Can you ready an attack during Time Stop?


Rules Questions


Simple question.

Is there any reason that, during a Time Stop, I can't walk up to my target, and then ready an attack in response to Time Stop ending, so that my attack immediately goes off when Time Stop ends?


don't think so, I've heard of people with readied mages dis junction to come out of one so if you can do that I don't see why you couldn't ready an attack.


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Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

There's nothing to prevent it.

Although, you'll have to ready your action to occur "before this creature acts" rather than "when the time stop ends." ("The [readied] action occurs just before the action that triggers it.")

Core Rulebook wrote:
Readying an Action: You can ready a standard action, a move action, a swift action, or a free action. To do so, specify the action you will take and the conditions under which you will take it. Then, anytime before your next action, you may take the readied action in response to that condition. 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. Your initiative result changes. For the rest of the encounter, your initiative result is the count on which you took the readied action, and you act immediately ahead of the character whose action triggered your readied action.
time stop wrote:

This spell seems to make time cease to flow for everyone but you. In fact, you speed up so greatly that all other creatures seem frozen, though they are actually still moving at their normal speeds. You are free to act for 1d4+1 rounds of apparent time. Normal and magical fire, cold, gas, and the like can still harm you. While the time stop is in effect, other creatures are invulnerable to your attacks and spells; you cannot target such creatures with any attack or spell. A spell that affects an area and has a duration longer than the remaining duration of the time stop have their normal effects on other creatures once the time stop ends. Most spellcasters use the additional time to improve their defenses, summon allies, or flee from combat.

You cannot move or harm items held, carried, or worn by a creature stuck in normal time, but you can affect any item that is not in another creature's possession.

You are undetectable while time stop lasts. You cannot enter an area protected by an antimagic field while under the effect of time stop.

Whether it's a good idea is another question. The time stop ends after the 1d4+1 "free" rounds of actions, you get one attack (standard action), and the opponent then gets a full round of actions (i.e., a full attack).


I think OP meant that if he cast Time Stop himself, in which case it doesn't make any sense to ready during it, as when it ends it will be your turn (depending on what actions you took before casting it, either right at the end or part way through)

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