<div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=289327.msg14288905#msg14288905">Quote from: PhantomPistoleer on 21-07-2018, 23:01:10</a></div></div><blockquote class="bbc_standard_quote">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/>A full-round action consumes all your effort <strong>during a round.</strong>  And then look at what a round means:<br/><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/>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.</blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/><div class="quoteheader"><div class="topslice_quote">Quote from: PRD</div></div><blockquote class="bbc_standard_quote">Therefore, such a character must also take more time to cast a metamagic spell (one enhanced by a metamagic feat) than he does to cast a regular spell. If the spell's normal casting time is a standard action, casting a metamagic version is a full-round action for a sorcerer or bard. (This isn't the same as a 1-round casting time.) </blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/><div class="quoteheader"><div class="topslice_quote">Quote from: PRD</div></div><blockquote class="bbc_standard_quote">When you begin a spell that takes 1 round or longer to cast, you must continue the concentration from the current round to just before your turn in the next round (at least). If you lose concentration before the casting is complete, you lose the spell.</blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/>I respectfully disagree.<br/><br/>Source is the PRD feats (http://paizo.com/pathfinderRPG/prd/coreRulebook/feats.html) page under Metamagic and the PRD magic (http://paizo.com/pathfinderRPG/prd/coreRulebook/magic.html) page under Casting time.<br/><br/>What you're describing is an action that takes until the end of the player's next turn to complete. A 1 round action, the equivalent of a summon monster spell.<br/><br/>This is clearly distinguished in the quotation regarding metamagic as distinct from a full round action.<br/><br/>Furthermore, the logic breaks down. If a full round action can be disrupted before the round ends, then moving away from an adversary making a full attack action would, by the same logic, invalidate the full attack action.<br/><br/>That said, this will be my final appeal. If you still stand by your call that the coup de grace is disrupted, while I respectfully disagree, I will accept the ruling, as it is yours to make and not mine. I rest my case.<br/><br/><div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=289327.msg14288905#msg14288905">Quote from: PhantomPistoleer on 21-07-2018, 23:01:10</a></div></div><blockquote class="bbc_standard_quote">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/>Now apologize. :/<br/></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/>You were right, I was wrong. I apologize.