Multi-attack. (+<#>) [multi-attack] (major, weapon speed)
Multi-attack is an ability that grants a creature more attack routines in addition to their primary attack routine. Each additional attack routine is called an iterative attack. These bonus attacks are a powerful ability as they grant special initiative placement as well as the ability to target more than one foe per round with an attack.
> MELEE: long sword (1d8); long sword (iterative; 1d8);
> SPECIAL ATTACKS: multi-attack (+1/2)
Primary Attack. A creature's normal attack mode is called a primary attack or primary attack routine. This could be a single attack (e.g. sword) or a set of attacks (e.g. 2 claws and a bite). All primary attacks are a single attack routine and can only target a single creature.
Iterative Attacks. Some creatures have an ability called Multi-attack. This grants bonus attacks in addition to the creature's primary attack. These bonus attacks are called iterative attacks. Depending on the nature of the creature, an iterative attack may be granted with the same weapon as the primary attack or, most often in the case of creatures with natural weapons, iterative attacks will be with different natural weapons (e.g. a claw or talons). All iterative attacks will be noted as such.
Separate Target. An iterative attack can target a different foe than any primary attacks (it is considered a separate attack routine).
Two-weapon Fighting. Two-weapon attacks are only allowed as part of a primary attack routine. Then any iterative attacks will occur. Iterative attacks must be with the primary hand and suffer primary hand penalties (if any) for two-weapon fighting.
Primary hand weapons vs. Secondary hand weapons. Only weapons wielded in a creature's primary hand can be used as an iterative attack without penalty unless a creature is ambidextrous. Otherwise, a secondary hand weapon can be used but suffers penalties for two-weapon fighting (as a secondary weapon). If the primary attack was not a two-weapon attack, the primary hand does not suffer penalties for two-weapon fighting.
Ambidexterity. If a creature with multi-attack is ambidextrous, it can use either its primary hand or secondary hand for iterative attacks without penalty.
Number of Iterative Attacks. This is noted a "+<#>", where the number shows the number of bonus iterative attacks (not including the primary attack routine). A "+1/2" means the iterative attack is granted every odd numbered round (starting with the first round the multi-attack ability is used). In cases where a creature abstains from attacking for a round or more, the next round spent attacking will be considered the "first round".
Multiple Sources of Multi-attack. If you gain multi-attack from multiple sources and of the same type (eg. a high level fighter/assassin), the number of iterative attacks are added together (1/2 + 1/2 = +1). Natural weapon-based multi-attack ability never stacks with a class-based ability (thus, should a troll ever attain the status of a 7th level fighter, and it fights with a weapon and claw, this is treated as multi-attack +1/2 and two-weapon fighting [the claw as a secondary]; the troll's natural multi-attack ability is disregarded if it chooses to use a manufactured weapon).
Initiative Benefit. Multi-attack allows a creature to use it's primary attack before group actions in the combat phase, regardless of initiative. If a creature is not granted an iterative attack that round, then initiative is handled normally (i.e. no benefit) for the creature with multi-attack for that particular round. See the Combat Round Flowchart.
Initiative Order of Iterative Attacks. Once the primary attack is taken, the order in which the iterative attacks come depends on the number of iterative attacks being taken. If two or more creatures are fighting each other and both have the multi-attack ability, the one with the most iterative attacks will gain the first primary attack. Refer also to the Multi-attack Table, below. If two or more opponents have the same number available, initiative will break the tie. If initiative is tied, use weapon speed to determine and if equal, attacks occur simultaneously.
Special Attacks. The multi-attack ability cannot be used in the same round as a charge attack (including overbear/rush), coup de grâce attack, or slay the sleeping attack. Other special attacks can be used during an iterative attack including grapple, breaking a grapple, or counter-grapple attempts. A primary attack can be used as an immediate attack (for example, against a charging opponent) and any iterative attacks come normally (if only one, this happens on your group initiative). Only primary attack routines can be used as free attacks.
Minor Actions. Unless a minor action can be combined with an attack (such as unsheathing a weapon) it cannot be done prior to or at the same time as the first attack. The action will occur on the creature's turn in Initiative. This includes innate or spell-like abilities. Thus, the first attack cannot include a spell-like ability delivered via a touch attack unless the ability was cast in the previous round. The iterative attack can include a spell-like ability delivered via touch attack - but that hand must be free of weapons at the time the ability was cast (see Touch Spells).
Missile Weapons. Multi-attack does not grant bonus iterative attacks when using missile weapons. However, if a missile weapon has a fire rate over 1/1 (i.e. over 1 per round), the weapon can be used as a multi-attack. This grants the initiative benefit as well as the ability to attack separate foes. Additionally, each iterative attack can be used to attack with a single thrown weapon (if the primary attack is not a missile attack). E.g. A fighter with multi-attack can (+1/2) strike with a long sword before group initiative and then, at the end of the round, throw a javelin assuming they have a free hand. If your primary hand is occupied, you must use your secondary hand and this comes with penalties for two-weapon fighting (for the secondary hand attack only if used as an iterative attack; see Primary hand weapons vs. Secondary hand weapons above).
Immediate Attacks. Only primary attack routines can be executed as an immediate attack. This means if you've already used your primary attack routine in a round, you cannot take an immediate attack even if you have the multi-attack ability. If you are granted an immediate attack before your primary attack (e.g. against a charging opponent), your iterative attack is taken on your (normal without multi-attack) turn in group initiative unless you have more than one iterative attack (which are split up normally with the first coming before group actions).
If both opponents have the same number of iterative attacks, these occur on the same initiative but the faster weapon strikes first (or if the same weapon speed, simultaneous).
1st means the primary attack is taken before group initiative. Last means the iterative attack is taken after the LOW initiative group finishes their actions during the combat phase (D). HIGH means the iterative attack is taken (regardless of initiative rolls) during HIGH initiative. LOW means the iterative attack is taken during LOW initiative. Between means the iterative attack (or multiple iterative attacks) are taken after HIGH initiative but before the LOW initiative begins.
This mean if you have multi-attack (+1 or +1/2) throwing a weapon as an iterative attack happens at the end of the round, unable to disrupt a spell caster's spell unless their spell had a casting time over 1 round. You can throw a missile weapon as a primary attack (assuming your primary hand is free) but then any iterative attack used in melee must be from your secondary hand (with penalties for two-weapon fighting). Note that a spell with a 1 round casting time and an action noted as being Last is technically a tie. Thus, according to the Spell Initiative chart, the spell would be able to be cast successfully first.