Confirming how Winning Streak works


Rules Discussion

Dark Archive

Adventure Path Charter Subscriber

Winning Streak got cast in my game for the first time. It’s a fun spell in the right circumstances, but we had 3 different interpretations at the table for how it works. Here’s the spell description:

"The target is energized by its good fortune as it spreads to others—as long as they keep winning. It gains the quickened condition for 1 round. If the target or one of their allies within 20 feet gets a critical success on an attack roll against a significant foe, whoever got the critical success becomes quickened if they weren't already, and the duration of the winning streak is extended by another round. Creatures quickened by the spell can use the extra action to Strike, Step, or Stride. If a full round passes without the target or one their allies critically succeeding on an attack roll against a significant foe, the winning streak breaks and the spell ends."

And here are my assumptions:

1) If another ally crits within 20 feet, when they gain the quickened condition for as long as the spell continues.

2) If that quickened ally leaves the 20 feet radius, they continue to be quickened until the spell ends, but once they’re beyond 20 feet, any crits they achieve do not extend the spell an additional round.

Do I have this right? Thanks!


The spell says that the Quickened condition that it gives is "Quickened for 1 round".

Granted, it only says that for the initial target of the spell. But I would expect that the condition that it gives to other allies would be the same condition and so would have the same duration.

As for the distance, I would agree that moving outside of the 20 foot range does not end the Quickened condition that they already have, but any critical hits that they get while outside of that range do not count towards the spell.

Dark Archive

Adventure Path Charter Subscriber
Farien wrote:

The spell says that the Quickened condition that it gives is "Quickened for 1 round".

Granted, it only says that for the initial target of the spell. But I would expect that the condition that it gives to other allies would be the same condition and so would have the same duration.

That's the nub of the debate in our group. As you've pointed out, it says "Quickened for one round". But it also says the duration of Winning Streak gets extended a round if the target or an ally receives a crit. So does it get extended ONLY for the initial target, or for all who have now acquired the quickened condition.

My initial thought is exactly what you suggest. But as I look at the spell more closely, it does not say that the allies gain the Quickened condition for 1 round, just that they gain the Quickened condition. Another aspect of the spell that has me now leaning towards Quickened being continued for allies is the text "whoever got the critical success becomes quickened if they weren't already" - although it's certainly also possible to crit more than once in a round!


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The way I think it's supposed to work is:

1) The initial target is quickened 1 for 1 round.
2) If the target or any ally within 20ft critical succeed on an attack roll then the duration is extended by 1 round (for everyone) and the person who crit also becomes quickened for 1 round.
3) Repeat until the spell ends (probably 1 turn because crits aren't that common).

To be honest I think this spell is terrible because of how unlikely you are to have a crit within the time frame needed. And if you're able to consistently crit because of being much higher level than the enemy, they're probably not a significant enemy or you didn't really need to expend a 4th level spell on this effect anyways.


Here's how I read it

-The spell begins by saying the caster is quickened for 1 round. It's their spell, so the effect is timed on their turn. This is terrible, by the way, because if nobody crits not even the caster benefits from the quickened because they don't get the extra action when they gain quickened and it expires at the beginning of their turn, before they gain the extra action. Keep that in mind. NOBODY who gains quickened on their turn gets an extra action unless the spell is still active at the beginning of their next turn

-It says anyone else who crits is quickened (as you noted, no duration mentioned) and the spell is extended by 1 round. They are quickened until the spell ends, whenever that ends up being. You don't have to start timing a lot of instances of quickened

-What you do put on a rolling timer is the last time someone crits, since the spell description says "if a full round passes, etc." You time a full round from the last time someone crit to their next turn. I would count to the end of their turn to be extra generous on the timing since this is such a bad spell. If someone crits on an AoO during an enemy's turn, time it to the end of that enemy's next turn

-Actually, scratch that. The spell remains timed on the caster's turn because of the "extend the duration by 1 round" wording, and if nobody crits between the beginning of one of the caster's turns and the beginning of the caster's next turn, it ends. But even that extension is false. What if multiple allies crit on one round, and then nobody did the next. Theoretically the spell was extended by multiple rounds, but then gets ended immediately when the streak breaks >_< Such a bad spell

-If nobody meets the requirements to keep the streak going, the spell ends, period. Everyone who was quickened by the spell loses it at that time

Dark Archive

Adventure Path Charter Subscriber
Claxon wrote:
To be honest I think this spell is terrible because of how unlikely you are to have a crit within the time frame needed. And if you're able to consistently crit because of being much higher level than the enemy, they're probably not a significant enemy or you didn't really need to expend a 4th level spell on this effect anyways.

It's a very situational spell for sure, and group size matters. The group I'm with is 6 PCs - so the odds for them are much better than for a group of 4. Currently they are also infiltrating a cultists lair with waves of cultists - ACs of some of the foes are reasonably easy to crit. We paused mid-game, but currently the spell has been continued for 4 rounds, with a total of 4 PCs hasted.

Against a boss fight or creatures with a decent AC I agree that there are far better ways to use a 4th level spell.

Dark Archive

Adventure Path Charter Subscriber
Baarogue wrote:

-What you do put on a rolling timer is the last time someone crits, since the spell description says "if a full round passes, etc." You time a full round from the last time someone crit to their next turn. I would count to the end of their turn to be extra generous on the timing since this is such a bad spell. If someone crits on an AoO during an enemy's turn, time it to the end of that enemy's next turn

-Actually, scratch that. The spell remains timed on the caster's turn because of the "extend the duration by 1 round" wording, and if nobody crits between the beginning of one of the caster's turns and the beginning of the caster's next turn, it ends. But even that extension is false. What if multiple allies crit on one round, and then nobody did the next. Theoretically the spell was extended by multiple rounds, but then gets ended immediately when the streak breaks >_< Such a bad spell

I also initially believed I needed a rolling timer for this spell. It wasn't until I reviewed the description more thoroughly that I came to the same conclusion that it's extended based on the caster's turn. One of my players is also arguing that they've cued up multiple additional crits so it should be extended 3 rounds, but you're right. It's there in the description - no hits for a round and the spell ends

Grand Lodge

Claxon wrote:

The way I think it's supposed to work is:

1) The initial target is quickened 1 for 1 round.
2) If the target or any ally within 20ft critical succeed on an attack roll then the duration is extended by 1 round (for everyone) and the person who crit also becomes quickened for 1 round.
3) Repeat until the spell ends (probably 1 turn because crits aren't that common).

To be honest I think this spell is terrible because of how unlikely you are to have a crit within the time frame needed. And if you're able to consistently crit because of being much higher level than the enemy, they're probably not a significant enemy or you didn't really need to expend a 4th level spell on this effect anyways.

Call it "ooze killer."


rokeca wrote:
That's the nub of the debate in our group. As you've pointed out, it says "Quickened for one round". But it also says the duration of Winning Streak gets extended a round if the target or an ally receives a crit. So does it get extended ONLY for the initial target, or for all who have now acquired the quickened condition.

Well, it is the spell itself that gets its duration extended every time someone rolls a crit.

A spell's duration and the duration of the effects that a spell creates absolutely can be different. In fact, the rules for spell duration even specify what happens when the durations don't match.


rokeca wrote:
That's the nub of the debate in our group. As you've pointed out, it says "Quickened for one round". But it also says the duration of Winning Streak gets extended a round if the target or an ally receives a crit. So does it get extended ONLY for the initial target, or for all who have now acquired the quickened condition.

As written, the initial target is the only one who doesn't get an extension from the spell, since their quickened has a fixed duration while the one allies get doesn't and therefore gets extended by the spell .

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