quickened by feat


Rules Discussion


Just the Facts's description wrote:
You are permanently quickened ... to Recall Knowledge.

Question is about this part.

Known Weaknesses's description wrote:
Whenever you Devise a Stratagem, you can also attempt a check to Recall Knowledge as part of that action.

Recall Knowledge as part of stratagem action...

Hypercognition's description wrote:
You can instantly use up to 6 Recall Knowledge actions as part of Casting this Spell.

Recall Knowledge as part of spell with or without "can't use any special abilities, reactions, or free actions that trigger when you Recall Knowledge"...

Prove Peace's description wrote:
Attempt a check to Recall Knowledge about the conflict that created the shard, using the siege shard's Will DC.

Recall Knowledge with more action using...

Uzunjati Recollection's description wrote:
Recall Knowledge with a skill in which you have master proficiency, then use Uzunjati Storytelling with the same skill.

And Recall Knowledge as part of action with or without "can't use any special abilities, reactions, or free actions that trigger when you Recall Knowledge".

Is these allowed?

Note that "can't use any special abilities, reactions, or free actions that trigger when you Recall Knowledge" will affect rest of effects of Just the Facts.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

None of those are allowed. Just the Facts says you gain an extra action for Recall Knowledge, you get exactly that.

Known Weaknesses, hypercognition, Prove Peace, and Uzunjati Recollection are all distinct actions, or utilize distinct actions, not the Recall Knowledge action, and thus cannot be used in conjunction with Just the Facts.

For more information on why these are incompatible, I recommend looking up the rules for Subordinate Actions, which can be found here, just by scrolling down a short ways.

Here's the relevant text, for your convenience:

Subordinate Actions (Core Rulebook pg. 462)
An action might allow you to use a simpler action—usually one of the Basic Actions on page 469—in a different circumstance or with different effects. This subordinate action still has its normal traits and effects, but is modified in any ways listed in the larger action. For example, an activity that tells you to Stride up to half your Speed alters the normal distance you can move in a Stride. The Stride would still have the move trait, would still trigger reactions that occur based on movement, and so on. The subordinate action doesn’t gain any of the traits of the larger action unless specified. The action that allows you to use a subordinate action doesn’t require you to spend more actions or reactions to do so; that cost is already factored in.

Using an activity is not the same as using any of its subordinate actions. For example, the quickened condition you get from the haste spell lets you spend an extra action each turn to Stride or Strike, but you couldn’t use the extra action for an activity that includes a Stride or Strike. As another example, if you used an action that specified, “If the next action you use is a Strike,” an activity that includes a Strike wouldn’t count, because the next thing you are doing is starting an activity, not using the Strike basic action.

I hope that helps!


None of these benefit from Just the Facts. It gives you an extra action to Recall Knowledge. The things to listed include one or multiple Recall Knowledge Checks, but they are their own actions.

Just like you can't use the extra action from haste to do stuff like Flurry of Blows or as part of a Power Attack.


Um... I only know what thematically correct to binding quickened status is from Inventor that currently on playtest, "quickened ... to use your Innovation".


So... if you are quickened to cast spell and spell uses anything other than cast spell, is this allowed to use in quickened action?


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Laclale♪ wrote:
So... if you are quickened to cast spell and spell uses anything other than cast spell, is this allowed to use in quickened action?

To my knowledge, no such effect exists. Because spells vary in action costs (and are generally considered Activities, which are incompatible with the Quickened condition) and because the Quickened condition only allows for one extra action, I hesitate to use it as an example.

Let's say you were under the effects of haste and also had an ability (we'll call it Quick Step in this hypothetical example) that granted a Quickened action with which to Step. Haste would let you Stride or Strike with the extra action (not to Sudden Charge or use any other action or ability that included a Stride or Strike). Quick Step would allow you to Step using your Quickened action (not to use Elf Step or any other action or ability that included taking a Step). With both abilities haste and Quick Step, you could choose to Step OR Strike OR Stride with your Quickened Action. You do not gain multiple Quickened Actions with which to Stride or Strike AND Step. However you could combine your singular Quickened action with your normal actions to, for example, Stride into Melee, Strike an enemy, Step out of reach to avoid Reactions, then Stride to put some distance between yourself and possible retaliation.

I hope all this is helpful.

Grand Lodge

I think OP is talking about the metamagic feat quickened casting.

Part of the metamagic feat is:
If you use any action (including free actions and reactions) other than Cast a Spell directly after, you waste the benefits of the metamagic action.

So a clear no - only a spell being cast can be used after the quickened casting free action.


They're asking about the Just the Facts Investigator feat.

Grand Lodge

Guntermench wrote:
They're asking about the Just the Facts Investigator feat.

OP sneaked in a different question about Spells later


Ah, missed that.


Quickened feet are, IMO, best used for dancing.
Of course, others might recommend giving Usain a run for his money (pun unintentional).


Laclale♪ wrote:
So... if you are quickened to cast spell and spell uses anything other than cast spell, is this allowed to use in quickened action?

As Ravingdork pointed out, there is (currently) no effect that grants you the Quickened condition for spellcasting.

Quicken Spell is an entirely different matter - despite the similar name. It doesn't give you the Quickened condition. This is different from giving you an extra action to Cast a Spell.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Blave wrote:
Laclale♪ wrote:
So... if you are quickened to cast spell and spell uses anything other than cast spell, is this allowed to use in quickened action?

As Ravingdork pointed out, there is (currently) no effect that grants you the Quickened condition for spellcasting.

Quicken Spell [sic] is an entirely different matter - despite the similar name. It doesn't give you the Quickened condition. This is different from giving you an extra action to Cast a Spell.

Indeed. The two use entirely different mechanics and--aside from similar naming--are entirely unrelated.

Quickened Casting (not Quicken Spell as it was called in 1st Edition) does not grant extra actions at all, but rather reduces them.


...Can you list up all of "Quickened"?


Quickened

Quickened wrote:
You gain 1 additional action at the start of your turn each round.

Awesome. 4 actions instead of only 3.

Quickened wrote:
Many effects that make you quickened specify the types of actions you can use with this additional action.

But that extra action can't always be used for just anything. For example Haste gives quickened, but the action can only be used for stride and strike actions.

Note that this is also where the Subordinate Actions rule kicks in. If you get quickened and the action has limits to what actions can be used, you can only use those actions directly - not any other actions that also happen to do something similar. So Haste gives quickened but only for stride or strike. So you couldn't use the extra action for Flurry of Blows.

Quickened wrote:
If you become quickened from multiple sources, you can use the extra action you’ve been granted for any single action allowed by any of the effects that made you quickened.

Also no matter how many times you get quickened from, you still only ever get one extra action. So casting Haste on someone who also has Just the Facts still only lets them have 4 actions. They are able to use the extra action for any of Stride, Strike, or Recall Knowledge though.

Quickened wrote:
Because quickened has its effect at the start of your turn, you don’t immediately gain actions if you become quickened during your turn.

Also, you only get the extra actions at the start of your next turn. Not in the middle of the turn when you get the quickened condition.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Laclale♪ wrote:
...Can you list up all of "Quickened"?

For your convenience:

Quickened wrote:

You gain 1 additional action at the start of your turn each round. Many effects that make you quickened specify the types of actions you can use with this additional action. If you become quickened from multiple sources, you can use the extra action you’ve been granted for any single action allowed by any of the effects that made you quickened. Because quickened has its effect at the start of your turn, you don’t immediately gain actions if you become quickened during your turn.

Gaining and Losing Actions
Quickened, slowed, and stunned are the primary ways you can gain or lose actions on a turn. The rules for how this works appear on page 462. In brief, these conditions alter how many actions you regain at the start of your turn; thus, gaining the condition in the middle of your turn doesn’t adjust your number of actions on that turn. If you have conflicting conditions that affect your number of actions, you choose which actions you lose. For instance, the action gained from haste lets you only Stride or Strike, so if you need to lose one action because you’re also slowed, you might decide to lose the action from haste, letting you keep your other actions that can be used more flexibly.

Some conditions prevent you from taking a certain subset of actions, typically reactions. Other conditions simply say you can’t act. When you can’t act, you’re unable to take any actions at all. Unlike slowed or stunned, these don’t change the number of actions you regain; they just prevent you from using them. That means if you are somehow cured of paralysis on your turn, you can act immediately.


Ravingdork wrote:
Laclale♪ wrote:
...Can you list up all of "Quickened"?

For your convenience:

*snip*

I meant list up all of feats and spells that gain "Quickened" and quickened for what.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Laclale♪ wrote:
Ravingdork wrote:
Laclale♪ wrote:
...Can you list up all of "Quickened"?

For your convenience:

*snip*

I meant list up all of feats and spells that gain "Quickened" and quickened for what.

Here you go. Just do a search for "Quickened" and use the checkboxes to narrow down the search results.

The complete list of FEATS is as follows:

  • Quickened Casting - Technically doesn't grant the Quickened condition, but may still be desirable for certain "quick" builds.
    Bard, Oracle, Sorcerer, Witch, Wizard 10

  • Blazing Aura - An aura that allows ALLIES to Stride or Strike.
    Ifrit 17

  • Cadence Call - Allow allies to Stride, but applies Slow 1 their following round.
    Marshal 6

  • Enduring Quickness - You can Stride or Leap, or to provide one of the actions needed for a High Jump or Long Jump.
    Monk 20

  • Eternal Composition - You can cast a composition cantrip that requires 1 action to cast, and use compositions during Exploration to begin combat with them already up.
    Bard 18

  • Just the Facts - You can make a much improved Recall Knowledge check.
    Investigator 20

  • Legendary Rider - You can use Command an Animal on your mount.
    Cavalier 20

  • Panache Paragon - You can Tumble Through or perform the skill action listed in your swashbuckler's style as one that allows you to gain panache, or other actions that would allow you to gain panache at the GM's discretion.
    Swashbuckler 20

  • Quicken Heartbeat - You can Stride or Strike, or negate Slowed 1.
    Golem Grafter 10

  • Rallying Cry - Allies gain temp HP and can Step, Stride, or Strike.
    Hobgoblin 17

  • Ringmaster's Introduction - One ally can Stride, Strike, Demoralize, Feint, or Perform at the start of combat.
    Bard 20

  • Tactical Cadence - Expands on Cadence Call. Allies can now Stride or Strike, and they aren't slowed 1 on their following turn if they use the extra action.
    Marshal 14

  • Weapon Supremacy - You can Strike.
    Fighter 20
As you can see, most are incompatible with one another.

For a list of all the PF2 game options on the Archives of Nethys that use the word "Quickened" you can click this link.

I hope that helps. :D

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