Crone Queen

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4 people marked this as FAQ candidate.

The rules are pretty clear about the way Full-Round-Actions work. What is not so clear is, if the way they work is the way they are intended.

There is one specific case (there are a few more. i don't want to list them all), that lets me and others asume that the wording of the rule might not be the spirit of the rule.

Full-Round Action wrote:
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.
Amazing Initiative (Ex) wrote:
At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can't be used to cast a spell. You can't gain an extra action in this way more than once per round.

Per the rules it is not possible to do a Full-Round Action and a Standart or Move Action on the same turn. It just isn't, no matter how many Actions you have. This greatly diminishes any effect an Ability like Amazing Initiative could have. Additionally most options for this ability are already contained (often in an improved way) in the First Tier special Abilities of the Mythic classes.

That said, do you think the letter of the rule about Full-Round-Actions is the spirit of it? Or are the two distinct? And if they are distinct, what is the rules true spirit?

/edit
if you, like me, would like an official statement as well as a discussion, dont forget to faq-flag ;)


I was looking around all the goodies mythic characters can pick up and i found absolutely no way someone with a Two-Handed fighting style and low Dex can increase his AC.

Arcane Casters can get Enduring Armor for 3+Tier AC, compared to Mage Armor for 4 AC early or Bracers of Armor +8 Late Late, so a net gain of up to 5 AC in the end, while starting slow

Armor Master can really increase the AC of everyone with High Dex that can use Armor (Max Dex builds can reach +16 or higher Dex with Mithral Breastplates that add another 6+enhancement bonus)

Dualwielders can add their highest weapons enhancement bonus to their shieldbonus. Thats +5AC in the end or +7 with a bane weapon (hello mythic bane)

The only thing that really applies is Armored Might for up to +4 AC in the end, but you have to be a Guardian to take it, and thats not really what the high strength two-handed guy wants to do, is it?

Anyone has any ideas, what the two-handed guys can do? Considering Monsters will hit harder with a higher accuracy in a mythic setting i feel like the typical frontliner with his two-handed weapon will be feeling really lackluster in the higher levels of play. This wont become a problem in our kampaign for at least a year, but im really curious right now ;)


Hello folks,

I'm currently Gamemastering a Campaign and ran into some issues concerning the next few sessions. The next paragraph will explain how i got to the questions written below it, but i think the questions can be answered without context. Oh and im sorry if im hard to understand, english isn't my first language.

The next part will take place in a primal forest mainly inhabited by monstrous humanoids and fey. As i have never really used fey as enemys before and generally tiny or smaller creatures basicly only in swarms i have some problems wrapping my head around 0-feet-range combatants. Usually i would just not use rules i have problems understanding (in this case only using small or larger fey) but since we are running a mythic campaign and we got one really creative player around he forces me to finally understand these rules. This guy is playing a Halfling Slayer (from the advanced class guide playtest), will soon Ascend, take either champion or trickster and is playing around with the idea of taking the titans bane feature, especially since our wizard had the idea of using reduce person on him, making him tiny, so he can use the titans bane feature even on medium enemys.

The last question is only relevant in a mythic setting, the rest is of general interest to me to understand tiny creatures in combat:

1. Does a creature using a reach weapon threaten the sqare(s) it is occupying?
2. Does a creature with natural weapons, that uses a manufactured weapon, treat its natural attacks as primary or secondary nat. weapons on attacks of opportunity the round after it used the manufactured weapon on its turn to attack?
3. How are attacks of creatures with a reach of 0 feet normally resolved? I know it has to enter the square of the creature it wants to attack, but as far as i understand it, it cannot actually share the same space unless the other creature is also tiny or smaller. It has to use an action to move into the square, then another to attack, then it doesnt have an action to leave the square again. Is it staying or does it get a free action to move out and if so can it go to any adjecent square or must it move back to the square it came from?.
4. Is it possible to 5-foot step into another creatures square and if so, does it trigger an attack of opportunity?
5. How do reach weapons work on tiny creatures?
6. Can a tiny creature enter an opponents square on a charge?
7. If a large or larger creature currently occupies the same square as a smaller creature and moves, but after the movement stil occupies a square with the same creature, is it effectively entering an occupied square?
8. Titans bane enables the Halfling to share a square with larger enemys. Is this part of the ability shared with the other creature or is the other creature forced to move out of the halflings square?

Thanks in advance to anyone who can shed a little light on my questions. I hate to houserule stuff because i dont understand it, better i understand it first before i decide on houseruling anything.


Im planning to play a Gunslinger in our upcoming campaign. Since our gamemaster is a huge warhammer fan the world will be quite similar and we'll be using the commonplace firearms rules, so advanced firearms wont take long to be available.
Now when i look up Rapid Reload its not actually reducing the time needed to reload advanced firearms but sets it to a move action for pistols (which advanced firarms already have) and even increases the time for advanced two handed firearms to a standart action.
Am i missing something? because right now rapid reload seems like a really important feat for the first few levels until i get my hands on an advanced firearm but an aweful waste of a feat thereafter.