Run and Attack


Rules Questions

Dark Archive

So here's the question? Is there any official way to make an attack after using run action.
I wasn't able to find anything by myself, but still I might just missing something.
A certain answer would be very helpful. Thank you in advance.

Liberty's Edge

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No. But there are plenty of feats, spells, and class abilities out there that increase your speed, thus allowing you to move or charge longer distances.


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Movement wrote:

Tactical movement is used for combat. Characters generally don't walk during combat, for obvious reasons—they hustle or run instead. A character who moves his speed and takes some action is hustling for about half the round and doing something else the other half.

...
Run: You move four times your speed while running (if wearing medium, light, or no armor and carrying no more than a medium load) or three times your speed (if wearing heavy armor or carrying a heavy load), and you lose your Dexterity bonus to AC.
Combat wrote:

Run

You can run as a full-round action. If you do, you do not also get a 5-foot step. When you run, you can move up to four times your speed in a straight line (or three times your speed if you're in heavy armor). You lose any Dexterity bonus to AC unless you have the Run feat.
You can run for a number of rounds equal to your Constitution score, but after that you must make a DC 10 Constitution check to continue running. You must check again each round in which you continue to run, and the DC of this check increases by 1 for each check you have made. When you fail this check, you must stop running. A character who has run to his limit must rest for 1 minute (10 rounds) before running again. During a rest period, a character can move no faster than a normal move action.
You can't run across difficult terrain or if you can't see where you're going...

So during combat those 4-6 squares you move is at a hustle or run, not a walk.

But since you said Run, the common assumption is a double move/full round action in a straight line.

Can you attack after a Run (Full Round action)? Yes, if you make it so that you threaten your target then you can attack them as a full attack action on your NEXT round (assuming they are still there). I assumed that the creature making the run action is attacking. You might get an AoO if they move away, so placement is critical.

I think what you are looking for is a Charge. You can Charge and then attack in the same round.

Swashbuckler's Opportune Parry and Riposte(Ex) in response to an AoO melee attack made by the target in response to the running creature moving through the targets threatened squares. The swashbuckler runner needs at least 2 panache points before the sequence and the swashbuckler's parry roll (combat total with the -2) must beat the target's attack roll(combat total).


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Running is a full round action so you cannot perform other actions while running, except for free actions.

If you use two move actions in a round (sometimes called a "double move" action), you can move up to double your speed. If you spend the entire round running, you can move up to quadruple your speed (or triple if you are in heavy armor).

If you are using mythic rules there are a couple of ways you can gain an additional action without it counting against your other actions. Outside of mythic I don’t think there are any way to gain an attack while making a run.


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With run speed enhancement, some characters get pretty impressive charge distances.

If you can get the Pounce special ability, via several possible sources, you can even make a full attack at the end instead of just one attack.

More than a few bad guys have been startled by an axe-wielding barbarian hurtling in their face out of nowhere.


Jason Wu wrote:

With run speed enhancement, some characters get pretty impressive charge distances.

If you can get the Pounce special ability, via several possible sources, you can even make a full attack at the end instead of just one attack.

More than a few bad guys have been startled by an axe-wielding barbarian hurtling in their face out of nowhere.

Evil overlord list number 5, i will not be in a charge lane from the entrance

Grand Lodge

Well, I have one way to get a full attack after a quadruple move, but it A) requires a full build towards it B.) is of somewhat disputed legality an C) needs to be very, very rare, or it will probably get banned. ;)

Grand Lodge

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BigNorseWolf wrote:
Jason Wu wrote:

With run speed enhancement, some characters get pretty impressive charge distances.

If you can get the Pounce special ability, via several possible sources, you can even make a full attack at the end instead of just one attack.

More than a few bad guys have been startled by an axe-wielding barbarian hurtling in their face out of nowhere.

Evil overlord list number 5, i will not be in a charge lane from the entrance

Evil overlord list number 5a: Given some heroes' abilities, I know that the only way to not be in a charge lane is to be behind a Wall of Minions (tm).

Charge distances can be, with some builds, well over 100', possibly 200'.
Travel Domain (untyped 10' movement increase)
Barbarian's Fast Movement (another untyped 10' movement increase)
Monk's Fast Movement (variable enhancement bonus)
Haste, Blessing of Fervor, Boots of Speed or Boots of Striding and Springing, Expeditious Retreat, Longstrider (Most of these won't stack with each other or Monk's Fast Movement, as they are mainly enhancement bonuses)

So, with only a little bit of work, you can get a charge distance of 80' with drawing a weapon during the charge, or 160' if already armed. Add in a pounce build, and it is really difficult to stay out of the charge lanes/death zones of some of these builds.


Neil Markey wrote:
Well, I have one way to get a full attack after a quadruple move, but it A) requires a full build towards it B.) is of somewhat disputed legality an C) needs to be very, very rare, or it will probably get banned. ;)

Run end turn battle oracle/swashbuckler ? Quintuple move!

Dark Archive

Mysterious Stranger wrote:

Running is a full round action so you cannot perform other actions while running, except for free actions.

If you use two move actions in a round (sometimes called a "double move" action), you can move up to double your speed. If you spend the entire round running, you can move up to quadruple your speed (or triple if you are in heavy armor).

If you are using mythic rules there are a couple of ways you can gain an additional action without it counting against your other actions. Outside of mythic I don’t think there are any way to gain an attack while making a run.

I see, that's all I need to know, thank you :)

Dark Archive

Stephen Ross wrote:
Movement wrote:

Tactical movement is used for combat. Characters generally don't walk during combat, for obvious reasons—they hustle or run instead. A character who moves his speed and takes some action is hustling for about half the round and doing something else the other half.

...
Run: You move four times your speed while running (if wearing medium, light, or no armor and carrying no more than a medium load) or three times your speed (if wearing heavy armor or carrying a heavy load), and you lose your Dexterity bonus to AC.
Combat wrote:

Run

You can run as a full-round action. If you do, you do not also get a 5-foot step. When you run, you can move up to four times your speed in a straight line (or three times your speed if you're in heavy armor). You lose any Dexterity bonus to AC unless you have the Run feat.
You can run for a number of rounds equal to your Constitution score, but after that you must make a DC 10 Constitution check to continue running. You must check again each round in which you continue to run, and the DC of this check increases by 1 for each check you have made. When you fail this check, you must stop running. A character who has run to his limit must rest for 1 minute (10 rounds) before running again. During a rest period, a character can move no faster than a normal move action.
You can't run across difficult terrain or if you can't see where you're going...

So during combat those 4-6 squares you move is at a hustle or run, not a walk.

But since you said Run, the common assumption is a double move/full round action in a straight line.

Can you attack after a Run (Full Round action)? Yes, if you make it so that you threaten your target then you can attack them as a full attack action on your NEXT round (assuming they are still there). I assumed that the creature making the run action is attacking. You might get an AoO if they move away, so placement is critical.

I think what you are looking for is a Charge. You can Charge and then attack in the same
...

Thank you for answering this thread, I guess charge will do.

Grand Lodge

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One I haven't seen used (yet), but noticed just today is this spell, which would give (as far as I can tell) most people 200 or 300 ft to charge ought to take care of any run/attack you wanted to do in PFS play.

Silver Crusade Contributor

Joe Ducey wrote:
One I haven't seen used (yet), but noticed just today is this spell, which would give (as far as I can tell) most people 200 or 300 ft to charge ought to take care of any run/attack you wanted to do in PFS play.

And it's available via the fey magic alternate racial trait, if you can get the right terrain. ^_^

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