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Sticky: 4e ask a simple question, get a simple answer
6 months ago  ::  Dec 04, 2012 - 6:23AM #15761
mellored
Date Joined: Jul 8, 2008
Posts: 19,453

Dec 3, 2012 -- 10:13PM, pete5528 wrote:

If for some dumb reason you have two Infernal Strategists in the party, and they're both flanking the same critter, does the lvl 11 feature Infernal Pincer stack to give +cha/int x2 extra damage?


Bonuses from the same power/feature do not stack.  Even if it's from 2 seperate people.

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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 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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6 months ago  ::  Dec 04, 2012 - 6:26AM #15762
mellored
Date Joined: Jul 8, 2008
Posts: 19,453

Dec 4, 2012 -- 6:18AM, UnknownAir wrote:

How do the trained feybeast defences scale? They are given solid defences rather than ones relating to you so i'm not sure.


They don't need equipment or anything else.  They simply gain +1 per level.

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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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6 months ago  ::  Dec 04, 2012 - 10:07AM #15763
Nimmeth
Date Joined: Sep 13, 2011
Posts: 8

Dec 3, 2012 -- 5:45PM, Mommy_was_an_Orc wrote:

Dec 3, 2012 -- 4:34PM, Nimmeth wrote:

In dragon magazine 400, they gave out hybrid options for classes from HoS.

I sorta have a question about the talent options though. If you made a hybrid Executioner/Blackguard for example, and you reached level 3, what do you get?
Executioners are supposed to get Death Attack, while Blackguards get an extra use of Dread Smite. Since Death Attack isn't listed in the hybrid options, and there isn't an encounter attack power listed for either, do you get nothing? Or do you get an original assassin/paladin encounter attack? Or is it treated as gaining an encouter and you instead add a damage die to Assassin's Strike (Hybrid)/ gain a use of Dread Smite (Hybrid)?




Oddly enough, you get regular o-Assassin and o-Paladin encounter attack powers as options. Clear-cut RAW, but also reasonably obvious not RAI.




Alright, makes sense. But if that's the case, I could forgo gaining an encounter power that level and gain more dice on assassin strike?

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6 months ago  ::  Dec 04, 2012 - 2:20PM #15764
Black_Knight999
Date Joined: Aug 1, 2008
Posts: 1,107
Anyone have a link to the errata for the pack outcast theme? I can't seem to find it.
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6 months ago  ::  Dec 04, 2012 - 5:10PM #15765
mellored
Date Joined: Jul 8, 2008
Posts: 19,453

Dec 4, 2012 -- 2:20PM, Black_Knight999 wrote:

Anyone have a link to the errata for the pack outcast theme? I can't seem to find it.


www.wizards.com/dnd/Article.aspx?x=dnd/u...

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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6 months ago  ::  Dec 04, 2012 - 8:04PM #15766
Valanthe
Date Joined: Apr 24, 2006
Posts: 208
Is there any way to get cold damage consistently on your implement (ki focus) attacks?  Basically looking for the equivalent of frost weapon or (ideally) frozen whetstone but for implements.
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6 months ago  ::  Dec 04, 2012 - 8:09PM #15767
erachima
Date Joined: Sep 4, 2010
Posts: 7,634
Using a frost weapon as an implement.
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6 months ago  ::  Dec 04, 2012 - 10:28PM #15768
Macloko2
Date Joined: Oct 6, 2012
Posts: 14
You can also use a frozen whetstone on a staff as a staff counts as an implement and a weapon.
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6 months ago  ::  Dec 05, 2012 - 11:35AM #15769
chronostrike
Date Joined: Aug 4, 2009
Posts: 33
If I am prone and have training in acrobatics, can I teleport up 1 square, fall, and land on my feet (since even a check result of 0 would reduce the damage to 0)?
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6 months ago  ::  Dec 05, 2012 - 11:37AM #15770
LordOfWeasels
Date Joined: Apr 6, 2009
Posts: 7,821

Dec 5, 2012 -- 11:35AM, chronostrike wrote:

If I am prone and have training in acrobatics, can I teleport up 1 square, fall, and land on my feet (since even a check result of 0 would reduce the damage to 0)?




No.  Your not taking damage (which you'd do even without Acrobatics, because it's only a 5' fall) causes you to not BECOME Prone as a result of falling.

It does not cause you to become non-Prone.

Confused about Stealth?  Think "invisibility" means "take the mini off the board to make people guess?"  You need to check out The Rules Of Hidden Club.

Damage types and resistances:  A working house rule.
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