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A Tournament of Cosmic Propotions! (Immortal's Handbook Rules)
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<blockquote data-quote="Buugipopuu" data-source="post: 5765914" data-attributes="member: 41173"><p>By default you got one per round. If your Int bonus was at least +1 and your Dex bonus at least +1 you got 2. Taking Combat Reflexes replaces that with (Int Modifier/2+Dex Modifier/2) rounded up, and Improved Combat Reflexes increases it to Int Modifier+Dex Modifier. The change from simple Dex modifier to Dex to Dex+Int was both to reflect the fact that now the actions in question could be purely mental, and also to make Int suck less at Epic, where it replaces Cha as the dump stat. And there's no feat that gives infinite per round because that would be stupid.</p><p></p><p>Everyone (with an Int score, as creatures with Int - cannot use reactive actions unless specifically noted in their entries) has three basic options for reactive actions. They are Attack of Opportunity, Take Immediate Action and Complete Readied Action. Taking an Immediate Action uses up a Reactive Action if it's not currently your turn, but you may still not take more than one Immediate Action in a given round. You cannot take reactive actions while flat-footed unless you have Combat Reflexes. All other reactive actions take the form of "Under Conditions X, you may, as a reactive action, do Y", so Attack of Opportunity becomes "Whenever a creature provokes an attack of opportunity from you, you may make a single melee attack against them at your highest base attack bonus if you currently threaten them." and Complete Readied Action becomes "Upon the triggering of the specific condition defined when you readied this action, you may, as a reactive action, do whatever it was you'd specified you would do under that condition."</p><p></p><p>This also changes readied actions to take whatever action type the action is (so readying a Swift action is now only a Swift action, rather than a Standard action, as it would have been under the current rules), but activating it consumes a Reactive Action. A readied Full Round action takes two Reactive Actions to activate.</p><p></p><p>The following abilities from the SRD would use reactive actions:</p><p></p><p>Deflect Arrows</p><p>Opportunity Power (Normally uses an Immediate action to manifest the power. Now uses the same Reactive Action used to make the AoO)</p><p>Stand Still</p><p>Spell Opportunity</p><p>Reactive Countersong</p><p>Defensive Roll</p><p>Slow Fall (A Monk that uses a Reactive Action need not be within arm's reach of a wall to use this ability)</p><p></p><p>Most Counters from the Tome of Battle would use reactive actions, and in general any Immediate Action ability that only functions in specific circumstances should instead use Reactive Actions (things like Island in Time or Celerity which work whenever you want would still use Immediate actions). This should be reviewed on a case-by-case basis, as some powerful abilities should probably not be made Reactive Actions, even if they're only usable under certain circumstances.</p><p></p><p>New feats:</p><p></p><p><strong>Magical Feedback</strong></p><p><strong>Prerequisites:</strong> Improved Counterspell</p><p><strong>Benefit:</strong> Whenever you successfully counterspell without dispelling the spell in question, you may, as a Reactive Action, twist the magical energy of the spell back on the caster, causing the caster to take 1d6 points of damage per level of the spell counterspelled.</p><p></p><p><strong>Salvage Casting</strong></p><p><strong>Prerequisites:</strong> Improved Counterspell</p><p><strong>Benefit</strong>: As a reactive action, if a spell you cast is counter spelled by a caster of whom you are aware, you may choose to not complete casting the spell if you succeed on a Spellcraft check with a DC equal to the spell's level plus 15. Nothing happens, and your spell slot is not expended (however, the action you used to cast the spell is), but the spell expended to counterspell is expended to no effect (and your spell may not be twisted to nefarious ends).</p><p></p><p><strong>Reactive Counterspell [Epic]</strong></p><p><strong>Prerequisites:</strong> Combat Reflexes, Combat Casting, Improved Counterspell</p><p><strong>Benefit:</strong> You may counterspell as a reactive action without first having readied an action to counterspell. You still need to successfully identify the spell being cast to attempt to counterspell. You may also attempt to counter-counterspell another caster's counterspell attempt, as if they were attempting to cast the spell they are using to counterspell.</p><p><strong>Normal:</strong> You must ready an action to attempt to counterspell.</p><p></p><p>New Divine Ability:</p><p></p><p><strong>Hijack Spell</strong></p><p><strong>Prerequisites:</strong> Combat Casting, Improved Counterspell, Combat Reflexes, Reactive Counterspell, Magical Feedback, ability to cast 9th level spells, Spellcraft 40 ranks.</p><p><strong>Benefit:</strong> Whenever you would be entitled to deal damage using your Magical Feedback feat, you may instead allow the original spell to be completed, but you choose the target(s) of the spell and any other specifics (however, the spell is still considered to have been cast by the original caster, and uses his or her ability scores and other abilities to determine its effects). If the spell requires an attack roll, the caster may voluntarily fail this roll, unless the target of the attack roll is the caster himself, in which case it automatically hits. You may choose to target creatures and objects you can see regardless of if the caster can see them or is even aware of them, however the original caster must still have line of effect to the new targets if the spell requires line of effect, and you may not target anything you cannot see if the spell requires line of sight. If a caster attempts to Salvage Casting after being counterspelled by you, increase the Spellcraft DC by the save DC of the spell you used to counterspell.</p><p><strong>Special:</strong> It is technically possible, although usually suboptimal, to use this ability on allied spellcasters, in which case you automatically succeed on the Spellcraft check to identify the spell they are casting (if they wish you to). Since this expends both your spells and your ally's, this is only likely to be of use if you can detect a target that they cannot, but you lack the spells required to deal with it (or have so many spells per day that you don't care about efficiency). Also this gets really wonky with certain unlikely spell uses.</p></blockquote><p></p>
[QUOTE="Buugipopuu, post: 5765914, member: 41173"] By default you got one per round. If your Int bonus was at least +1 and your Dex bonus at least +1 you got 2. Taking Combat Reflexes replaces that with (Int Modifier/2+Dex Modifier/2) rounded up, and Improved Combat Reflexes increases it to Int Modifier+Dex Modifier. The change from simple Dex modifier to Dex to Dex+Int was both to reflect the fact that now the actions in question could be purely mental, and also to make Int suck less at Epic, where it replaces Cha as the dump stat. And there's no feat that gives infinite per round because that would be stupid. Everyone (with an Int score, as creatures with Int - cannot use reactive actions unless specifically noted in their entries) has three basic options for reactive actions. They are Attack of Opportunity, Take Immediate Action and Complete Readied Action. Taking an Immediate Action uses up a Reactive Action if it's not currently your turn, but you may still not take more than one Immediate Action in a given round. You cannot take reactive actions while flat-footed unless you have Combat Reflexes. All other reactive actions take the form of "Under Conditions X, you may, as a reactive action, do Y", so Attack of Opportunity becomes "Whenever a creature provokes an attack of opportunity from you, you may make a single melee attack against them at your highest base attack bonus if you currently threaten them." and Complete Readied Action becomes "Upon the triggering of the specific condition defined when you readied this action, you may, as a reactive action, do whatever it was you'd specified you would do under that condition." This also changes readied actions to take whatever action type the action is (so readying a Swift action is now only a Swift action, rather than a Standard action, as it would have been under the current rules), but activating it consumes a Reactive Action. A readied Full Round action takes two Reactive Actions to activate. The following abilities from the SRD would use reactive actions: Deflect Arrows Opportunity Power (Normally uses an Immediate action to manifest the power. Now uses the same Reactive Action used to make the AoO) Stand Still Spell Opportunity Reactive Countersong Defensive Roll Slow Fall (A Monk that uses a Reactive Action need not be within arm's reach of a wall to use this ability) Most Counters from the Tome of Battle would use reactive actions, and in general any Immediate Action ability that only functions in specific circumstances should instead use Reactive Actions (things like Island in Time or Celerity which work whenever you want would still use Immediate actions). This should be reviewed on a case-by-case basis, as some powerful abilities should probably not be made Reactive Actions, even if they're only usable under certain circumstances. New feats: [B]Magical Feedback Prerequisites:[/B] Improved Counterspell [B]Benefit:[/B] Whenever you successfully counterspell without dispelling the spell in question, you may, as a Reactive Action, twist the magical energy of the spell back on the caster, causing the caster to take 1d6 points of damage per level of the spell counterspelled. [B]Salvage Casting Prerequisites:[/B] Improved Counterspell [B]Benefit[/B]: As a reactive action, if a spell you cast is counter spelled by a caster of whom you are aware, you may choose to not complete casting the spell if you succeed on a Spellcraft check with a DC equal to the spell's level plus 15. Nothing happens, and your spell slot is not expended (however, the action you used to cast the spell is), but the spell expended to counterspell is expended to no effect (and your spell may not be twisted to nefarious ends). [B]Reactive Counterspell [Epic] Prerequisites:[/B] Combat Reflexes, Combat Casting, Improved Counterspell [B]Benefit:[/B] You may counterspell as a reactive action without first having readied an action to counterspell. You still need to successfully identify the spell being cast to attempt to counterspell. You may also attempt to counter-counterspell another caster's counterspell attempt, as if they were attempting to cast the spell they are using to counterspell. [B]Normal:[/B] You must ready an action to attempt to counterspell. New Divine Ability: [B]Hijack Spell Prerequisites:[/B] Combat Casting, Improved Counterspell, Combat Reflexes, Reactive Counterspell, Magical Feedback, ability to cast 9th level spells, Spellcraft 40 ranks. [B]Benefit:[/B] Whenever you would be entitled to deal damage using your Magical Feedback feat, you may instead allow the original spell to be completed, but you choose the target(s) of the spell and any other specifics (however, the spell is still considered to have been cast by the original caster, and uses his or her ability scores and other abilities to determine its effects). If the spell requires an attack roll, the caster may voluntarily fail this roll, unless the target of the attack roll is the caster himself, in which case it automatically hits. You may choose to target creatures and objects you can see regardless of if the caster can see them or is even aware of them, however the original caster must still have line of effect to the new targets if the spell requires line of effect, and you may not target anything you cannot see if the spell requires line of sight. If a caster attempts to Salvage Casting after being counterspelled by you, increase the Spellcraft DC by the save DC of the spell you used to counterspell. [B]Special:[/B] It is technically possible, although usually suboptimal, to use this ability on allied spellcasters, in which case you automatically succeed on the Spellcraft check to identify the spell they are casting (if they wish you to). Since this expends both your spells and your ally's, this is only likely to be of use if you can detect a target that they cannot, but you lack the spells required to deal with it (or have so many spells per day that you don't care about efficiency). Also this gets really wonky with certain unlikely spell uses. [/QUOTE]
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