacks in a turn


Advice


I've heard of a build using mythic rules that can give you multiple full round attacks in a turn.
Does anyone know how this is done?


I know one method.

1) Use a Quickrunner's Shirt to trade your swift action for another move action.
2) Expend a use of Mythic Power on Amazing Initiative for another standard action.
3) You now have two standard actions and two move actions, so you can perform two full round actions (like full attacking).

EDIT: Actually, it's not an ironclad system. "Full-round actions" are never explicitly defined as using a move action and standard action, but it's heavily implied. Ask your GM if they'd rule that way.


Aratrok wrote:

I know one method.

1) Use a Quickrunner's Shirt to trade your swift action for another move action.

Unfortunately, Quick Runner's Shirt doesn't allow this except to move:

Quick Runner's Shirt:
This shirt is made of light, gossamer-thin fabric embroidered with arrangements of winged feet.

Once per day as a swift action, the wearer can take an additional move action to move on his turn.

You must use this move action to move, not for any other purpose.


A lot of mythic stuff is swift acrion. To prevent this sort of thing.


Champion get to have 1 extra attack, archmage get 1 extra spell but you can't do 2 full round actions.
On the swift action issue you can use coupled arcana to get two swift actions but you'll need to duel class archmage to get it.


Quote:
A full-round action requires an entire round to complete. Thus, it can't be coupled with a standard or a move action, though if it does not involve moving any distance, you can take a 5-foot step.

you cannot even use a fullround action + standart action... there are many things in a mythic game that sound too good to be true. thats usually because its actually not true ;)

you can have any number of standart actions you can get, but you only have one fullround action per turn and if you use it, you can't use move or standart actions on that turn. sorry

btw: yes, this means you can stop buying quickrunners shirts in nonmythic games for move + full, its not working (you can still use it for move-spell-move or similar maneuvers)

/edit
actually im pretty confused about quickrunners right now


A 9th level Two Weapon Warrior (Fighter archetype) can make an attack with both his main hand and off-hand as a Standard.

Combine with Amazing Initiative, and something like Sudden Attack, and you have something that comes kinda close.

Or, actually, Fleet Charge.

Swift Action Charge (make one attack), full attack, Amazing Initiative for another Standard (and so, Doublestrike).

Close enough.

Total attacks: Full attack +3.


Rynjin wrote:

Swift Action Charge (make one attack), full attack, Amazing Initiative for another Standard (and so, Doublestrike).

Close enough.

Total attacks: Full attack +3.

you cannot use a fullround action and a standart action in the same turn. you're at fullattack +1

a fullround action is not the combination of your standard and your move action, a fulround action takes a full round, thats why its called fullround action and not "extended action", "complex action" or whatever else other games call their equivalent. i quoted the specific rules about this earlier


@Grishnack you are indeed correct in your statement, although i strongly believe the devs weren't actually thinking about that when they made the Epic Initiative mythic power.

I think you have some pretty interesting FAQ material at hand. If you want to create the appropriate thread i think there will be a lot of people interested in discussing it.

Edit: i found an old thread about this discussion but it seems it did not have a lot of following. Here


@dekalinder
i took your suggestion and made the thread. you may find it here


Grishnackh wrote:
Rynjin wrote:

Swift Action Charge (make one attack), full attack, Amazing Initiative for another Standard (and so, Doublestrike).

Close enough.

Total attacks: Full attack +3.

you cannot use a fullround action and a standart action in the same turn. you're at fullattack +1

a fullround action is not the combination of your standard and your move action, a fulround action takes a full round, thats why its called fullround action and not "extended action", "complex action" or whatever else other games call their equivalent. i quoted the specific rules about this earlier

You posted general rules. A specific "you may take an extra Standard" trumps that. Extra actions are just that, extra. You're not supposed to be doing LESS with your special abilities than without them.


Huh. Seems clear to me. Move your speed attack once in addition to ANY other attacks you can make this round. Swift action= fleet charge+ full attack or anything else that can be combined with a swift action...such as fleet charge... which is a swift...action. Are you saying a swift can't be combined with a full attack? Your confusion is the only thing that confuses me about this but if FAQ is required to explain what is already clear then OK.


as i stated before. the free/swift action first mentioned in an ability is the action you are using. any other action mentioned thereafter is only to reference limitations on what you may/maynot do.

so with Fleet Charge: you spend a swift action - that's 1 action - and withing the "time" it takes to do so, you have done the equivalent of a move action and a standard action attack. this was still just a swift action. you arnt "paying" a swift action and "receiving" a move + standard. you are making a move + standard AS A swift action.

so again, in the case of Amazing Initiative, you use a single free action. while within that free action you now can do anything that is classified as a standard action except cast a spell, but whatever it is that you do, is NOT a standard action, its done AS A FREE ACTION.


Shimesen this^. Only you worded it better.

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