WD's "Base of Operations" OCC

WD, all Feather has to do is point and "use".

SRD said:
Spell Trigger: Spell trigger activation is similar to spell completion, but it’s even simpler. No gestures or spell finishing is needed, just a special knowledge of spellcasting that an appropriate character would know, and a single word that must be spoken. Anyone with a spell on his or her spell list knows how to use a spell trigger item that stores that spell. (This is the case even for a character who can’t actually cast spells, such as a 3rd-level paladin.) The user must still determine what spell is stored in the item before she can activate it. Activating a spell trigger item is a standard action and does not provoke attacks of opportunity.

Since she is a level 5 sorcerer, she is capable of casting 2nd-level Sorc/Wiz spells. Since Command Undead is a 2nd-level spell on her list, she knows all she needs to know about using this wand.

Was that what you were wondering about?
 

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It ts about the cure, not the command.

From horned turtle:
Eternal wand
From page 265 of the eberron campaign setting on eternal wands, "An eternal wand holds an arcane spell of 3rd level or lower with a maximum caster level of 6th. Unlike a traditional wand that holds 50 charges, an eternal wand allows any character who can cast arcane spells to use the spell contained in twice per day."

Cure light wounds is an arcane spell on the bard spell list. I realize that i should have made sure that eternal wands were ok to have before i made my character. They are also in the magic item compendium. And discussed here Eternal Wands, Are They Worth It? - Giant in the Playground Forums

Me:
The houserules are here .

The game will be level 5, 9000 gp, 28 point buy, no evil characters.
Max Hp first level, than half die (d6=3) +mods.

Races: SRD races (including variants)

Classes: Fighter, Cleric, Wizard, Sorcerer (no "standard" warlocks!), Ranger, Paladin.
Standard gods (PH/Greyhawk/Complete Divine)

Everything of the SRD allowed. Other material and UA after permission.

No psionics!

I hate the glitch of healing arcane casters with bard spell healing eternal wands!

Also from my houserules:
Bard: Use the marshal.

There is no spellcasting bard class or bard spelllist.

(Bards need a CL of 2 for 1st level spells, and the wand needs to be priced that wa, even if allowed.)
 

I understand now. That's tricky. Looks more like the wand must be a divine wand since the bard spell list doesn't exist, in which case it would certainly necessitate a UMD check. Luckily the DC isn't debilitating (if Feather were trained in the skill she could take 10 on the roll and succeed, as long as she's not in combat of course). Due to this being a change of what hornedturtle understood while creating Feather, maybe there's a reason here to shift skills around.

The Marshall looks neat. I almost wish I'd tried it instead. That's the hard thing about playtests, there's usually too much good stuff to try out for one player to handle! :)

So far I like the spontaneous cleric though. A friend pointed out, "You mean they don't have access to all cleric spells? Doesn't that take away a big benefit to the class?" I always thought that the cleric was plenty strong on their own (good armor and saves, very little MAD, gaurenteed role in any party, not horrible in combat, and lots of magic) without the extreme flexibility of being a wizard who never had to find, research, or buy a single spell. This cleric feels a lot more balanced and reasonable to play. I might be running Collan as a forceful, overbearing, arrogant, condescending, self-righteous showboat, but I don't think that the class rules necessarily support him being the focal point of the group any more than the other characters. If he were a meek, polite, selfless, humble servant of a cleric then I think he'd have just as prominant a role.
 

Sorry I wasn't watching the OCC page. I guess my cure and inflict wands are either just sticks or unusable by Feather. Your call and I'll post her reaction to nothing happening.
 

Thank you for allowing it but if it's against your rules i'll surive with them both just not working. It's more fair that way. I'll play it like this is the first time she tried to use then since stealing them.
 

Concerning Toruk's moving through zombies

Bottom line: if Toruk is willing to risk the AoO's he can move past. Given that they are zombies he'll probably be okay. It's too bad Paldon didn't heed Collan's advice when he said:

Ducking behind Paldon as he rushes the room, Collan whispers to him from behind his high collar, "If you can get to the orc, I will ensure that Pelor guides your blade true."

Paldon would have had a much easier time getting there than Toruk, for sure.

From various parts of the SRD:

Moving Through a Square: You can move through a square occupied by a friendly character, unless you are charging. When you move through a square occupied by a friendly character, that character doesn’t provide you with cover.
You can’t move through a square occupied by an opponent, unless the opponent is helpless. You can move through a square occupied by a helpless opponent without penalty.

Overrun: During your movement or as part of a charge, you can attempt to move through a square occupied by an opponent.

My Notes on Overrun Option: An overrun grants the opponent an AoO due to you moving into their square, and doesn't protect you from getting hit by the other zombie. However, it would allow Toruk to make two full movements to get to the cleric, if the zombie does not choose to block and if that is the desire. Most likely it will choose to block since it's dumb, and success in this situation isn't that much better than failure.

Tumbling: A trained character can attempt to tumble through a square occupied by an opponent (see the Tumble skill).

Tumble: (DC 15) Tumble at one-half speed as part of normal movement, provoking no attacks of opportunity while doing so. Failure means you provoke attacks of opportunity normally. Check separately for each opponent you move past, in the order in which you pass them (player’s choice of order in case of a tie). Each additional enemy after the first adds +2 to the Tumble DC.

My Notes on Tumble Option: Toruk can't attempt to tumble if he has no ranks in the skill (but it would be worth double-checking the houserules, since this is usually one of the first limitations to go for some people).

If Toruk were to move to Q13 then R12 he doesn't have to overrun a zombie. It would require a DC 15 Tumble check for the first zombie (despite there being multiple opportunities for that zombie to get an AoO during this movement, it's just one roll) and a DC 17 Tumble check for the second. This would allow him to move, at half movement, to S11, at which point he can continue moving forward at full speed with a second move action, or choose to move somewhere other than S11 in order to flank and attack zombies. Since the risk here is to either get attacked with an AoO or not, with no interferance with the desired movement, this would be the best option.
 
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