Question about full round action and extra move action.


Rules Questions


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?


Probably. All those rules for full attacks are presumably written under the assumption you're in the normal situation where you only have one move action. There might not even have been a way to get an extra move action when those rules were written.

There are certainly exceptions where you can move and full attack: Pummeling Charge, to pick a random example.


the full attack rules are for the usual situation (the general rule), feats may introduce specific options (the sperific rule or exception).

A 5ft-step is not a move action, see RAW, it is special and may not be available (like difficult terrain).


Yes, if you have a bonus move action, like from Mythic Haste or the Accelerate word of power, you can both move and use a full-round action, like to full attack, in the same round.

Shadow Lodge

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...


I don’t know any way to gain an extra move action. Even with mythic most of the time the ability does not grant you an actual move action. Usually, the mythic abilities allow you to move as part of another action or as a swift action. Being able to move as part of an action is different than having a move action.


Maybe they're running a choker or some other creature with the Quickness ability, but the answer is the same, you could take the extra move, then full-attack (or vice-versa) unless the ability had other requirements (like saying you have to full-attack first to get the extra move or action) or saying your turn ends after taking the extra action.


Using Ascendant Spell metamagic with Haste is a fairly reliable way to give people move actions, but there are others.

The easiest way to move others around (which is not the same as obtaining additional move actions, though) is to simply cast Floating Disk, have them hop on, and spend your move actions directing the disk around the battlefield so that the martials are always within melee range of their enemies.


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.


If you are talking about mythic rules keep in mind that mythic is so over the top it breaks a normal game. There are a couple of ways in mythic to be able to move when making a full attack. The 3rd tier champion ability fleet Warrior specifically allows you to move up to your speed when making a full attack.


Drakes and Chokers are the big monster types that have extra moves in the turn. They came out in the core release with those rules and monsters in mind. Drakes actually came from Tome of Horrors but given several PF designers involvement in that work, the constant referencing of it even as early as the first APs, and later recreation of PF versions of Tome of Horrors monsters, it can basically be considered to be as equally relevant as the Choker who was in the core bestiary.

One could argue that the rule about not being able to make a full action while taking a move action would preclude full actions even with a spare move action, leaving you with just a standard and two move equivalent actions or 3 equivalent actions instead of a standard. However, that rule is also clearly meant for players under normal circumstances as a general rule, and there was no way for a player to ever gain an extra move action until Mythic rules were created, another very obvious exception to the norm. So its safe to assume gaining an extra move action is a specific>general instance that lets you ignore the limiter on full round actions after move actioning.


Taja the Barbarian wrote:
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...

IIRC, it was better/worse than that: It granted an extra Standard action, which you could trade for a move (or not).

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