Two swift actions in one round

KerlanRayne said:
I think you mean Wraithstrike (swift) + Shadow Jaunt (standard) + Shadow Pounce (full attack) + Shadow Stride (move) + Shadow Pounce again (full attack).
There is already a standard action maneuver for this so it can be done without the proposed rule. In other words, this combo is RAW.

KerlanRayne

How does this work, exactly? What are Shadow Jaunt, Shadow Pounce, and Shadow Stride? How come Shadow Stride is useable as a move-action?

Just don't have access to any books with this stuff in it right now, 's why I ask. I know Wraithstrike is a broken spell, and I'm guessing one of those things you mentioned is a maneuver from Book of Nine Swords (just can't remember what or how those shadow-teleportation maneuvers are called or how they work).
 

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Also, OP: The main problem I see with it is that there are various ways to get extra move actions each round, while there are hardly any ways to get an extra action of any other type in 3.5.

Two ways that pop to mind at the moment: Marshals have an aura or something to give allies extra move actions IIRC, and the Hustle psionic power (psychic warrior, 2nd-level) gives an extra move action (at the cost of a swift action though, so it would basically balance out in this case, but I dunno about other cases or other sources of extra move actions).

It would also allow spellcasters to use 3 spells per round; 1 standard action, 1 Quickened as a swift action, and 1 Quickened as a swift action that replaces their move action for the round. That was the main reason Haste was changed in 3.5 to no longer give a free partial action each round; it gave spellcasters too much firepower per-round (and likewise for psionic manifesters). With metamagic rods in the 3.5 core rules now, IIRC, it's not too hard for a mage to get a Metamagic Rod of Quicken Spell to help with this rapid-fire assault strategy.

It's a 50% (or maybe more like 20-35%) power increase for spellcasters/manifesters, since they'll be able to use an extra Quickened spell per round (though not manifesters, in 3.5, since 3.5 Quicken Power requires expending psionic focus). The 20-35% part is just cuz one or both of the Quickened spells will be using the metamagic feat, so they might do somewhat less damage being lower-level spells (i.e. Quickened Fireball instead of Delayed Blast Fireball at 15th caster level).
 

My D&D group has gone the Saga route that allows you to trade a Move or Standard action for a Swift action.

So yes, that means a standard efreeti can get off 3 scorching rays in 1 round!
 

Mistwell said:
We have an established class (Ruby Knight Vindicator) that lets you use more than one swift ability per turn, and a related d20 game (Star Wars) with updated rules that allows it. And the example of the two bard ones is an example where both abilities WILL be used simultaneously, because they are not 1 round duration abilities to begin with.

Notice that the new Star Wars edition is a related game and not D&D. It has been redesigned under the new action structure with powers and abilities designed under that action structure. D&D has not been.
 

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