Full-Round Action: Difference between revisions

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:* Run
:* Run
:* Delivering a coup-de-grace
:* Delivering a coup-de-grace
:* USe the [[Total Defense]] action.
:* Escape from a net
:* Escape from a net
:* Using a touch spell on up to six adjacent allies
:* Using a touch spell on up to six adjacent allies
:* Casting a True Dweomer without requiring a skill roll
:* Casting a True Dweomer without requiring a skill roll

Revision as of 13:34, 7 January 2021

Full-Round Action

As the name implies, a full-round action takes a character their entire round to perform. If a character declares they are using a full-round action, it uses up all of their actions until the start of their next turn. Any effects from the action being performed occur at the end of their current turn, however.

Once a full-round action is declared, a character may not perform any standard, move, swift, or immediate actions, nor may they perform any attacks of opportunity until the start of their next turn.

Some common uses for a full-round action include:

  • Run
  • Delivering a coup-de-grace
  • USe the Total Defense action.
  • Escape from a net
  • Using a touch spell on up to six adjacent allies
  • Casting a True Dweomer without requiring a skill roll