TEXT: 1
  E
  veryone loves rolling a high initiative when a 
  combat starts. Going first is its own reward, 
  allowing a player to get the jump on foes, grab 
  points of tactical advantage, and set the tone for the 
  combat to come, but it’s also just fun. Finding yourself 
  at the bottom of the initiative order is significantly less 
  exciting. For low rollers, the combat round can seem 
  to lag on, having little to do but watch while other 
  players accumulate memorable moments. Sometimes 
  a player going last doesn’t even pay attention to the 
  action until it gets close to his time to take a turn, 
  assuming he can “catch-up” once his character gets 
  to go. This often leads to delays as players must have 
  recent combat events explained, need time to look up 
  rules for whatever action they decide to take based on 
  that update, and get feedback from other players who 
  now aren’t paying attention until it’s close to their 
  turn. The longer it is between player turns the more 
  likely players are to tune out, which only adds to the 
  length of time between turns.
  The whole game goes much smoother and is more 
  enjoyable for everyone when all the players stay 
  involved mentally, actively absorbing the current 
  action while waiting for their own moments of glory. 
  That is much more likely to occur when there is some 
  kind of combat action that the character can perform 
  at any time—a way to occasionally jump the queue 
  and join the battle right now. (Just think about how 
  much more attention a player pays if his character 
  has delayed his action.) Even if such options have 
  consequences, the possibility itself encourages the 
  players to stay focused on what’s happening at all 
  times so that they’re able to react quickly when they 
  can make a difference. To that end, we need a way 
  for characters to perform actions out of the normal 
  initiative order, to link its use to specific combat 
  situations so players want to pay attention, and to 
  
  2
  make sure the cost of doing so is high enough 
  that it’s not happening every round, but low 
  enough players feel taking such an action is 
  worthwhile. 
  A look at Chapter 8 of the Pathfinder 
  RPG Core Rulebook reveals an interesting 
  combat option—between “swift actions” 
  and “miscellaneous actions” is the very 
  promising sounding “immediate action.” 
  The immediate action fills all the gaps 
  we’ve identified; it just needs of broader set 
  of options. To answer that need, we present 
  a new set of immediate action feats—feats 
  that give characters new actions they may 
  perform in specific situations if they are 
  willing to spend an immediate action. 
  The Genius Guide to Feats of Immediate 
  Action gives characters more potential ways 
  to act when it is not their turn, encourages 
  new tactical opportunities to spice up game 
  play, creates a more flexible and reactive 
  battle field, and gives players a strong 
  incentive to pay attention throughout the 
  combat round. 
  Nobody likes waiting for their turn and 
  with immediate action feats you will never 
  have to wait for your turn again.
  The ImmedIaTe acTIon—
  EvolvEd!
  Adding immediate action feats to your 
  campaign means dealing with immediate 
  actions much more frequently, so a quick 
  review of how such actions work is in order. 
  Unlike other action types, an immediate 
  action can be used at any time, except when 
  a character is flat-footed. This essentially 
  TablE 1: NEw FEaTs
  Feat
  Prerequisites
  BeneFit
  Brace For Impact*
  Combat Reflexes
  You are able to brace your weapon against a charging foe.
  Combat Instincts*
  Combat Reflexes, base attack bonus +6
  You can hold your swift action for use as an immediate action.
  Counter Charge*
  Str 13, Improved Bull Rush, Power Attack, base 
  attack bonus +1
  You are able to charge an enemy who is charging you.
  Distracting Feint*
  Int 13, Combat Expertise, Improved Feint
  You are able to distract an enemy, making it easier for an ally to 
  attack.
  En Garde*
  Dodge, Dex 13
  You are able to fight defensively at a moment's notice.
  Encircle*
  Dex 15, Agile Maneuvers
  You are able to avoid an attacking opponent, move your opponent, 
  and then take a step to set up a better attack for yourself and others.
  Equip Shield*
  Alertness
  You are able to equip your shield at a moment's notice.
  Flick of the Wrist*
  Quick Draw, base attack bonus +1
  You are able to make an attack with a thrown weapon at any time 
  during the round.
  Hit The Deck*
  Dex 13, Dodge
  You can quickly throw yourself prone.
  Immediate Cantrip/Orison 
  Int, Wis or Cha 13, ability to cast 3rd level spells
  You are able to cast 0-level spells at a moment's notice.
  Improved Brace For Impact*
  Brace for Impact, Combat Reflexes, base attack 
  bonus +9
  You are able to take a 5-foot step and brace your weapon against a 
  foe charging you or an adjacent ally.
  Improved Flick Of The Wrist*
  Flick of the Wrist, Quick Draw, base attack 
  bonus +1
  Your immediate thrown-weapon attacks become more accurate.
  Improved Interrupting Spell
  Int, Wis or Cha 13, Immediate Cantrip/Orison, 
  Interrupting Spell, ability to cast 5th-level spells
  You are able to cast a defensive 2nd-level spell at a moment's notice.
  Intercepting Move
  Fleet
  You are able to make a sudden move to intercept an enemy.
  Interrupting Channel Energy
  2d6 channel energy ability
  You are able to channel energy at any point during the round.
  Interrupting Spell
  Int, Wis or Cha 13, Immediate Cantrip/Orison, 
  ability to cast 4th-level spells
  You are able to cast a defensive 1st-level spell at a moment's notice.
  Intervening Lay On Hands
  Lay on hands
  You are able to target yourself for lay on hands at any time.
  Play Dead
  Cha 13, Deceitful
  You are able to pretend convincingly to have been killed after being 
  hit by a successful attack.
  Pop Up
  Dex 13
  You can stand up immediately.
  Reactive Grapple*
  Dex 13, Improved Grapple, Improved 
  Unarmed Strike
  You can attempt to grapple after a foe fails to grapple you.
  Reactive Sunder*
  Str 13, Improved Sunder, Power Attack, base 
  attack bonus +1
  You can attempt to sunder the weapon of a foe after that foe fails to 
  sunder an item of yours.
  Release Two-Handed Weapon*
  Base Attack +6
  You can release your off-hand grip on your two-handed weapon.
  Slam A Door
  Dex 13
  Dungeons are full of doors and many of them are inconveniently 
  open-you can fix that!
  Snap Off A Shot*
  Point Blank Shot
  You are able to make a ranged attack with a bow or crossbow any 
  time during the round.
  Spontaneous Rage
  Rage ability
  You are able to fly into a berserk rage even when it is not your turn.
  Spontaneous Wild Shape
  Wis 13, ability to wild shape twice per day
  You are able to activate your wild shape ability even when it is not 
  your turn.
  Sudden Tumble*
  Dex 13, Acrobatic Steps, Nimble Moves
  You are able to tumble after you are attacked by an opponent.
  * This is a combat feat and can be selected as a fighter bonus feat
  
  3
  allows you to interrupt the flow of play in 
  response to the actions of other characters 
  or emergent events. If you use an immediate 
  action on your turn it counts as your swift 
  action for that turn. If you use an immediate 
  action when it is not your turn—as an 
  interrupting action—then it counts as using 
  a swift action during your upcoming turn 
  and you cannot perform another immediate 
  action until after that turn is completed.
  The application of immediate action feats 
  can also cause some confusion, so it is best to 
  have a rule in mind before introducing these 
  feats to your campaign. The question that 
  must be resolved is: Must the declaration 
  of intent to use an immediate action feat be 
  made before the dice have been rolled, or 
  can it be done in reaction to the results of 
  the die roll? 
  For many campaigns, particularly those 
  where combat is run with an emphasis on 
  abiding by the letter of the rules, it is best 
  to declare the intention to use an immediate 
  action feat before the dice are rolled. After 
  all, if you are going to interrupt the casting 
  of a spell you should act before the spell 
  hits. However, some groups may prefer to 
  be more liberal in their application of these 
  feats, allowing them to be used as virtual 
  safety nets so that characters can save 
  themselves and each other from unforeseen 
  or merely unlucky circumstances. Whatever 
  option works best for your group, the 
  important thing is to clearly communicate 
  how these feats will work before beginning 
  the first combat in which they will be used.
  NEw FEaTs iN Your CampaigN
  Introducing The Genius Guide to Feats of 
  Immediate Actions in your campaign is fairly 
  easy. Once the GM has decided to allow new 
  feats into a campaign, it’s a simple matter 
  to give players a list of the feats and allow 
  them to select them at future levels. If a large 
  number of new feats are introduced into a 
  high level campaign, the GM can choose to 
  allow characters an opportunity to re-write 
  their characters to incorporate feats they 
  would have wanted earlier, but did not know 
  existed. This is especially understandable 
  in the case of feats that require a chain of 
  prerequisites. The GM should also feel 
  comfortable making any feat now allowed 
  for players also available to NPCs and 
  monsters.
  New feats can also be used to build the 
  feel of a campaign world, distinguishing 
  various organizations by including 
  additional 
  prerequisites—
  racial limitations, national 
  limits, or stating that they 
  can only be learned from 
  specific instructors. Perhaps 
  only the Verspasian Monks 
  of the Temple of Whispering 
  Winds can teach a character 
  the Encircling Step feat, 
  or taking Counter Charge 
  requires performing a ritual 
  on the Endless Steppes in 
  which characters must seek 
  out and defeat a razor-claw 
  tiger. If a GM enjoys building 
  campaign-specific 
  prestige 
  classes, rather than being 
  generally available at all, new feats may instead 
  be used as powers for specific prestige classes. 
  Players aren’t likely to complain if Brace for 
  Impact is actually a power in the Bronze Spear 
  Brotherhood prestige classes, since the players 
  had no expectation of being able to take the feat 
  anyway. 
  Another great way to introduce new 
  feats is to make them rewards for players 
  befriending or joining some powerful force 
  or group. If the player characters successfully 
  defend a lost temple of the Goddess of Peace 
  and Tranquility from destruction at the hands 
  of a B’alhalathmugut the Pyre Dragon, they 
  might all wake the next day 
  to discover they gained 
  the Hit The Deck feat. The 
  GM may even opt to 
  waive 
  the 
  f e a t ’ s 
  
  4
  normal prerequisites, as it was gained as a boon 
  through divine intervention. This allows a GM 
  to reward characters with abilities that can’t be 
  stolen by some thief in a crowded bazaar, but 
  don’t overpower characters to a point of game 
  imbalance. It’s also a nice way to get some 
  treasure value to a party (a single bonus feat is 
  worth between 2,500 and 10,000 gp—averaging 
  5,000 gp each—depending on its prerequisites 
  and how useful it is to a specific character) 
  without describing yet another pile of silver 
  pieces, random potions, and a +2 shocking 
  halberd no characters want.
  uNdErsTaNdiNg immEdiaTE 
  aCTioN FEaTs
  Under the standard Pathfinder Roleplaying 
  Game rules, iin a given round a character can 
  take the following actions: a standard action and 
  a move action (or a full-round action to replace 
  both), one or more free actions, and one swift 
  or immediate action. Immediate actions can 
  be taken at any time, even when it’s not your 
  turn. If you take an immediate action when it is 
  your turn, it counts as your swift action. If you 
  take one when it’s not your turn (as is often the 
  case), it consumes the swift action from your 
  next turn and you cannot take another one until 
  after your next turn.
  Most immediate action feats allow you only 
  to take a specific action (or type of action) in 
  response to a specific event. For example, the 
  Brace For Impact feat allows a character with 
  a weapon that has the “brace” quality to make 
  an attack in response to a foe charging him. 
  That means the feat can only be used when the 
  character is being charged by a foe, and the only 
  thing it lets the character do is attack that foe 
  with a specific type of weapon.
  Because many of these feats allow 
  characters to perform acts that are more 
  substantial than immediate actions usually 
  grant, they also require a character to 
  sacrifice some actions from their upcoming 
  turn (noted under the “Action Loss” section 
  of feats’ descriptions). These action losses 
  are important for game balance and players 
  should track them closely and honestly. 
  (Don’t make the GM police your use of 
  immediate actions, he has enough to worry 
  about already.) Condition marking tokens 
  (such as chips stacked under a miniature) 
  make an effective way to track immediate 
  actions performed as interruptions. Other 
  options include tracking their use alongside 
  hit points or hanging a clip on your 
  character’s initiative card (if your GM uses 
  them).
  For example, Farhanna is a 7th-level 
  sorcerer with the feather fall spell. She and 
  her friends are fighting snow harpies while 
  crossing a treacherous ice bridge. On her 
  turn, Farhanna decides she must leap off the 
  bridge to escape combat, and casts feather 
  fall on herself, a spell with a casting time of 
  1 immediate action. This also consumes her 
  swift action for the round. Later in the same 
  round (when it’s not her turn), Farhanna 
  sees one of her friends slip off the bridge 
  and begin to tumble to his doom. As he falls 
  past her, Farhanna casts feather fall on him 
  as an immediate action. Since she’s taking 
  the immediate action when it is not her 
  turn, it uses her swift action from her next 
  turn. Also, she can’t take another immediate 
  action until after her next turn. Farhanna 
  crosses her fingers and hopes that all of her 
  friends can remain on the bridge until she 
  gets to go again.
  Of course, under the standard Pathfinder 
  Roleplaying Game rules, very few things count 
  as immediate actions. The introduction of 
  immediate action feats gives characters new 
  ways to make use of immediate actions. 
  Because many of these are significantly 
  more powerful than typical immediate 
  actions, in addition to requiring a feat many 
  of them have an additional action loss. Most 
  commonly, these feats cause the character 
  using them to lose an attack of opportunity, 
  a move action from his next turn, and/or the 
  ability to take a 5-foot step. This action loss 
  is always in addition to consuming a swift 
  action (either from your current turn or from 
  your next turn, as normal). The additional 
  action a character must lose is detailed in 
  the Action Loss entry for each feat.
  If the use of a feat incurs penalties to a 
  character’s attacks, AC, or any other game 
  score, those penalties apply immediately 
  and remain in effect until the end of the 
  character’s next turn. If the character takes 
  an action that also incurs such penalties 
  during his next turn, the penalties stack.
  For example, Corvin the Cult Hunter 
  chooses to use an immediate action to 
  activate the feat Brace for Impact against a 
  foe that is charging him. Since he is doing this 
  when it’s not his turn, Corvin loses an attack 
  of opportunity from his current round, and 
  both a swift action and a move action from 
  his next turn. He additionally suffers a –2 
  penalty to attack rolls, which lasts until the 
  
  5
  end of his next turn. If, as standard action on 
  his next turn, Corvin decides to use Power 
  Attack against a target, his penalty to attack 
  rolls from that feat stacks with the penalty 
  from Brace for Impact, resulting in a –4 
  penalty to attack rolls.
  NEw FEaTs
  Brace For imPact (comBat, immediate 
  action)
  You are able to brace your weapon 
  against a charging foe.
  Prerequisites: Combat Reflexes.
  Benefit: When charged by a foe, if you 
  are using a weapon with the special feature 
  “brace,” you may use an immediate action 
  to set the weapon to receive the charge and 
  make an attack against the charging foe as 
  if you had readied to do so. You suffer a –2 
  penalty to attack rolls until the end of your 
  next turn. Resolve your attack and damage 
  before your opponent’s charge attack is 
  resolved.
  Action Loss: This counts as an attack 
  of opportunity in your current round 
  (you must have an attack of opportunity 
  available in order to use Brace For Impact), 
  and it consumes a move action from your 
  next turn. 
  comBat instincts (comBat)
  You can keep a tiny portion of your 
  attention ready to respond to the ebb and 
  flow of battle.
  Prerequisites: Combat Reflexes, base 
  attack +6.
  Benefit: During a given round, if you 
  don’t take an immediate or swift action 
  during your turn, you may take an immediate 
  action before your next turn without losing 
  the swift action from your next turn. You are 
  still limited to one swift or immediate action 
  per round.
  Additionally, 
  you 
  may 
  perform 
  immediate actions even while you are flat-
  footed. 
  Normal: Usually, if you are flat-footed 
  you cannot take an immediate action.
  counter charge (comBat, immediate 
  action)
  You are able to charge an enemy who is 
  charging you.
  Prerequisites: Str 13, Improved Bull 
  Rush, Power Attack, base attack +1.
  Benefit: When you are the target of 
  a charge from a foe, you may use an 
  immediate action to meet your foe’s charge 
  half way with a charge of your own. (If your 
  movement is restricted in a way that would 
  prevent you from performing the charge, 
  you may not use Counter Charge.) You and 
  the foe meet at a point halfway between 
  your starting positions, or the distance you 
  could travel in a move action from your 
  starting position, whichever is shorter. Both 
  you and your enemy get all of the benefits 
  and drawbacks for making a regular charge. 
  Your attack and damage are resolved after 
  your opponent’s.
  Action Loss: Your initiative count 
  changes to be one below the enemy you 
  counter charged. You cannot take any 
  attacks of opportunity for the remainder of this 
  turn. This consumes a full-round action from 
  your next turn, and you cannot take any attacks 
  of opportunity until after your nest turn.
   
  distracting Feint (comBat, immediate 
  action)
  You are able to distract an enemy, making it 
  easier for an ally to attack.
  Prerequisites: Int 13, Combat Expertise, 
  Improved Feint.
  Benefit: If you and an ally are flanking a 
  target, you can use an immediate action to 
  make a Bluff check. A successful check causes 
  the target to be denied his Dexterity bonus to 
  his AC against your flanking ally’s next attack. 
  The DC of this check is equal to the target’s 
  CMD or 10 + the target’s Sense Motive bonus, 
  whichever is higher.
  Action Loss: This counts as an attack of 
  opportunity in your current round (you must 
  have an attack of opportunity available in order 
  to use Distracting Feint), and consumes an 
  attack of opportunity from your next round.
  en garde (comBat, immediate action)
  You are able to fight defensively at a 
  moment’s notice.
  Prerequisites: Dodge, Dex 13.
  Benefit: At any point during the round, you 
  may use an immediate action to begin to fight 
  defensively. You immediately get the benefit of 
  the +2 dodge bonus to AC until the beginning 
  of your next turn. You take the –4 penalty on all 
  attacks until the end of your next turn.
  Action Loss: This consumes a move action 
  from your next turn.
  
  6
  encircle (comBat, immediate action)
  You are able to avoid an attacking opponent, 
  move your opponent, and then take a step to set 
  up a better attack for yourself and others.
  Prerequisites: Dex 15, Agile Maneuvers.
  Benefit: When a foe makes a melee attack 
  against you and misses, you may use an 
  immediate action to feint (Bluff DC equal to 
  the attacker’s CMD or 10 + the attacker’s Sense 
  Motive bonus, whichever is higher) to move 
  your opponent a 5-foot step in any direction and 
  then take a 5-foot step yourself. These moves 
  do not trigger attacks of opportunity. You may 
  take this action even if you have already moved 
  this round, and the 5-foot step does not count 
  against your movement rate. You and your 
  opponent must both end in squares that are 
  otherwise unoccupied and are adjacent to each 
  other.
  Action Loss: This consumes a 5-foot step 
  and a move action from your next turn.
   
  equiP 
  shield 
  (comBat, 
  immediate 
  action)
  You are able to equip your shield at a 
  moment’s notice.
  Prerequisites: Alertness.
  Benefit: At any point during the round, 
  you may use an immediate action to equip 
  your shield. You immediately get all the usual 
  benefits of having your shield equipped.
  Action Loss: This consumes a move action 
  from your next turn.
  Flick oF the Wrist (comBat, immediate 
  action)
  You are able to make an attack with 
  a thrown weapon at any time during the 
  round.
  Prerequisites: Quick Draw, base attack 
  bonus +1.
  Benefit: At any point during the round, 
  you may use an immediate action to make 
  a single ranged attack with a light melee 
  weapon that is intended to be thrown. This 
  attack suffers a –4 penalty. It may preempt 
  a target’s action, as if you had readied the 
  attack and thus, for example, may be used 
  to disrupt a wizard’s concentration during 
  spell casting. This attack may be used at any 
  point in a target’s movement.
  Action Loss: This counts as an attack 
  of opportunity in your current round (you 
  must have an attack of opportunity available 
  in order to use Flick Of The Wrist), and 
  consumes an attack of opportunity from 
  your next round.
  hit the deck (comBat, immediate 
  action)
  You can quickly throw yourself prone.
  Prerequisites: Dex 13, Dodge.
  Benefit: You may use an immediate 
  action to drop to the ground—for example, 
  in response to a ranged attack by a foe. 
  Being prone grants a +4 bonus to AC against 
  ranged attacks and a –4 penalty to AC from 
  melee attacks.
  Action Loss: This is a normal immediate 
  action.
  immediate cantriP/orison (immediate 
  action)
  You are able to cast 0-level spells at a 
  moment’s notice.
  Prerequisites: Int, Wis, or Cha 13, ability 
  to cast 3rd-level spells.
  Benefit: You can cast a cantrip or orison 
  (a 0-level spell) as an interrupt action, but 
  afterward the spell becomes temporarily 
  unavailable to you.
  Action Loss: This counts as an attack 
  of opportunity in your current round (you 
  must have an attack of opportunity available 
  in order to use Immediate Cantrip/Orison). 
  In addition, you lose the ability to cast that 
  spell again until the next time you prepare 
  spells after resting. 
  imProved Brace For imPact (comBat, 
  immediate action)
  You are able to take a 5-foot step and brace 
  your weapon against a foe charging you or 
  an adjacent ally.
  Prerequisites: Brace For Impact, Combat 
  Reflexes, attack bonus +9.
  Benefit: When you or an adjacent ally is 
  attacked by a charging foe, if you are using a 
  weapon with the special feature “brace,” you 
  may use an immediate action to take a 5-foot 
  step and set a weapon to receive the charge 
  and make an attack against the charging foe 
  as if you had readied to do so. You suffer a –2 
  penalty to attack rolls until the end of your 
  next turn. Resolve your attack and damage 
  before your opponent’s charge attack is 
  resolved.
  
  7
  Action Loss: This counts as an attack of 
  opportunity in your current round (you must 
  still have an attack of opportunity available) 
  and consumes a move action from your next 
  turn.
  Normal: With Brace For Impact you must 
  be the target of the foe’s charge, and you are 
  not able to take a 5-foot step.
  imProved Flick oF the Wrist (comBat, 
  immediate action)
  Your immediate thrown-weapon attacks 
  become more accurate.
  Prerequisites: Flick Of The Wrist, Quick 
  Draw, base attack bonus +1.
  Benefit: When you use Flick Of The 
  Wrist to make a single ranged attack as an 
  immediate action, your ranged attack suffers 
  only a –2 penalty to the attack roll. 
  Action Loss: This counts as an attack of 
  opportunity in your current round (you must 
  have an attack of opportunity available in 
  order to use Improved Flick Of The Wrist), 
  and consumes an attack of opportunity from 
  your next round.
  imProved 
  interruPting 
  sPell 
  (metamagic, immediate action)
  You are able to cast a defensive 2nd-level 
  spell at a moment’s notice.
  Prerequisites: Int, Wis, or Cha 13, 
  Immediate Cantrip/Orison, Interrupting 
  Spell, ability to cast 5th-level spells.
  Benefit: At any point during the round, 
  you may use an immediate action to cast 
  a defensive spell. The spell must be a 1st- 
  or 2nd-level spell from the abjuration, 
  conjuration, 
  illusion, 
  or 
  transmutation 
  school. Additionally, the spell must have a 
  range of personal or have a range of touch 
  and a (harmless) entry in its saving throw.
  Action Loss: This counts as an attack 
  of opportunity in your current round (you 
  must have an attack of opportunity available 
  in order to use Improved Interrupting Spell), 
  and consumes a standard action from your 
  next turn.
  intercePting 
  move 
  (immediate 
  action)
  You are able to make a sudden move to 
  intercept an enemy. 
  Prerequisites: Fleet.
  Benefit: In response to an enemy’s 
  movement, at any point during that move 
  action, you may use an immediate action to 
  take a single move action to position yourself 
  in the path of the enemy’s movement. (You 
  can put yourself in between a moving foe 
  and its intended target, in the path of a 
  charging foe, in a position to block a foe 
  taking a withdrawal action, or one moving 
  for any other reason.) The enemy is allowed 
  to change the course of his movement after 
  you have made your intercepting move. 
  Your new position may cause the enemy to 
  provoke attacks of opportunity, and some 
  previously available pathways may now be 
  prohibited by your new position.
  Action Loss: This counts as an attack 
  of opportunity in your current round 
  (you must have an attack of opportunity 
  available in order to use Intercepting Move), 
  and consumes a move action from your next 
  turn.
  interruPting channel energy (immediate 
  action)
  You are able to channel energy at any point 
  during the round.
  Prerequisites: The ability to heal or cause 2d6 
  damage with the channel energy ability.
  Benefit: At any point during the round, you 
  may use an immediate action to activate your 
  channel energy ability. Channeling in this manner 
  uses two of the cleric’s available channel energy 
  slots.
  Action loss: This consumes a move action 
  from your next turn.
  How CaN i avoid iNTErCEpTioN?
  The Intercepting Move feat can cause some 
  odd situations, such as a slower character dashing 
  forward and cutting off a faster foe from a specific 
  goal. Of course, the same thing can happen any 
  time one character wins initiative or readies an 
  action. However, the effect is made more obvious 
  with a feat that allows such anomalies to happen 
  regularly.
  As an alternative, the GM may rule that once 
  an Intercepting Move has been declared, the 
  intercepting character and the foe whose movement 
  provoked the use of the feat take turns making 
  5-foot moves, each able to react to and counter the 
  movements of the other. Such motion starts with the 
  character using Intercepting Move and continues 
  until one of the two characters can no longer take 
  any further movement (in which case the other 
  character is free to use the rest of his movement 
  however he wishes). While this is in some ways 
  more realistic, it also takes longer and calls into 
  question the nature of round-based combat. (Why 
  can foes carefully maneuver around each other 
  now, and not under other circumstances?)
  Ultimately, each GM must decide which system 
  works best for his campaign.
  
  8
  interruPting sPell (immediate action)
  You are able to cast a defensive 1st-level spell 
  at a moment’s notice.
  Prerequisites: Int, Wis, or Cha 13, Immediate 
  Cantrip/Orison, ability to cast 4th-level spells.
  Benefit: At any point during the round, you 
  may use an immediate action to cast a defensive 
  spell. The spell must be a 1st-level spell from 
  the abjuration, conjuration, or illusion school. 
  Additionally, the spell must have a range of 
  personal or have a range of touch and a (harmless) 
  entry in its saving throw.
  Action Loss: This counts as an attack of 
  opportunity in your current round (you must 
  have an attack of opportunity available in order 
  to use Interrupting Spell), and consumes a move 
  action from your next turn.
  intervening lay on hands (immediate 
  action)
  You are able to target yourself for lay on 
  hands at any time.
  Prerequisites: The ability to lay on hands.
  Benefit: You can target yourself for lay on 
  hands as an immediate action.
  Action Loss: This consumes a move action 
  from your next turn.
  Normal: Using the lay on hands ability on 
  yourself is normally a swift action.
  Play dead (immediate action)
  You are able to convincingly pretend to have 
  been killed after being hit by a successful attack.
  Prerequisites: Cha 13, Deceitful.
  Benefit: After being hit by an opponent’s 
  attack, you can use an immediate action to fall 
  prone and pretend to be dead by performing a 
  Bluff check (opposed by your opponent’s Sense 
  Motive). If the Bluff check succeeds, your 
  opponent believes you to be dead.
  Action Loss: This is a normal immediate 
  action.
  PoP uP (immediate action)
  You can stand up immediately.
  Prerequisites: Dex 13.
  Benefit: You may use an immediate 
  action to stand up from being prone—for 
  example, in response to being knocked flat by 
  a trip. This provokes attacks of opportunity 
  normally.
  Action Loss: This is a normal immediate 
  action.
  Special: If you also have the rogue’s stand 
  up talent, you do not provoke an attack of 
  opportunity when you use Pop Up.
  reactive graPPle (comBat, immediate 
  action)
  You can attempt to grapple after a foe 
  fails to grapple you.
  Prerequisites: 
  Dex 
  13, 
  Improved 
  Grapple, Improved Unarmed Strike.
  Benefit: If a foe’s CMB check to grapple 
  you fails by 5 or more, as an immediate 
  action you may attempt to grapple the 
  attacker who made the failed attack.
  Action Loss: This counts as an attack 
  of opportunity in your current round 
  (you must have an attack of opportunity 
  available in order to use Reactive Grapple), 
  and consumes a move action from your next 
  turn.
  reactive sunder (comBat, immediate 
  action)
  You can attempt to sunder the weapon of 
  a foe after that foe fails to sunder an item of 
  yours.
  Prerequisites: Str 13, Improved Sunder, 
  Power Attack, base attack bonus +1.
  Benefit: If a foe’s CMB check to sunder 
  an item you are holding fails by 5 or more, 
  as an immediate action you may attempt to 
  sunder the weapon that was used to make the 
  failed attack. (The foe must have attempted 
  the maneuver with a weapon that can be 
  sundered—this feat does not allow you to 
  sunder unarmed or natural attacks.)
  Action Loss: This counts as an attack of 
  opportunity in your current round (you must 
  have an attack of opportunity available in 
  order to use Reactive Sunder), and consumes 
  a move action from your next turn.
  release tWo-handed WeaPon (comBat, 
  immediate action)
  You can release your off-hand grip on 
  your two-handed weapon.
  Prerequisites: Base Attack +6.
  Benefit: You can use an immediate action 
  to switch a two-handed weapon to a one-
  handed grip. If you are wearing a buckler, 
  you immediately receive the benefits of its 
  shield bonus. You cannot attack with the 
  two-handed weapon until your next turn, 
  when you may resume wielding it with two 
  hands.
  Action Loss: This counts as an attack of 
  opportunity in your current round (you must 
  have an attack of opportunity available in 
  order to use Release Two-Handed Weapon).
  
  9
  slam a door (immediate action)
  Dungeons are full of doors and many of 
  them are inconveniently open—you can fix 
  that!
  Prerequisites: Dex 13.
  Benefit: If you are in the same square as 
  a door or adjacent to a door you may use an 
  immediate action to close it. The door must 
  not be stuck, locked, jammed, or braced open 
  in any way. If the door has a lock or brace 
  built into it, you may lock or brace it.
  Action Loss: This counts as an attack 
  of opportunity in your current round (you 
  must have an attack of opportunity available 
  in order to use Slam A Door).
  snaP oFF a shot (comBat, immediate 
  action)
  You are able to make a ranged attack with 
  a bow or crossbow at any time during the 
  round.
  Prerequisites: Point Blank Shot.
  Benefit: At any point during the round, 
  you may use an immediate action to make an 
  ranged attack at a –4 penalty with a ranged 
  weapon (such as a bow or a crossbow) at any 
  target you can see. This attack may interrupt 
  other character’s actions, as if you had readied 
  it, and thus may be used to disrupt a wizard’s 
  concentration during spell casting.
  Action Loss: This counts as an attack of 
  opportunity in your current round (you must 
  have an attack of opportunity available in 
  order to use Snap Off A Shot), and consumes 
  a move action from your next turn.
  sPontaneous rage (immediate action)
  You are able to fly into a berserk rage even 
  when it is not your turn.
  Prerequisites: Rage ability.
  Benefit: You can choose to begin your 
  rage as an immediate action at any point 
  during the round. This uses 
  one extra round of your rage 
  ability for the day.
  Action Loss: This counts 
  as an attack of opportunity 
  in your current round (you 
  must have an attack of 
  opportunity 
  available 
  in 
  order to use Spontaneous 
  Rage).
  sPontaneous Wild shaPe (immediate 
  action)
  You are able to activate your wild shape 
  ability even when it is not your turn.
  Prerequisites: Wis 13, ability to wild shape 
  twice per day.
  Benefit: You can activate your wild shape 
  ability as an immediate action at any point in the 
  round. This counts as two of your daily uses of 
  wild shape.
  Action Loss: This counts as an attack of 
  opportunity in your current round (you must 
  have an attack of opportunity available in order 
  to use Spontaneous Wild Shape).
  sudden tumBle (comBat, immediate 
  action)
  You are able to tumble after an opponent 
  attacks you. 
  Prerequisites: Dex 13, Acrobatic Steps, 
  Nimble Moves.
  Benefit: After an opponent attacks you, as an 
  immediate action you can make an Acrobatics 
  check (opposed by your opponent’s CMD) to 
  move up to half of your speed. If you wish, you 
  may attempt to move through the opponent’s 
  space, though this increases the Acrobatics 
  DC by +5. A failed check results in you not 
  moving, though you still suffer the action loss 
  for attempting this maneuver. You must end 
  your movement adjacent to the opponent that 
  attacked you.
  Action Loss: This counts as an attack of 
  opportunity in your current round (you must 
  have an attack of opportunity available in order 
  to use Sudden Tumble), and consumes a move 
  action from your next turn.
  
  10
  wE Err oN THE sidE oF 
  awEsomE!
  CrEdiTs
  Designer:
  Greg Oppedisano
  Developer:
  Owen K.C. Stephens
  Editor:
  Stan!
  Proofreader:
  Jeremy Miller
  Cover Art:
  Joseph Calkins and Cerebus Illustrations
  Interior Art:
  Shaman Stockart
  Typesetting:
  Anthony Keniston
  Produced By:
  Super Genius Games
  www.supergeniusgames.com
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  System Reference Document. Copyright  2000, Wizards  of  the Coast,  Inc.; Authors  Jonathan  Tweet, 
  Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. 
  Pathfnder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based 
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  The Genius Guide  To:  Feats of Immediate Action.  Copyright  2010,  Super Genius Games. Author: 
  Greg Oppedisano.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Super Genius Games/Genius Guides/Feats/The Genius Guide to Feats of Immediate Action.pdf