Readied action to tackle a fireball.


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Pathfinder Lost Omens Subscriber

I'll pretend the bead has lightning style (50% concealment or some such) and an AC of 20 or so.


I use the Rule of Cool. If it sounds cool I find a way to allow it. There have been several options already put forth so I don't think I'll add any others.


Rynjin wrote:
Orfamay Quest wrote:
Rynjin wrote:


Seems that aiming it through narrow holes requires control of some kind.

No more than firing a bullet through a narrow hole requires control of some kind.
Perhaps. Still, where is the rule that lets you intercept spells in flight? Bullets and melee attacks have several Feats for it.

What they said. But no i think this is one of the areas where the GM have to decide for him self. Until they "bless" us with a feat for it.


Cap. Darling wrote:
Rynjin wrote:
Orfamay Quest wrote:
Rynjin wrote:


Seems that aiming it through narrow holes requires control of some kind.

No more than firing a bullet through a narrow hole requires control of some kind.
Perhaps. Still, where is the rule that lets you intercept spells in flight? Bullets and melee attacks have several Feats for it.
What they said. But no i think this is one of the areas where the GM have to decide for him self. Until they "bless" us with a feat for it.

hear hear, the need for having a feat for everything from your childhood to your ability to tie your shoes is at times aggravating.

Whenever I pick up a new book I dread reading the feat chapter simply because "remember that thing you like to do? now there is a feat for that"

Not saying that it's all bad, just saying that it sometimes goes to far


Ravingdork wrote:
I'm surprised such an awesome and obvious idea is meeting so much resistance. Some GMs just like to piss all over player creativity I guess.

Because let's see... every bad guy encounter that includes a vampire can now happily include a dominated (anything that can fly and take instructions) with readied actions to fly into players' fireball beads.

Because every other bad guy encounter can now happily include a hidden archer ready to shoot down players' fireball beads.

Because any bad guy can hire a 1st-level sorcerer with magic missile to make sure the group never gets fireballed. I mean heck, it's now almost trivial to make sure you don't get burned!

RAW yes, it works. Doesn't make it a good thing to introduce to the table. Players don't really need an additional tactic to negate their abilities, do they?

Don't get me wrong... I think this is cool as heck. It's just a rule segment that cuts both ways, and players lob a lot more fireballs than bad guys do.


Anguish wrote:


RAW yes, it works.

This still hasn't been made clear to me, honestly.


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Anguish wrote:
Ravingdork wrote:
I'm surprised such an awesome and obvious idea is meeting so much resistance. Some GMs just like to piss all over player creativity I guess.

Because let's see... every bad guy encounter that includes a vampire can now happily include a dominated (anything that can fly and take instructions) with readied actions to fly into players' fireball beads.

Because every other bad guy encounter can now happily include a hidden archer ready to shoot down players' fireball beads.

Because any bad guy can hire a 1st-level sorcerer with magic missile to make sure the group never gets fireballed. I mean heck, it's now almost trivial to make sure you don't get burned!

RAW yes, it works. Doesn't make it a good thing to introduce to the table. Players don't really need an additional tactic to negate their abilities, do they?

Don't get me wrong... I think this is cool as heck. It's just a rule segment that cuts both ways, and players lob a lot more fireballs than bad guys do.

1. RAW doesn't say anything definitive about it. but I think everybody in this tread have agreed that it should be possible in some situations. (rule of cool was mentioned and I think that is the best measure to use regarding stuff like this)

2: all those "because: ..." you listed are falling into the category of "Dick Moves" -That's their problem not fireball inturruptis.


Magic missile can't target a fireball bead. Just saying.
And I would rule it as much easier to put yourself in the way of something than to hit it with a projectile of your own. It IS possible to jump in front of someone and take an arrow for him*. But it is not possible to shoot said arrow out of the air.

*There are some ways this can be done in PF.

I am not very familiar with it but in baseball it seems much easier to for the man behind the one with the bat to catch the ball than it is to hit the ball with the bat. Just as a point for taking the hit being easier than hitting the bead with something.

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber
Rynjin wrote:
Anguish wrote:


RAW yes, it works.

This still hasn't been made clear to me, honestly.

Because RAW doesn't say anything about it. This is entirely up to the GM to rule on.

The only thing RAW says is that if the bead impacts a solid barrier early it explodes before reaching the desired target. It doesn't say the bead can be attacked, or caught, or any of the interesting ideas put forth here. So the GM has to figure out how he would rule this in each situation.

Some will say no check needs to be made. Others will come up with a roll they feel appropriate. Some will outright say no check will allow it.


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By RAW, blocking a fireball, or at least causing its premature detonation is legal. Whether it be because you previously cast invisibility on a wall between where you and the caster stand or because there's an invisible gelatinous cube between you (unlike most creatures does fill its square).

So any action that would reasonably cause a fireball to impact on something considered a solid material will work. It's just coming up with a fair method to apply it.

You could ready an action to cast wall of stone if a caster starts casting a spell. You get a Spellcraft check and if you pass you can figure out if it's a spell that the wall would block, then lay it out and hope the caster doesn't fire the spell elsewhere. You could also ready to erect the wall if the caster fires his spell at an ally (or yourself) but then you risk not being able to block the spell if the caster uses a non area/line/etc. spell (or even one of those that doesn't give you a visible attack to block).

If I had to make a ruling, just mechanics wise, for specifically throwing yourself in front of a fireball. I would say that the caster gets a ranged roll, as if they had been aiming through a narrow opening, and that becomes your target AC for an Attack roll using your BAB + Dex mod + special size modifier (+4 for large, -4 for small, etc.) That's just a quick suggestion if the situation suddenly came up, obviously there are many methods that could be used.

Also, I would allow no Reflex save against the fireball's damage.

As for rules for shooting a fireball bead, I guess you could just take the base DC 10 +8 for fine sized or you could allow the caster to roll, as though they had been aiming for a narrow opening even if they hadn't, and apply that as an opposed roll +8 for pea size.

Could an exceptional archer wreck fireball castings? Possibly, but only with a readied action, and only if the caster specifically uses a fireball (or some other rare spell that detonates early on impact). An arrow won't work against a ray or a lightning bolt or a cone of cold.

The real problem would be figuring our where along the trajectory the bead gets detonated. Obviously the archer would want to catch the caster and his allies in it. I guess you could restrict the readied action to the archer watching a specific square and if the trajectory of the fireball took it through that square then he would get an attack. That means if you played it safe and 'marked' a square adjacent to a caster and between your friends you have a good chance of doing it, but also the caster has an easier chance of coincidently taking a 5-ft step or just moving to one side before casting and not having the trajectory pass through the 'marked' square. This is all just theory-crafting though.


Anguish wrote:

Because let's see... every bad guy encounter that includes a vampire can now happily include a dominated (anything that can fly and take instructions) with readied actions to fly into players' fireball beads.

Because every other bad guy encounter can now happily include a hidden archer ready to shoot down players' fireball beads.

Because any bad guy can hire a 1st-level sorcerer with magic missile to make sure the group never gets fireballed. I mean heck, it's now almost trivial to make sure you don't get burned!

Do you have a rule when you play that everyone must use fireball at all times?

Again, it only helps the players if the group of bad guys wants to waste their actions on the possibility of a single spell being cast, especially since you could ready that action, the guy actually does cast fireball, and you fail your Spellcraft roll to know that's what he's casting.

I also agree that jumping in front of an arrow, fireball, etc, is much easier than shooting one out of the air.


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Also, if all these guys are readying actions, why aren't they just readying actions to "attack if they start casting a spell" and just ruin any spell, fireball included, before it's cast?

If it's the distance you're worried about (ie the party is 300 ft from the caster so wouldn't be able to attack him effectively to break concentration with readied actions), guess what, you're not making your Spellcraft check at +30 DC for that distance to know that it's a fireball being cast.

Again, I don't see this as something that can be abused.

Just my opinion though.

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber
Krith wrote:
Also, if all these guys are readying actions, why aren't they just readying actions to "attack if they start casting a spell" and just ruin any spell, fireball included, before it's cast?

Because they are melee warriors who don't have their ranged weapons out as they are forming the defensive line.


Shame on them; they should have had a bit more diversity in their party make up...

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber

Who said they don't? Why would they be diving on the fireball if there wasn't someone they wanted to keep out of the blast radius?


Personally this is how I'd handle it.

1) caster picks line of fire and begins casting

2) fighter has readied action for fireball (You can ready a standard action, a move action, a swift action, or a free action. ) - so the fighter gets a free spellcraft check to identify the fireball (don't forget there is a penalty on distance as per perception) - *IF* he identifies the spell he can take his action - I'm *assuming* it will be a move (as firing a bow to make the caster attempt a concentration check would be a more viable tactic) - he can't move *and* attack - so the fighter (not knowing the casters actual line of attack) has to move into what he *thinks* is the most obvious line of fire.

Fine - he does - now I have to see if it's *in the way* of the pre-picked line of fire the caster was using (again this is just how I'm ruling it - I realize the caster could alter it but for the 'rule of cool' I'm fudging the fact that ready actions happen before the action that triggered it by RAW).

3) if the Fighter gets the path right - I would allow him to be called 'soft cover' - giving the wizard a ranged touch attack on the square he meant to send the bead. - I would *perhaps* allow the fighter to make a CMB check lets say DC = Wizards attack roll + spell level - if he beats this I would upgrade the cover to 'improved cover' (+8 ac) with the idea that the fighter was actively trying to jump in the way.

4) if the fighter succeeds - full damage from the fireball - you don't jump on a live grenade and get to avoid the damage.

I'd go further though if someone wanted to do this and 'cover' the bead (as per the grenade thing) but in that case I'd make them take double damage and anyone else would get a +4 on the saves and a temporary 'evasion' should they save - now that *would* be 'rule of cool'.

Just my opinion.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

That's why I like Quick Draw whenever I play a martial character. I simply ready the action and chuck my javelin or chakram into their face when they start casting. Don't even have to let go of my melee weapon, generally.


Rynjin wrote:
Ravingdork wrote:
I'm surprised such an awesome and obvious idea is meeting so much resistance. Some GMs just like to piss all over player creativity I guess.

There's a difference between "enabling player creativity" and "allowing the player to do whatever he wants, regardless of rules".

If I allow this, it sets a precedent. Players can intercept anything at this point. Ranged attacks become worthless.

If you think it is a fun killing slippery slope. You can just say no. I cannot think of Many things where allowing intercepts like that need to be a problem. Remember we are talking about a Ready action against a quite specific thing. And if the guy intercept your fireball then you just shoot ligthning at him next.


My2Copper wrote:

It IS possible to jump in front of someone and take an arrow for him*.

*There are some ways this can be done in PF.

What's that? In Harm's Way? A 3 feat deep chain and you have to already be aiding their AC (or use Bodyguard to AoO improve their AC) and spend an immediate action to do it? Could you use In Harm's Way to intercept a magic missile attack? How about Ray of Enfeeblement?

Liberty's Edge

I'd let him make a touch attack vs Diminutive (AC 18). He then gets no save at all as hes trying to absorb/intercept the magic. If he fumbles, it explodes on him normaly


Cap. Darling wrote:


If you think it is a fun killing slippery slope. You can just say no.

Apparently not, since some people seem to object to me saying no.


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I'd allow it because it's awesome. He's ready, he dives on the fireball. He takes full damage. The blast is reduced to his square, and maybe the squares adjacent to him.

The next round the caster would start detonating their fireballs ten feet off the ground (reducing the ground-level total area by 5 feet off the radius, but keeping the grenade diving lunatic from stopping it entirely)

As for a gunslinger shooting the fireball pea, that is also awesome. I'd call it a Diminutive target, and have it detonate at the point where the fireball and the bullet meet, rather than the intended location. I'd use the degree of success of the attack roll as an indicator of where along the trajectory the pea was intercepted. Barely succeed, the fireball goes off fairly near its intended target location. Critical hit, it blows up right in the caster's face.

This is the kind of crazy awesome stuff martial characters should be able to do. This is exactly how we curtail caster/martial disparity.


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In fact, this idea is so awesome that I'm adding a house rule to my games right now-

Doomed Hero's Improvisational Spell Interruption Maneuver Rule wrote:


In a world full of magic, every foot soldier knows that sometimes it's necessary to simply throw caution to the wind and do something crazy to stop the effects of a rampaging spellcaster. The martial versions of Counterspell are as varied and creative as they are insane.

A character may ready an action to attempt to interrupt a spell. In order to successfully interrupt a spell they must first make a Spellcraft check to identify it as it is being cast. Then they must make a Combat Maneuver check against the spell's DC. If the check is successful, the character is able to somehow interrupt the normal effect of the spell. The character may move up to their base speed during an interruption attempt in order to successfully place themselves in the right location to interrupt the spell.

Examples of Interruptions include:

  • Diving in the way of incoming ray or cone effects.
  • Throwing oneself down on a fireball before it explodes.
  • Slapping an ally being targeted by a Dominate or Fear effect.
  • Throwing a bucket or cloak over an object wing used as the target of a Darkness effect.
  • Standing in the space a summoned creature is about to manifest in to prevent them from forming properly.
  • Throwing sand in a caster's face just as they are casting in order to foul their aim.
  • Yanking an ally away from the area of a manifesting Pit or Forcecage. Using a mirror, a highly polished weapon or shield or a pair of Ring Gates to redirect a targeted spell to a new location.

As a general rule, the interrupting character will take the brunt of any damaging spell. They do not get a saving throw, but spell resistance, energy resistance and other defenses still apply.
For non damaging spells, options that alter the spell's intended effect might include:

  • giving the intended target a bonus to their save equal to the amount the Combat Maneuver check beat the spell's DC by.
  • Making oneself the new target of the spell.
  • Altering the battlefield in a way that renders an Emanation or Spread effect less effective.
  • Delaying a teleportation or summon effect from happening for a number of rounds equal to the amount the Interrupting character beat the spell's DC by by placing a person or object in the space where the spell was intended to manifest.
  • Adding a Scroll Mishap to the effect of the spell (chosen by the GM)

Note that a successful Interruption does not stop the spell from being cast. It simply changes or decreases the intended effect.

These lists are not exhaustive. Players and GMs are encouraged to be creative, using these examples as guidelines.
The actual effects of this maneuver are extremely circumstantial, based on the individual spell being cast and the creativity (or insanity) of the character attempting to interrupt the effect. Some spells may be impossible to successfully interrupt. The GM must rule on a case by case basis what the effects of a successful Interruption are.


Tarantula wrote:

Ready action move is fine. Ready action move and do something else is not. You can only ready a standard, move, swift, or free action. You can also take a 5' step as part of it. You cannot ready a move and standard action.

At best, the character could provide soft cover to the origin point the spellcaster is targeting by moving in the way. The spellcaster then would have to make a ranged touch attack against the grid intersection. AC 5 + soft cover + 4 = AC 9. If the spellcaster happened to have improved precise shot, that would drop back to AC 5.

OK soft cover as a rule works, and at your table I would accept that and cheer as the bead flew passed my paladin.*

At my table the rule would be based on the line of sight rule. If you don't have line of sight the spell 'hits something solid.'

FWIW I am only taking about a readied action: move. I agree you can not ready a move and then do something else when you get there. Fireball is (nearly?) unique that a solid object can "intercept" it. Note it doesn't stop the spell from happening, it just changes the detonation's center.

For all of those saying this sets a precedent for ranged attacks, keep in mind that 'if it hits a solid object' is only in the wording of fireball. Nowhere in the description of arrows, spears, boulders, ranged attacks does it say 'a solid object can change the targets' that are targeted.


Are you implying that if an arrow hits a wall it's not intercepted

Because that's what it sounds like you're implying

Silver Crusade

I'ld allow them to intercept the fireball bead, but they would cause it to explode prematurely, which is exactly what the rules say it would do. They don't reduce the blast radius, they just move where it would be. Probably include a rule that they have to be, at a maximum, 10 feet from the path the bead would travel. The bead is not controlled, or else it would always hit, like Magic Missile, so they can't zag it out of the way, actually, the only spell I can think of where you can control the effect when it is a ball of fire is flaming sphere, which spells it all out. You, the blocker, would take full damage from the blast. I would not allow shooting it out of the air, as there is nothing that allows you to do that with normal arrows, bullets, etc., so we'll stick with what the spell specifically allows.


thats what I was intending/hoping would happen, big dumb fighter saves his groups just by changing the location of where the blast would detonate. I suppose depending on the situation a readied action: Shut the door, would accomplish the same thing, and work on everything else. That however does open a lot more doors to negating arrows, rays, etc.


Stikye wrote:
thats what I was intending/hoping would happen, big dumb fighter saves his groups just by changing the location of where the blast would detonate. I suppose depending on the situation a readied action: Shut the door, would accomplish the same thing, and work on everything else. That however does open a lot more doors to negating arrows, rays, etc.

The problem with using "shut a door" on spells, is you don't know where the target of the spell is. If you ready an action "when he casts a spell I will close the door" then he can change the origin of the spell he cast as that is decided once the spell is completed casting. So maybe you close the door to you, but now he can choose to try to shoot through the arrow slit in the wall next to the door instead. Or he can fireball a different location where he thinks someone might be sneaking in.

Shadow Lodge

Rynjin wrote:
Ravingdork wrote:
I'm surprised such an awesome and obvious idea is meeting so much resistance. Some GMs just like to piss all over player creativity I guess.

There's a difference between "enabling player creativity" and "allowing the player to do whatever he wants, regardless of rules".

If I allow this, it sets a precedent. Players can intercept anything at this point. Ranged attacks become worthless.

The precedent it creates is that "this might work", not that "this will work every time".

There's no rule for it, so what works creatively one time may not work the next time, especially if it's under slightly different circumstances.


If you wait until the caster picks a target, then it's too late to stop them casting the spell. That makes perfect sense, and that system works.

However, you can take someone's target into account when determining your own actions in response to theirs. For example, you could ready an action to drop prone "if someone makes a ranged attack against me." It doesn't matter if they're using a crossbow or scorching ray, you act in response to them targeting you and perform your action, and then the triggering action takes affect. Same with acting in response to "someone casts a fireball that is aimed on a path passing within 30 feet of me."

"The action occurs just before the action that triggers it. If the triggered action is part of another character's activities, you interrupt the other character. Assuming he is still capable of doing so, he continues his actions once you complete your readied action."


Avoron wrote:
If you wait until the caster picks a target, then it's too late to stop them casting the spell. That makes perfect sense, and that system works.

This contradicts what you later say, because when the caster picks the range for the fireball spell, that is choosing the target, so it is too late to stop them.

Avoron wrote:

However, you can take someone's target into account when determining your own actions in response to theirs. For example, you could ready an action to drop prone "if someone makes a ranged attack against me." It doesn't matter if they're using a crossbow or scorching ray, you act in response to them targeting you and perform your action, and then the triggering action takes affect. Same with acting in response to "someone casts a fireball that is aimed on a path passing within 30 feet of me."

"The action occurs just before the action that triggers it. If the triggered action is part of another character's activities, you interrupt the other character. Assuming he is still capable of doing so, he continues his actions once you complete your readied action."

Ehhh. I don't think that is a valid condition for a readied action. If the fireball projectile is passing along side you, then you don't get to stop time, teleporting up to 30' of distance to get in the way of the projectile. "If I am targeting with a ranged attack" is fine, because your action goes off prior to the attack roll. "If a ranged attack was going to hit me I want to drop prone" is not a valid condition, because they have already hit you, so you can't get the +4 to AC after they already hit.

Quote:
You make all pertinent decisions about a spell (range, target, area, effect, version, and so forth) when the spell comes into effect.

Fireball is an instantaneous spell. The caster determines the range for the explosion to happen. Because the spell is instantaneous, I don't think there is time for any readied actions to occur between when the caster decides the range and when the spell comes into effect.


To use your example, you're not trying to say "if I would fail my reflex save against a fireball," you're just saying "if a fireball is aimed at certain squares."

Scorching ray is just as much of an instantaneous spell as fireball is, and if you could act when you are targeted by scorching ray, or when an ally is targeted with scorching ray, you could act when fireball is aimed at a certain square or group of squares. This would occur after the spell is cast, but before the fireball goes to its target.

In other words, there are two elements of what happens when a spell is cast: you finish casting and make the decisions about the spell ("the spell comes into effect"), and the targets of the spell actually experience the effects. You acknowledge that there is a difference between the two for spells with an attack roll, so there must be a difference for other spells as well.


In my example of "ranged attack" I was thinking arrows/slings/crossbows not spells.

Instantaneous spells are just that, instant. You can act prior to the spell being complete, in which you don't know who or what the target is. Or you can act after the spell has come into effect, which includes the targets being effected by the spell.

You cannot drop prone to being targeted by a spell and be prone before the effect of the spell goes off. The instant you are targeted by the spell, the spell's effect has already happened. They are one and the same.

Silver Crusade

Actually, in this case, no they aren't. A fireball isn't causing a sudden explosion somewhere, it is conjuring a bead of fire, which then travels at great speed, and then explodes. A fireball is an instantaneous spell. Shooting an arrow is an instantaneous attack. If you can react for one, you can react to the other.


Val'bryn2 wrote:
Actually, in this case, no they aren't. A fireball isn't causing a sudden explosion somewhere, it is conjuring a bead of fire, which then travels at great speed, and then explodes. A fireball is an instantaneous spell. Shooting an arrow is an instantaneous attack. If you can react for one, you can react to the other.

The instant the spell is finished casting, that bead of fire instantly follows where the caster aimed it, and instantly explodes dealing damage. There is no passage of time during this instant. Either the caster is still casting, or the spell has completed and the effects are finished. There is no in-between.


This is the description of an instantaneous spell:

"The spell energy comes and goes the instant the spell is cast, though the consequences might be long-lasting."

Wait, that quote didn't seem to apply? That would probably be because it's in the duration section, and has nothing to do with whether there is a time gap between the casting of a fireball and the time the fireball collides with its target. Compare a spell like fireball with a spell like ice storm, with a duration of 1 round/level. There's no reasonable difference in the timing of their effects occurring, because the instantaneous duration is just that: a duration.

Silver Crusade

Sort of like how there's no time between when an arrow is fired and when it hits the target? All that instantaneous means in game terms is that there is no delay for when the spell goes off. And since combat lasts six seconds a round, the fireball goes off any time in those six seconds, and, and this is the main point about instantaneous, it leaves no effects around that can be targeted by a dispel magic. The entire spell is over and done with in one round.


Indeed, just like cure light wounds is instantaneous but you could certainly ready an action that if someone cast it and tried to touch you that you take a 5-foot step away from them (or farther but that might provoke AoO.) There's certainly no 'listed' time between casting the spell and making your free touch attack, but there's a notable period where a character takes an action, or something occurs, and you can react to it.

Once they had started to make their attack, you move away, they automatically miss (they don't get to take their action back) although they would still be holding the charge.

A legal readied action could certainly be that you slam a door if you see an attack coming at you. This would work against lightning bolts, which might just blow through the door, and continue on its path, against a charging foe (whom I would let make a break check against the door with any bonuses that might apply for charging, assuming they moved far enough), or against an arrow or fireball. It would not work against charm person since that directly affects a person and/or has no visible signs of an attack coming at you, similarly for an attack that's unseen, like from an invisible attacker.


Val'bryn2 wrote:
Actually, in this case, no they aren't. A fireball isn't causing a sudden explosion somewhere, it is conjuring a bead of fire, which then travels at great speed, and then explodes. A fireball is an instantaneous spell. Shooting an arrow is an instantaneous attack. If you can react for one, you can react to the other.

They do indeed share something in common.

You can't leap in front of an arrow to stop it either.


Tarantula wrote:
Val'bryn2 wrote:
Actually, in this case, no they aren't. A fireball isn't causing a sudden explosion somewhere, it is conjuring a bead of fire, which then travels at great speed, and then explodes. A fireball is an instantaneous spell. Shooting an arrow is an instantaneous attack. If you can react for one, you can react to the other.
The instant the spell is finished casting, that bead of fire instantly follows where the caster aimed it, and instantly explodes dealing damage. There is no passage of time during this instant. Either the caster is still casting, or the spell has completed and the effects are finished. There is no in-between.

Look at the AllyShield betrayal feat. It clearls lets you react to being targetet by some instant spells. Those that are ranged attacks.

I am on a mobile so no link.


My2Copper wrote:
Tarantula wrote:
Val'bryn2 wrote:
Actually, in this case, no they aren't. A fireball isn't causing a sudden explosion somewhere, it is conjuring a bead of fire, which then travels at great speed, and then explodes. A fireball is an instantaneous spell. Shooting an arrow is an instantaneous attack. If you can react for one, you can react to the other.
The instant the spell is finished casting, that bead of fire instantly follows where the caster aimed it, and instantly explodes dealing damage. There is no passage of time during this instant. Either the caster is still casting, or the spell has completed and the effects are finished. There is no in-between.

Look at the AllyShield betrayal feat. It clearls lets you react to being targetet by some instant spells. Those that are ranged attacks.

I am on a mobile so no link.

1) A feat allowing you to do something shows that without that feat, you are not allowed to do it.

2) Fireballs are not ranged attacks.


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Stikye wrote:

A body, who being smarter than the average person sees a wizard in the back of a place. The person is standing in the front of his group and knows that fireballs are a very dangerous and deadly spell. He has prepared himself accordingly with belts and potions of fire resist. His group, however, has not. Standing in the front of the group by at least 20 feet, he readies an action to Spellcraft a fireball spell, and then tackle the pea the wizard flings.

** spoiler omitted **

The bold states that the pea can be intercepted. The fighter plans to do this. What does he roll to jump in front of a fireball or tackle the pea?

There's no rule for it I can find, so really, I'd just let it happen. The idea of throwing yourself on a grenade (metaphorically) like that is too awesome to not let it happen.


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Tarantula wrote:
My2Copper wrote:
Tarantula wrote:
Val'bryn2 wrote:
Actually, in this case, no they aren't. A fireball isn't causing a sudden explosion somewhere, it is conjuring a bead of fire, which then travels at great speed, and then explodes. A fireball is an instantaneous spell. Shooting an arrow is an instantaneous attack. If you can react for one, you can react to the other.
The instant the spell is finished casting, that bead of fire instantly follows where the caster aimed it, and instantly explodes dealing damage. There is no passage of time during this instant. Either the caster is still casting, or the spell has completed and the effects are finished. There is no in-between.

Look at the AllyShield betrayal feat. It clearls lets you react to being targetet by some instant spells. Those that are ranged attacks.

I am on a mobile so no link.

1) A feat allowing you to do something shows that without that feat, you are not allowed to do it.

2) Fireballs are not ranged attacks.

Your point was that there is no time to do whatsoever between targeting an instantaneous spell and the spell hitting its target. The feat proves you wrong. I never said the feat would help with the fireball. Only that it works on instantaneous spells.


There is a Spellcraft roll to recognize a Fireball. So I do not think you can tackle a Fireball if you do not know what is being cast. And that's just the begining of the problem.

Secondly, when you ready an action, you act before the condition that triggers your action. This is stated in the rules, no exception by RAW. So you can not tackle a Fireball because the fireball does not exist yet.

You can close a door as some people suggested, but the magician casting the Fireball is not forced to aim the Fireball onto the recently closed door.

As always, everyone is free to house-rule in regards of awesomeness, but then be clear, that is just a house-rule and has nothing to do with the written rules or even RAI.

You want halflings have +10 to CHA because they are awesome, be with it, but that has nothing to do with rules, as awesome as it can be.

I'm with Tarantula and Rynjin on this matter.


You just have to word the ready action carefully. If you ready for him casting there is no bead yet. But you could ready for the fireball to impact.
And that is just assuming you know the mage is notorious for throwing fireballs. Or (like we had once) the enemy already spent his last three turns throwing beads from his necklace of fireballs. (But the necklace lacks the text about it detonating early when it strikes something.)


I only see this coming up very rarely. A party at full strength can take a fireball and not worry too much. But lets say there are 3 players at 25% health fighting minions, the cleric is down and bleeding, and the BBG fires a fireball at the three that are clustered. The fighter is ready for the caster to cast fireball because he did it last round. If he spellcrafts it his action goes off and he steps infront of it. He gets no save but the party is saved from a TPK and is almost killed in the process.

People wont normally jump infront of a spell because well usually the party can take it. With arrows and bullets you are targeting that person and not a square so that make it work a bit different in Pathfinder terms. Unless you have some of the other feats mentioned you cant get infront of the arrow but you could with fireball and a few other spells as they allow for things to block them. The caster is standing there with his arm outstreched pointing is finger at a fixed point in space. If you move in the path then there is an object blocking it and you forgo your save to do so.

I would let it happen becase of the rule of cool.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

I honestly don't see how this could be effectively abused by players. Is the Deflect Arrows monk going to waste his WHOLE turn so that he MIGHT be able to negate ONE arrow attack against another character? Maybe. In isolated situations. It's just not efficient enough to worthwhile in normal circumstances.

NPCs with infinite expendable minions and/or resources could put it to better use I guess, but then it becomes an issue of poor encounter design, not balance or rules.

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I would allow it because:
1) Rule of Cool.

2) The fireball spell points out that obstructions can impede the spell and cause it to blow prematurely.

3) This is the sort of thing that readied actions are made for. You can perform a reactionary response normally not allowed by the game at the cost of your turn and initiative. While powerful, it's very costly and not abusable.

4) I think it's the kind of creativity that a GM should encourage.

5) It adds another way for martials to contribute to their team without just whacking things with a pointy object.


Cyrad wrote:


5) It adds another way for martials to contribute to their team without just whacking things with a pointy object.

!!!


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Umbranus wrote:
Cyrad wrote:


5) It adds another way for martials to contribute to their team without just whacking things with a pointy object.
!!!

Martials contributing meaningfully!? Can't have that! *Readies arbitrary nerf bat*

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