List of items, spells, and abilities that trigger automatically to save your hide


Advice

Shadow Lodge

7 people marked this as a favorite.

A miserable one immediate action per round doesn't cut the mustard. Let's get around it.

Things to not include on the list: stuff that requires activation or otherwise works only on your turn (e.g., regeneration or fast-healing), or resistance gimmicks (because there's a million of those and they don't need explanation). -- Assume you've already blown through your DR, hardness, Fortification, False Life, and so on, and are facing big, bloody cartoon Xs in your eyes unless you can make a widget do its business right *now*.)

Things to definitely include: anything that can be triggered without using an immediate action (and especially if its text actually contains the word "heal").

Just a few off the top of my head to get things started:
_____

Items

Sundered Mask: Must worship Nethys. Must be charged by Nethys-worshiping divine caster.

Abilities

Another Day: advanced rogue talent negates (probably) a killing attack as an immediate action once per day.

Armored Sacrifice: fighter advanced armor training negates a hit entirely, apparently. (Poorly-worded and crazy broke. Will likely be nerfed. Enjoy while it lasts.)

Guarded Life/Guarded Life (greater): barbarian rage powers convert lethal damage to nonlethal.

Flesh Wound: barbarian rage power converts lethal damage to nonlethal once per rage.

Redirect Attack: advanced rogue talent negates an attack by redirecting it to an adjacent target once per day.

Resiliency: rogue talent gains temp hp upon going neg.

Feats and Traits

Deathless Initiate: immediate action negate damage by trading rounds of rage for CON bonus HP w/each.

Fight On (dwarf/half-orc feat): get temp hp if hit 0hp.

Resilient Brute (half-orc feat): once or twice per day, half the damage from a crit is converted to nonlethal.

Roll With It (goblin feat): negate melee attack by bouncing out of combat as immediate action.

Tenacious Survivor (half-orc feat): built-in pseudo-Breath of Life if acted upon within CON-bonus rounds after death.

Spells

Contingency (arcane 6th): you know it, you love it, you wish you could afford it more often.


1 person marked this as a favorite.

Since basically none of my ideas will match that chicken healing nugget...

Feats

Contingent Spell: +2 metamagic to make a healing spell act like it was in a contingency, up to 10 min/level. Does not prevent a separate contingency spell.

Fortified Armor Training: break your armor or shield to turn a crit into a normal hit.

Quillbreaker Defense: immediate action, break your armor spikes for 5 or 10 DR.

Raging Vitality: avoid Sudden Barbarian Death Syndrome.

Reactive Healing: immediate action, channel energy or lay on hands to avoid being knocked out.

Redirect Attack: Not the same as the rogue ability. Once per round attempt a combat maneuver check to redirect an attack to another adjacent target.

Stalwart: convert dodge bonus to DR.
- Improved Stalwart: double Stalwart bonus.

Spells

Contingent Action: 1 min/level, physical action only contingency. 3rd level.

Contingent Scroll: 10 min/level, scroll only contingency. 4th level.

Shadow Lodge

Snapleaf (one-use item): Immediate-action breakage confers Featherfall and Invisibility. (I.e., how to stymie that pounce monster before it tears you to pieces.)


If item stacking is allowed in your game Shawl of Life-Keeping is a good pickup for 10 hp healing when knocked under 0. It can't save you from dying, but it can be useful when paired with determination armor to give you an extra boost in a tough fight.

Delayed Consumption is a 1 day/level 5th level alchemist extract that can make any 4th level or lower extract usable as an immediate action. If the alchemist has infusion this can help out the whole party.


Dot

Liberty's Edge

The talismans from Occult/Horror adventures are useful for this. They counter specific conditions - either once only, or once per day if you buy the greater one (though those are like 10x the cost). Catch is, they use the neck slot, so no amulet of natural armor. You can stack three of them, though!

Talisman of Healing Power casts a CL7 Cure Critical Wounds the instant you're reduced below 50% of your Max HP. Very expensive but it costs zero actions.

Talisman of Life's Breath is way better, though. The moment you die, it casts a CL9 Breath of Life on you. Great nope effect, and 3500gp is not a bad price.


Sir Thugsalot wrote:
Deathless Initiate: immediate action negate damage by trading rounds of rage for CON bonus HP w/each.

Actually, that's Furious Tenacity. Deathless Initiate just removes staggered from being below 0hp, and gives moral bonuses in combat.

Quote:
Armored Sacrifice: fighter advanced armor training negates a hit entirely, apparently. (Poorly-worded and crazy broke. Will likely be nerfed. Enjoy while it lasts.)

Oh, come on. Fighter's can't get nice things? They redirect the damage to their armor/shield. Rogues can redirect but not fighters?

Shadow Lodge

DeathlessOne wrote:
Sir Thugsalot wrote:
Armored Sacrifice: fighter advanced armor training negates a hit entirely, apparently. (Poorly-worded and crazy broke. Will likely be nerfed. Enjoy while it lasts.)
Oh, come on. Fighter's can't get nice things? They redirect the damage to their armor/shield. Rogues can redirect but not fighters?

The rogue ones are at least worded with a modicum of believability and restraint (limited use, and may require certain battlefield positioning). But Armored Sacrifice is just ridiculous: a fighter stuffs forty 5gb bucklers into the central compartment of his haversack and re-equips a new one after knocking away each SCUD for RAW "takes no damage".

But let's not side-track the thread. Some of these may be a little too good to be true, and healing items in particular often get nerfed (earth boots come to mind; I forgot about those). As always: "Enjoy 'em while they last."

Shadow Lodge

Gallant Armor wrote:
Shawl of Life-Keeping is a good pickup for 10 hp healing when knocked under 0.

Ooo, that's a very nice one: It's automatic, and it's very affordable. (Eats the shoulder slot, thought, which will become a big drawback later on.)


Spells
Talismanic Implement: A lower level version of Contingency. If applied to the Conjuration Implement it can be used with a healing spell.

Items
Spell Storing Armor: Can be activated as an Immediate Action when you are hit. Vampiric Touch is a good spell for gaining temporary hit points.


Moment of Prescience - can't begin to count the times this has altered the fate of my Loremaster. Grappled, I don't think so. Made that nasty Fort save, yes please. Scored a hit vs some nasty BBEG with equally nasty touch AC, Yesssss!

Technically it doesn't trigger automatically, but it requires no action and can be used at any time including outside of the casters turn.

Edit, PS: Don't recall the name but I'm fairly certain I've seen the PF equivalent of the Luck Domain Power. Reroll any roll you just made before the GM announces the result of your roll.


Items

Aegis of Recovery. +2 resistance on recurring saves, a cure moderate (once only) when you drop below zero. Yes, it's your neck slot. It's still worth it sometimes when on a budget, especially for familiars, animal companions etc.

Necklace of Stolen Breath: 1/day heal yourself when you drop below zero, no action required. The amount healed varies depending on how many HD a creature sacrificed to it had.


Sir Thugsalot wrote:
The rogue ones are at least worded with a modicum of believability and restraint (limited use, and may require certain battlefield positioning). But Armored Sacrifice is just ridiculous: a fighter stuffs forty 5gb bucklers into the central compartment of his haversack and re-equips a new one after knocking away each SCUD for RAW "takes no damage".

Yeah, I don't want to sidetrack the thread either but you seem to have the wrong idea about how it works. I do need to point out that it does have a limit of use, up to three times per day at higher levels. Here is the exact description, bolder items highlighted.

Quote:
When damage would cause the fighter or an adjacent ally to be knocked unconscious or killed, the fighter can instead direct the damage to a suit of armor that he is wearing or a shield he is using as an immediate action. The original target takes no damage, but the armor or shield is treated as if it had only half its normal hardness. The fighter can use this option once per day, plus one additional time each day at 11th level and every 8 fighter levels thereafter, to a maximum of three times per day at 19th level.


Not a great one, certainly not one I like, but:
Vest of the cockroach does grant temporary hit points when needed, though it still takes an immediate action and only works for rogues.


Milanite Armor, automatic CLW if you fall unconscious.


Carouser's Retort gives an automatic remove fear 1/day if not already used. Not exactly saving your hide, but it does keep you in the fight when a fear affect might take you out of it.

Headband Of Unshakeable Resolve gives 3/day reduce fear level effect as an immediate.

/cevah


Did Sundered Mask get nerfed very recently?

It's, like, crappy.

Community / Forums / Pathfinder / Pathfinder First Edition / Advice / List of items, spells, and abilities that trigger automatically to save your hide All Messageboards

Want to post a reply? Sign in.