The Genius Guide to Feats of Immediate Action (PFRPG) PDF

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Everyone loves rolling a high initiative when a combat starts. Going first is its own reward, allowing a player to get the jump on foes, grab points of tactical advantage, and set the tone for the combat to come, but it’s also just fun. Finding yourself at the bottom of the initiative order is significantly less exciting. For low rollers, the combat round can seem to lag on, having little to do but watch while other players accumulate memorable moments. Sometimes a player going last doesn’t even pay attention to the action until it gets close to his time to take a turn, assuming he can “catch-up” once his character gets to go. This often leads to delays as players must have recent combat events explained, need time to look up rules for whatever action they decide to take based on that update, and get feedback from other players who now aren’t paying attention until it’s close to their turn. The longer it is between player turns the more likely players are to tune out, which only adds to the length of time between turns.

The whole game goes much smoother and is more enjoyable for everyone when all the players stay involved mentally, actively absorbing the current action while waiting for their own moments of glory. That is much more likely to occur when there is some kind of combat action that the character can perform at any time—a way to occasionally jump the queue and join the battle right now. (Just think about how much more attention a player pays if his character has delayed his action.) Even if such options have consequences, the possibility itself encourages the players to stay focused on what’s happening at all times so that they’re able to react quickly when they can make a difference. To that end, we need a way for characters to perform actions out of the normal initiative order, to link its use to specific combat situations so players want to pay attention, and to make sure the cost of doing so is high enough that it’s not happening every round, but low enough players feel taking such an action is worthwhile.

A look at Chapter 8 of the Pathfinder RPG Core Rulebook reveals an interesting combat option—between “swift actions” and “miscellaneous actions” is the very promising sounding “immediate action.” The immediate action fills all the gaps we’ve identified; it just needs of broader set of options. To answer that need, we present a new set of immediate action feats—feats that give characters new actions they may perform in specific situations if they are willing to spend an immediate action.

The Genius Guide to Feats of Immediate Action gives characters more potential ways to act when it is not their turn, encourages new tactical opportunities to spice up game play, creates a more flexible and reactive battle field, and gives players a strong incentive to pay attention throughout the combat round.

Nobody likes waiting for their turn and with immediate action feats you will never have to wait for your turn again.

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New Immediate action feats

4/5

My review as nearly always wouldn't fit. See forum post for full review.


Scarab Sages

It's up! By awesome writer Greg Oppedisano.

The Genius Guide to Feats of Immediate Action gives characters more potential ways to act when it is not their turn, encourages new tactical opportunities to spice up game play, creates a more flexible and reactive battle field, and gives players a strong incentive to pay attention throughout the combat round.

Nobody likes waiting for their turn and with immediate action feats you will never have to wait for your turn again.

Dark Archive

1 person marked this as a favorite.

Admit it, you have something personal against my bank account. You just can't stand to see money in it.

Scarab Sages

2 people marked this as a favorite.
Dark_Mistress wrote:
Admit it, you have something personal against my bank account. You just can't stand to see money in it.

Actually DM it's not so much that I love your bank account LESS, just that I love mine MORE.

Liberty's Edge

LOL !

Sovereign Court

Tempted, need that Dark Mistress review to persuade/dissuade me.

Dark Archive

GeraintElberion wrote:
Tempted, need that Dark Mistress review to persuade/dissuade me.

Yeah no pressure there... :)

PS You will have to wait a week or two though before I can buy and review it.


First its the time thief now its the Feats of Immediate Action; Something tells me the Geniuses are an impatient lot ;)

Dark Archive

Adventure Path Charter Subscriber; Pathfinder Adventure, Companion, Lost Omens, Rulebook Subscriber
Dark_Mistress wrote:
Admit it, you have something personal against my bank account. You just can't stand to see money in it.

It's not just your bank account they have a grudge against. Mine whimpers wherever there's a new file posted, too.

When can we just get a subscription option? Even if we didn't get a discount by buying everything in bulk and ahead of time, surely you guys would rather get a guaranteed lump sum a month than wait to see how each week's release does... I mean, wouldn't you? Price it at 10.99 a month, or maybe 119.99 for a year?

Scarab Sages RPG Superstar 2009 Top 32

Kvantum wrote:
Dark_Mistress wrote:
Admit it, you have something personal against my bank account. You just can't stand to see money in it.

It's not just your bank account they have a grudge against. Mine whimpers wherever there's a new file posted, too.

When can we just get a subscription option?

+1

I heartly endorse a subscription option. :)

Contributor

Kvantum wrote:
When can we just get a subscription option?

We're actually in the midst of exploring that option. We're still wrestling with the logistical issues ... once we sort those out we can tackle the how-much-to-charge issues.

We promise to keep you informed as any progress is made.

Dark Archive

My review, I posted it at ENworld and at Drivethru as well. Thanks for the free copy.

The Genius Guide to: Feats of Immediate Action by Super Genius Games

This product is 10 pages long. It starts with a cover and Intro (1 pages)

Next it has a quick reference table and starts talking about immediate actions evolving. Explaining what they are and how to use them. (3 pages)

After that it moves onto 27 new feats. (5 pages)
Brace For Impact - You are able to brace your weapon against a charging foe.
Combat Instincts - You can hold your swift action for use as an immediate action.
Counter Charge - You are able to charge an enemy who is charging you.
Distracting Feint - You are able to distract an enemy, making it easier for an ally to attack.
En Garde - You are able to fight defensively at a moment's notice.
Encircle - You are able to avoid an attacking opponent, move your opponent, and then take a step to set up a better attack for yourself and others.
Equip Shield - You are able to equip your shield at a moment's notice.
Flick of the Wrist - You are able to make an attack with a thrown weapon at any time during the round.
Hit The Deck - You can quickly throw yourself prone.
Immediate Cantrip/Orison - You are able to cast 0-level spells at a moment's notice.
Improved Brace For Impact - You are able to take a 5-foot step and brace your weapon against a foe charging you or an adjacent ally.
Improved Flick Of The Wrist - Your immediate thrown-weapon attacks become more accurate.
Improved Interrupting Spell - You are able to cast a defensive 2nd-level spell at a moment's notice.
Intercepting Move - You are able to make a sudden move to intercept an enemy.
Interrupting Channel Energy - You are able to channel energy at any point during the round.
Interrupting Spell - You are able to cast a defensive 1st-level spell at a moment's notice.
Intervening Lay On Hands - You are able to target yourself for lay on hands at any time.
Play Dead - You are able to pretend convincingly to have been killed after being hit by a successful attack.
Pop Up - You can stand up immediately.
Reactive Grapple - You can attempt to grapple after a foe fails to grapple you.
Reactive Sunder - You can attempt to sunder the weapon of a foe after that foe fails to
sunder an item of yours.
Release Two-Handed Weapon - You can release your off-hand grip on your two-handed weapon.
Slam A Door - Dungeons are full of doors and many of them are inconveniently open-you can fix that!
Snap Off A Shot - You are able to make a ranged attack with a bow or crossbow any time during the round.
Spontaneous Rage - You are able to fly into a berserk rage even when it is not your turn.
Spontaneous Wild Shape - You are able to activate your wild shape ability even when it is not
your turn.
Sudden Tumble - You are able to tumble after you are attacked by an opponent.

It finishes with a OGL. (1 page)

Closing Thoughts. Neat idea and most of the feats are pretty good. The artwork is fair. A couple of them I am just not sure people would take. Useful at sometimes but not often enough I think most would take a feat. I would have liked to have seen some of these become combat maneuvers instead of feats. Most of them are pretty good and will make for more tactical choices in combat for those that take them. I would like to see a book of combat maneuvers from SGG down the road. With all that said it is a solid product from SGG, I am giving it a 3.5. I didn't feel it is as good as most of their products but still a good buy for the price.


And now that we *have* the always-awesome DM review, here's a teaser for anyone still on the fence:

There are some rules that apply to all immediate action feats, but the heart of the book is the feats themselves. Here's my favorite.

Brace For Impact (Combat, Immediate Action)
You are able to brace your weapon against a charging foe.
Prerequisites: Combat Reflexes.
Benefit: When charged by a foe, if you are using a weapon with the special feature "brace," you may use an immediate action to set the weapon to receive the charge and make an attack against the charging foe as if you had readied to do so. You suffer a –2 penalty to attack rolls until the end of your next turn. Resolve your attack and damage before your opponent's charge attack is
resolved.
Action Loss: This counts as an attack of opportunity in your current round (you must have an attack of opportunity available in order to use Brace For Impact), and it consumes a move action from your next turn.


Pathfinder Starfinder Roleplaying Game Subscriber
Stan! wrote:
Kvantum wrote:
When can we just get a subscription option?

We're actually in the midst of exploring that option. We're still wrestling with the logistical issues ... once we sort those out we can tackle the how-much-to-charge issues.

We promise to keep you informed as any progress is made.

good it will save me several clicks a week :P.


Pathfinder Starfinder Roleplaying Game Subscriber

Interesting side note, this has now put me officially over capacity in super genius products. My 3 inch binder can no longer fit all of my super genius pdfs printed out in page protectors (it only contains super genius material). I'm adding a 2 incher to the shelf.

Dark Archive

At the rate they pump them out. You will likely need three 3 inch binders per year for all their stuff. :)


That's very cool! Maybe we should add the tagline "Super Genius Games. We have more than three inches."

Hmmmm.

On second thought, maybe we should never speak of this again.

Liberty's Edge

At least 27 different jokes/ responses / comments came to mind ... before I eventually came to the same conclusion ;)


Pathfinder Starfinder Roleplaying Game Subscriber
OWEN STEPHENS wrote:

That's very cool! Maybe we should add the tagline "Super Genius Games. We have more than three inches."

Hmmmm.

On second thought, maybe we should never speak of this again.

give it another year, then when I'm on my 3rd 3inch binder it would be 9...ok yea, not speaking of this ever again.


Pathfinder Adventure Path, Companion, Lost Omens, Rulebook Subscriber
Kolokotroni wrote:
Interesting side note, this has now put me officially over capacity in super genius products. My 3 inch binder can no longer fit all of my super genius pdfs printed out in page protectors (it only contains super genius material). I'm adding a 2 incher to the shelf.

Time to organize!

1 binder for classes...
1 binder for feats of X...
1 binder for etc etc...


I went out and bought a new filing cabinet yesterday to make room for Super Genius print outs.


CWenzler, Creator of Sarunia wrote:
I went out and bought a new filing cabinet yesterday to make room for Super Genius print outs.

Wow, that should have you covered for.... months. ;D


Pathfinder Starfinder Roleplaying Game Subscriber
Rathendar wrote:
Kolokotroni wrote:
Interesting side note, this has now put me officially over capacity in super genius products. My 3 inch binder can no longer fit all of my super genius pdfs printed out in page protectors (it only contains super genius material). I'm adding a 2 incher to the shelf.

Time to organize!

1 binder for classes...
1 binder for feats of X...
1 binder for etc etc...

They are already divided that way in the binder(s)

Classes
Gear (L4L and Kragnar)
Magic
Feats
Archtypes
Other

I figure in another year or so each of those will be it's own binder.


Going off the in depth review of this product, I shall wait before buying, since only some of the feat appeal to me & my players. It's gonna be awhile before my next big game(stupid dice roll to decide who gets to run), so it's not an *immediate need*. Ow. why did I just punch myself in the face?!


InfernosReaper wrote:
Going off the...

Yeah, I bought it. Liked some feats, didn't like others. The ones for the ranged attacks were nice, as were the spellcasting ones. The door one was a bit lacking. That one should've been combined with something else to make a "tactical feat"


InfernosReaper wrote:
InfernosReaper wrote:
Going off the...
Yeah, I bought it. Liked some feats, didn't like others. The ones for the ranged attacks were nice, as were the spellcasting ones. The door one was a bit lacking. That one should've been combined with something else to make a "tactical feat"

Glad you enjoyed some of it. Amusingly, the author actually originally included a warning how the door feat, in a dungeon-heavy campaign, was over-powered. :)


I so need a copy of that warning, cause I could use a good laugh right now. "I am the mighty Black Knight, lord of terror & devastation! Tremble as I utilize the power of the Open/Close spell as an Immediate Action! ...if I'm right next to the door, of course."


Here is the origional text for Slam a Door:

Slam a door
Dungeons are full of doors and many of them are inconveniently open – you can fix that!
Prerequisite: Desire to drive the GM insane.
Benefit: If you are in the same square as a door or adjacent to a door you may use an immediate action to close it.
Action Loss: This counts as a free action.
Note: At first glance this feat may seem underpowered-your imagination should run wild at the effect slamming doors could have on charging creatures, attacks through doorways, area effect spells, line of sight, line of effect, initiating encounters etc. On second thought this feat is broken.


Ah, that indeed has made my day... okay, so getting Yellow Dog to actually make it through the entire install cycle on my G4 after various attempts over the past week made my day, but that bit would otherwise have made my day. *Linux breaks* Huh, the odds of that.

Anyway, that door bit is quite hilarious & worth the read. Kinda makes me wish more of the adventures I play in actually had doors in the dank, dark caves of death & dead goblin ninjas.

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