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Sticky: 4e ask a simple question, get a simple answer
2 years ago  ::  Jun 01, 2011 - 12:39PM #7091
MtlKnight
Date Joined: Apr 29, 2009
Posts: 595
Q) Is there any way to use an axe as an implement for a sorcerer? feats, items, etc are all welcome. thx
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2 years ago  ::  Jun 01, 2011 - 1:22PM #7092
LordOfWeasels
Date Joined: Apr 6, 2009
Posts: 7,822

Jun 1, 2011 -- 12:39PM, MtlKnight wrote:

Q) Is there any way to use an axe as an implement for a sorcerer? feats, items, etc are all welcome. thx




Arcane Implement Proficiency: Heavy Blade, then use a Khopesh (which is both HB and Axe)

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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2 years ago  ::  Jun 01, 2011 - 1:48PM #7093
mellored
Date Joined: Jul 8, 2008
Posts: 19,483

Jun 1, 2011 -- 1:22PM, LordOfWeasels wrote:

Jun 1, 2011 -- 12:39PM, MtlKnight wrote:

Q) Is there any way to use an axe as an implement for a sorcerer? feats, items, etc are all welcome. thx


Arcane Implement Proficiency: Heavy Blade, then use a Khopesh (which is both HB and Axe)


Hmm...

Rending Axe + reapers touch....

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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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2 years ago  ::  Jun 01, 2011 - 2:40PM #7094
thespaceinvader
Date Joined: Oct 28, 2010
Posts: 9,662

Jun 1, 2011 -- 12:39PM, MtlKnight wrote:

Q) Is there any way to use an axe as an implement for a sorcerer? feats, items, etc are all welcome. thx



MC Cleric/Paladin/Avenger and use a Weapon of Evil Undone.

Harrying your Prey, the Easy Way: A Hunter's Handbook - the first of what will hopefully be many CharOp efforts on my part.
The Blinker - teleport everywhere. An Eladrin Knight/Eldritch Knight.

CB != rules source.
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2 years ago  ::  Jun 01, 2011 - 3:56PM #7095
MtlKnight
Date Joined: Apr 29, 2009
Posts: 595
Space Invader, for Evil Undone, how can I use it for sorcerer powers? I happen to be MC'ed avenger, but my main beef is having to pay for two weapons and swap them around (although I use a double axe and once I buy a ruby scabbard, taking out the dagger will hardly be an issue.)

Property: Divine characters can use this weapon as a holy symbol implement for divine powers.

I don't understand how that works.
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2 years ago  ::  Jun 01, 2011 - 4:03PM #7096
LordOfWeasels
Date Joined: Apr 6, 2009
Posts: 7,822

Jun 1, 2011 -- 3:56PM, MtlKnight wrote:

Space Invader, for Evil Undone, how can I use it for sorcerer powers? I happen to be MC'ed avenger, but my main beef is having to pay for two weapons and swap them around (although I use a double axe and once I buy a ruby scabbard, taking out the dagger will hardly be an issue.)

Property: Divine characters can use this weapon as a holy symbol implement for divine powers.

I don't understand how that works.




He was assuming that it meant that Divine characters could use it as a holy symbol implement *period*, which would allow them to use it as an implement for all powers.

(Because implement proficiency gives proficiency for all powers, that's why.)

However, this specific magic weapon only works for Divine powers, so that doesn't work.

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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2 years ago  ::  Jun 01, 2011 - 6:37PM #7097
Mr.LoveBeard
Date Joined: May 22, 2011
Posts: 2

At level 1, does a wizard or cleric have to purchase there first ritual book or do they get an initial one free? 

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2 years ago  ::  Jun 01, 2011 - 7:53PM #7098
Cohen95
Date Joined: Mar 15, 2008
Posts: 3,447

"Know Your Strength (11th level): When rolling damage for a weapon attack, you treat a roll of 1 or 2 as a roll of 3."


Let's say I'm rollind 2d4 for my damage die. Does this feature apply to each individual die, or to the "damage die" as a whole?

"Not only are you wrong, but I even created an Excel spreadsheet to show you how wrong you are." --James Wyatt, May 2006

Dilige, et quod vis fac
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2 years ago  ::  Jun 01, 2011 - 8:43PM #7099
LordOfWeasels
Date Joined: Apr 6, 2009
Posts: 7,822

Jun 1, 2011 -- 7:53PM, Cohen95 wrote:


"Know Your Strength (11th level): When rolling damage for a weapon attack, you treat a roll of 1 or 2 as a roll of 3."


Let's say I'm rollind 2d4 for my damage die. Does this feature apply to each individual die, or to the "damage die" as a whole?




It doesn't say "per die" the way things like Brutal do, and in fact it specifically calls out "a roll", which is an established term that means a whole set of dice.

So I'd say RAW it means the whole roll, including bonuses and things.  Which would make it completely useless.  Which means I think you *have* to edit it to mean "per die", and yes that would mean that 1d4 is now 3,3,3,4.
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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2 years ago  ::  Jun 01, 2011 - 8:50PM #7100
Cohen95
Date Joined: Mar 15, 2008
Posts: 3,447

Jun 1, 2011 -- 8:43PM, LordOfWeasels wrote:

Jun 1, 2011 -- 7:53PM, Cohen95 wrote:


"Know Your Strength (11th level): When rolling damage for a weapon attack, you treat a roll of 1 or 2 as a roll of 3."


Let's say I'm rollind 2d4 for my damage die. Does this feature apply to each individual die, or to the "damage die" as a whole?




It doesn't say "per die" the way things like Brutal do, and in fact it specifically calls out "a roll", which is an established term that means a whole set of dice.

So I'd say RAW it means the whole roll, including bonuses and things.  Which would make it completely useless.  Which means I think you *have* to edit it to mean "per die", and yes that would mean that 1d4 is now 3,3,3,4.




Looking at your response, I don't think it applies to the total damage result, just the damage roll, so 2d4 would be result in 3-8 damage, plus modifiers.


Still not awesome, though.

"Not only are you wrong, but I even created an Excel spreadsheet to show you how wrong you are." --James Wyatt, May 2006

Dilige, et quod vis fac
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