A question I can't believe I'm asking

What about using quickdraw to draw daggers as a free action so a rogue may throw multiples each turn?

I can't think of any scenario where unlimited free actions breaks the game. :erm:

Arcane Thesis (Enervate)
Incantrix 10/Sorcerer 10
Quicken Spell
Heighten Spell

Quickened Enervate (6x)
Heightened Quickened Enervate (6x)
Heightened Heightened Quickened Enervate (6x)
Heightened Heightened Heightened Quickened Enervate (6x)

Drain 36 levels.
 

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Except that even in 3e, quicken spell already had a clause stating that you could only cast 1 quickened spell each round. So you don't get problems with wizards unloading all their quickened spells in a single round. Plus, if it is negative lvs you want, why not go with a twinned, empowered, maximized, repeating enervation or something?

And what is up with all those heighten spells? They don't benefit enervation one bit, since it does not even offer a save.
 


What about using quickdraw to draw daggers as a free action so a rogue may throw multiples each turn?

I can't think of any scenario where unlimited free actions breaks the game. :erm:

From the SRD re Quickdraw
A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow).

It has nothing to do with the free action per se but is rather built right into the feat.

Most free actions are pretty innocuous but occasionally you get something like changing grip on a 2-h weapon as a free action. I don't think a spellcaster armed with a two handed weapon should be able to shift grip to enable a somatic component spell (free action) and then regain the two handed grip (free action) to allow for threatened area to be re-established. It's something for nothing without any character resource expenditure or chance of failure.

EDIT: Just as a point, Quickened spells are actually swift actions. I imagine this applies to any Quickened ability such as turning and spell-like abilities as well. Love that hypertext SRD.
 
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