stonegod's Expedition to Castle Ravenloft: Ch. I [OOC]

Stormwind said:
Regarding cleric's and paladin's, I suspect that we, as a party, will need/want skills that they simply don't have.
Perhaps, but I'd wonder at that too - if the whole adventure hinged upon some particular class ability or skill? So far everything has pretty much responded to nuking it with turn undead and brute force, and there are lots of ways to get analogs of specific skills and abilities with domains and spells anyways. :)
 

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James Heard said:
Perhaps, but I'd wonder at that too - if the whole adventure hinged upon some particular class ability or skill? So far everything has pretty much responded to nuking it with turn undead and brute force, and there are lots of ways to get analogs of specific skills and abilities with domains and spells anyways. :)
I agree insofar as I too doubt that the whole adventure would depend on a single class ability or skill, however some things can be handled much easier through the application of skills or particular abilities and I would be surprised if there were not opportunities for other classes to shine as well.
 

One thing we've never really discussed is what exactly happens when Jarrith casts spells in regards to having a rapier in each hand. I know what the theory is supposed to be... Jarrith uses a Free action to drop his weapon to the ground, uses a Standard action to cast a spell, then uses a Move action to pick the weapon back up off the ground. Or option two, Jarrith uses a Move action to sheath his weapon, and uses a Standard action to cast a spell.

It doesn't go into however what happens if you have your weapon on an arm strap or something. Does the weapon dangling from your wrist prohibit casting altogether? Does dropping from your hand count as a Free action and regrabbing it from the dangling position count as a Move action? Can you regrab the dangling weapon as a Free action during a 10' move like you can draw a weapon from a sheath?

I would like to think that a spellcaster/warrior hybrid of sufficient level would have learned by now how to cast spells most effectively while also wielding weapons. Clerics who have a mace in one hand and a shield in the other... characters like mine who dual-wield and also cast spells. It's ironic that with all the feats that have been created, some of them the stupidest feats in the world... no one has bothered to make feats or specify skill checks that allow characters to do some of the most basic combat-oriented things with regards to making some Move equivelant actions into Free actions. The most glaringly example would be the feat Quick Draw... it allows you to draw a weapon as a Free action but says nothing about sheathing a weapon as a Free action, which makes much more sense and is much more useful.

So here's the thing... I think we need to determine for ourselves how we want to rule this. My personal belief is that a trained spellcasting warrior would have learned (through the spending of a feat) how to get a weapon out of his hand, cast a spell, then reclaim the weapon during his move. The action list would be: Shealth weapon as a Free action (new feat), cast spell as a Standard action, move 10' or more as a Move action, and redraw the weapon during that move as a Free action that all combat people with a +1 know how to do.

To me, this makes the most sense and is something that is completely obvious that should be able to occur within the realms of D&D combat. The fact that we don't have any "quick hand" feats besides Quick Draw (that I'm aware of) that allow you to manipulate itmes or things on your belt is a crime. Why should claiming a potion off your belt be a Move action when you're already spending a Standard action to drink the potion? It's ridiculous.

So let's come to a consensus on this. I currently have a feat slot that is unused (because of the Sacred Vengeance feat I took before the Lightbringer abilities were available), and will be happy to spend it to allow me to get my weapon out of hand, cast, then reclaim it on a move. What say you?
 

Thoughts:

1) Having a weapon strapped to a tether of somesort works okay (drop as free, cast, pick up as move). Its not ideal, of course, but it is workable. Most light weapons I wouldn't have a problem w/ (as the rapier).

2) Comp Mage feat: Somatic Weaponry (Spellcraft 5, Concetration 5): Cast when hands full. Doesn't help w/ (non-divine) material components, of course, and is not an option for Jarrith as his skills currently aren't correct. Skill retraining will allow you to swap up to 4 ranks of one for another, so another point from your actual skills would allow you to qualify.

3) Move actions to get things is for items that are stowed away inconveniently. This is why retrieving a wand in a sheathe is like drawing a weapon but getting something in a bag is not. There are ways to address this for items like potions (potion bracers) and scrolls, but they are not the default.
 

Well, I guess easiest thing is to use the tether theory (or the "sword under the arm" theory). It makes the most sense... drop the weapon or put it under the armpit, pull out any focuses or make any somatic gestures as needed, then regrab the weapon as you move. If you are okay with that, then I'm okay with that.

The one thing I was afraid of was not being able to reclaim the weapon as part of the move. Otherwise I'd move to get in position in the first round, then in the second round be unable to make a Full attack because of needing to spend the Move action to reclaim the weapon. Thanx!
 


@DEFCON: I just thought I would mention it, but you do realise that using turn undead like that causes the zombies to take damage, and if the zombies take damage then Janis's halt undead spell is negated which means that the zombies will be back in the action.
 

Stormwind said:
@DEFCON: I just thought I would mention it, but you do realise that using turn undead like that causes the zombies to take damage, and if the zombies take damage then Janis's halt undead spell is negated which means that the zombies will be back in the action.
I'll hold off until Monday for the next update for DEFCON's response (he usually takes the weekend off).
 

drothgery said:
Reminder - Daellin's second favored enemy is humans (just mentioning because I don't think doing only 5 points of damage is theoretically possible here; 1d8 + 1 enhancement +1 str +at least 1 morale from inspire courage + 1 point-blank shot + 2 favored enemy).
Thanks for the reminder; do please make a note on favored enemies other than undead.

As for PBS: I've played 3.5 since it came out and I just realized it does extra damage too. Doh! :eek:

Inspiration started in rounds 1 and lasted 5 round, ending on Bergeron's initiative in round 6, before Daellin's action.

I've added the +3 to damage against Danovich. He's still standing. Thanks for the correction.
 

Stormwind said:
@DEFCON: I just thought I would mention it, but you do realise that using turn undead like that causes the zombies to take damage, and if the zombies take damage then Janis's halt undead spell is negated which means that the zombies will be back in the action.

Actually, I did not realize this. I'll edit my post and change the attack. I was just figuring Halt Undead was like Hold Person... my mistake.
 

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