When does Sneak Attack/Hunter's Quarry damage happen?

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Do Sneak Attack/Hunter's Quarry have an action type (not designating the enemy, but the actual dealing of damage in HQ's case)? Can they be used at any time after their triggering condition is met? For example, if I hit an enemy with a rogue power (Knockout) and immediately follow up with a ranger power, can I apply both Sneak Attack damage and Hunter's Quarry damage to the follow-up attack as long as I had combat advantage for Knockout? Or do I have to apply Sneak Attack damage during the same action as Knockout, before using the follow up ranger power?
Do Sneak Attack/Hunter's Quarry have an action type (not designating the enemy, but the actual dealing of damage in HQ's case)? Can they be used at any time after their triggering condition is met? For example, if I hit an enemy with a rogue power (Knockout) and immediately follow up with a ranger power, can I apply both Sneak Attack damage and Hunter's Quarry damage to the follow-up attack as long as I had combat advantage for Knockout? Or do I have to apply Sneak Attack damage during the same action as Knockout, before using the follow up ranger power?

They are "extra damage", so you add them on to an attack.  They are not seperate times.

That said, you can choose not to apply them and save them for another attack.  So your example would work if your rogue MC ranger, but not for hybrid ranger|rogue (hybrid's can't apply sneak attack/hunter's quarry to rogue/ranger powers).

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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.

Worth noting that, unlike any other game element, you can choose to apply HQ retroactively - so you can wait until the end of the round to see if you crit with anything, then put the HQ on that attack, for instance, or see if you think a creature might die from a bit of extra damage, and stick it there.
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Cool. Thanks y'all.
On a slightly related note, if I'm using a heavy blade and I've multiclassed as a rogue, can I still apply Sneak Attack damage? I know the description specifies the use of a light blade, but it seems odd that, for example, a barbarian would have to trade in his fullblade for a rapier if he wants to sneak attack.
On a slightly related note, if I'm using a heavy blade and I've multiclassed as a rogue, can I still apply Sneak Attack damage? I know the description specifies the use of a light blade, but it seems odd that, for example, a barbarian would have to trade in his fullblade for a rapier if he wants to sneak attack.


The ability says you must be using a light blade. Your question is, "Can I just use a heavy blade instead?"

The answer is "no." 

Standard Answer to all 5E rules questions: "Ask your DM."

Right. Thanks again.
I could be mistaken but there is a feat that allows for you to use heavy blades with sneak attack. Versatile Duelist I think it is called. So if you wanted to be able to do what you mentioned it would require said feat. But as Nova pointed out, you cannot normally do so.
Lucas is correct - Versatile Duelist lets you use one-handed heavy blades for any Rogue ability requiring light blades.


Follow up question I have on HQ - If I use the Marked for Death Ranger 9 Daily power:
Show


Marked for Death

A carefully aimed shot imperils your quarry.


Daily        Martial, Reliable, Weapon
Standard Action      Melee or Ranged weapon


Target: One creature designated as your quarry


Attack: Strength (melee) or Dexterity (ranged) vs. AC


Hit: 3[W] + Strength modifier (melee) or 3[W] + Dexterity modifier (ranged) damage, and you mark the target until the end of your next turn. Until the end of the encounter, your Hunter’s Quarry deals two extra dice of Hunter’s Quarry damage against the target.



and its the only attack power I use that round, and I hit, do I get to apply the two extra dice of HQ damage to the quarry damage that I then retroactively apply to the hit from Marked for Death?


It would not apply because even though Hunter's Quarry apply retroactively after all the attacks are rolled when making multiple attacks, the extra damage is still in addition to the attack's damage and this damage occured before the effect in the Hit line the way its parsed and perioded. In retroaction, when the target was damaged it wasn't under the effect of Marked For Death.




It would not apply because even though Hunter's Quarry apply retroactively after all the attacks are rolled when making multiple attacks, the extra damage is still in addition to the attack's damage and this damage occured before the effect in the Hit line the way its parsed and perioded. In retroaction, when the target was damaged it wasn't under the effect of Marked For Death.





SvG. You can apply HQ at the end of a round, and certainly when you decide to apply HQ, it has been under the effect of Marked for Death.

Actually HQ is even weirder then that, by strict RAW. If you can make make multiple attacks in a round, not turn, you wait to apply HQ till after all the attacks are rolled. That means that if you have Immediates you might use, you have to wait to apply it.
It would not apply because even though Hunter's Quarry apply retroactively after all the attacks are rolled when making multiple attacks, the extra damage is still in addition to the attack's damage and this damage occured before the effect in the Hit line the way its parsed and perioded. In retroaction, when the target was damaged it wasn't under the effect of Marked For Death.





SvG. You can apply HQ at the end of a round, and certainly when you decide to apply HQ, it has been under the effect of Marked for Death.

Actually HQ is even weirder then that, by strict RAW. If you can make make multiple attacks in a round, not turn, you wait to apply HQ till after all the attacks are rolled. That means that if you have Immediates you might use, you have to wait to apply it.

By that argument you wouldn't even need immediate actions because you could always have the chance for an opportunity attack.



By that argument you wouldn't even need immediate actions because you could always have the chance for an opportunity attack.




True, I didn't think about that. HQ is just really badly written.
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