Slight of Hand / Bluff to drink a potion


Rules Questions


I am wondering if it is possible to drink a potion in melee using Slight of Hand to avoid an attack of opportunity? They are small objects (despite popular artwork, the description says they are a 1 oz shot) that are easy to conceal and if the enemy doesn't see what you're doing, they can't react to it.

Or if not SoH, then how about Bluff as a feint? You pretend you are about to swing with one hand and then instead quaff your potion. The enemy, being flat footed and ready to absorb a blow, misses the chance to swing at you.

Thoughts?


Wraithcannon wrote:

I am wondering if it is possible to drink a potion in melee using Slight of Hand to avoid an attack of opportunity? They are small objects (despite popular artwork the description says they are a 1 oz shot) that are easy to conceal and if the enemy doesn't see what you're doing, they can't react to it.

Or if not SoH, then how about Bluff? You pretend you are about to swing with one hand and then instead quaff your potion. The enemy, being flat footed and ready to absorb a blow, misses the chance to swing at you.

Thoughts?

By my understanding of RAW neither would work. The rules say "Drink a potion or apply an oil = Attack of Opportunity".

Now if you looking at a house rule I would say you could use the base rules and DCs of the Acrobatics-move through a threatened area part and apply which ever skill you think fits. Or you could make a feat that allows it.

However is it really worth adding new rules for this. Just take a 5ft step and drink. In most cases you're good.


Wraithcannon wrote:
I am wondering if it is possible to drink a potion in melee using Slight of Hand to avoid an attack of opportunity?

I can't find anything that allows you to do this in combat.

And anyway, it's not about fooling your opponent into thinking your guard is up, it's about your guard being down. Regardless of what the orc thinks about your actions, it still takes your attention away from defense in order to chug the potion, and during that time, one of the orc's attacks that would normally be dodged/deflected/whatever might land.

The orc is attacking you constantly throughout the round, but by diverting your attention from the battle, one of his attacks can hit you. (The actual attack roll is an abstraction)


SkyGuard wrote:
However is it really worth adding new rules for this. Just take a 5ft step and drink. In most cases you're good.

Taking a 5ft step is a great idea!

Unless you're prone, disabled, and trying to drink a healing potion.

I was thinking that crawling away from the action would work but even crawling 5ft as a move action provokes an AoO. Unless you can make the aforementioned Acrobatics check while prone to avoid it?????


I think what alot of people miss with AoO is that it doesnt matter if the oppenent knows what you are doing or not.

You do not provoke and attack of opprotunity because an opponents SEES you cast a spell, you provoke the AoO because YOU CAST A SPELL. Wether the oppentent even knows what spellcasting is. IE. Wolf, bear, mindless undead horror.

An attack of opprotunity is allowed when your opponent takes an action that requires him to lower his defenses and focus on another type of actions.


All you have to do is make drinking a potion a melee attack, then you can Feint.


Looking at Feint, it denies your opponent his Dex bonus on your next attack.

Looking at Attacks of Opportunity, you can't make them while flat footed.

So it almost works RAW, just not quite.

I'm just trying to figure out a way my fighter can somehow get himself back into the fight on his own after being disabled.


Wraithcannon wrote:

Looking at Feint, it denies your opponent his Dex bonus on your next attack.

Looking at Attacks of Opportunity, you can't make them while flat footed.

So it almost works RAW, just not quite.

I'm just trying to figure out a way my fighter can somehow get himself back into the fight on his own after being disabled.

Put points in Acrobatics and roll away.


Wraithcannon wrote:
I'm just trying to figure out a way my fighter can somehow get himself back into the fight on his own after being disabled.

Fighter tells his DM "How do I get back in the fight after being disabled?" The DM says "Don't get disabled."

(How often do you get the chance for a Henny Youngman joke these days?)


Grick wrote:
Wraithcannon wrote:
I'm just trying to figure out a way my fighter can somehow get himself back into the fight on his own after being disabled.

Fighter tells his DM "How do I get back in the fight after being disabled?" The DM says "Don't get disabled."

(How often do you get the chance for a Henny Youngman joke these days?)

Make friends with the wizards familiar and ask it to pour a potion down your throat.


Wraithcannon wrote:
I'm just trying to figure out a way my fighter can somehow get himself back into the fight on his own after being disabled.

Use Magical Device

Use a Wand of Cure Light Wounds on yourself.


The Wand idea is a good one if you have a decent chance with Use Magic Device...otherwise, full round action -->Withdrawl (you can move up to double your speed, square you start out in is not considered threatened by opponent, therefore enemy doesn't get attack of opportunity against you when you move from that square). Move far enough away and next round, drink potion.


BigNorseWolf wrote:


Make friends with the wizards familiar and ask it to pour a potion down your throat.

That's a full-round action which still provokes, so the familiar would need to already be adjacent with the potion in hand, and willing to potentially take the hit. I hope you've been giving him lots of crackers =)

If you have a partial strand of prayer beads with a bead of healing (9,000 gp) you can try to cast Cure Serious Wounds once per day, but are unlikely to pass your concentration check.

A ring of spell storing (18k!) could have a Cure spell in it, standard action to use, no provoke. You just need to make sure a non-caster can use it. (Description says "A minor ring of spell storing contains up to three levels of spells that the wearer can cast." this could mean the spell inside must be one the wearer can cast, or that the spells inside can be cast by the wearer?)

Grand Lodge

Wraithcannon wrote:

I am wondering if it is possible to drink a potion in melee using Slight of Hand to avoid an attack of opportunity? They are small objects (despite popular artwork, the description says they are a 1 oz shot) that are easy to conceal and if the enemy doesn't see what you're doing, they can't react to it.

Or if not SoH, then how about Bluff as a feint? You pretend you are about to swing with one hand and then instead quaff your potion. The enemy, being flat footed and ready to absorb a blow, misses the chance to swing at you.

Thoughts?

I don't think either maneuver will cover what you want. A feint is a subtle change in how you're handling a weapon, there really isn't a way to bluff drinking a potion as a weapon strike. Take that five foot step like a gnome!


A 5-foot step could backfire assuming the enemy has Step Up as a feat. I missed the part about the fighter being disabled. Since you are limited to only a single move action or standard action with being disabled, a restricted withdraw miught still work: (if you are limited to taking only a standard action each round you can withdraw as a standard action. In this case, you may move up to your speed). This assumes again you can maneuver far enough (depending on your speed) or perhaps put another ally between you and the enemy (for AoO purposes or whatnot), then drink the potion next round.

Grand Lodge

Thrall of Orcus wrote:

A 5-foot step could backfire assuming the enemy has Step Up as a feat. I missed the part about the fighter being disabled. Since you are limited to only a single move action or standard action with being disabled, a restricted withdraw miught still work: (if you are limited to taking only a standard action each round you can withdraw as a standard action. In this case, you may move up to your speed). This assumes again you can maneuver far enough or perhspas but another ally between you and the enemy (for AoO or whatnot), then drink the potion next round.

Never said the option was perfect. :) The point is that feints are subtle shifts in motion, not trying to make one action look like something completely different.

Another option would be that you have a cleric at your back who did not read all the messageboard posts that stated that in combat healing was a waste of an action. :)


Wraithcannon wrote:

Looking at Feint, it denies your opponent his Dex bonus on your next attack.

Looking at Attacks of Opportunity, you can't make them while flat footed.

So it almost works RAW, just not quite.

I'm just trying to figure out a way my fighter can somehow get himself back into the fight on his own after being disabled.

Don't forget you take a Attack of Opportunity for retrieving that stored potion too. :-)

Really when it comes down to it if your disabled at 0HP* and prone in melee combat range of someone your pretty much out of the fight. You option is pretty much full-round action Acrobatics to roll 5ft. Or hope they miss the AO. Or delay and hope your friends bullrush the guys back off you.

*You can also be disabled at negative hit points but have become stable and conscious, but I'm not sure have you could be that type of disabled in any reasonable fight scenario, as it seem from my reading of the PDR it takes an hour to become conscious once your stable at neg HP


SkyGuard wrote:
Wraithcannon wrote:
You option is pretty much full-round action Acrobatics to roll 5ft.

Except you ony get a standard or move action when disabled...that's why I missed that part with my first post. ;)

That is why the Restricted Withdrawl might be better - at least you can move your full speed with no skill checks and not have that first square's movement suffer an AoO.


PRD wrote:

Cape of the Mountebank

Aura moderate conjuration; CL 9th

Slot shoulders; Price 10,080 gp; Weight 1 lb.

Description

On command, this bright red and gold cape allows the wearer to use the magic of the dimension door spell once per day. When he disappears, he leaves behind a cloud of smoke, appearing in a similar fashion at his destination.

Teleport away and quaff safely the next round.

PRD wrote:

Elemental Gem

Aura moderate conjuration; CL 11th

Slot —; Price 2,250 gp; Weight —

Description

An elemental gem comes in one of four different varieties. Each contains a conjuration spell attuned to a specific elemental plane (Air, Earth, Fire, or Water).

When the gem is crushed, smashed, or broken (a standard action), a Large elemental appears as if summoned by a summon nature's ally spell. The elemental is under the control of the creature that broke the gem.

Summon an Air Elemental to pour the healing potion down your gullet and/or carry you to safety.

Liberty's Edge

Wraithcannon wrote:
SkyGuard wrote:
However is it really worth adding new rules for this. Just take a 5ft step and drink. In most cases you're good.

Taking a 5ft step is a great idea!

Unless you're prone, disabled, and trying to drink a healing potion.

I was thinking that crawling away from the action would work but even crawling 5ft as a move action provokes an AoO. Unless you can make the aforementioned Acrobatics check while prone to avoid it?????

A rogue can get the "Rogue Crawl" talent, allowing her to 5' step while prone.


Thrall of Orcus wrote:
SkyGuard wrote:
Wraithcannon wrote:
You option is pretty much full-round action Acrobatics to roll 5ft.

Except you ony get a standard or move action when disabled...that's why I missed that part with my first post. ;)

That is why the Restricted Withdrawl might be better - at least you can move your full speed with no skill checks and not have that first square's movement suffer an AoO.

I had forgotten that about that with disabled.

I would say that if your prone you have a speed of 5ft so you could use a restricted withdraw at that speed. I don't see why you should get to move your full movement.


Under Acrobatics it says you can crawl 5ft as a full round action while avoiding AoO if you roll against the opposing creature's CMD +5. It also says something about medium and heavy armor restrictions but I don't think it applies since you are crawling AWAY from the threatened area.

Now I wonder if you can still do this as a full round action even though you are disabled.

The "Oregent Desperation" trait from Andoran: Spirit of Liberty allows you to go from dying to disabled and concsious 1/day by taking 4 points of INT damage. That is how I'm going to stabilize and recover during the fight.


If you have a kind GM, you can keep a back up weapon with the spell storing enchantment, and keep a healing spell cast into it.

Simply deliver the spell to yourself with the weapon at that point. I recommend something that deals very little damage.

And if your GM tries to tell you Cure __________ Wounds isn't a touch attack spell and so can't be put in a spell storing weapon, point out that it can be used as one against undead, so it manifestly is.

Sure, it costs 6k GP, but you can reuse it in the future.


Wraithcannon wrote:

Under Acrobatics it says you can crawl 5ft as a full round action while avoiding AoO if you roll against the opposing creature's CMD +5.

Now I wonder if you can still do this as a full round action even though you are disabled.

Nope. "A disabled character may take a single move action or standard action each round (but not both, nor can he take full-round actions..."

Restricted withdraw: only when you're limited to taking only a standard action each round, and when disabled you can take a standard -or- move action. Personally, any reasonable DM would allow this, as you can use your Standard to make a Move action anyway. Even then, you're still withdrawing at half speed (from disabled) and as a standard action it would probably be considered strenuous, which means -1 HP afterwards (and again with the dying condition).


I don't see any intratextual reason potions should take an AoO to draw. They're small flasks, probably metal. A bandoleer or any article of clothing really could easily have pockets for several that could be drawn as at most a move action with no AoO. Spells don't require a second AoO when they have material components after all.

There may be balance reasons, but potions seem to be limited and expensive enough that keeping them weak doesn't seem such an urgent concern that they should require two AoOs with no way to offset them. Real spellcasting involves only one AoO that can be avoided with a concentration check and isn't limited to third level targeted spells.

Making Bluff/Feint leave the Feinted opponent unable to use AoOs against the Feinter seems reasonable, and I don't see any real abuses since Feint uses a whole standard action or a move action improved and requires skill investment.


Atarlost wrote:
I don't see any intratextual reason potions should take an AoO to draw.

Because you're taking your attention away from the fight. You're fussing around with your gear, bandoleer or no.

But what about drawing weapons, you might ask. You can only do that with combat training (BAB +1) and drawing a weapon is a fairly offensive/hostile act. There are swordfighting moves that start as part of drawing the weapon (Samurai movies, fencing, etc.) so drawing your weapon is ingrained and part of combat, drawing a beaker isn't.

Drawing material components is a free action as part of the spellcasting, which does provoke, it's just part of provoking in general. And innate spellcasting should be more powerful than drinking a potion.

Atarlost wrote:
Making Bluff/Feint leave the Feinted opponent unable to use AoOs against the Feinter seems reasonable, and I don't see any real abuses since Feint uses a whole standard action or a move action improved and requires skill investment.

It doesn't make much sense, and doesn't help our disabled fighter, but I don't think it would be game breaking. A Skill check + full round action to drink 'defensively' or whatever.


Grick wrote:


Because you're taking your attention away from the fight. You're fussing around with your gear, bandoleer or no.

But what about drawing weapons, you might ask. You can only do that with combat training (BAB +1) and drawing a weapon is a fairly offensive/hostile act. There are swordfighting moves that start as part of drawing the weapon (Samurai movies, fencing, etc.) so drawing your weapon is ingrained and part of combat, drawing a beaker isn't.

Drawing material components is a free action as part of the spellcasting, which does provoke, it's just part of provoking in general. And innate spellcasting should be more powerful than drinking a potion.

Drawing your weapon for free while moving can only be done with a BAB +1. Just drawing your weapon can be done by anyone and is a move action that does not provoke an AoO. Sheathing a weapon is a move that does provoke.

See the giant AoO table in the PDR.

Wraithcannon your best bet for this may be to delay and have someone else provoke the targets AoO in that round, and then drink your potion while praying the bad guy doesn't have Combat Reflexes. :-)

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