Author Topic: Pardon the interruption – a Guide to Immediate Actions  (Read 11954 times)

Offline wotmaniac

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Pardon the interruption – a Guide to Immediate Actions
« on: March 16, 2014, 06:51:38 PM »
Discussion here.
I haven't seen this done elsewhere, so here goes nothing.
This is still somewhat a work in progress .... I'll be more than happy to copy-paste from anyone who wants to fill in the gaps.


Pardon the interruptiona Guide to Immediate Actions

Quote from: SRD
IMMEDIATE ACTION
Much like a swift action, an immediate action consumes a very small amount of time, but represents a larger expenditure of effort and energy than a free action. However, unlike a swift action, an immediate action can be performed at any time — even if it's not your turn. Casting feather fall is an immediate action, since the spell can be cast at any time.

Using an immediate action on your turn is the same as using a swift action, and counts as your swift action for that turn. You cannot use another immediate action or a swift action until after your next turn if you have used an immediate action when it is not currently your turn (effectively, using an immediate action before your turn is equivalent to using your swift action for the coming turn). You also cannot use an immediate action if you are flat-footed.

Immediate actions are awesome.  For that matter, anything that lets you tell the action economy and/or initiative order to go sit in the corner is awesome.
This guide in meant as a reference for helping to maximize your immediate actions.

*Layout/formatting note:
While this guide is about immediate actions, there are some hurdles that must first be overcome before you can go about the business of implementing those immediate actions.  As such, the information here is presented in the algorithmic order-of-operations as they would be encountered in-game.
« Last Edit: March 16, 2014, 07:02:21 PM by wotmaniac »

Offline wotmaniac

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Re: Pardon the interruption – a Guide to Immediate Actions
« Reply #1 on: March 16, 2014, 06:52:04 PM »
Now, winning initiative is all well and good; but even an initiative modifier of +∞ does you no good when you’re on the receiving end of a surprise round.
So, before we can talk about immediate actions, we have to talk about flat-footedness:

Arch Supports – a mini-guide to Flat-footedness.
Quote from: SRD
Flat-footed
At the start of a battle, before you have had a chance to act (specifically, before your first regular turn in the initiative order), you are flat-footed.
A character who has not yet acted during a combat is flat-footed, not yet reacting normally to the situation. A flat-footed character loses his Dexterity bonus to AC (if any) and cannot make attacks of opportunity.

That means that even though you may have somehow managed to get off an immediate action (or any kind of action, really), you’re still flat-footed until your actual initiative-ordered 1st turn (well, depending on exactly what action that is, of course – see below).

Being flat-footed sucks.  So much so, that you really do need to actively find ways to avoid it.  Not only does it leave you vulnerable (that’s the easy part to deal with), but it robs you of being able to use immediate actions … and that’s just a crying shame.

*Special note:
Now, unfortunately, I’ve encountered some confusion on this issue in the past (at my own table, that is).  So, just to clarify:
* just because you are denied your dex bonus to AC does not necessarily mean you are flat-footed (in other words, there are more ways to lose your dex bonus to AC than just being flat-footed – e.g., feinting)
* just because you avoid losing your dex bonus to AC does not mean that you are not still flat-footed (e.g., a rogue’s Uncanny Dodge ability only lets him maintain his dex bonus while flat-footed – he’s still flat-footed, and thus still unable to act)

Surprise round
Let us not forget the surprise round.  If you get caught unaware, now you run the risk of your opponent getting 2chances to kill you before you get to even get your bearings (and I don’t even want to talk about your opponent activating his own immediate actions ….).

Solutions:
So, how to go about avoiding this unfortunate set of circumstances.

First, we have to avoid being caught “unaware”, so as to not give that closet troll a surprise round. 
- Spot and Listen: the better you are able to see/hear, the more likely you are to see them coming.
  -- Scent: let’s you use your highly-tuned nose to spot (nice for when you can’t see or for bypassing concealment)
- See invisibility: see that invisible stalker coming.  Usable with the permanency spell.
- True seeing: it’s like see invisibility, but better (sadly, though, not usable with permanency).
- Foresight: never surprised or flat-footed.
- Detect Hostile Intent – 2nd-level psionic power; never surprised or flat-footed.  Limited range and duration makes it significantly less useful than foresight.
- Inhibit: 1st-level spell from SC – could be a candidate for the spell you use when your contingency-ed celerity goes off, so that you at least get a chance to roll initiative before they attack (definitely not the most optimal use of resources; but it is an option, nonetheless).
- Mark of Stars (Dragonmarked, p142) prevents you from being surprised or flat-footed no matter what.  Unfortunately, it requires taking a level in heir of Siberys (Eberron Campaign Setting, p80). 
- Avoid dire tortoises and their hunting grounds (whether or not you would benefit by actually being one is debatable).
- (I’m out of ideas for this one – let me know if I’m missing anything)


And then we have to avoid having our feet flattened:
- Win initiative – duh.  (btw, has anyone ported that thread over to here yet?  t’would be nice)
- Be a minotaur
- “Cunning” Legacy Weapon ability – p.193, Menu D.
- Warning Shout – Spell Compendium.  Makes rest of party no longer flat-footed.  Is a paladin-only spell.
- Foresight: as mentioned above (included here for completeness).
- Detect Hostile Intent: – as above (included here for completeness).
- Mark of Stars (dragonmark): -- as above (included here for completeness).
- Scout, 2nd level (CAdv): this version of Uncanny Dodge states that “a scout cannot be caught flat-footed”.  However, I suspect that this was an accidental oversight, rather than on purpose; since instead of actually fully describing the ability, it simply tells you to go look at the rogue/barbarian ability in PHB – suggesting that that sentence was meant as flavor text.  (a similar mistake occurred with the shock and awe spell in SC)  For further precedence on this type of mistake, see the Whisperknife PrC, where the verbiage is internally-conflicting.
But hey, RAW is RAW, right?

If all else fails, there are actually some actions that you can take even if you are flat-footed.
- AoO: Typically, you can’t take AoOs while flat-footed; however, there are some exceptions:
  -- Combat Reflexes (PHB): in addition to getting you extra AoOs/round, this feat lets you use them while you are flat-footed
  -- Canny Opportunist (DragMag340): this feat lets you make AoOs when your threatened opponent tries to draw a Weapon, ready/loosen a shield, or attempts a feint in combat, even when flat-footed.
- Instantaneous Rage (CW): this feat lets you rage when it’s not your turn, even while flat-footed.
- Reactive Shifting (RoE): Shifter racial feat – lets you shift out of turn, even flat-footed.
- Initiate of Helm (PGF): Initiate feat (clerics and paladins only) – lets you make AoO while flat-footed (plus it adds some spells to your class list)
- Nerverskitter (SC): Give somebody  a +5 to initiative; explicitly can be cast while flat-footed (the spell’s intended purpose, after all, is to be used when initiative is rolled).
- (let me know if I’m missing anything)
« Last Edit: April 28, 2014, 12:32:01 AM by wotmaniac »

Offline wotmaniac

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Re: Pardon the interruption – a Guide to Immediate Actions
« Reply #2 on: March 16, 2014, 06:52:49 PM »
Act Now – what can be done via an immediate action:

Class features
- Absorb Spell: spellthief20 -- Redirect absorbed spell or cast any spellthief spell as an immediate action.


Feats :
- Reactive Counterspell (PGtF): counterspell without having it readied.  Lose next turn.

- Mark of Avernus (Fiendish Codex II, p84) lets you attack or use a spell-like ability as an immediate action once per encounter.  Unfortunately, it mostly requires being a devil.
- Divine Defiance (Fiendish Codex II, p83) lets you counterspell as an immediate action by spending a turn undead attempt.  It's way better than reactive counterspell, which has that "takes the place of your next turn" clause.


Spells :
- Feather Fall: sorc/wiz1 -- Yea -- you can haz parachute.
Spell Compendium:
- Aiming at the Target:  sorc/wiz2 -- gives a +10 to concentration checks for maintaining concentration on a spell.  Meh.
- Arrow Mind: rgr1, sorc/wiz1 – lets you threaten 5’ with a bow, and don’t provoke AoO.  Not bad.
- Avoid Planar Effects: cleric2, druid2, sorc/wiz3 – just what it says on the tin.
- Buoyant Lifting: druid1 – It’s a lifejacket.
- Close Wounds: cleric2 – it’s CLW with a smaller die.
- Deep Breath: drd1, rgr1, sorc/wiz1 – it’s a SCUBA tank with CL-rounds of air.
- Delay Death: clr4 – lets target go to -∞ hp for CL-rounds.
- Divine Insight: clr2, pal2 – big bonus on one skill check of your choice.  Casting is a standard action, but activation is immediate.  It’s alright for a breakfast buff.
- Duelward: sorc/wiz5 – counterspell as an immediate action.  CL-rounds, but discharges after one use.  For if you don’t have room for the Reactive Counterspell feat.
- Fearsome Grapple: sorc/wiz2 -- +4 to grapple checks; increases to +8 @ 9th level.  Personal only, because fuck fighters.
- Insidious Rhythm: bard1 -- -4 penalty on INT-based skill checks and concentration checks.  Affected caster need to make a concentration check to cast.  Neat.
- Nerveskitter: sorc/wiz1 – give somebody +5 on their initiative roll, can cast while flat-footed.  Win.
- Ruin Delver’s Fortune: bard4, sorc/wiz4 – get a bonus on some saves, or some bonus HP.
- Sticky Saddle: pal1 – +10 to stay in your saddle; stay in the saddle after you croke.  Meh …. makes for some nice imagery.
- Warning Shout: pal1 – lets everyone in the party be not flat-footed.  I could think of worse uses for a 1st-level spell.


Psionic Powers:
- Anticipatory Strike: CPsi - basically, psionic Greater Celerity, except you get it 6 levels early.  Also, you don't have to worry about that pesky "dazed" condition (you still lose your next turn, but at least you're not dazed -- which means that you can make AoOs ... if you have attacks worth using, that is).


Maneuvers (ToB):
- pretty mush all Counters are immediate actions
 -- Stance of Alacrity: 8th-level Diamond Mind stance that causes counters to not count against your immediate action economy. SWEET!

- magic items
- misc.


« Last Edit: May 07, 2014, 12:52:02 AM by wotmaniac »

Offline wotmaniac

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Re: Pardon the interruption – a Guide to Immediate Actions
« Reply #3 on: March 16, 2014, 06:53:36 PM »
Celerity, the dazed condition, and you – a Celerity mini-guide.

Regarded by many as the Grand Poobah of immediate actions, the celerity chain of spells doesn’t just let you take a particular action … it let’s you do whatever the hell you want by only consuming an immediate action (within the time-constraints of the individual spell).
Lesser Celerity: take a move action, right now.  For when you just need to get the hell in/out of the way.  Also, invaluable for War Weavers.
Celerity: take a standard action, right now.  Like casting any (standard action) spell you want (what else are you gonna do – make an attack?  you’re a caster – what are you thinking?).  You’re like a goddamn choker.
Greater Celerity: Just go ahead and take a full-round action, right now.  That’s a move + a standard; or a double-move (‘cause you had to go really far? why didn’t you just bamph?); or cast a spontaneously metamagiced spell; or I guess you could start casting a 1-rd spell (though, that whole dazed thing could get in the way of completing it.  Just sayin’.).

Dazed
The single biggest drawback of this chain of spells is that it renders you dazed until the end of your next turn.  Now, if you happened to have used your borrowed action to end the encounter right then and there, then no biggie.  However, you don’t want to take that chance.

So, in order to not completely screw yourself (and your party), here are some possible steps to avoid being dazed (or at least recover from it before Thog smashes your face to bits):
- Quick Recovery (LoM): this feat offers you a save to get rid of being dazed at the beginning of your turn.  Only 2 problems: 1) that’s still time that you’re out of the fight (albeit without actually losing your turn), and 2) the save will be based on your DC, which you have spent your entire career boosting as high as you can.
- Favor of Ilmater (MoF): In addition to a bunch of other stuff, this cleric4/paladin4 spell prevents/suppresses daze for 1min/level.  Despite its name, is usable by clerics of any deity.  Very nice spell.
- Favor of the Martyr (SC): This is mostly just a copy-paste of Favor of Ilmater, so I seriously have absolutely no idea why they removed it from the cleric list (incidentally, doing so doubled the cost to craft an item).
- Mark of the Dauntless (Dragonmarked): This nifty little feat not only makes you immune to daze and stunning, it also lets you remove such conditions from 1 creature as a standard action and a dragonmark use.
Unconditional Power (XPH): This +8pp metapsionic feat lets you expend your focus to use personal powers and powers that effect your person while dazed (and several other conditions).  So, maybe you used celerity to cast mental pinnacle?  Um, okay.
- 3rd-eye Clarity (MIC): if you can figure out a way to spend another immediate action between now and the end of your next turn, be my guest.
-  (aaaand I’m spent)

« Last Edit: March 16, 2014, 06:57:45 PM by wotmaniac »

Offline wotmaniac

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Re: Pardon the interruption – a Guide to Immediate Actions
« Reply #4 on: March 16, 2014, 06:53:49 PM »
that should do it.

Offline Endarire

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Re: Pardon the interruption – a Guide to Immediate Actions
« Reply #5 on: May 06, 2014, 05:07:16 AM »
What about using the level 8 Diamond Mind stance (Stance of Alacrity) to get an extra immediate action this turn?  What about using Ruby Knight Vindicator to get extra swift actions?