GM Kyeudo
I'm confused at what you are asking. Are you saying that when we go back to Kaldar's turn, where he took the invalid action, he should be forced to keep the javalin in hand?
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I'm saying that he attempted to cast a spell with the javelin in hand, which means that the spell would fizzle, which is not actually an illegal action, the rest of his actions are also completely, which means that he would charge, and I would get hit, but that he would not have the damage increase the spell represents.
I think it's pretty clear that I ment to drop the javelin. A spell caster would drop the javelin when he tried to cast the spell. If it came down to trying to make the gestures and the javelin getting in the way, why whould he NOT drop it.
Still, even if it's upheld that he doesn't drop the javelin, then we would still need to rewind. Reason being is that I would have new information that I didn't before, mainly that the spell didn't work (which he would obviously know).
GM Kyeudo
According to the SRD, you can't cast a spell without providing the components. A spell cannot fizzle because you couldn't provide a component you thought you could, you just can't cast the spell.
Rewinding to before the invalid action still doesn't change the course of events, unless you have some sort of reason why he should be forced to not drop the javalin.
How about the spell failure rules.
The components are a part of the characteristics of the spell. Failing to provide the proper somatic component causes the spell to fail and be wasted.Quote:
Spell Failure
If you ever try to cast a spell in conditions where the characteristics of the spell cannot be made to conform, the casting fails and the spell is wasted
GM Kyeudo
10 points to Mavian for proving the head ref wrong.
The spell casting fails, so the rewind is just to right after the casting fails, because at that point Kaldar doesn't have the gore attack granted by the spell. Play continues from there.
Looks like Reave just got his bacon saved by a technicality. :smallwink:
If you can't beat 'em, rules lawyer your way out on a technicality eh?
Kaldar will curse and double move to D26
Stats:
Spoiler
HP 14
AC 19
Effects: Bull's Strength 6/30, Travel Devotion 6/10, Guidance 5/10
Location: D26
Spells:
0:Guidance, Virtue, Cure Minor Wounds x2
1: Faith Healing,Command, Cause Fear,Rhino's Rush(d)
An encyclopedic knowledge of the rules has to be good for something.
Did you still do your charge, or did you move instead?
Reave.
Move Action: Move to F20
Standard Action: Ready an Action
SpoilerReady an action to move if Kalder casts a spell
Stats:
Spoiler
Hp: 24
Ac: 14
Rage: 2/8
Shift: 2/13
Kaldar moves to N24 and readies an action.
Stats:
Spoiler
Ready an action to attack with the javelin if Reave is within 20ft and doesn't have any cover
HP 14
AC 19
Effects: Bull's Strength 7/30, Travel Devotion 7/10, Guidance 6/10, Ready Action
Location: N24
Spells:
0:Guidance, Virtue, Cure Minor Wounds x2
1: Faith Healing,Command, Cause Fear,Rhino's Rush(d)
Reave
Double move to M24, going north around the wall.
End Turn
Spoiler
Hp: 24
Ac: 14
Rage: 3/8
Shift: 3/13
When you get to K24, Kaldar's ready action triggers and he throws his javelin at you.
[roll0]
[roll1]
Kaldar withdraws to X18 as a full round action, and then uses a swift action to move to X10. He will draw another javelin as he moves.
Stats:
Spoiler
HP 14
AC 21
Effects: Bull's Strength 8/30, Travel Devotion 8/10
Spells:
0:Guidance, Virtue, Cure Minor Wounds x2
1: Faith Healing,Command, Cause Fear,Rhino's Rush(d)
Reave
Double move to W10
End of Turn:
Stats:
Spoiler
Hp: 24
Ac: 14
Rage: 4/8
Shift: 4/13
Kaldar will withdraw again this time from X10 to Z8 to Z3 and then up to R3 as a full round action and then he will use a swift action to move to N3.
End of Turn
Stats:
Spoiler
HP 14
AC 21
Effects: Bull's Strength 9/30, Travel Devotion 9/10
Spells:
0:Guidance, Virtue, Cure Minor Wounds x2
1: Faith Healing,Command, Cause Fear,Rhino's Rush(d)
Reave
Double move to O3
End of Turn:
Stats:
Spoiler
Hp: 24
Ac: 14
Rage: 4/8
Shift: 4/13
Kaldar withdraws (first to M4) and then continues on to M16. He them uses a swift action to move to M24.
End of Turn
Stats:
Spoiler
HP 14
AC 21
Effects: Bull's Strength 10/30, Travel Devotion 10/10
Spells:
0:Guidance, Virtue, Cure Minor Wounds x2
1: Faith Healing,Command, Cause Fear,Rhino's Rush(d)
Double Move to N23, going south around the center walls
End of Turn
Stats:
Spoiler
Hp: 24
Ac: 14
Rage: 5/8
Shift: 5/13
Withdraw through L23 and continue to F13.
Stats:
Spoiler
will add later
Edit: Added in.
HP 14
AC 21
Effects: Bull's Strength 11/30
Spells:
0:Guidance, Virtue, Cure Minor Wounds x2
1: Faith Healing,Command, Cause Fear,Rhino's Rush(d)
Edit: Fixed stat block.
Reave:
Double Move to F14
End of Turn
Stats:
Spoiler
Hp: 24
Ac: 14
Rage: 7/8
Shift: 7/13
Withdraw through G12 and continue to M3.
Stats:
Spoiler
HP 14
AC 21
Effects: Bull's Strength 12/30
Spells:
0:Guidance, Virtue, Cure Minor Wounds x2
1: Faith Healing,Command, Cause Fear,Rhino's Rush(d)
Double move to N3
Stats:
Spoiler
Hp: 24
Ac: 14
Rage: 8/8
Shift: 8/13
Withdraw through L4 and continue to M16. Kaldar will loose his tower shield as he moves.
Stats:
Spoiler
HP 14
AC 17
Effects: Bull's Strength 13/30
Spells:
0:Guidance, Virtue, Cure Minor Wounds x2
1: Faith Healing,Command, Cause Fear,Rhino's Rush(d)
High Ref Bronz
I am of the understanding loosing a shield is not the same as drawing a weapon (or equivalent). I do not believe you can do that without spending the required move action to solely loose the shield.
Ever since THE RULING, I've decided to double check every action that I'm taking.
From the SRD
q.e.d.Quote:
Ready or Loose a Shield
Strapping a shield to your arm to gain its shield bonus to your AC, or unstrapping and dropping a shield so you can use your shield hand for another purpose, requires a move action. If you have a base attack bonus of +1 or higher, you can ready or loose a shield as a free action combined with a regular move.
Dropping a carried (but not worn) shield is a free action.
I stand corrected. I should have double checked myself.
I'm going to stay in N3
Standard Action:
Spoiler
Ready an Action to move if Kalder gets within 40 feet.
End of Turn:
Stats:
Spoiler
Hp: 24
Ac: 15
Shift: 9/13
Status: Fatigued
Kaldar 5ft steps to N16 while drawing a wand. He then casts a spell.
End of Turn.
Stats:
Spoiler
Casting true strike from the wand.
HP 14
AC 17
Effects: Bull's Strength 14/30, True Strike
Spells:
0:Guidance, Virtue, Cure Minor Wounds x2
1: Faith Healing,Command, Cause Fear,Rhino's Rush(d)
Reave
Move to N11 and ready an action
Spoiler
Ready an action to move if Kalder gains LoE
End of Turn
Stats:
Spoiler
Hp: 19
Ac: 15
Shift: 9/13
Status: Fatigued