• Categories
    • Recent
    • Tags
    • Popular
    • Login

    Its all about Actions

    Rules Discussion
    1
    15
    940
    Loading More Posts
    • Oldest to Newest
    • Newest to Oldest
    • Most Votes
    Reply
    • Reply as topic
    Log in to reply
    This topic has been deleted. Only users with topic management privileges can see it.
    • halfgiantH
      halfgiant PC
      last edited by

      Action Shenanigans that can be played to optimize yourself in combat.

      Mount (Extra Move Action) PHB
      Celerity, Greater (Obvious) Spell Compendium
      Greater Arcane Fusion (Again) Complete Arcane
      Arcane Spellsurge Dragon Magic
      Spellblade Tennis Magic of Faerun
      Belt of Battle Magic Item Compendium
      Leadership (Extra Character) DMG
      Familiar (UMD+Share Spell) PHB
      Animal Companion PHB
      Timestop PHB
      Synchronicity Expanded Psionics Handbook
      Schism Expanded Psionics Handbook
      Twin Spell Complete Arcane
      Repeat Spell Complete Arcane
      Quicken Spell Complete Arcane
      Sanctum + Arcane Fusion Tome and Blood
      Simbul’s Spell Trigger Player’s Guide to Faerun
      Contingency Player’s Handbook
      Chain Contingency Tome and Blood
      Spell Matrix, Greater Spell Compendium
      Simbul’s Spell Sequencer Magic of Faerun
      Craft Contingent Spell Unapproachable East

      Battlemagic Perception [Heroes of Battle] is a free action counterspell.
      Linked Power [CPsi] and Twin Power [CPsi] are all obvious means of breaking the action economy.
      Symbiont (For share spells) Ebberon Campaign Setting and Magic of Ebberon

      1 Reply Last reply Reply Quote 0
      • halfgiantH
        halfgiant PC
        last edited by halfgiant

        [Source: Mercenaries; AEG]

        fce2fde5-9d36-44e9-8f75-6dcf903c8e63-image.png
        8f8bd8ec-5b1d-4b2e-a834-a0f61ed46fc9-image.png

        1 Reply Last reply Reply Quote 0
        • halfgiantH halfgiant referenced this topic on
        • halfgiantH
          halfgiant PC
          last edited by halfgiant

          SYNCHRONICITY
          Clairsentience
          Level: Psion/wilder 1
          Display: Visual
          Manifesting Time: 1 standard action
          Range: Personal
          Target: You
          Duration: 1 round
          Power Points: 1
          You gain a brief glimpse into the future that allows you to arrange a coincidence of events.

          When you manifest this power, you can ready a standard action (without spending an action to do so) and use it whenever you choose during the next round. Unlike the normal use of readied actions, you need not specify the condition under which you will take your readied action. If you do not perform your readied action before your next turn, you lose that action.

          Augment: If you spend 2 additional power points, you do not need to specify the standard action you are readying. In effect, you can take your normal move action and then take any standard action at some later point in the round, depending on how events unfold.

          plus

          Linked Power
          ( Complete Psionic, p. 62)

          [Metapsionic]

          You can link a power to the power you manifest in this round so that it goes off next round.

          Prerequisite

          Benefit
          To use this feat, you must expend your psionic focus.
          Manifesting a power altered by this feat means that you must choose two powers–one you intend to manifest in this round, and one you intend to manifest in the next round. The power that is manifested in this round is not altered in any way, nor is the linked power that goes off in the next round–however, you do not need to spend any of your actions or power points next round to manifest the linked power.
          The linked power is automatically targeted on the same area or target as the power you manifest in this round (if the power you manifest this round has no area or target, choose an area or target in this round for the linked power to affect in the next round). If the same creature is targeted by both powers, the target experiences all the effects of both powers individually and receives a saving throw (if applicable) for each.
          In some cases, such as a psionic charm followed by a linked psionic charm, failing both saving throws results in redundant effects (although, in this example, any ally of the target would have to succeed on two dispel attempts to free the target from the charm effect). It is possible that by the time the linked power comes into effect on the following round, the area where it goes off or the target that it affects no longer has relevance.
          On the other hand, you are free on the subsequent round to take actions normally. Using this feat increases the power point cost of the power manifested this round by a number equal to the power point cost of the linked power.
          Thus if you manifest energy stun (3 power points) and energy burst (5 power points) as the linked power, the metapsionic cost is 8. The total of power points you spend in this manner cannot exceed your manifester level.

          1 Reply Last reply Reply Quote 0
          • halfgiantH
            halfgiant PC
            last edited by

            Schism
            Telepathy [Mind-Affecting]
            Level: Telepath 4
            Display: Auditory and visual
            Manifesting Time: 1 standard action
            Range: Personal
            Target: You
            Duration: 1 round/level (D)
            Power Points: 7
            Your mind splits into two independent parts. Each part functions in complete autonomy, like two characters in one body. Your new “second mind” does not control your body physically but is free to take one standard action in each round if the action is purely mental (such as manifesting a power) in the same round you take your normal actions.

            Your second mind can manifest powers using your power point reserve, but only as if your manifester level were six lower than it is. Your second mind doesn’t provoke attacks of opportunity when manifesting a power, because doing so doesn’t distract your primary mind.

            Your second mind takes its first action on your turn in the round after schism is manifested.

            Both your minds communicate with each other telepathically. If you are subject to a compulsion or charm effect while you are of two minds, make a second saving throw if you fail the first. If you fail both, then the schism ends and you are affected normally by the power. If you fail just one, the schism ends immediately, but you are not subject to the compulsion or charm.

            Your second mind does not gain any advantages if you are subject to a haste effect, although you gain the overall standard benefits.

            1 Reply Last reply Reply Quote 0
            • halfgiantH
              halfgiant PC
              last edited by

              ANTICIPATORY STRIKE
              Psychoportation
              Level: Psion/wilder 2
              Display: Auditory
              Manifesting Time: 1 immediate action
              Range: Personal
              Target: You
              Duration: Instantaneous
              Power Points: 3
              You take your normal action for the round at the time that you manifest this power, rather than waiting for your turn to come up in the initiative sequence. In subsequent rounds, your place in the initiative order does not change—you anticipate your action for this round only.

              You can take a standard action and a move action, or a full- round action, just as you could if you were taking your action at your normal place in initiative order. You can’t activate this power if you’re flat-footed, and you can’t use the power a second time until after your next turn has passed.

              For example, if you normally act on initiative count 15, you could use this power to take your turn again on initiative count 12, but this means that you wouldn’t be able to act on the next round’s initiative count 15 (since you’ve already used that turn’s actions), and you wouldn’t be able to use the power again until after your next turn (that is, after the next round’s initiative count 15).

              Augment: If you spend 2 additional power points, your place in the initiative order changes, much as if you had delayed (but you may move earlier in the initiative order rather than later).

              1 Reply Last reply Reply Quote 0
              • halfgiantH
                halfgiant PC
                last edited by

                Repeat Spell [Metamagic]
                Prerequisite
                Any other metamagic feat.

                Benefit
                A repeated spell is automatically cast again at the beginning of your next round of actions. No matter where you are, the secondary spell originates from the same location and affects the same area as the primary spell. If the repeated spell designates a target, the secondary spell retargets the same target if the target is within 30 feet of its original position; otherwise the secondary spell fails to go off. A repeated spell uses up a spell slot three levels higher than the spell’s actual level. Repeat Spell cannot be used on spells with a range of touch.

                1 Reply Last reply Reply Quote 0
                • halfgiantH
                  halfgiant PC
                  last edited by

                  Belt of Battle

                  Category: other
                  Description:
                  Price (Item Level): 12,000 gp (13th)
                  Body Slot: Waist
                  Aura: Moderate; (DC 19) transmutation
                  Activation: — and swift (mental)
                  Weight: —

                  This leather belt bears a platinum buckle set with three small black pearls.
                  A belt of battle helps you avoid being caught off guard in combat and allows occasional bursts of extra activity. While worn, it grants you a +2 competence bonus on initiative checks. This is a continuous effect and requires no activation.

                  In addition, a belt of battle has 3 charges, which are renewed each day at dawn.
                  Each time you activate the belt, one of the black pearls set into its buckle turns white. The pearls return to normal when the ring’s charges renew. Spending 1 or more charges grants you an extra action, which must be taken immediately (before you take any other action).

                  1 charge: 1 move action.
                  2 charges: 1 standard action.
                  3 charges: 1 full-round action.

                  1 Reply Last reply Reply Quote 0
                  • halfgiantH
                    halfgiant PC
                    last edited by

                    Arcane Fusion, Greater
                    (Complete Mage, p. 96)

                    Universal
                    Level: Sorcerer 8,
                    Components: V, S, see text
                    Casting Time: 1 standard action
                    Range: Personal
                    Target: You
                    Duration: Instantaneous

                    You weave two powerful spells together in your mind and release them in a single intertwined display of magical prowess.

                    This spell works like arcane fusion, except that you choose any 4th-level or lower sorcerer spell that you know and any 7th-level or lower sorcerer spell that you know to cast together.

                    1 Reply Last reply Reply Quote 0
                    • halfgiantH
                      halfgiant PC
                      last edited by

                      Celerity Greater

                      Transmutation
                      Level: Sorcerer/wizard 8
                      Components:v
                      Casting Time: 1 immediate action
                      Range: personal
                      Target: you
                      Duration: Instantaneous
                      Source: Player’s Handbook II

                      This spell works like Celerity, except upon casting this spell you can immediately take a full-round action (or a standard action plus a move action, or two move actions). After performing this action, you are dazed until the end of your next turn.

                      1 Reply Last reply Reply Quote 0
                      • halfgiantH
                        halfgiant PC
                        last edited by

                        Multispell [Epic]
                        Prerequisites
                        Quicken Spell, ability to cast 9th-level arcane or divine spells.

                        Benefit
                        The character may cast one additional quickened spell in a round.

                        Special
                        A character can gain this feat multiple times. Its effects stack.

                        1 Reply Last reply Reply Quote 0
                        • halfgiantH
                          halfgiant PC
                          last edited by

                          Eyes of the Oracle
                          (Dragon Magic)

                          Divination
                          Level: Cleric 6, Sorcerer 6, Wizard 6, Wu Jen 6 (all),
                          Components: V, S, M,
                          Casting Time: 1 standard action
                          Range: Personal
                          Target: You
                          Duration: 1 round/level or until expended

                          Vague, translucent shadows of your body’s form move just out of sync with your own motions, a visible sign that you exist in two places in time.
                          You can see into the future, slightly anticipating your opponents’ next moves.
                          You gain a +2 insight bonus to Armor Class and a +2 insight bonus on Reflex saves.
                          Additionally, at the end of your turn, you can ready a single standard action regardless of the number of actions taken this turn.

                          Thus, you can move at your movement rate, make a single attack, and then at the end of your turn ready an action to cast a single spell with a casting time of one standard action.
                          This behaves as a readied action in all other ways, including the change in your initiative.
                          If you take the readied action, the spell’s effect ends immediately.
                          Special: If you are of the dragonblood subtype (see page 4), your bonus to Armor Class and on Reflex saves improves to +3.

                          1 Reply Last reply Reply Quote 0
                          • First post
                            Last post