True Strike spell given new life and use by Combat Manuevers


General Discussion (Prerelease)


It just occured to me that the true strike spell gets renewed usefulness with the new way that Combat Manuevers are handled.

Redefined as "attack rolls" which are modified by spells and feats, true strike becomes a great way to ensure the success of a Combat Manuever.

That's handy for a low level character (who typically struggle to do them successfully), but needs to make sure they don't fail.

I always thought true strike was a great spell, but my players never typically take it. Maybe if they can use it towards a disarm, they might reconsider.


The thought had occured to me, too. I have a monk/sorcerer who might get some good use out of True Strike.


Trouble with True Strike is if you don't have an easy way to quicken it then it becomes a 2 round action. The first to cast the true strike and the second to acutally initate the combat manuever. With the exception of the bladesinger PRc from Complete Warrior there are not a lot of easy ways to quicken it. In the hands of an archer needing to make the shot it is a useful spell.

Doug


DougErvin wrote:

Trouble with True Strike is if you don't have an easy way to quicken it then it becomes a 2 round action. The first to cast the true strike and the second to acutally initate the combat manuever. With the exception of the bladesinger PRc from Complete Warrior there are not a lot of easy ways to quicken it. In the hands of an archer needing to make the shot it is a useful spell.

Doug

That's a worthwhile point Doug.

However, the duration (as it stands in the Beta) is till the next time you strike in combat.

If the PCs are going after a specific target, like a local villain they plan to ambush, it could be used effectively in the first round.

It's just something to think about...


Watcher wrote:

However, the duration (as it stands in the Beta) is till the next time you strike in combat.

Hm?

"Your next single attack roll (if it is made before the end of the
next round)
gains a +20 insight bonus. "

I interpret that as meaning "if you don't make an attack before the end of your next round, you don't get jack".

(By the way, my Eberron monk is going to take the feat Action Surge which allows him to spend 2 action points for an extra standard action; that makes True Strike more useful for him.)

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I've always ruled it this way (though it was a bit of a loose interpretation).

Perhaps more interesting is when a mage casts true strike, then you attempt to disarm them (in which case you surely fail, but succeed in wasting their spell). Assuming you can do so without provoking (and just catching a +20 AoO), that is.

This happened in an AE game that I ran (albeit with a heightened bash spell, AE's equivalent to truestrike), after all the warriors on each side had been knocked below 0 or otherwise incapacitated. There's something viscerally satisfying about a battle that boils down to a knife-fight between two mages.


Finn wrote:


Hm?

"Your next single attack roll (if it is made before the end of the
next round)
gains a +20 insight bonus. "

I interpret that as meaning "if you don't make an attack before the end of your next round, you don't get jack".

(By the way, my Eberron monk is going to take the feat Action Surge which allows him to spend 2 action points for an extra standard action; that makes True Strike more useful for him.)

I don't know what to tell ya. I'm wrong again. <shrug>

I went straight to Gming in fall of 2007, having never played 3.5 for the preceeding decade. I played 1st edition in the late 70's till about '87 or '88. No D&D until September 2007. I'm kinda like Buck Rogers, unfrozen in the 25th Century.

I was able to be open minded about 4E, because I only own three used 3.5 Core Books.. aside from all my Paizo books. And I bought those used. (But now I see the differences and limitations of 4E, and am looking forward to PF RPG)

Anyway, sometimes I make mistakes, especially since all I do is GM.


DougErvin wrote:

Trouble with True Strike is if you don't have an easy way to quicken it then it becomes a 2 round action. The first to cast the true strike and the second to acutally initate the combat manuever. With the exception of the bladesinger PRc from Complete Warrior there are not a lot of easy ways to quicken it. In the hands of an archer needing to make the shot it is a useful spell.

Doug

Havoc mage also.


Watcher wrote:
Finn wrote:


Hm?

"Your next single attack roll (if it is made before the end of the
next round)
gains a +20 insight bonus. "

I interpret that as meaning "if you don't make an attack before the end of your next round, you don't get jack".

(By the way, my Eberron monk is going to take the feat Action Surge which allows him to spend 2 action points for an extra standard action; that makes True Strike more useful for him.)

I don't know what to tell ya. I'm wrong again. <shrug>

I went straight to Gming in fall of 2007, having never played 3.5 for the preceeding decade. I played 1st edition in the late 70's till about '87 or '88. No D&D until September 2007. I'm kinda like Buck Rogers, unfrozen in the 25th Century.

I was able to be open minded about 4E, because I only own three used 3.5 Core Books.. aside from all my Paizo books. And I bought those used. (But now I see the differences and limitations of 4E, and am looking forward to PF RPG)

Anyway, sometimes I make mistakes, especially since all I do is GM.

Don't feel bad. It happens to veteran 3.X gamers too. Sometimes we get so use to certain long standing house rules we forget that they are house rules. ;)


This is still a very solid combo.

Take Bull Rush for instance. It moves you 5' extra per 5 you beat the DC by. If you have a reasonable chance, a True Strike spell could end up pushing your opponent 20-30 feet.. right off a cliff...

Paizo Employee Director of Brand Strategy

Majuba wrote:

This is still a very solid combo.

Take Bull Rush for instance. It moves you 5' extra per 5 you beat the DC by. If you have a reasonable chance, a True Strike spell could end up pushing your opponent 20-30 feet.. right off a cliff...

Don't you move along with them?

RPG Superstar 2010 Top 32

Yes.

Right up to the cliff's edge, I would presume.


Finn wrote:


(By the way, my Eberron monk is going to take the feat Action Surge which allows him to spend 2 action points for an extra standard action; that makes True Strike more useful for him.)

<threadjack>

Action Surge is imho the best of the Action Point Feats. It was the 'when the sh** hits the fan' counter for my cleric in our AoW campaign. That and the Born Hero Feat. :) Some enemies where rather shocked when they discovered what he could do in one round, if he really wanted. :->
</threadjack>

Otherwise, True Strike is a very solid option for casters, even without Quicken. A shame it won't apply to the CMD.


Hydro wrote:

Yes.

Right up to the cliff's edge, I would presume.

Unless you don't have improved bull rush, in which case, they might choose to give you a nice hug, instead.

RPG Superstar 2010 Top 32

Tholas wrote:
A shame it won't apply to the CMD.

Ah! That's right, you now have a static defense against grapple/disarm/etc. I'd forgotten.


yoda8myhead wrote:
Majuba wrote:

This is still a very solid combo.

Take Bull Rush for instance. It moves you 5' extra per 5 you beat the DC by. If you have a reasonable chance, a True Strike spell could end up pushing your opponent 20-30 feet.. right off a cliff...

Don't you move along with them?

Not if you have the Knockback Rage Power... *eyes his Barb/Wizard/EldrKnight with Greater Bull Rush and Knockback*.


Hydro wrote:
Ah! That's right, you now have a static defense against grapple/disarm/etc. I'd forgotten.

True, but my early impression is that the CMD will tend to be higher than the CMB. For the spellcaster, this will certainly mitigate that.

Sovereign Court

Still. Great way to thwart a dragon's attacks.

Round/Action
1. True Strike
2. Grapple the dragon
-- Dragon's Turn --> free himself from the weak mage's grasp as a standard action OR make a full attack against the weak mage at -2 to all attacks, while being at -4 to dex and without the ability to move or make AoOs (ok, mage is toast unless stoneskinned/displaced/mirror-imaged, but still a great way to go down heroically isn't it? :P )

RPG Superstar 2010 Top 32

Ha! That's true, if you succeed it takes them at least one action to get free, no matter what.

True strike + improved grapple = sticky gish.


It's a tactic I've seen a fair bit before actually, warrior-mages using true strike then attempting disarms.

One big downfall of it is that you can see it comming. Despite it being used on my one of my character's plenty of times, it never once worked. Simply because I would pass the spellcraft check, then use Improved Expertise (Non-Core feat allowing your Expertise bonus to go up to +10) then fought with total defense. In the end, the character only gained a +6 bonus, which while big, didn't boost as much as he hoped. And generally, if you're realying on this tactic (as was the case of the warrior-mages) their attack rolls won't be that high normally.

So before you try it out IG, remember that opponents are going to be able to anticipate it, and if possible, counter it.

Liberty's Edge

Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber
Nero24200 wrote:

It's a tactic I've seen a fair bit before actually, warrior-mages using true strike then attempting disarms.

One big downfall of it is that you can see it comming. Despite it being used on my one of my character's plenty of times, it never once worked. Simply because I would pass the spellcraft check, then use Improved Expertise (Non-Core feat allowing your Expertise bonus to go up to +10) then fought with total defense. In the end, the character only gained a +6 bonus, which while big, didn't boost as much as he hoped. And generally, if you're realying on this tactic (as was the case of the warrior-mages) their attack rolls won't be that high normally.

So before you try it out IG, remember that opponents are going to be able to anticipate it, and if possible, counter it.

You can't use Combat Expertise and Total Defence. CE only works if you attack and so take the penalty, which you don't with Total Defence.


Paul Watson wrote:
You can't use Combat Expertise and Total Defence. CE only works if you attack and so take the penalty, which you don't with Total Defence.

That's true, though you can fight defensively for +2 (+3 with Acrobatics ranks, +4 at 15 ranks if you are really nice).


Purple Dragon Knight wrote:

Still. Great way to thwart a dragon's attacks.

Round/Action
1. True Strike
2. Grapple the dragon

Note that you normally grapple creatures one size category larger at best. So a medium-sized human can't grapple a huge-sized dragon. But it would still work for large or smaller dragons.

Kind of a waste of two turns, if you ask me.

Tholas: action points kick ass. :-) What does Born Hero do?

RPG Superstar 2010 Top 32

Nero24200 wrote:

It's a tactic I've seen a fair bit before actually, warrior-mages using true strike then attempting disarms.

One big downfall of it is that you can see it comming. Despite it being used on my one of my character's plenty of times, it never once worked. Simply because I would pass the spellcraft check, then use Improved Expertise (Non-Core feat allowing your Expertise bonus to go up to +10) then fought with total defense. In the end, the character only gained a +6 bonus, which while big, didn't boost as much as he hoped. And generally, if you're realying on this tactic (as was the case of the warrior-mages) their attack rolls won't be that high normally.

So before you try it out IG, remember that opponents are going to be able to anticipate it, and if possible, counter it.

Let me get this straight.

The BBEG took a -10 or -14 penalty to his attacks for a round, you gained a +6 bonus, and you're complaining?


hogarth wrote:


Tholas: action points kick ass. :-) What does Born Hero do?

It's from Monte Cook’s Arcana Evolved. Basically they are action points on stereoids, but you have to earn and spend them through Heroic Actions. The feat Born Hero lets you start with one hero point and the GM should be generous in awarding hero points.
Spending a hero point can give you another full action per round, a natural 20 on any roll, double damage and some other stuff. But most important are these two sentences: "A character can use a hero point to make something work in a way the rules normally do not allow. This requires careful DM adjudication."
My GM is really niggard with granting hero points but he allowed my cleric some rather spectacular effects.

Major AOW Spoiler ahead!

Spoiler:
Bloody stupid Auric charged right into the maw of the Ulgustastra and was dead 2 rounds later (even our GM was suprised how fast he got down). That finished the ritual and the 10000+ watching the arena fights where turned into wights. Well, my cleric is an Apostle of Wee Jas and offered his life to the goddess if the granted him an on-sight Green Ladys Rebuke(normaly CLd6, 30ft burst against undead). She granted his wish, killing next to all wights in the arena, but he'd to take the same damage he inflicted. Luckly he made his save and just dropped down unconcious.

Sorry for the typos, have to hurry ...


Hydro wrote:

Let me get this straight.

The BBEG took a -10 or -14 penalty to his attacks for a round, you gained a +6 bonus, and you're complaining?

Complaining? I'm simply pointing out that enemies can be aware of the tactic and plan against. Whilst my plan wasn't the most effective, it did put a dent in the enemies - Besides, simply by gaining caster levels to gain access to the spell you take a loss to BAB, so a +6 bonus isn't nessicerily what the character got.

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