Celerity and me being slow [Archive] - Wizards Community

Post/Author/DateTimePost
Necroramo

10-17-07, 04:08 PM
Say you do a trick to keep yourself from being flat-footed, and you use celerity to get a standard action at the beginning of combat. How would that actually change your initiative to be the first one in combat?
vorpo

10-17-07, 05:22 PM
Say you do a trick to keep yourself from being flat-footed, and you use celerity to get a standard action at the beginning of combat. How would that actually change your initiative to be the first one in combat?

You first take a standard action, then you do your round as normal
jaelis

10-17-07, 09:16 PM
Say you do a trick to keep yourself from being flat-footed, and you use celerity to get a standard action at the beginning of combat. How would that actually change your initiative to be the first one in combat?

How are you doing this? Are you trying to cast celerity before rolling initiative? Because I don't think the effect is really defined when you're not in initiative order.

And once you're in initiative order, you can't cast celerity until your turn comes up (since you can't use immediate actions when you are flat footed.)

Or do you have some other trick to not be flat-footed, and then you cast celerity first thing? In that case, you would get your standard action right then, but your initiative wouldn't change. Your turn would come at the normal time, but you would be dazed until the end of it.
Necroramo

10-17-07, 09:26 PM
I thought it was something like that, it's just that the CharOps people were talking about this uber spell Celerity that lets you always go first if you can get rid of the flat-footed problem, and I dug up PHB2 to see what the deal was
Wih

10-17-07, 09:48 PM
You may not be able to use Celerity if you are flat-footed, but if you aren't flat-footed (ie, Uncanny Dodge, Foresight etc) you can use the immediate action to take the first action in combat (before anyone actually uses their initiative). Then say, cast Time Stop, or Teleport, or Forcecage on the enemy. You win.
It doesn't change your initiative. You don't need to, you just get to use your action before someone hits you with a big stick.
Jaxgaret

10-17-07, 10:14 PM
The spell combination you speak of is Foresight + Celerity (or Greater Celerity).

This spell grants you a powerful sixth sense in relation to yourself. Once foresight is cast, you receive instantaneous warnings of impending danger. You are never surprised or flat-footed. In addition, the spell gives you a general idea of what action you might take to best protect yourself and gives you a +2 insight bonus to AC and Reflex saves. This insight bonus is lost whenever you would lose a Dexterity bonus to AC.

In most cases, the action you might take to best protect yourself is - cast Celerity.
jaelis

10-17-07, 10:47 PM
So what happens if two mages who both have foresight up both try to cast celerity right off?
Jaxgaret

10-17-07, 10:49 PM
So what happens if two mages who both have foresight up both try to cast celerity right off?

Up to the DM and the situation, I suppose.

In general, I would say that they go in Initiative order, before the 'normal' Initiative order :)
jaelis

10-17-07, 10:56 PM
I don't know... I think it's more likely that the world will come to an end.


... and THAT'S why we're going to 4e! The 3.5e world was blown up by a celerity paradox.
Jaxgaret

10-17-07, 11:01 PM
If an attacking mage is 'porting in, the defending mage would get the Celerity first.

That's how I'd rule it, anyway. There are lots of situations where it'll just be up to the DM.
vorpo

10-17-07, 11:14 PM
So what happens if two mages who both have foresight up both try to cast celerity right off?

I'd have them go at the same time :P
Necroramo

10-17-07, 11:28 PM
Cool, now I understand it all

But then 4e will be quickly seceded by 5e - that is, if the wizard who would be casting celerity doesn't break his stick when the fighter does a girallon windmill fleshrip on him that he got as a bonus feat.