
![]() |

Hero point for an extra move action before your full attack.
Gain the Pounce extraordinary ability.
Or the most likely route is to have a mount and the Mounted Skirmisher feat from APG. The mount moves and you get your full attack.

james maissen |
Quick question (as the subject):
Is there a way for a Paladin to move and make a Full Attack?
The easiest way is to have someone else move the Paladin (or other thug).
Common ways:
D.door (bring a few thugs with you, who then come out of delay)
Floating Disk (portable fighter)
Bull Rush (limited distances, and now doesn't provoke!)
From 3.5:
Benign/Baleful transposition.
-James

Maggiethecat |

I don't see where Haste gives you an extra move action. It says it increases whatever forms of movement you have by up to 30 feet but that's not the same as an extra move action.
2 move actions = lets you move your full movement, then take an item out of a handy haversack, reload a crossbow, move again, etc.
Haste spell = lets you move 60 feet (if your base speed is 30) when you take a move action.

![]() |
LazarX wrote:Haste spell gives you an extra move action.wow... I did not know that. I thought it just increased your speed, gave you a bonus to a bunch of stuff, and gave you 1 extra attack on a full attack action.
Never mind what I said, I was thinking an earlier edition. Actually all classes have that limitation, not just Paladins.

![]() |

Haste spell gives you an extra move action.
Um, no it doesn't.
The transmuted creatures move and act more quickly than normal. This extra speed has several effects.
When making a full attack action, a hasted creature may make one extra attack with any weapon he is holding. The attack is made using the creature's full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a speed weapon, nor does it actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round.)
A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
All of the hasted creature's modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject's normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature's jumping distance as normal for increased speed. Multiple haste effects don't stack. Haste dispels and counters slow.
Bolded parts for emphasis.
Doh, ninja'd!

![]() |

This may be insufficient for what you're going for, but you can take a 5-foot step in the same round as your full attack. It's not much, but if you have your bow out and someone's right next to you, you can 5-foot back and full attack a bunch of arrows into their face. Alternatively, you could make the first attack or two of your FA, then 5-foot over to where someone else not quite in reach is standing and continue your FA.

Dosgamer |

That's the tradeoff...you get a 5' step and a full attack or you get to move and make a standard attack. There are a few ways around it (as mentioned already), but that's the gold standard. Mounted archery is the easiest way that I know of, but as far as full moves and melee goes, try and talk your GM into allowing hero points. Good luck!

Tom S 820 |

Haste spell gives you an extra move action.
No it dose not in this game
Haste
School transmutation; Level bard 3, sorcerer/wizard 3
Casting Time 1 standard action
Components V, S, M (a shaving of licorice root)
Range close (25 ft. + 5 ft./2 levels)
Targets one creature/level, no two of which can be more than 30 ft. apart
Duration 1 round/level
Saving Throw Fortitude negates (harmless); Spell Resistance yes (harmless)
The transmuted creatures move and act more quickly than normal. This extra speed has several effects.
When making a full attack action, a hasted creature may make one extra attack with any weapon he is holding. The attack is made using the creature's full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a speed weapon, nor does it actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round.)
A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
All of the hasted creature's modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject's normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature's jumping distance as normal for increased speed. Multiple haste effects don't stack. Haste dispels and counters slow.

Quandary |

Use the Sacred Servant Paladin Archetype...
(this actually seems to corespond closer to how most people envision the Paladin, i.e. bewing a Paladin OF a specific deity)
If you worship the following Deities: Calistria, Cayden Cailean, Gozreh, Shelyn
you can take the Fervor Inquisition / ´Sub Domain´:
Granted Powers:
Fire of Belief (Sp): You can unleash a gout of holy or unholy flame that sears one target within 30 feet as a ranged touch attack. The target takes 1d6 points of fire damage plus half your inquisitor level (minimum +1). If you are good, the flames only harm nongood targets. If you are evil, the flames only harm nonevil targets. If you are neither good nor evil, when you gain this ability you must decide whether the flames harm only nongood or nonevil targets; once you make this decision, it cannot be changed (though if your alignment changes, the effect of the flames changes appropriately). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Fervent Action (Ex): At 8th level, [b]once per day as a swift action[&B], you can make a single melee attack at your highest attack bonus, [b]move up to your speed[&B], or cast a prepared inquisitor spell (of a spell level up to one lower than the highest level spell you can cast) as per Quickened Spell.
------------------------------
The once per day thing sucks, but this lets you do exactly what you want, and then some
(also allows adding extra attack as a swift action on top of full attack, or quickened spell)
You may want to use the other options people gave as an addition to this 'pure' Move + Full Attack option.

LukeZ |

Stabbington P. Carvesworthy wrote:You can also make friends with a wordcaster with access to the Accelerate effect word (or find a potion that does the same).I also vote for a potion of Accelerate.
Or maybe some "Boots of Movement" with a continuous effect of Accelerate.
Cost would be: 2 (level) x 3 (caster) x 2.000 (continuous) = 12.000 gpAm I right?