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2013-07-11, 06:23 PM (ISO 8601)
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Re: Simple Q&A D&D 4e Thread II: Electric Boogaloo
A 581: Forced movement is still movement, although it does have special rules (particularly in regards to opportunity attacks and difficult terrain). If a creature is pushed/pulled/slid/teleported into that space as a result of forced movement, the Immediate Reaction power in Warning Shot would still trigger.
Any trigger effect is optional, so no you don't need to shoot at your allies if you don't want to.
As an aside, remember that only one immediate action is allowed per round, so you can only use the secondary attack part of Warning Shot once, and it would prevent you from using some of the Ranger's powerful immediate action powers, such as Disruptive Strike.
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2013-07-11, 06:38 PM (ISO 8601)
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Re: Simple Q&A D&D 4e Thread II: Electric Boogaloo
Q 582
4e newbie here.
For encounter abilities, do you only get to use one of them per encounter? Or can you use as many as you've got but only once per each specific ability?
I'm a level 1 drow sorcerer and I have a racial encounter ability and I'm wondering if I can use it in the same encounter that I've used my class encounter ability.
The wizard section states:
"Daily and Utility Spells: Your spellbook also holds your daily and utility spells. You begin knowing two daily spells, one of which you can use on any given
day. Each time you gain a level that lets you select a daily spell or a utility spell, choose two different daily spells or utility spells of that level to add to your book. After an extended rest, you can prepare a number of daily and utility spells according to what you can cast per day for your level."
The bolded part makes me believe that there's only a set amount you're allowed to use?
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2013-07-11, 06:40 PM (ISO 8601)
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Re: Simple Q&A D&D 4e Thread II: Electric Boogaloo
Interested in MitD? Join us in MitD's thread.There is a world of imagination
Deep in the corners of your mind
Where reality is an intruder
And myth and legend thrive
Ceterum autem censeo Hilgya malefica est
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2013-07-11, 07:17 PM (ISO 8601)
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Re: Simple Q&A D&D 4e Thread II: Electric Boogaloo
Grey wolf answered this, but as an addendum...
A582; keep reading; the sentence following the part you bolded reads, "You can't prepare the same spell twice."
Encounter powers work exactly like Daily powers, except that they refresh after a short rest, rather than an extended rest (see PHB, page 54).
Some items and powers do allow you to "re-use" a spent encounter power, but barring a power or item explicitly telling you so, you may only use a specific encounter power once until you've had a short rest.
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2013-07-11, 09:30 PM (ISO 8601)
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Re: Simple Q&A D&D 4e Thread II: Electric Boogaloo
Understood, thanks! One more:
Q 583
On my sheet generated by the Character Builder, most of my abilities deal damage + my charisma modifier (+4), but at the top of the ability it says damage +7. Am I missing something?
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2013-07-11, 09:34 PM (ISO 8601)
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Re: Simple Q&A D&D 4e Thread II: Electric Boogaloo
Interested in MitD? Join us in MitD's thread.There is a world of imagination
Deep in the corners of your mind
Where reality is an intruder
And myth and legend thrive
Ceterum autem censeo Hilgya malefica est
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2013-07-11, 09:36 PM (ISO 8601)
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Re: Simple Q&A D&D 4e Thread II: Electric Boogaloo
Oh right, Wild Magic! I get to add my DEX mod to damage rolls. That'd explain it. Thanks!
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2013-07-11, 11:28 PM (ISO 8601)
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Re: Simple Q&A D&D 4e Thread II: Electric Boogaloo
Q 584
Does the Delay Affliction ritual function on the same effects as the Remove Affliction ritual? Specifically, can Delay Affliction be used to delay all the effects of a single curse or disease, or does it only delay one effect?Last edited by Cealocanth; 2013-07-11 at 11:29 PM.
Currently RPG group playing: Endworld (D&D 5e. A Homebrewed post-apocalyptic supplement.)
My campaign settings: Azura; 10,000 CE | The Frozen Seas | Bloodstones (Paleolithic Horror) | AEGIS - The School for Superhero Children | Iaphela (5e, Elder Scrolls)
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2013-07-12, 12:24 AM (ISO 8601)
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Re: Simple Q&A D&D 4e Thread II: Electric Boogaloo
A 584: as per the text of "Delay Affliction":
Originally Posted by Delay Affliction rituak
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2013-07-14, 02:01 PM (ISO 8601)
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Re: Simple Q&A D&D 4e Thread II: Electric Boogaloo
Q585: In case i have more powers that damages the enemy when it hits me does the dmg stack?
Example: Dragon sorcerer with daily Lightning breath (5lightnig dmg when enemy hits you) and burning spray at-will ( STR damage to first enemy that hits you).
Result: 5+STR to first enemy that hits you or only 5(higher dmg)?
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2013-07-14, 02:09 PM (ISO 8601)
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Re: Simple Q&A D&D 4e Thread II: Electric Boogaloo
A 585
If you set things such that both powers would trigger, both powers would trigger. In the example case, a creature hit by Burning Spray and targeted by Lightning Breath would take 5 lightning damage and Str fire damage (this isn't the same thing as 5+Str lightning and fire damage).
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2013-07-14, 06:46 PM (ISO 8601)
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Re: Simple Q&A D&D 4e Thread II: Electric Boogaloo
Q 586
What's the best method for a non-Dragonborn Wizard to change his spells to fire damage At-Will? Can multiclass/pick up implement feats as needed.Last edited by Gavran; 2013-07-14 at 08:20 PM.
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2013-07-14, 08:33 PM (ISO 8601)
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Re: Simple Q&A D&D 4e Thread II: Electric Boogaloo
A586: the question is likely too complicated for a simple Q&A, and is likely to better be answered its own thread. If none of the options below satisfy you, I suggest starting a new thread, and giving some more detail about what you're looking for.
That said, here are three options:
1) Be a human, get a spellscar (Forgotten Realms Player's Guide) and then take the Student of the Plague feat, and the Path of the Scarred feat (Dragon 385). You'll now deal 1 extra fire damage on all your encounter and daily attacks, which qualify them for the fire keyword. Your at-wills are out of luck tho, and the spellscar is campaign specific material.
2) At Paragon level, take the Arcane Admixture feat (Arcane Power). It can add the fire keyword to a single arcane power you possess (but only one power). You can take this feat multiple times to add fire to additional powers.
3) Get a Battle Standard of the Fiery Legion (Level 16 uncommon item, Adventurer's Vault). While planted, any attack a character within 10 squares makes can choose to deal fire damage instead of its normal types.
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2013-07-16, 06:32 PM (ISO 8601)
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Re: Simple Q&A D&D 4e Thread II: Electric Boogaloo
Q587
Are there rules for reduced capabilities at low-hp, either in an official book or as a common house rule? Perhaps I am missing something obvious, but it seem odd that a character with only a few HP wold be as battle-capable as a character at full HP.
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2013-07-16, 06:36 PM (ISO 8601)
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Re: Simple Q&A D&D 4e Thread II: Electric Boogaloo
Q587
There are lots of things that happen when players are bloodied (half HP or less), but nothing specific when at "low HP" the way you seem to mean. In general, 4E does not cripple PCs. HP is not just the physical condition, but also mental, and all manner of other things. Someone else has written up a great description of HP in 4E, but it wasn't me, and I don't know where it is right now.
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2013-07-16, 06:37 PM (ISO 8601)
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Re: Simple Q&A D&D 4e Thread II: Electric Boogaloo
A587
No, though there are many effects that only happen when the target or the person acting is bloodied (below half hit points). There are even a couple ways you can manage to stay conscious and take actions -- with significant constraints -- when you're at or below 0 hp.
It's a long-standing complaint with D&D and many other systems. But 4e is deliberately aiming for a heroic feel rather than gritty, and a simple system rather than thorough.
EDIT: ninja'ed! Or knowing Tegu, hybrid assassin|rogue with multiclass fighter'd!Last edited by Dimers; 2013-07-16 at 06:38 PM.
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2013-07-16, 07:02 PM (ISO 8601)
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Re: Simple Q&A D&D 4e Thread II: Electric Boogaloo
I understand about HP representing your mental state as well, and really like that aspect, and I also like the 'heroic feel' aspect that Dimers mentioned. However, that makes me think one should be even worse off at below around 10-15%. You would be all kinds of beat up, mentally fatigued, and emotionally injured since, you know, you are at risk of losing the fight, especially if several party members are low HP.... seems odd to me.
Anyway, thank you both for your quick replies. I will play it as written, just wanted to make sure I wasn't somehow overlooking something.
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2013-07-16, 07:52 PM (ISO 8601)
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Re: Simple Q&A D&D 4e Thread II: Electric Boogaloo
A587 continued...
Yep, Rules As Written have nothing about that sort of thing, though you may be interested in this.
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2013-07-22, 10:53 PM (ISO 8601)
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Re: Simple Q&A D&D 4e Thread II: Electric Boogaloo
Q588
"Untyped bonuses from the same named game element (such as a power or a feat) are not cumulative; only the highest applies, unless otherwise noted."
Is a ki focus dagger a different named game element from a ki focus sling?
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2013-07-22, 11:40 PM (ISO 8601)
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Re: Simple Q&A D&D 4e Thread II: Electric Boogaloo
A 588
Ambiguous, leaning towards "no." While they're certainly different items, it's unclear whether the game element is "magic ki focus" or whether it's "magic ki focus dagger." If the former is true, unnamed bonuses from two different ki foci of the same type won't stack, whereas if the latter is the way it's supposed to work they will. The former seems more likely.
It's somewhat moot, however, as you should note that A) you must be attuned to a ki focus to use it (PHB3 p.203), B) you can be attuned to only one ki focus at a time (PHB3 p.203 again), C) that most magic ki foci will grant enhancement bonuses, and D) that enhancement bonuses do not stack. As such, you couldn't use two ki foci at the same time anyway.
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2013-07-23, 12:07 AM (ISO 8601)
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Re: Simple Q&A D&D 4e Thread II: Electric Boogaloo
Sorry, meant ki weapon, not ki focus -- the enchantment that provides bonus damage on monk flurries. It's untyped, and there's no indication that you have to use the ki weapon as your implement to trigger the flurry in order to get the bonus. I was hoping to have one in each hand.
Anyway, thanks for the answer. That was how I read it too -- "unclear, but probably no".
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2013-07-23, 01:21 AM (ISO 8601)
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Re: Simple Q&A D&D 4e Thread II: Electric Boogaloo
Q589
Am I missing some Errata or are the feats Druid of Darkness (Primal Power) and Ferocious Tiger Form (PHB2) identical in every way? Was one errata'd somewhere to be different? Do they stack?
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2013-07-23, 01:35 AM (ISO 8601)
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Re: Simple Q&A D&D 4e Thread II: Electric Boogaloo
Thank you Ceika for the wonderful Avatar avatar!
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2013-07-23, 02:09 AM (ISO 8601)
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Re: Simple Q&A D&D 4e Thread II: Electric Boogaloo
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2013-07-23, 02:47 AM (ISO 8601)
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2013-07-23, 07:52 AM (ISO 8601)
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2013-07-23, 08:34 AM (ISO 8601)
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Re: Simple Q&A D&D 4e Thread II: Electric Boogaloo
A560: Assuming the shapeshifting comes from their Wild Shape ability, no, unless you're just sustaining abilities you used before you wildshaped. As per the PHB2 entry from wild shape (p84):
Originally Posted by Wild Shape Restrictions:Last edited by Ashdate; 2013-07-23 at 08:34 AM.
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2013-07-23, 08:48 AM (ISO 8601)
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Re: Simple Q&A D&D 4e Thread II: Electric Boogaloo
That PHB2 entry has been errata'ed. The actual text is now:
While you are in beast form, you can’t use weapon or implement attack powers that lack the beast form keyword, although you can sustain such powers.
The key difference? You can now use most racial powers and utilities while transformed. You simply can't use most encounter or daily attack powers, since they almost all have the weapon or implement keyword (unless they also have the Beast Form keyword, of course).Thank you Ceika for the wonderful Avatar avatar!
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2013-07-25, 09:04 AM (ISO 8601)
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Re: Simple Q&A D&D 4e Thread II: Electric Boogaloo
Q 590
Time for more trouble with the battlemind power "Lodestone Lure". Its updated text says
... you must pull the target 1 square. Until the end of your next turn, the target can move only to squares that are adjacent to you.
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2013-07-25, 10:13 AM (ISO 8601)
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Re: Simple Q&A D&D 4e Thread II: Electric Boogaloo
A 590: I think your interpretation is mostly correct, but recognize that the power is so badly worded that I think any sensible DM would change it to work as the power suggests it should be used (the creature must move such that it ends its turn adjacent) rather than as some sort of super-immobilization that prevents forced movement.
The pulling that occurs during the power is under the "hit" entry in your power, which I take to mean must resolve first, before any other effect riders (that you would have due to feats or whatnot) can happen. So you must pull the target 1 square adjacent to your battlemind if its not adjacent already. Then any other riders in the power that you've added would occur (such as pushing a target on a successful hit).
I would ask your DM how he or she would run this ability; I wouldn't run it as, even with the update.