The Rod and the Glaive

Post/Author/DateTimePost
#1

Mirtek

Aug 05, 2015 13:33:36

We just had a brief discussion about how a warlock using a polearm would be able to wield a rod.

 

Me being the warlock player in question had initially no interest in claiming the +1 rod of the pact keeper, due to the 45% chance to drop it every time I pull it (+0 to dex checks) coupled with me being a 2h-weapon user meaning I can't pre-draw it when I sense combat (as that would only help if I am casting in round 1 and would still cause me to lose round 2, as drawing a weapon is an action for a bladelock)

 

The DM was very generous and suggested that the rod could just be integrated into the shaft of the glaive. However I am not so sure that this is really how it's supposed to work.

 

On the other hand a lot of warlocks just ignore this quirk of the item by drawing it after breakfast and never letting go of it, however these actually have a hand free to do so.

 

We left it at me needing to decide before my next game whether I claimed the rod or not and I am still heavily leaning toward just leaving it in the dust, as it's not useful for a str-based 2h-weapon bladelock - unless attaching it to the shaft of the pact weapon is actually a thing and not something that will be denied by more DMs than not.

 

So what's your oppinion?

#2

Ainulindalion

Aug 05, 2015 14:13:51

Drawing your weapon isn't an action for a bladelock.  Unless you aren't already carrying it.  Just summon it at the beginning and wander about with it slung on your back or whatever - it doesn't go away if you aren't holding it.

 

I don't believe AL supports the concept of merging items like that, but honestly, I think if you formed the pact weapon around it, it would make a lot sense.

#3

ovinomancer1981

Aug 05, 2015 21:31:49

Correct me when I am wrong, but in the latest errate it states that having the two handed property on a weapon only applies when you attack with it.

 

I assumed this meant that you could hold and cast spells with your other hand. This also means you can't take AoO when holding the rod and the weapon though, so you have to drop it, or wait till next turn to stow it.

#4

Mirtek

Aug 06, 2015 1:07:34

Ainulindalion wrote:
#5

ovinomancer1981

Aug 06, 2015 5:13:52

Mirtek wrote:
(Reply to #5)

Ainulindalion

ovinomancer1981 wrote:
#7

Kalani

Aug 06, 2015 7:17:41

The DC is 10. When there is a discrepency between the printed certificate and the module text, the module text is assumed correct.

#8

ovinomancer1981

Aug 06, 2015 8:24:30

Normally I would say you guys are correct but in this case the module is actually wrong: 

 

"Page 17: The DC for the dexterity saving throw to avoid dropping the Rod of the Pact Keeper is listed as DC 10 in the adventure, but DC 5 on the certificate. [Per Robert Adducci, the DC on the certificate should be used.][b]"

 

https://docs.google.com/document/d/1g6wYyw972Thm0J2_wvOTDcdzmE02VLW6vfz7ttNIH_A/mobilebasic?pli=1#h.y5vgc6c9v6qw

But this is from the unofficial errata so I guess you can still officially claim that the official ruling of AL

#9

Kalani

Aug 06, 2015 8:32:00

Unless the campaign staff releases a FAQ entry for the Rod of the Pact Keeper - the adventure text is correct. If the adventure text is incorrect, we will issue a FAQ for it eventually.

 

In order of priority, the following order applies:

  • FAQ: The FAQ overrules anything else.
  • Adventure Text: Overules the printed certificates
  • Certificate

This is consistent with all other items with misprint certificates to date. The most recent example I can think of is the +1 shield from princes of the apocalypse which was printed with a +2 shield certificate. The FAQ stated that the shield should be +1 and that the certificate was incorrect. There are several other examples in the FAQ.

 

When it comes to a discrepency between certificates and adventure text - always assume that the adventure text is correct unless a FAQ says otherwise.

#10

ovinomancer1981

Aug 06, 2015 8:59:53

Thanks Kalani. Could you please also give a reference to that so I have something to point my players too? I couldn't find it. 

#11

Kalani

Aug 06, 2015 9:25:27
  • ALPG p5 - 6: Crafting, practicing a profession, recuperating, training, downtime catchup (sidebar p6), spellcasting services (sidebar p5)
     
  • ALPG p9: Rage of Demons Rank 3 Downtime Activities. These Downtime activities can only be taken when playing a Hillsfar adventure (Expeditions with the code DDEX 3-??)
     
  • ALPG p23: Elemental Evil Rank 3 Downtime Activities. These downtime activities can only be taken when playing a Mulmaster adventure (Expeditions with the code DDEX 2-??)
     
  • State of Mulmaster: Details the requirements of being a Cloak (see Joining the Cloaks near the end of the article). All Cloak characters must spend 3 downtime performing cloak-related duties (patrols, arrests, etc) at the conculsion of each Mulmaster Adventure (Expeditions with the code DDEX 2-??)
     
  • AL FAQ

Are players allowed to copy other players' spellbooks? How does copying spells work with downtime?

Yes, characters can copy spells from found spellbooks or other characters’ spell books. If the DM allows in game copying go by the rules in the Player’s Handbook. If it’s out of game, copying can be done with downtime at a rate of one downtime day for up to 8 hours of copying. (FAQ 3/20/15)

 

 

#12

ovinomancer1981

Aug 06, 2015 9:41:55

Thanks again. I assume you mean this rule:

 

If a magic item I am awarded has powers that do not match what is shown in the Dungeon Master's Guide, can I use those powers or abilities, or do I have to play it exactly as shown in the Dungeon Master's Guide?

Yes, the adventures often have quirks for the items, but the full item abilities are not always shown on the certificate. Any other powers that might be indicated on the certificate are in addition to the normal description of the item. The cloak of elvenkind, from Tales Trees Tell, for example, has a permanent endure elements effect on it (and thus, the wearer).

 

However this does not say that the module overrules the certificate. This only says that the certificate overrules the DMG.

 

#13

Ravix

Aug 06, 2015 11:01:15

The module always overrides the certificate, period.

Anything additional will have an FAQ entry posted for it.


Also, in AL play you cannot merge items together.  Sorry!

#14

ovinomancer1981

Aug 06, 2015 11:39:37

Ravix wrote:
#15

Kalani

Aug 06, 2015 11:50:36

The admins and RCs have stated that the modules override the certificates on numerous occasions and possibly even in this forum a handful of times. The FAQ entry you quoted is only in respect to the discrepency between the DMG and the Certificates, as many magic items in AL have unique quirks above and beyond the powers listed in the DMG.

 

This is a case of Specific beats General

  • The DMG is the general rule for how magic items work
  • The Certificate (and module) list the specific rules for a specific magic item from that adventure.

Both the certificate and module are equally specific. However, as the certificates are usually printed before the module is finalized - the modules text takes priority. It is for this reason that some magic items in the hardcovers lack a certificate (because those items were added after the certificates were created).

(Reply to #15)

Pauper

Kalani wrote:
#17

ovinomancer1981

Aug 06, 2015 12:44:44

Pauper wrote:
#18

ZHDarkstar

Aug 06, 2015 12:46:45

Kalani wrote:
#19

Kalani

Aug 06, 2015 12:47:55

Keep in mind that the unofficial Errata is just that - unofficial. As such, all you are seeing are people's suggestions/ideas as to how best to resolve the issue. I agree however, that perhaps the DC should be errata'ed - but that is a different issue entirely.

As it stands, the rule is that the module text supercedes the certificate. If the modules text requires errata, it may be discussed in the unofficial Errata - but until it is changed officially (or an official FAQ is released), expect table variation on that front (as not all DMs have access to/or reliably check the unofficial errata).

(Reply to #16)

Coredump00

Pauper wrote:
(Reply to #19)

Coredump00

Kalani wrote:
#22

Mommy_was_an_Orc

Aug 06, 2015 15:26:56

Kalani wrote:
#23

Ravix

Aug 06, 2015 16:18:51

FAQs come out in batches, I'll add it to our suggestion list.


However, for all means and purposes this is an official answer.

(Reply to #22)

Pauper

Mommy_was_an_Orc wrote:
#25

Mirtek

Aug 07, 2015 8:16:45
That there is a different DC in the cert was never an issue for me, as we don't have certs available anyway. Wie never saw anything other than written in the mod. I've made up mind about the rod and another item will bite the dust.
#26

Mommy_was_an_Orc

Aug 07, 2015 12:40:31

Pauper wrote:
#27

DeathMutantLives

Aug 11, 2015 15:47:38

I have a Bladelock that reluctantly claimed the Rod of the Pact Keeper last adventure but am afraid to use it. He also has a Ring of Evasion, his only other magic item, so I was thinking that I could use a charge of the ring to automatically succeed on a failed DEX Save?

#28

ZHDarkstar

Aug 11, 2015 16:32:24

DeathMutantLives wrote: