Charge!?!?? What?

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A Kobold charges you...

You have Repel Charge and Opportunity Sidestep.

Is the Charge damage delt before your Opportunity attack or is it interrupted?

If damage is not delt yet can you sidestep the attack?

If the Kobold can still move can he follow your sidestep and complete his charge attack?


Thanks!        
1) Repel Charge lets you make a melee basic attack as an opportunity action when an opponent makes his charge attack against you.  This will resolve before your opponent's attack.

2) No. Opportunity Sidestep does not work with Repel Charge. Opportunity Sidestep only works when you make an opportunity attack (ie. use the opportunity attack power). Repel Charge lets you make a melee basic attack as an opportunity action, which is not the same thing.

3) Assuming that you use an alternate melee basic attack that lets you shift away, the opponent will not be able to follow. This is because Repel Charge is in response to the attack portion of the opponent's charge, and the opponent has already completed the movement portion of his charge by then.
3) You could also move the enemy.

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, what makes this different from readying an action for a monster to move adjacent to you and you moving away to stop them from charging?

Why would that not stop the charge (since the monster can continue to follow you if it still has movement) but using Repel Charge with a MBA that lets you shift, would stop it?
Because the movement and the attack are two separate parts of the charge action.  The attack cannot start until the movement has ended, and once the attack has begun, the movement can't be started again.
D&D Next = D&D: Quantum Edition
Because the movement and the attack are two separate parts of the charge action.  The attack cannot start until the movement has ended, and once the attack has begun, the movement can't be started again.



Scratch all of that.  I reread the feat.  Nevermind.  Nothing to see here.  Move along.
These aren't the rules you're looking for.
D&D Next = D&D: Quantum Edition