Organsight and feats interactions.


Rules Discussion


In the Secrets of Magic this new spell Organsight was released

Quote:


Organsight
Cast Two Actions somatic, verbal
Range 30 feet; Targets 1 living or undead creature that has organs
Duration 1 minute
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You see the target as though it's dissected and arrayed before you. For the duration, you gain a +2 circumstance bonus on Medicine checks against the target that depend on its organs, but a –2 circumstance penalty on Medicine checks depending on seeing its skin.

When you Cast the Spell, attempt a special Recall Knowledge check using Medicine to spot and discern a vital organ. If you have a Lore skill appropriate to the creature, you can use that skill instead of Medicine. If you succeed, the next time you deal piercing or slashing damage to the target with a Strike or spell, you deal 4d6 additional precision damage. Once on each of your subsequent turns, you can use a single action to attempt the special Recall Knowledge check again. The extra damage isn't cumulative, so making the check more than once before a Strike or spell has no extra benefit.
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Heightened (+1) The precision damage increases by 1d6.

And now my doubt... how it interacts with those feats and features, does that special Recall Knowledge works with them?

True Hypercognition

Combat Assessment

Know Weakness

Magus's Analysis

Knowledge is Power

Lore Oracle Moderate Curse

Monster Hunter

Mastermind Racket

Discern Secrets


If it's a feat or feature that gives you a distinct action or activity, they don't interact. You are specifically making a Recall Knowledge check. If you have a feature that triggers on a Recall Knowledge check, that may work.


I think it’s a special check just to make the spell work, not to gain additional knowledge. So most of those wouldn’t be relevant. It’s really an action tax with a chance of failing to replace a save as a balancing gimmick.

Note that extra medicine knowledge about a monster from a recall knowledge check isn’t actually useful. He, uh, has a skin rash?


Imo I think only really Knowledge is Power and Mastermind would by RAW be synergistic. I think cases could be made for lore oracle and Monster Hunter. I'd allow them in my games but as for RAW I think it needs "When you..." since it's a special action, to truly work together.


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Nyrn wrote:
Imo I think only really Knowledge is Power and Mastermind would by RAW be synergistic. I think cases could be made for lore oracle and Monster Hunter. I'd allow them in my games but as for RAW I think it needs "When you..." since it's a special action, to truly work together.

mastermind specifically says that it triggers "when you identify a creature with recall", and that's not what you are doing with the special recall from organsight, so i don't think that will work.


Hi. Is the recall knowledge checks for Organsight on subsequent turns subject to the additional knowledge rules - i.e. higher difficulty.

If so does this also mean that if one were to fail the special recall knowledge check for this spell that means it's effectively useless?


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Astinutz wrote:
Hi. Is the recall knowledge checks for Organsight on subsequent turns subject to the additional knowledge rules - i.e. higher difficulty.

I don't think so. That is why it is a 'special' recall knowledge check. It isn't following the normal rules for recall knowledge. It specifies its own fail/success results in the spell description.

Astinutz wrote:
If so does this also mean that if one were to fail the special recall knowledge check for this spell that means it's effectively useless?

Failing the check doesn't end the spell. So you can try again on the next round. But if you fail the check you won't get the bonus precision damage until after you do succeed at the check.


breithauptclan wrote:
Astinutz wrote:
Hi. Is the recall knowledge checks for Organsight on subsequent turns subject to the additional knowledge rules - i.e. higher difficulty.

I don't think so. That is why it is a 'special' recall knowledge check. It isn't following the normal rules for recall knowledge. It specifies its own fail/success results in the spell description.

Astinutz wrote:
If so does this also mean that if one were to fail the special recall knowledge check for this spell that means it's effectively useless?
Failing the check doesn't end the spell. So you can try again on the next round. But if you fail the check you won't get the bonus precision damage until after you do succeed at the check.

Thanks buddy. Sounds fair.

Was reading a post on the general forum talking about fighter and barbarian ac where it was mentioned OrganSight had max 3 uses barring failure.

That got me thinking and double checking the additional knowledge rules v recall knowledge. Then it (must have) meant the 'special' referred to using medicine vs the usual lore skills and that it was a natural limiter to the spell itself.


What's really got me concerned is how Organsight would/could interact with feats that deal Piercing or Slashing damage but aren't technically spells. Like would it work with Kineticist Impulses, or the Swarmkeeper's Swarm attacks?


Anna Thomas 798 wrote:
What's really got me concerned is how Organsight would/could interact with feats that deal Piercing or Slashing damage but aren't technically spells. Like would it work with Kineticist Impulses, or the Swarmkeeper's Swarm attacks?
Quote:
If you succeed, the next time you deal piercing or slashing damage to the target with a Strike or spell, you deal 4d6 additional precision damage

Only Strikes or Spells trigger it. So, no non-Strike feats, no impulses, and etc


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I would have to look at it more closely before making a final call but I'm leaning towards allowing it for impulses because of the gray area of how impulses count as spells sometimes


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Baarogue wrote:
I would have to look at it more closely before making a final call but I'm leaning towards allowing it for impulses because of the gray area of how impulses count as spells sometimes

Unfortunately I think as writen Impulses are counted as spells only when it's related to defences/shortcomings of spells:

Quote:
Impulses are magical, and though they aren't spells, some things that affect spells also affect impulses. Abilities that restrict you from casting spells (such as being polymorphed into a battle form) or protect against spells (such as a spell that protects against other spells or a creature's bonus to saves against spells) also apply to impulses.

They are specifically called as "not spells" but "affected by some things that affect spells".

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