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1 year ago ::
Apr 11, 2012 - 12:58PM
#12581
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Date Joined:
Aug 17, 2009
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...
Magic weapons, and likey the feat only apply to damage rolls. Green Flame blade doesn't have a secondary damage roll, hellish rebuke does (i don't know about grasping shadows, i'm away from the book).
Vulnerability applies to any damage.
Thank you for the quick reply
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1 year ago ::
Apr 11, 2012 - 2:11PM
#12582
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arg .. but it doesn't actually say "with no restrictions". it doesn't list any restrictions, but there are existing restrictions in the basic rules.
It doesn't say "use the rules in the book, except". It says USE THESE RULES.
If it said "Lair Assault uses the rules for Starting At Higher Level, found in DMG pg Whatever. Those are..." you would have a point.
It doesn't say that.
It tells you to choose three items. It tells you to choose 1000 GP worth of stuff. It tells you that only one item may be a Rare and only two items may be Consumables.
So, since that's what it SAYS to do, that's what you do.
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1 year ago ::
Apr 12, 2012 - 10:41AM
#12583
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Doing Encounters for the first time and we killed a baddie last night. My DM says it dropped "Title Hammer +1" for me. Does that mean I can choose [insert any name] Hammer [that is] +1? I'm currently level 3. Does that mean it is my level?
Should have asked last night, but everyone had to split and I just wrote it down thinking I could figure it out. Thanks in advance
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1 year ago ::
Apr 12, 2012 - 10:54AM
#12584
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Date Joined:
Mar 31, 2010
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Doing Encounters for the first time and we killed a baddie last night. My DM says it dropped "Title Hammer +1" for me. Does that mean I can choose [insert any name] Hammer [that is] +1? I'm currently level 3. Does that mean it is my level?
Should have asked last night, but everyone had to split and I just wrote it down thinking I could figure it out. Thanks in advance
I'm thinking you misheard and what actually dropped was a Tidal Hammer Spoiler:
Show
Tidal Weapon
With a head carved to resemble a watery fist, this potent weapon reveals its power each time you manifest elemental energy.
| Lvl 4 |
+1 |
840 gp |
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Lvl 19 |
+4 |
105,000 gp |
| Lvl 9 |
+2 |
4,200 gp |
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Lvl 24 |
+5 |
525,000 gp |
| Lvl 14 |
+3 |
21,000 gp |
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Lvl 29 |
+6 |
2,625,000 gp |
Weapon: Hammer
Enhancement Bonus: Attack rolls and damage rolls
Critical: +1d4 damage per plus, and the target falls prone
Property
Whenever you hit one or more targets with an attack power using this weapon and that power has the acid, cold, fire, lightning, or thunder keyword, you can shift a number of squares equal to half the weapon’s enhancement bonus (minimum 1).
Utility Power Daily (Free Action)
Trigger: You use your second wind on your turn.
Effect: Choose one creature within 5 squares of you. You pull that creature up to 4 squares.
. And it would be my opinion that you are completely fine to use it! Rock on.
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1 year ago ::
Apr 12, 2012 - 11:05AM
#12585
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Date Joined:
Nov 20, 2010
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If I do str dmg to all enemies within 2 and kill an enemy, do that trigger my "reaper´s waraxe"?
and is reaper´s waraxe some special axe or can anyone with the right ritual craft it?
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1 year ago ::
Apr 12, 2012 - 11:55AM
#12586
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Date Joined:
Dec 22, 2010
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Yes: You did the damage, so it triggers.
I believe the current ruling that you can only craft common items with Enchant Magic Item.
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1 year ago ::
Apr 12, 2012 - 6:27PM
#12587
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Okay, so at first I thought Hammerhands was pretty cool. But now I notice that the ATTACK doesn't push, but a free action does. ...is there any way to salvage this for the purpose of pushing people ridiculous distances? Or will I have to be a human/normal fighter and take tide of iron? (Both of which are sad since this is a minotaur focusing on optimizing free basic attacks.)
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1 year ago ::
Apr 12, 2012 - 8:00PM
#12588
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Okay, so at first I thought Hammerhands was pretty cool. But now I notice that the ATTACK doesn't push, but a free action does. ...is there any way to salvage this for the purpose of pushing people ridiculous distances? Or will I have to be a human/normal fighter and take tide of iron? (Both of which are sad since this is a minotaur focusing on optimizing free basic attacks.)
Nope.
Controlling advantage (i think) will add 1, but that's about it.
guides
Show
my builds
Show
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 Does an excellent job at keeping an enemy disabled in a few ways. Strong. 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. 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 Unnamed Avenger|Runepriest/Hammer 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, only 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.
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1 year ago ::
Apr 12, 2012 - 8:18PM
#12589
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Well, that really is a shame... Thanks for the reply though! I suppose it shouldn't be too hard to ask a DM if they can ignore that before a campaign though.
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1 year ago ::
Apr 12, 2012 - 8:39PM
#12590
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Date Joined:
Mar 13, 2010
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Well, that really is a shame... Thanks for the reply though! I suppose it shouldn't be too hard to ask a DM if they can ignore that before a campaign though.
the problem with that is that it was specifically worded so you couldn't do that, and with good reason.
the issue is that it isn't just "Tide of Iron for knights", Battle Guardian grants an Opportunity Action MBA. Opportunity Actions interrupt. Hammer Hands grants a free action that is a reaction to the interrupt and precedes the enemy's attack. the push can thus negate a melee attack by putting the target out of range.*
Tide of Iron can't do that, and so it is fine if it gets boosted like crazy but Hammer Hands would much too easily negate attacks if it pushed multiple squares. one square is good enough for most. more than one square and tactical positioning becomes irrelevant.
this is probably why Hammer Hands has never recieved errata to make it more like Tide of Iron, or feats and item that expand its pushes.
*this is arguable and relies on nebulously defined action queueing, but it makes more sense than Hammer Hands push being "part of the MBA" and thus enhanceable just like Tide of Iron.
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