Author Topic: Whirling and 5' step  (Read 10820 times)

Offline NunoM

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Re: Whirling and 5' step
« Reply #20 on: June 18, 2013, 10:37:04 PM »
In that case, you might want to look into Greatreach Bracers (MIC-108) which extend your reach by 10', 3/day

I always read those as "you can reach 10ft. farther, but don't threat within that reach"... am i wrong?

I'm not sure I understand the difference.  I'm not talking about using the bracers to get AOO at long range.  I'm talking about using them with the Whirling ability to attack more things on your turn.  Whirling says "within reach of the weapon", not that you have to threaten the square.  Though since the bracers extend your reach and lasts for 1 round, not till the end of your turn, I don't see why you wouldn't threaten the extra squares.  Not saying you're wrong, I just don't see it.  I do see why you wouldn't threaten the extra squares if you don't activate the bracers on your turn, since it's a swift action, not an immediate action.

I meant that you have to threat the square to be able to whirl your blade into it... but i can still see a good use of the bracers if you activate them mid-maneuver. (For some reason, i always assume that a swift action can only be taken at the beginning of your turn, silly me!)
So... the sequence would be something like (wielding a 5ft reach weapon):
[- place yourself strategically in the battlefield]
- channel the spell through, for a full-attack
- Attack enemies at 5ft.
- Move 5ft.
- Attack more enemies at 5ft. (previously at 10ft, before the step)
- Activate bracers
- Attack more enemies at 15ft. - but not those at 10ft. of your current position, if any.

All these enemies would suffer the effects of the spell as well, if hit...
Nice! :D

Also... I think you can use "Dimension Hop" for a similar effect. Just cast it in the middle of a full attack as a swift action ;)
EDIT: Ah! I forgot the channeled spell dissipates if you cast another spell :( Still, it's a heck of a way to make use of that Whirlwind Attack!
« Last Edit: June 18, 2013, 10:40:51 PM by NunoM »

Offline Gazzien

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Re: Whirling and 5' step
« Reply #21 on: June 18, 2013, 10:52:46 PM »
Missed that part...
I'm sure we can pump one of our speeds ridiculously high, anyways. Even without crazy stuff like Chuck E Cheese.

Offline kitep

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Re: Whirling and 5' step
« Reply #22 on: June 18, 2013, 11:12:46 PM »
Quote
EDIT: Ah! I forgot the channeled spell dissipates if you cast another spell

Where's that from?

Offline kitep

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Re: Whirling and 5' step
« Reply #23 on: June 18, 2013, 11:17:13 PM »
I know that you can get 5' steps up to the point where they will technically carry you 20'... but we'd have to get dual stances to get the extra 5' from Wolf Pack Tactics.

That's a good 25' feet... None of which provokes AoOs.

Yes and no.  From wolfpack tactics
Quote
This movement does not provoke attacks of opportunity from the creature you struck.
So you can whack somebody and move 5' and not provoke an AOO from him.  But unless you kill him, the next time you whack somebody and move another 5', the first guy does get an AOO (depending on setup, of course). 


Offline Gazzien

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Re: Whirling and 5' step
« Reply #24 on: June 18, 2013, 11:45:56 PM »
I know that you can get 5' steps up to the point where they will technically carry you 20'... but we'd have to get dual stances to get the extra 5' from Wolf Pack Tactics.

That's a good 25' feet... None of which provokes AoOs.

Yes and no.  From wolfpack tactics
Quote
This movement does not provoke attacks of opportunity from the creature you struck.
So you can whack somebody and move 5' and not provoke an AOO from him.  But unless you kill him, the next time you whack somebody and move another 5', the first guy does get an AOO (depending on setup, of course).
Great Cleave on an Ubercharger build, running Wolf Pack Tactics? Murder everything, and just keep moving?

Offline NunoM

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Re: Whirling and 5' step
« Reply #25 on: June 18, 2013, 11:51:28 PM »
Quote
EDIT: Ah! I forgot the channeled spell dissipates if you cast another spell

Where's that from?

I followed the same reasoning as the "Holding the Charge" rules... you're (technically) holding the charge until the end of your turn. I could be wrong... What do you think?

Offline kitep

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Re: Whirling and 5' step
« Reply #26 on: June 19, 2013, 02:44:35 AM »
Quote
Great Cleave on an Ubercharger build, running Wolf Pack Tactics? Murder everything, and just keep moving?

I also thought of cleave & whirling, but whirlwind attack explicitly denies the use of cleave, so it's a no go.

Offline kitep

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Re: Whirling and 5' step
« Reply #27 on: June 19, 2013, 02:49:15 AM »
Quote
I followed the same reasoning as the "Holding the Charge" rules... you're (technically) holding the charge until the end of your turn. I could be wrong... What do you think?

I hadn't thought of that.  I'll have to mull it over.  Does that mean if your attack misses, the charge is still there the next turn?

Offline kitep

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Re: Whirling and 5' step
« Reply #28 on: June 19, 2013, 02:53:50 AM »
While we're talking about duskblades ...

Quote
At 13th level, you can cast any touch spell you know as part of a full attack action, and the spell affects each target you hit in melee combat that round.  Doing so discharges the spell at the end of the round, in the case of a touch spell that would otherwise last longer than one round.

Does the channeling last a whole round, such as for AOOs you make when it's not your turn, or does it only last for the full attack, and any AOOs you make don't benefit from the channeling?

Offline NunoM

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Re: Whirling and 5' step
« Reply #29 on: June 19, 2013, 11:05:09 AM »
Does that mean if your attack misses, the charge is still there the next turn?

No, the way i see it, the charge will dissipate.
For instantaneous spells, such as "Shocking Grasp", if you were to miss every single attack for the round, the charge would be held and that would increase the duration of the spell to more than 1 round. According to the Duskblade's 13th level ability, that would cause the spell to dissipate.
You could, however, do this with the 3rd level ability.
Example:
- Attack (not a full-attack) action channeling "Chill Touch"
- that 1st attack misses (EDIT: actually, this would work even if you hit, if you have more than 1 touch to deliver).
- charge holds.
- You are now able to perform a full attack in the next round, delivering the spell with every attack - up to the maximum of touches allowed to the spell by your level.


While we're talking about duskblades ...

Quote
At 13th level, you can cast any touch spell you know as part of a full attack action, and the spell affects each target you hit in melee combat that round.  Doing so discharges the spell at the end of the round, in the case of a touch spell that would otherwise last longer than one round.

Does the channeling last a whole round, such as for AOOs you make when it's not your turn, or does it only last for the full attack, and any AOOs you make don't benefit from the channeling?

I asked this same question some time ago... I couldn't find the topic, but here's the conclusion:
By definition...
Quote from: SRD on "The Combat Round"
A round can be a segment of game time starting with the first character to act and ending with the last, but it usually means a span of time from one round to the same initiative count in the next round. Effects that last a certain number of rounds end just before the same initiative count that they began on.
(emphasis mine)

So, the channeled spell would last until the start of your next initiative count (i.e. your next turn), which would allow you to use the channeled spell for AoOs you perform until then, as well. You just have to keep in mind that you can't affect the same target with the same spell twice in the same round (the Duskblade's ability limits that).
« Last Edit: June 19, 2013, 11:19:26 AM by NunoM »

Offline kitep

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Re: Whirling and 5' step
« Reply #30 on: June 19, 2013, 11:18:56 AM »
Cool.  I too read it that by RAW, the channeling would last through AOOs.  But we usually play by RAI, so I wasn't sure about it.  Good to have a second opinion.

Now if the game manages to last another 4 levels (my duskblade is only level 9 right now)

Offline NunoM

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Re: Whirling and 5' step
« Reply #31 on: June 19, 2013, 11:21:24 AM »
Heh, mine is still half way across from 4th to 5th, but it's nice to plan ahead ;)

Offline NunoM

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Re: Whirling and 5' step
« Reply #32 on: June 19, 2013, 11:27:35 AM »
BTW, do you remember that whole "Full-attack channeling whirling -> swift action teleport -> continue whirling" tactic?
Well, if you're using "Anklets of Translocation" (MIC, p.71) you can hop around as a swift action 2/day w/o worrying about losing the channeled spell. Just sayin'...

Offline kitep

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Re: Whirling and 5' step
« Reply #33 on: June 19, 2013, 11:51:19 AM »
Oooh, and I already have those anklets!

I just saw Veil of the Storms (MIC-213).  Swift action to do 4d6 elec damage to someone damage by an arcane electrical spell you cast this round.  Should work with channeling Shocking Grasp, which is the spell I usually channel.  3/day, 4000gp

Too bad I passed on getting the whole set of veils for free because I thought they were too girly :)

Offline NunoM

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Re: Whirling and 5' step
« Reply #34 on: June 19, 2013, 12:06:11 PM »
...and a swift action as well! Added to my shopping list :)

Offline kitep

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Re: Whirling and 5' step
« Reply #35 on: June 19, 2013, 11:01:24 PM »
Quote
EDIT: Ah! I forgot the channeled spell dissipates if you cast another spell

Where's that from?

I followed the same reasoning as the "Holding the Charge" rules... you're (technically) holding the charge until the end of your turn. I could be wrong... What do you think?


Looks like the FAQ agrees with you.
Quote
    When a duskblade (PH2 20) uses arcane channeling to
deliver a spell but misses with the weapon attack, is the
spell discharged or can he try to deliver the spell again on
his next turn?

    This follows the normal rule for touch spells; that is, a
melee touch spell that misses its target is not discharged.
    However, when using the improved version of this class
feature gained at 13th level, the spell is discharged at the end of
the round regardless of whether you hit or not (as described on
page 20).

Offline NunoM

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Re: Whirling and 5' step
« Reply #36 on: June 19, 2013, 11:46:30 PM »
Just remembered another great ability to add to the whirling channeling full-attack combo:
"Vanishing" weapon ability (MIC p.45), +8000 gps, 1/day hit a foe in melee and teleport immediately anywhere within 60ft as a swift action.

Offline Amechra

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Re: Whirling and 5' step
« Reply #37 on: June 19, 2013, 11:51:29 PM »
I would love to see a video of this.

A guy starts twirling... and then starts moving. Everywhere. Mowing down all of their foes.
"There is happiness for those who accept their fate, there is glory for those that defy it."

"Now that everyone's so happy, this is probably a good time to tell you I ate your parents."

Offline kitep

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Re: Whirling and 5' step
« Reply #38 on: June 20, 2013, 10:06:29 AM »
That's really nice, especially since it's a fixed cost.

I think I may get a second sword devoted to Whirling.
« Last Edit: June 20, 2013, 10:08:01 AM by kitep »

Offline NunoM

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Re: Whirling and 5' step
« Reply #39 on: June 20, 2013, 11:10:41 PM »
Sorry for keeping this topic up...

Another hint: Circlet of Rapid Casting (MIC p. 86). If you like the Duskblade's swift casting ability, you'll love this one...