Complete Adventurer (merged)


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Dimwhit said:
Sorry for the question that I know has been asked, but what is a Swift Action? Fancy word for free action?
A swift action is the kind of (free) action a Quickened spell uses.

Meaning you have only one per round.

The term first appeared in the Miniatures Handbook, I think.
 
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I suppose that makes sense. So can you do a Swift action AND a free action in one round? Or does a Swift action eliminate any other free actions in a round?
 

You can take free actions as normal - i.e., a (theoretically) unlimited number.
The swift action is a new type of action and, even though similar to free actions, basically independent from them.

A quickened spell now takes a swift action, though (except for spontaneous casters, of course), so you can't use a quickened spell in a round where you take another swift action.
 
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He's right, its a d8. I'm an idiot.

I think the ninja/scout's different SA ability was to make them different enough from a rogue's to keep the rogue viable in its niche and not one of the pack. Ninja's get great stealth/magical abilities + AC bonus, so their SA doesn't work in flanking. A scouts got great movement and HD, but must keep moving to keep his SA bonus. This still leaves the rogue the SA king, while allowing other classes in on the fun.

Thats the best I can come up with on why they have Search and no DD. They are adept at FINDING the traps, but not doing anyhting about them. They are SCOUTs afterall.

(That said, giving them DD isn't going to be a deal-breaker.)
 

The Miniature Handbook introduced the swift action, but basically, it has alway existed: it's like a free action, except you can make only one swift action per round. (They really should have put this in the PH 3.5.)
The Expanded Psionics Handbook introduced a variant of the swift action, the immediate action. An immediate action is a swift action, which itself is a free action. But in addition, the immediate action can be made outside of your turn.

Both of these type of actions have been since reprinted in several books, like Complete Arcane (p. 86).
 

Gez said:
The Miniature Handbook introduced the swift action, but basically, it has alway existed
Yes. It's exactly like the rules for a quickened spell, except that it has a distinct name.
 

Looks like these questions got sidetracked...

What are some of the things the Bard gets? Is the Virtouso any different from the one in Song & Silence. Is there a replacement for the Alluring feat (+2 diplomacy and language dependant, mind-affecting spell save DCs) from Song & Silence?

Is the Shadowmind a "psionic trickster", does it get more than improved manifester levels and sneak attack.
 

Kobold Avenger said:
Is the Virtouso any different from the one in Song & Silence?

Is the Shadowmind a "psionic trickster", does it get more than improved manifester levels and sneak attack?

Here's a quick summary of Shadowmind:

HD d6. BAB 3/4. Good Ref/Will saves, poor Fort. 4 skill points/level. Gets +3d6 Sneak Attack in 10 levels. +7 manifester levels in 10 levels.

1st: Read Thoughts 1/day with reduced cost. 3rd: Cloud Mind 1/day at reduced cost. 9th: Mass Cloud Mind 1/day at reduced cost. 10th: Mind Stab - may manifest Cloud Mind vs. an opponent who he sneak attacked, as free action.


Virtuoso ... what's in it and the changes:

6 skill points/level [was 4/level]
Virtuoso levels stack with Bard levels for bardic music.
Gains spellcasting levels at 2nd through to 10th (i.e. +9 in 10 levels). Virtuoso performance doesn't affect spellcasting or magic item activation, unlike a Bard [not really sure what the effect of this is mechanically]. 2 daily uses of bardic music may be used to deliver a virtuoso performance. Virtuoso performance may be used Virtuoso level/day
otherwise.

Fascinate (1st) - as Bard, if don't already have it

Persuasive Song (1st, must have Perform 11) - as Diplomacy check to influence NPC attitudes.

Sustaining Song (3rd, must have Perform 13) - allies within 30' automatically become stable if dying. If already stable and between -1 HP and -9 HP, they gain 1 HP.

Jarring Song (5th, must have Perform 15) - enemy within 30' casting a spell must make a Concentration check with DC equal to the Virtuoso's Perform check to avoid losing the spell. [Sounds quite nasty for someone who has maxed out Perform!]

Song of Fury (7th, must have Perform 17) - allies within 30' can choose to rage as Barbarian.

Mindbending Melody (9th, and must have Perform 19) - functions as Dominate Person spell on someone that has already been fascinated.

Revealing Melody (10th) - only affects allies within 30'. Only requires one daily Virtuoso performance use [required 2 in Song and Silence].
 

I think you'll see more free actions being redefined as swift actions in future editions. For example, my DM house ruled that using a Glove of Storing (a free action) can only be used once/round. I think swift actions are a good way to limit activating and deactivating items, and to limit how many things a character can do simultaneously in one round with the right equipment and class abilities.

e.g. Round 1: I activate my Boots of Speed, cast a Quickened spell, yell to my friends, pop my weapons out of my Gloves of Storing, and then do a full attack ... It starts to add up to too much going on in one character's turn.
 

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