Druid Power Cat's Grace

14 posts / 0 new
Last post
What exactly does this power do?

Because it is a daily that lasts until your next extended rest, you can keep on all the time, right?

What does it mean by "+2 to dexterity ability checks"? So every dex based power / attack gets a +2? is that +2 attack and damage? 

A constant +2 to init seems rather nice. 
Attack rolls and damage rolls are not ability checks.

Init, skill checks, and generic dex checks are affected.  Attack and damage isn't. 

Note that the power is a bit redundant, as init is a dex check, explicitly.  But that's a minor issue.
D&D Next = D&D: Quantum Edition
What exactly does this power do?

Because it is a daily that lasts until your next extended rest, you can keep on all the time, right?

What does it mean by "+2 to dexterity ability checks"? So every dex based power / attack gets a +2? is that +2 attack and damage? 

A constant +2 to init seems rather nice. 

1) What it says

2) Yes.  Your rogue ally might like it as well.

3) No.  Just ability checks.  Basicicly any Dex stunt that's not covered by theivery, acrobatics, or stealth.   i.e. threading a needle, a seductive dance, or folding yourself up to fit in a box would be a dex ability check.

4) Yes.  It's the main draw of the power, along with the Ref boost.

guides
List of no-action attacks.
Dynamic vs Static Bonuses
Phalanx tactics and builds
Crivens! A Pictsies Guide Good
Power
s to intentionally miss with
Mr. Cellophane: How to be unnoticed
Way's to fire around corners
Crits: what their really worth
Retroactive bonus vs Static bonus.
Runepriest handbook & discussion thread
Holy Symbols to hang around your neck
Ways to Gain or Downgrade Actions
List of bonuses to saving throws
The Ghost with the Most (revenant handbook)
my builds
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.

Skills are ability checks, btw.
D&D Next = D&D: Quantum Edition
ah. That makes sense. 

thanks.

permanent +2 init and +1 ref is pretty good 
And stealth checks, and thievery checks.

But you're giving up your U2 slot for it, so it's a fair trade. 
D&D Next = D&D: Quantum Edition
Skills are ability checks, btw.


No, skill checks are skills checks and ability checks are ability checks. Thievery and Stealth checks are skill checks, not ability checks. Ability checks are strenght checks, dexterity checks, constitution checks, intelligence checks, wisdom checks or charisma checks.

RC 23 Making Checks: Three types of checks come up in most sessions of the game; attack rolls, skill checks and ability checks.   

Yan
Montréal, Canada
@Plaguescarred on twitter

But isn't an untrained skill check an ability check?
"You can always judge a man by the quality of his enemies." -The Doctor, Remembrance of the Daleks
No, even an untrained attempt at stealth is a skill-check, despite the chance, that both modifiers could be identical. There are various options (backgrounds, themes, feats, items) to get a bonus to skills, which would not apply, if the DM calls for an ability check.

IMAGE(http://www.wizards.com/magic/images/whatcolor_iswhite.jpg)

Now, they probably SHOULD be the same.  It would make sense.  And that's how they do it in 5e.

But currently they are different. 

guides
List of no-action attacks.
Dynamic vs Static Bonuses
Phalanx tactics and builds
Crivens! A Pictsies Guide Good
Power
s to intentionally miss with
Mr. Cellophane: How to be unnoticed
Way's to fire around corners
Crits: what their really worth
Retroactive bonus vs Static bonus.
Runepriest handbook & discussion thread
Holy Symbols to hang around your neck
Ways to Gain or Downgrade Actions
List of bonuses to saving throws
The Ghost with the Most (revenant handbook)
my builds
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.

So, here's a direct quote from the PHB, telling you how to make checks:

d20 roll
+ Half your level
+ Ability modifier
+ Any relevant bonuses



and


d20 roll
+ Half your level
+ Ability modifier
+ Any relevant bonuses


One is a skill check.  One is an ability check.  Can you tell which one?
D&D Next = D&D: Quantum Edition
I think none of them, because they're both attack rolls!

Seriously, though, directly preceding what Plague quoted, we have on page 22 in the RC:

Making a check is the core mechanic of the game. It follows a few simple steps.
1. Roll a twenty-sided die (d20). The higher the result, the better.
2. Add any relevant modifiers, whether bonuses or penalties.
3. Compare the result to a target number. If the result equals or exceeds the target number, the check is a success. Otherwise it's a failure.

Only then they distinguish between the three types of checks. So concluding this, you can't decide from the steps, what kind of check it is. All three types follow the same pattern, they just have different rules elements applying to them.

IMAGE(http://www.wizards.com/magic/images/whatcolor_iswhite.jpg)

Making Checks explain what each checks are, attack rolls, skill checks and ability checks and even how similarly they might be performed, each are different checks on their own.


RC 26/PHB 26 Ability Checks: Sometimes you’re not making an attack or a skill check, but trying to accomplish a task that doesn’t fall into either category. You make an ability check. Ability checks give the DM a way to adjudicate actions when an attack or a skill check isn’t appropriate.

Ability checks
To make an ability check, roll 1d20 and add the following:

✦ One-half your level
✦ The revelant ability score modifier
✦ All other modifiers

The total is your ability check result.

Example:A Strenght check to break down a door is 1d20 + one-half your level + your Strength ability modifier. A 4th-level character with a 16 Strength makes a Strength check by rolling 1d20 + 5 (+2 for level, +3 Strength modifier). If he rolls a 16, his result for that Strength check is 21.


Yan
Montréal, Canada
@Plaguescarred on twitter

No, Plague is right, and I was mistaken.  I'm just illustrating the source of my confusion, because they defined skill checks and ability checks to be the same thing, and I only actually read it once four years ago.  Until I checked the book again last night.
D&D Next = D&D: Quantum Edition