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Taja the Barbarian wrote:

It should be noted that generic 'extra move actions' are extremely rare at best (can't honestly think of one offhand outside of the optional systems, but I am a bit rusty): Do you have a particular 'extra move action' source in mind?

If you happen to be looking at an original printing of the Quick Runner's Shirt, that item was heavily nerfed a long time ago:

Source Ultimate Equipment pg. 222

Aura faint transmutation; CL 5th
Slot chest; Price 1,000 gp; Weight

Description
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 and then immediately end his turn, losing any unspent actions. A character must wear this shirt continuously for 24 hours before he can activate this ability.

Construction
Requirements Craft Wondrous Item, haste; Cost 500 gp

Once upon a time, the Haste spell granted an extra move action, but that was back in D&D3.0 and that particular mistake hasn't been repeated since...

Actually one of the guys that answer my question talk about what I'm thinking. Mythic haste give you another move action, and I was thinking that you can't move with the extra move action and then full attack because the full round says "When the rules refer to a “full round”, they usually mean a span of time from a particular initiative count in one round to the same initiative count in the next round". But he already clarified what I wanted to know.


Hi, I have a question about how it works. When you make a full attack the rule says:

f you get more than one attack per round because your base attack bonus is high enough (see Base Attack Bonus in Classes), because you fight with two weapons or a double weapon, or for some special reason, you must use a full-round action to get your additional attacks. You do not need to specify the targets of your attacks ahead of time. You can see how the earlier attacks turn out before assigning the later ones.

The only movement you can take during a full attack is a 5-foot step. You may take the step before, after, or between your attacks.

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And in the in the combat rule it says:

When the rules refer to a “full round”, they usually mean a span of time from a particular initiative count in one round to the same initiative count in the next round. Effects that last a certain number of rounds end just before the same initiative count that they began on.

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And in the full round action says

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.

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So, if I get an extra move action I can move and then make a full attack?


Hi, I'm in a campain whe I'm playing an Oracle and we are in a high combat on the sea. My question is, Can I use the spell blade barrier in the wather to make the blades and make damage the ships?

I hope someone have a rule for that kind of combat.