Marie Primer+Immediate Actions+Sequences


The prodigy may spend an immediate action whenever a hostile creature fails a concentration check (such as when casting defensively) due to an effect originating from the chromamancer.


Whenever the chromamancer perceives an ally rolling a natural 1, or she perceives an enemy rolling a natural 20, she can spend an immediate action to begin her sequence.


As an immediate action, the chromamancer can choose a number of creatures equal to her sequence length, allowing them to spend an immediate action to either attempt an Escape Artist or Strength check to break free of a grapple, or to attempt a new saving throw against an effect impeding their movement. The chosen creatures gain a bonus to their check or saving throw equal to the length of her sequence.




As an immediate action, the chromamancer chooses a number of allied creatures equal to her sequence length she can see. For a number of rounds equal to her sequence length, whenever an ally would suffer damage, they may transfer up to half of that damage to another affected willing ally that they can see. Damage transferred this way may not be resisted or redirected further, and only one creature can transfer this damage. This finisher can be used in response to an ally taking damage, allowing the damaged ally to benefit from this finisher ability.












As an immediate action when making a saving throw, the prodigy may gain an insight bonus on the save equal to her sequence length. (Reminder: insight bonuses do not stack, such as this and the imbue ability above.)











When taking damage, the prodigy may spend an immediate action to reduce the damage taken by her casting ability modifier times the length of her sequence.


After dealing damage to or succeeding on a combat maneuver against a creature with an attack action, the prodigy may use the hostile lift function of the telekinesis ability on that creature as an immediate action. If successful, the prodigy may attempt to make a single attack using that creature as a bludgeon, moving it up to her telekinesis speed. The telekinesis ends after a number of rounds equal to half the length of the sequence (minimum 1 round). A creature is allowed to make Will saves to end the effect early as normal. The sequence must be at least one link long per size category of the target above Diminutive (1 link = Tiny, 2 links = Small, 3 links = Medium, etc.).