Anoint Ally


Rules Discussion


Am I able to use this Sorcerer feat on my ally before entering any door in a dungeon therefore not having to spend an action in combat. Is this reasonable?


Yes. With the same limitations of other pre-buff options.

Same as pre-casting Bless or Heroism. You have to be aware of combat before it starts - which is completely dependent on the combat scenario and setup.


Well those are spells and limited resources, could I just keep spamming it before entering any room? Or is this abuse?


Depend on from how your GM will deal with the pre-buffs.

For example, if my players are in a position that they can pre-buff before being noticed and start to cast 1 minute or less buff, I also start an encounter mode and being to count rounds and actions (but without any specific order, but each PC can only do their normal 3-actions per round, including actions to Interact with objects, draw, doors and so on). While the buffs doesn't end nor call enemy attention, they can waste as many rounds they want.

There are some other considerations that I do too. For example, during legacy where Rage costs an action I didn't allow using it as non-immediate pre-buff (except if it was immediately to advance to attack in that round or in the next round) today this doesn't happen anymore because they can rage at initiative. Same for things like wellspring surge that I only allow if the caster is in battle effectively.


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The Total Package wrote:
Well those are spells and limited resources, could I just keep spamming it before entering any room? Or is this abuse?

Why not? It's one action. If this doesn't slow the game somehow I for example wouldn't object.

What even are useful blood magic effects for allies? They are generally so weak...


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Errenor wrote:
The Total Package wrote:
Well those are spells and limited resources, could I just keep spamming it before entering any room? Or is this abuse?

Why not? It's one action. If this doesn't slow the game somehow I for example wouldn't object.

What even are useful blood magic effects for allies? They are generally so weak...

Explosion of Power is generally speaking the go to blood magic effect you combo with Anoint. Much better to have the front liners as the detonation source than your squishy self.


Tarik Blackhands wrote:
Errenor wrote:
The Total Package wrote:
Well those are spells and limited resources, could I just keep spamming it before entering any room? Or is this abuse?

Why not? It's one action. If this doesn't slow the game somehow I for example wouldn't object.

What even are useful blood magic effects for allies? They are generally so weak...
Explosion of Power is generally speaking the go to blood magic effect you combo with Anoint. Much better to have the front liners as the detonation source than your squishy self.

Ah, new effects from feats, and high-level even. I see, thanks.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

No, it's down at the low end of mid-levels. Only level 8.


When using a blood magic ability when do I decide which one of my three I want to use? When do I have to declare it?


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Before resolving the spell


The Total Package wrote:
Well those are spells and limited resources, could I just keep spamming it before entering any room? Or is this abuse?

Mechanics abuse is to try and say that you should be considered to always have annointed an ally before the start of any combat.

You will have to declare that you are doing an annoint ally for each door. Many GMs may let you 'automate' that similar to checking the door for traps. But you do have to set the conditions so that the GM can determine without having to ask you if you have or haven't pre-buffed in preparation for a battle that may or may not happen. The GM does still need to have the option of a surprise battle that you and your character were not expecting and don't have pre-buffed for.


Actually had this exact discussion on these boards a while ago in the context of comparing animist to sorcerer.

Ultimately it depends on what the GM/table find reasonable.

If you're going into a telegraphed encounter (classic case of opening the door with creature noise behind it while not having been noticed yet), it should be no problem to pre-apply it in any case where, say, drinking a potion or elixir would also be fine. There's no indication it makes any noise or other telltale sign that would give you away.

I also think it can be used reasonably as an improvised exploration activity, as it compares closely to other existing base actions that are represented by exploration activities in that mode. I.e. it's a single action without mechanical usage limit, similar to Raise a Shield (Defend activity) or Seek (Search activity). In that case you'd be considered to have it applied in any situation in which you otherwise would also have, say, your shield raised if you declared Defend, or gotten a check to find a trap before stepping in it if you declared Search.


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Something else to remember is that unless you use Subtle Spell, spellcasting is obvious.

Per, Player Core page 299:

"Spellcasting creates obvious sensory manifestations, such as bright lights, crackling sounds, and sharp smells from the gathering magic."

What does that mean at your table? I don't know. At my table, if you go to prebuff, initiative is rolled right then. The adversaries do not automatically know that the PCs are outside the door, but they do get Perception checks to notice things like loud chanting or crazy light leaking under the door.

Your table may very well be different from mine, so check with your GM.


Lia Wynn wrote:

Something else to remember is that unless you use Subtle Spell, spellcasting is obvious.

Per, Player Core page 299:

"Spellcasting creates obvious sensory manifestations, such as bright lights, crackling sounds, and sharp smells from the gathering magic."

What does that mean at your table? I don't know. At my table, if you go to prebuff, initiative is rolled right then. The adversaries do not automatically know that the PCs are outside the door, but they do get Perception checks to notice things like loud chanting or crazy light leaking under the door.

Your table may very well be different from mine, so check with your GM.

Yep, not guaranteed the enemy notices but they're definitely getting a perception check and you're risking enemies coming to you which may or may not be to your advantage.


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Claxon wrote:
Lia Wynn wrote:

Something else to remember is that unless you use Subtle Spell, spellcasting is obvious.

Per, Player Core page 299:

"Spellcasting creates obvious sensory manifestations, such as bright lights, crackling sounds, and sharp smells from the gathering magic."

What does that mean at your table? I don't know. At my table, if you go to prebuff, initiative is rolled right then. The adversaries do not automatically know that the PCs are outside the door, but they do get Perception checks to notice things like loud chanting or crazy light leaking under the door.

Your table may very well be different from mine, so check with your GM.

Yep, not guaranteed the enemy notices but they're definitely getting a perception check and you're risking enemies coming to you which may or may not be to your advantage.

Annoint Ally isn't a spell though and it has no audible traits.


Captain Morgan wrote:
Annoint Ally isn't a spell though and it has no audible traits.

I only think that the user and target must be adjacent at the start of initiative or could have been adjacent seconds ago. To not have situations that PCs on different ends of big halls or completely unable to touch each other become linked.


Captain Morgan wrote:
Annoint Ally isn't a spell though and it has no audible traits.

It is, however, an encounter action. So you can't use it in exploration mode, period, without working with the GM. There's just no way a player can get around GM adjudication on this one, I don't think.

The most obvious solution, IMO, is that this resembles 'repeat a spell' more than any other exploration mode activity: it's a magical activity, and you are repeating it every minute. It probably shouldn't cause fatigue since it's not that tgtbt, but I'd probably rule it: it becomes the one exploration mode 'thing' the sorcerer gets to do, and it requires the sorcerer and the ally to begin the next encounter next to each other.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Where are you getting the statement that encounter mode actions can't be used during exploration? Do you realize how much incredible nonsense that houserule would cause? Interact to pick up an object is an Encounter mode action.


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Yeah, there are specific actions that can only be used in combat, like the Stance trait. But that's a trait thing not a blanket rule. Otherwise you couldn't recall knowledge or lie out of encounter mode.


Fair criticism.
Though it does seem to me that this is an obvious case of trying to get a freebie that the encounter/exploration mode structure is set up to prevent. Walking around anointing your companion with your own blood 2 seconds out of every minute seems to fit an exploration mode activity. At least to me. And I'd view it as problematic if a player tells me they're doing this, then when they roll initiative they want to set their figure on the map 30-60" away from their anointed ally.


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Easl wrote:
Though it does seem to me that this is an obvious case of trying to get a freebie that the encounter/exploration mode structure is set up to prevent. Walking around anointing your companion with your own blood 2 seconds out of every minute seems to fit an exploration mode activity. At least to me.

No it's definitely not. Exploration activity is one action every round (or two actions in two rounds). One action per minute is nothing, it can't count.

As exploration activity at least. Something else probably could be done.

Sovereign Court

Exploration activities take too long to be feasible in encounters. Not the other way around. Opening a door is an Interact action, so otherwise your exploration won't get very far.

Most exploration activities are things you're doing every round, this one would be less frequently, although if you're doing it only once per minute, you might happen to go into combat with only 1d10 rounds remaining. As a GM I'd offer the following compromise:

- if you're not expecting combat, you start with 5 rounds remaining, because you top up occasionally. If you're expecting combat, you can have the full 10.

- it doesn't take up your exploration activity, but you have to be adjacent to your anointee in the marching order.

- you can do it as your only exploration activity, and in that case you need to be only within 1 Stride distance, not adjacent


Easl wrote:
Though it does seem to me that this is an obvious case of trying to get a freebie that the encounter/exploration mode structure is set up to prevent. Walking around anointing your companion with your own blood 2 seconds out of every minute seems to fit an exploration mode activity. At least to me. And I'd view it as problematic if a player tells me they're doing this, then when they roll initiative they want to set their figure on the map 30-60" away from their anointed ally.

The GM Adjudication fix for this is to say that Annoint Ally is not eligible for an Improvised Exploration Activity. The player needs to explicitly use Annoint Ally each time they want to use it as a pre-buff before combat.

It is much too broad of a ruling to say that because of a few possible things being abused that no encounter speed actions can be used in Exploration mode at all or that all of them do not qualify as an Improvised Activity.

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