Full-Round Action
A Full-Round Action consumes all of your time during your turn in a given round (which is roughly 6 seconds), effectively using all other Actions you could take on your turn. Some uses of Skills, require a Full-Round Action to complete. Examples include bypassing a lock (using the Mechanics skill), searching an area for clues (using the Perception skill), and entering a Force Trance (using the Use the Force skill).
A Full-Round Action can't span multiple rounds; for example, you cannot perform a Full-Round Action that replaces your Move Action and Swift Action in the first round and your Standard Action in the following round.
Full-Round Actions include the following:
- Coup de Grace: Make a guaranteed attack against a helpless target.
- Detailed Perception Check
- Double/Dual Attack: Make an attack with both sides of a Doubled-Sided Weapon or both Weapons while dual wielding.
- Handle Animal Skill Checks
- Quick uses of the Deception Skill; Feign Haywire*
- Quick uses of the Mechanics Skill; Disable/Sabotage Devices, Handle Explosives, & Jury Rig.
- Quick uses of the Performance Skill; using the skill to save face when under a Fear Affect or after Massive Damage.
- Sprint: Move up to four times your Land Movement Speed.
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