<div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=289327.msg14288629#msg14288629">Quote from: indarkestknight on 21-07-2018, 20:54:31</a></div></div><blockquote class="bbc_standard_quote">Source is the PRD. (http://paizo.com/pathfinderRPG/prd/coreRulebook/combat.html)<br/><br/>Nothing in the description indicates that full-round actions can be disrupted by taking damage.<br/><br/>Examples of full-round actions listed alongside coup de grace include charging and full attacks, which, under my understanding, are resolved as the character's whole action, but do not take the full round to complete.<br/></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/>While a full attack doesn't seem to have full-round ramifications, a charging attack does (you have a -2 to AC until your next action).  So, while the effects of a charge are immediate, its ramifications can be felt for the entire round.  The rule is, at best, ambiguous.  It states:<br/><br/><div class="quoteheader"><div class="topslice_quote">Quote</div></div><blockquote class="bbc_standard_quote">Full-Round Action: A full-round action consumes all your effort during a round. The only movement you can take during a full-round action is a 5-foot step before, during, or after the action. You can also perform free actions and swift actions (see below). See Table: Actions in Combat for a list of full-round actions.</blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/>A full-round action consumes all your effort<strong>during a round.</strong>And then look at what a round means:<br/><br/><div class="quoteheader"><div class="topslice_quote">Quote</div></div><blockquote class="bbc_standard_quote">Each round represents 6 seconds in the game world; there are 10 rounds in a minute of combat. A round normally allows each character involved in a combat situation to act.<br/><br/>Each round’s activity begins with the character with the highest initiative result and then proceeds in order. When a character’s turn comes up in the initiative sequence, that character performs his entire round’s worth of actions. (For exceptions, see Attacks of Opportunity and Special Initiative Actions.)<br/><br/>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.</blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/>This is where your theory falls apart, Knight.  The rules specifically state:<strong>"[w]hen 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."</strong><br/><br/>If the coup de grace worked the way that you think it's supposed to work like, then the rule should have said:<br/><br/><div class="quoteheader"><div class="topslice_quote">Quote</div></div><blockquote class="bbc_standard_quote">Full-Round Action: A full-round action consumes all your effort during <strong>YOUR TURN</strong>. The only movement you can take during a full-round action is a 5-foot step before, during, or after the action.</blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/>So, as it stands, without any sort of proof of designer intent, I am going to stick to my rule.<br/><br/>Given that I am sticking to my rule, under my theory of coup de grace, Cass's coup de grace<em>can</em>be interrupted.  The rule is quite clear that she must be next to a helpless creature.  So, she can be moved away from her coup de grace, she can be incapacitated, or the creature can be made to stop being helpless.  Here, the cleric is asleep because of a sleep spell.  If the cleric is injured, he then wakes up, and is no longer helpless.  Therefore, the coup de grace has been interrupted.<br/><br/><div class="quoteheader"><div class="topslice_quote">Quote</div></div><blockquote class="bbc_standard_quote">5 ft steps do not incur AoOs.</blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/>I totally understand this.  But if you look at the previous map:<br/><br/>(https://i.imgur.com/7YfvTPg.jpg)<br/><br/>Damira couldn't go NE because Vendi occupied that spot.<br/><br/>Damira couldn't go E or SE because it was difficult terrain.<br/><br/>Damira could go S, but would incur an AoO due to casting a spell.<br/><br/><div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=289327.msg14288765#msg14288765">Quote from: indarkestknight on 21-07-2018, 22:00:36</a></div></div><blockquote class="bbc_standard_quote">When a monster statblock says "this save is Constitution-based", it refers to how the save DC is calculated.<br/><br/>Monster special attacks tend to be either Constitution-based or Charisma-based, with the formula being as follows: 10 + 1/2 HD + (Con or Cha) modifier.<br/><br/>It does not change the stat used to modify the saving throw.<br/></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/>Good to know.  I didn't know that.<br/><br/>Now apologize. :/