Nezkrul
First Post
This is a new thread I chose to start in response to Cyclone_Joker calling everyone out that responded on the original thread saying we don't know the rules or have "systems mastery") The original thread is here: 3.5 Tumble too powerful? Others are welcome to post as well; because I respect opinions when they are stated as such; and healthy debate, when it stays civil.
The rules for immediate actions clearly state "You can’t use an immediate action when you’re flat-footed."
and the rules governing when you are flat-footed state "At the start of a battle, before you have had a chance to act (specifically, before your first regular turn in the initiative order), you are flat-footed" (bolding added).
A Surprise round is defined as "Any combatants aware of the opponents can act in the surprise round, so they roll for initiative. In initiative order (highest to lowest), combatants who started the battle aware of their opponents each take a standard action during the surprise round. You can also take free actions during the surprise round." - Notice how it strictly NEVER mentions "turn" during the surprise round? Nor does it say you can use swift or immediate actions. So, no celerity during the surprise round if you get to act, and no celerity if you are flat-footed. Why? Because the rules clearly state you can't, as shown.
Now, on to the debacle that is this "i get to cast shapechange at 1st level without having it in my spellbook and without even having 8th nor 9th level spell slots, with versatile spellcaster" nonsense.
First off, the WHAMHAMMER of why it doesn't work
Oh, you're rebuttal is Uncanny Forethought feat? Hmm, a game changing feat that totally says it changes how a wizard prepares and casts his spells class feature? Let's take a look at it in Exemplars of Evil...
Now lets assume your DM rules differently (ie HOUSERULE, DM FIAT, etc.)
Versatile Spellcaster says you can use 2 spell slots of one level to cast one spell you know that is one level higher than the spell slots. One ability. It doesn't do anything else than what it exactly says.
Cyclone_Joker, I will concede and agree with you that you are correct that you don't need line of sight to be able to shoot a fireball into an area. You do still need an unblocked line of effect to do so. So other factors you don't see could make such a spell as fireball not go off where you wanted it, like a wall in the fog or darkness. But you already knew that didn't ya?
/sigh, ok, my opinion differs from yours, so somehow you are better than me and I need to try to prove you aren't? No, I don't need to prove that, all I need to do is show my work on why I'm correct.Try it or concede.
You're assertions are: Tumble is worthless, Grey Elf Domain Generalists cast Shapechange at level 1, That you can use any number of immediate and swift actions all the time, and that everyone on this board isn't playing by the rules, yet you haven't backed any of those up with any verifiable or posted or linked PROOF - you know that stuff we need to believe an ounce of the bile you have spewed at us. Here's my proof of why your super initiative guy doesn't work, and why versatile spell caster doesn't do what you say, and why super initiative guy can't even exist anyways.Sorry, not how it works. You're making an assertion, you back it up.
andRules Compendium under the heading "Action Types" said:During a normal round, you can perform a standard action and a move action, or you can perform a full-round action. You can also perform an immediate action or a swift action, and as many free actions as your DM allows. (emphasis mine)
thenRules Compendium under "Swift Action" said:A swift action consumes a very small amount of time, but it represents a larger expenditure of effort than a free action. You can take a swift action any time during your turn, but you can perform only one swift action per turn. (emphasis mine)
Celerity's casting time is Immediate Action; Nerveskitter's casting time is Immediate Action; The rules don't say you can ever cast immediate action spells as standard actions instead; ANYWHERE, I looked, you can't RAW, this requires DM fiat. (<- that's also called a houserule, or an opinion, not to be confused with truth, or with RAW; see also "personal interpretation")Rules Compendium under "Immediate Action" said:An immediate action consumes a tiny amount of time. However, unlike a swift action, an immediate action can be performed at any time during a round, even when it isn’t your turn. Using an immediate action on your turn counts as your swift action for that turn. If you use an immediate action when it isn’t your turn, you can’t use another immediate action or a swift action until after your next turn. You can’t use an immediate action when you’re flat-footed. (emphasis mine, the last sentence blatantly tells us you can't cast such spells during a surprise round where you are unaware of your opponents, something that is up to the DM)
This means that the ONLY time you get to "reset" your actions for a combat round is at the start of your initiative sequence in the combat round. Celerity does not change your initiative count, nor does it tell you to roll initiative. It only gives you the ability to take a standard action in the time it takes you to spend an immediate action. And, due to what I have quoted above, normally the only time you get to take immediate actions is after you have determined your sequence in initiative, with nerveskitter being the only spell that would really be useless in this situation due to its effects, and so would require intelligent rewording because of intent. If you cast nerveskitter, you have used up your immediate/swift action for your first turn in the initiative sequence. You must wait until after the end of your next turn (which would be your first turn, not action, there is clearly a difference) to cast an immediate action, or until the beginning of the turn after the one in which you have no immediate or swift action in order to be able to use a swift action again. You only get 1 immediate OR swift action during your turn. The only way to get more is to have a special effect that says you get more than 1 immediate or swift action during your turn. From the rules posted nerveskitter prevents you from using celerity on your turn. Celerity, likewise, makes it so you can't use the immediate (mental) action required to activate Third Eye: Clarity's effect. So, we see that you CAN'T cast celerity until after you have rolled for initiative, and you don't get to roll for initiative if you are surprised.www.d20srd.org Actions in Combat "The Combat Round" said:Each round represents 6 seconds in the game world. A round presents an opportunity for each character involved in a combat situation to take an action. Each round’s activity begins with the character with the highest initiative result and then proceeds, in order, from there. Each round of a combat uses the same initiative order. When a character’s turn comes up in the initiative sequence, that character performs his entire round’s worth of actions. (emphasis mine)
You don't have a turn in initiative sequence until you have rolled for initiative. Therefore, just because you take an immediate action to get a standard action does not mean it is your turn. Turn is clearly defined by rolling initiative, and/or initiative count, not by actions taken.Rules Compendium under Casting Times "Immediate Action" said:A spell that takes 1 immediate action to cast can be cast at any time, even when it isn’t your turn. Such casting follows all the rules for immediate actions. (emphasis mine)
The rules for immediate actions clearly state "You can’t use an immediate action when you’re flat-footed."
and the rules governing when you are flat-footed state "At the start of a battle, before you have had a chance to act (specifically, before your first regular turn in the initiative order), you are flat-footed" (bolding added).
A Surprise round is defined as "Any combatants aware of the opponents can act in the surprise round, so they roll for initiative. In initiative order (highest to lowest), combatants who started the battle aware of their opponents each take a standard action during the surprise round. You can also take free actions during the surprise round." - Notice how it strictly NEVER mentions "turn" during the surprise round? Nor does it say you can use swift or immediate actions. So, no celerity during the surprise round if you get to act, and no celerity if you are flat-footed. Why? Because the rules clearly state you can't, as shown.
Now, on to the debacle that is this "i get to cast shapechange at 1st level without having it in my spellbook and without even having 8th nor 9th level spell slots, with versatile spellcaster" nonsense.
First off, the WHAMHAMMER of why it doesn't work
Tell me again how wizards cast spells spontaneously? As in the class feature, because that is exactly what the prerequisite not only says, but INTENDS (its in Races of the Dragon, a book that screams "play a sorcerer!")Versatile Spellcaster said:Prerequisite: Ability to spontaneously cast spells
Oh, you're rebuttal is Uncanny Forethought feat? Hmm, a game changing feat that totally says it changes how a wizard prepares and casts his spells class feature? Let's take a look at it in Exemplars of Evil...
nope, not a single use of the word "spontaneously" in the whole feat, but it does still mention prepping spells and the spell mastery feat (which requires a spell be in your spellbook (ie a spell known for a wizard)). So, no game changing, class feature changing ability in the whole thing. Just because YOU think it does something similar to what a sorcerer does all day, does NOT = ability to spontaneously cast spells. That is THE class feature of sorcerers, bards, duskblades, etc...Uncanny Forethought said:When preparing...blah blah blah
Now lets assume your DM rules differently (ie HOUSERULE, DM FIAT, etc.)
Versatile Spellcaster says you can use 2 spell slots of one level to cast one spell you know that is one level higher than the spell slots. One ability. It doesn't do anything else than what it exactly says.
So, we see that a wizard must prepare spells from a spellbook, either her own or another wizard's, AND her spellbook only begins play with 0 an 1st level spells in it. So, a normal wizard NEVER starts at 1st level with any 9th level spells in her spellbook, and with a - for spells per day in the 2nd through 9th level spell slots.www.d20srd.org under Wizard spells heading and spellbooks heading said:A wizard must choose and prepare her spells ahead of time (see below)....She must choose and prepare her spells ahead of time by getting a good night’s sleep and spending 1 hour studying her spellbook. While studying, the wizard decides which spells to prepare....A wizard must study her spellbook each day to prepare her spells. She cannot prepare any spell not recorded in her spellbook....A wizard begins play with a spellbook containing all 0-level wizard spells plus three 1st-level spells of your choice. For each point of Intelligence bonus the wizard has, the spellbook holds one additional 1st-level spell of your choice.
and Elf Generalist wizard sub levelhttp://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#wizardVariantDomainWizard said:A domain wizard cannot also be a specialist wizard...((so can't also be Elf Generalist, we'll get to why in a bit))....The domain wizard has all the standard wizard class features, except as noted ((so no mysterious spontaneous spell casting ability))...A domain wizard automatically adds each new domain spell to her list of known spells as soon as she becomes able to cast it ((you're probably thinking THERE, RIGHT THERE HE KNOWS SHAPECHANGE, wrong, see bolded text, you can't cast a spell you don't know with versatile spellcaster, the feat doesn't give you the knowledge, nor can you cast a spell from a spell level you have a "-" in for spells/day specifically because you are UNABLE to cast it))...A domain wizard prepares and casts spells like a normal wizard ((which means they can't prepare spells they don't know, and they can't cast spells for which they have a "-" for the spells/day))...a domain wizard gains one bonus spell per spell level ((since they follow all rules for casting spells as a normal wizard, all the "-"'s do NOT suddenly become 1's))
So now, you have to somehow prove how all of this works together by ignoring all of these RULES AS THEY ARE WRITTEN. The burden is on you now, Joker. NO ONE on this board will accept one-liners and opinions as proof of your assertions. You need to do as I have done, or you LOSE this debate. So, try it, or concede now.Races of the Wild said:...she may prepare one additional spell of her highest spell level each day ((so this class feature is ONLY relevant when she prepares her spells, not casts them, once she prepares that ONE extra spell, the class feature stops right there because that is all it says it does))...This feature replaces the standard wizard's ability to specialize in a school of magic ((so its either Domain wizard OR generalist, can't have both because they both remove the same class feature))
Cyclone_Joker, I will concede and agree with you that you are correct that you don't need line of sight to be able to shoot a fireball into an area. You do still need an unblocked line of effect to do so. So other factors you don't see could make such a spell as fireball not go off where you wanted it, like a wall in the fog or darkness. But you already knew that didn't ya?