Teleporting & Sliding in one power

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Say a paragon level warlock has the power Harrowstorm (sliding target 8 squares) and the feat Flitting Shadows (warlock can teleport target 6ish squares on hit). Warlock shoots bad guy and hits.

Q: Can the target be both slid and teleported? < I assume yes >

Q: Does the slide or teleport happen first? < I've assumed warlock's choice>

Q: When the second movement comes, what is the origin square? I.e. If the target is slid 8 squares, then teleported, does the teleportation start at where the target is after the slide or before? < I've assumed the second movement starts where the first left off, but this can be abused>

Q: Can the warlock slide a guy off a cliff, have him splat at the bottom, then teleport him 6 squares in the air and drop again?
1) Yes.
2) For powers you do it in reading order, feat timing is as clear as mud.  I just let the player choose.
3) The second movement starts where the first left off
3) He get's a save to stop from falling off a cliff, or being teleported in the air.  And if you loose line of effect to him (i.e, you can't see down the cliff), you can't move him anymore.  But yes, it's possible.

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F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way.

Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken.

Elven Critters Crit op with crit generation. 5 of these will end anything. Broken.

King Fisher Optimized net user.  Moderate.

Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.

Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered.

Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.

Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.

Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.

Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.

Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.

Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.

Indestructible Simply won't die, even if you sleep though combat.  One of THE most abusive character in 4e.

Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.

Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.

Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.

Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.

Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.

The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.

Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power.

Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken.

Rune of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.

Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.

Super Knight A tough, sticky, high damage knight. Strong.

Super Duper Knight Basically the same as super knight with items, making it far more broken.

Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.

Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.

Statistically it's not worth sacrificing 100% chance of 2d8 (average 9) for a 45% chance at 3d10 (average 7.4) However if you have various teleport boosters (see my sig) or constant saving throw penalties it can pay off.

I would also argue, as a DM that you have to resolve both the slide and the teleport before the target would fall.
"Invokers are probably better round after round but Wizard dailies are devastating. Actually, devastating is too light a word. Wizard daily powers are soul crushing, encounter ending, havoc causing pieces of awesome." -AirPower25 Sear the Flesh, Purify the Soul; Harden the Heart, and Improve the Mind; Born of Blood, but Forged by Fire; The MECH warrior reaches perfection.
Thank you for the feedback.

Zathris, you are correct on a strict DPR-in-an-empty-room perspective that taking the d8-for-curse-damage feat (whose name escapes me) is better than Flitting Shadows. That said, I think that Flitting Shadows does so many other things so often that it's close to being "strictly better". Leaving aside teleport boosters and the saving throw penalties (which would skew things even further), I argue that Flitting Shadows is better because:

1) Environmental Hazards. The DMG makes a point that combat without some form of interesting environment is boring. They encourage DMs to have various environmental hazards. The game content made by WotC reinforces this, as almost every encounter has something nasty to push monsters into. In practice, this greatly increases the DPR above 7.4.

2) Unbounded DPR. Tied to #1, there are times when the DPR is effectively infinite - like when one teleports the enemy off a platform a thousand feet in the air.

3) Prone. Even if one is on a flat plain with nothing extra to drop the bad guy in for extra damage, dropping them from height results them in falling prone.

4) Control. Sometimes giving up the damage is fine if it means popping Mr. Bad Guy to the other side of a chasm where he can't hurt the party. Using Harrowstorm (as above) the warlock could take a monster, slide it 8 squares away, then teleport 6 squares up and drop it prone. It's 14 squares away and prone. Or skip the 55% chance of the monsters saving and simply move it 14 squares away, no save.

Granted, ymmv

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