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Sticky: Consolidated Customer Service Answers
5 years ago  ::  Jun 28, 2008 - 3:47PM #111
Berms
Date Joined: Jan 10, 2004
Posts: 122
1) How many spells does the Arcane Initiate(AI) learn when they use one of the power swap feats.
The AI does not mention it has the Spellbook class feature where it outlines that a Full Wizard gets two Dailies and Utilities per level. Similar to the Warrior of the Wild who does not get the fighting styles feature of a ranger, I would expect that the AI does not get the two dailies/utilities per level.

2) Does the AI need the spellbook to store it's spells? If they do not have the Spellbook class feature benefits, can or are they required to use a spellbook for their one spell. Or would it be that since they do not have the feature they would have no clue how to use one, even if it was for only one spell.

3) An AI with the proper WIS score would meet the requirements for the Expanded Spellbook feat, pg 195.
If the answer to #2 is that they don't have the spellbook, will they now be able to use one?
How many spells would they have. If they only have one spell to start with, would they have two as the "One extra spell" specifies, or would they have three since the feat states "You now have three spells"

I'll answer your questions in order:

1. The Arcane Initiate learns one power, just as the book says. Since Arcane Initiates are not full wizards and don't have the spellbook class feature, they do not follow the wizard's rules when gaining daily and utility powers.

2. They do not need a spellbook to store their spells, as they don't have the spellbook class feature.

3. While the prerequisites would allow you take the feat, not using a spellbook would make the feat useless. Put this one down to being up to your DM to decide and I will also send this up to be looked at for possible errata in the future.

Good gaming!

Cody 06/28/2008 11:36 AM


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5 years ago  ::  Jun 28, 2008 - 9:38PM #112
Zillah
Date Joined: Jun 29, 2006
Posts: 1,032
you might crap a brick for this one...
06/27/2008 12:30 PM
Eldritch Blast and Magic Missle have a special note on them.
"This power counts as a ranged basic attack. When a power allows you to make a ranged basic attack, you can use this power"
Well, does that mean I can take a -2 penalty to the attack in order to double the range of Eldritch Blast and Magic Missle? And can you sneak attack using one of these abilities if you multi-class rogue, or if a rogue multi-classes as a warlock?

If not, what is the point of this ranged basic attack? What powers call for it? When can I use either of these abilities as a ranged basic attack?


Boris,

You are correct, you cannot Sneak Attack with either of these powers because they are not using the appropriate weapon.
Unfortunately, the answer Cody gave you was in error.

Please let me know if you need anymore help!

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joe saves the day again. cody seems to be wrong. i wonder if the people at wizards read this stuff?

Boris,

You cannot change the max range of powers by taking a penalty to them. You can absolutely use these powers as part of a sneak attack, just as you can sneak attack with any power that qualifies.

As far as what powers call for them, you'll have to read the book and discover them for yourself...

Good gaming!

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5 years ago  ::  Jun 28, 2008 - 10:28PM #113
Wazat1
Date Joined: Jun 26, 2008
Posts: 966
Well that was only marginally helpful.  "Look in the book and find out for yourself"... pah!

Too bad opportunity attacks are melee basic attacks.  So close...  If only it allowed ranged you could use it for that (which would be pretty powerful).

A search through the player's handbook produced these results:

Stir the Hornet’s Nest (Warlord Attack 25) lets all allies make a free ranged basic attack.  If the warlord in your party is assisting you this way you can use these powers instead.

Fox's Cunning (Ranger Attack 1) lets you respond to being attacked by shifting a square and making a basic attack.  If you were a ranger and you multiclassed into wizard (or visa versa), you could use these powers instead of a ranged basic attack.

Tiger's Reflex (Ranger Attack 25) lets you respond to an enemy attacking you by hitting it with a basic attack before its attack lands.

Hide From the Light (Rogue Utility 22) requires that you only make basic attacks to stay invisible.  I assume using these powers will work for that then.

If a fighter hits you with Supremacy of Steel (Fighter Attack 25), you can only make basic attacks until the end of his next turn.

That's all I found.  Doesn't seem all that helpful, imo.  Maybe it's a seed for later when Monk or some other class adds something special, or some new rule in the next release gives more sources of free ranged basic attacks.
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5 years ago  ::  Jun 28, 2008 - 10:31PM #114
Zillah
Date Joined: Jun 29, 2006
Posts: 1,032
you missed the big deal of that post. the big deal is the guy told me i could sneak attack with eldritch blast+magic missle. which is kinda against what the PHB said. so i sent in another question. lets wait a few more days shall we
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5 years ago  ::  Jun 28, 2008 - 10:34PM #115
Wazat1
Date Joined: Jun 26, 2008
Posts: 966
Oh, hehe. Yes, that IS a big deal.
When my computer inevitably explodes and kills me, my cat inherits everything I own. He may be the only one capable of continuing my work.

And Stay Down: The Polearm Momentum Handbook
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5 years ago  ::  Jun 29, 2008 - 8:12PM #116
Bodyknock
Date Joined: Oct 24, 2007
Posts: 1,785

Zillah wrote:

Eldritch Blast and Magic Missle have a special note on them.
"This power counts as a ranged basic attack. When a power allows you to make a ranged basic attack, you can use this power"
Well, does that mean I can take a -2 penalty to the attack in order to double the range of Eldritch Blast and Magic Missle? And can you sneak attack using one of these abilities if you multi-class rogue, or if a rogue multi-classes as a warlock?

If not, what is the point of this ranged basic attack? What powers call for it? When can I use either of these abilities as a ranged basic attack?


Joe is absolutely right that you can't sneak attack with an Eldritch Blast or Magic Missile. Under Sneak Attack on p.117 it specifically says that you must be using "a weapon from the light blade, crossbow or sling weapon group." Obviously Eldritch Blast and Magic Missile are weapons, let alone weapons in those groups.

As far as the question of when it might be important that you can use Magic Missile or Eldritch Blast as ranged basic attacks, certain powers let you get free ranged basic attacks. For example, the 13th level Warlord power Beat Them Into The Ground (p.149) allows all the warlord's allies within 5 squares to make free basic attacks on a target of their choice. (When a power says just "basic attack" it can be either a melee basic attack or a ranged basic attack.) So if you're a wizard and your warlord ally used Beat Them Into The Ground, you could fire a Magic Missile as your free basic attack.

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5 years ago  ::  Jun 30, 2008 - 2:11PM #117
Wazat1
Date Joined: Jun 26, 2008
Posts: 966
Yay, my question has been answered. This comes from this thread.

Problem 1:
The Vorpal property on a weapon says:
"Whenever you roll the maximum result on any damage die for this weapon, roll that die again and add the additional result to the damage total. If a reroll results in another maximum damage result, roll it again and keep adding."

Question 1:
If I get a critical hit (natural 20) with a weapon, I treat it "as though" I have rolled maximum damage. However, for the purpose of Vorpal Weapon's reroll property kicking in, did I technically "roll maximum damage" on those dice? In other words, with a Vorpal Falchion do I get to start rerolling the two d4's I just max-rolled as part of the critical?

Problem 2:
Many other damage dice can be involved during an attack, especially during a critical hit. This includes things like:
a) Sneak Attack damage
b) the extra damage on a critical hit on the Vorpal Weapon (+1d12 per plus = +6d12)
c) +1d10 damage on a critical from a High-Crit weapon (like a great axe) or from the Devastating Critical feat.

Question 2:
Presumably all or most of these are considered damage die for the weapon because I'm using a power with the weapon keyword. In that case, they should qualify for the Vorpal Reroll if they roll maximum. Is that correct -- when I roll these extra dice, do I get to do the Vorpal Reroll if any of them come out maximum?


Their response:

Greetings,

1) You do not count the dice you maximize because of a critical hit for Vorpal weapon. These dice are not "rolled" and consequently do not trigger that power.

2) A Vorpal weapon will count all other dice rolled because of sneak attack, hunter's quarry, etc.

Please let me know if you need anymore help!


So, it looks like you don't get to re-roll the dice of your weapon that was maximized by the critical hit. However, that doesn't matter because you do get to reroll any other dice rolled with the attack such as:
-the extra 6d12 from the vorpal's critical
-the vorpal weapon's daily power
-any 1d10 from a high-crit weapon and/or the Overwhelming Critical feat
-other dice that come as part of the power you're using (All Bets Are Off, etc) or any effects that add more die rolls (Hunter's Quarry; unfortunately sneak attack is out because there are not vorpal daggers, slings, etc ).

yay for swarms of exploding dice!

When my computer inevitably explodes and kills me, my cat inherits everything I own. He may be the only one capable of continuing my work.

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5 years ago  ::  Jun 30, 2008 - 4:49PM #118
Hirumajoe
  • Core Coliseum Elder
Date Joined: Sep 1, 2006
Posts: 273
Just passing along some answers I got from Tony from Customer Service.

Is Teleporting an enemy forced movement? Show

1) Is a teleportation effect (such as from the Elemental maw spell) considered a forced movement effect and follow all restrictions of such a movement, such as no vertical movement or having a clear path? Or is it simply a teleport which affects any creature, friend or foe?

Customer Service, Tony]1. Teleportation does not count as forced movement. It follows all of the rules on page 286, under Teleportation.




If forced movement is interrupted by other movement, what happens? Show

2) If a forced movement is interrupted by some other movement effect, perhaps a readied action, or a teleport square (such as elemental maw), does the forced movement continue afterwards? For example, if a enemy is adjacent to the origin of an elemental maw spell, and is hit, can he be pulled in 1 square, be teleported adjacent to the origin again, pulled in for the 2nd square of movement and teleported once more?

1. Teleportation does not count as forced movement. It follows all of the rules on page 286, under Teleportation.[/quote]



If forced movement is interrupted by other movement, what happens? Show

2) If a forced movement is interrupted by some other movement effect, perhaps a readied action, or a teleport square (such as elemental maw), does the forced movement continue afterwards? For example, if a enemy is adjacent to the origin of an elemental maw spell, and is hit, can he be pulled in 1 square, be teleported adjacent to the origin again, pulled in for the 2nd square of movement and teleported once more?

Customer Service, Tony]2. If forced movement is interrupted by another form of movement, the new movement will supercede the forced movement. In your example, the enemy will be deposited on the ground next to the vortex, and will not be pulled in again.




Elemental Maw's Vortex Show

3) How long does the vortex of Elemental Maw last? Does it only exist long enough for hit targets to be pulled in, or does the third line of the effect section apply to the vortex (stating "the effect remains until the end of your next round")?

2. If forced movement is interrupted by another form of movement, the new movement will supercede the forced movement. In your example, the enemy will be deposited on the ground next to the vortex, and will not be pulled in again.[/quote]



Elemental Maw's Vortex Show

3) How long does the vortex of Elemental Maw last? Does it only exist long enough for hit targets to be pulled in, or does the third line of the effect section apply to the vortex (stating "the effect remains until the end of your next round")?

Customer Service, Tony]3. The vortex and the area of difficult terrain both last until the end of your next turn.


4) If the answer to 3 is anything other than instantaneous, does any movement into the square trigger the damage and teleport, or only pull effects? Would a slide or push work? Would normal movement work, using it as a somewhat painful friendly teleport?

3. The vortex and the area of difficult terrain both last until the end of your next turn.[/quote]
4) If the answer to 3 is anything other than instantaneous, does any movement into the square trigger the damage and teleport, or only pull effects? Would a slide or push work? Would normal movement work, using it as a somewhat painful friendly teleport?

Customer Service, Tony]4. Only pull effects trip the maw's teleportation effect as described in the power.


[/ wrote:

4. Only pull effects trip the maw's teleportation effect as described in the power.[/quote]

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5 years ago  ::  Jun 30, 2008 - 4:58PM #119
Seeker_Of_Truth
Date Joined: Aug 17, 2007
Posts: 626
Custserv on Divine Miracle

I asked custserv Spoiler: Show
Can Divine Miracle be used to recover a utility encounter power that takes a free action to use for an nearly infinite number of uses in a single round?

Examples:
Master of Deceit(Page 119): If this is the final encounter power a demigod has available can he use it, recover it, use it, recover it until he's rolled a 20 on his bluff check.

Pray for more(Page 100): Similarly could this power be used to ensure that maximum damage is rolled? When combined with the vorpal weapon property(Page 236)could this lead to near infinite damage? (I know that the DM can and probably would limit the number of free actions available in this case as the rolling would take an eternity).

Channel Divinity: Divine Fortune(Page 62): Similarly could this power be used to gain a very large bonus?

Channel Divinity: Kord's Favor(page 198): Similarly can can this be used multiple times from a single trigger event?

Does the limit on using one one channel divinity power per encounter stop you from using the same power more than once in an encounter?

Elven Accuracy(Page 40): Similarly can this power be used and recovered until all the attack rolls made are crits?


Evan replied
Spoiler: Show
James,

Yes, Divine Mircale can be used to recover a utility encounter power that takes a free action, as you suspect.

Considering your first example, Master of Deceit, You can do this, but you will have to have used all of your other powers before you use this. And, displaying a bunch of attack powers may hurt negotiations.

For your second example, "pray for more" has you take the second roll, so it does not matter how many times you use it, you get the second roll.

For your third example, Channel divinity is not a power, but a class feature that gives you access to a group of powers to use, so you can not refresh your ability to use channel divinity with divine miracle.

For your fourth question, "Does the limit on using one one channel divinity power per encounter stop you from using the same power more than once in an encounter?", the answer is yes, it does.

Concerning Elven Accuracy, similar to pray for more, you are required to accept the second roll.


Hope this clears things up!

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5 years ago  ::  Jul 01, 2008 - 7:27AM #120
RavingDork
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Date Joined: Nov 3, 2006
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Look what I found in my E-mail this morning!

Me]Page 176--
"Indestructable: When a lich is reduced to 0 hit points, its body and possessions crumble into dust, but it is not destroyed. It reappears (along with its possessions) in 1d10 days within 1 square of its phylactery, unless the phylactery is also found and destroyed."

Now, if the lich is destroyed while in posession of his phylactery, his phylactery, as per the rule above, turns into dust with him. What happens next? Is he vanquished for good? Does he reappear in the same place with an intact phylactery 1d10 days later?

If it is the latter, then liches are indeed quite nearly indestructable as you would never find the phylactery since it "went the way of the lich."[/quote wrote:

Page 176--
"Indestructable: When a lich is reduced to 0 hit points, its body and possessions crumble into dust, but it is not destroyed. It reappears (along with its possessions) in 1d10 days within 1 square of its phylactery, unless the phylactery is also found and destroyed."

Now, if the lich is destroyed while in posession of his phylactery, his phylactery, as per the rule above, turns into dust with him. What happens next? Is he vanquished for good? Does he reappear in the same place with an intact phylactery 1d10 days later?

If it is the latter, then liches are indeed quite nearly indestructable as you would never find the phylactery since it "went the way of the lich."


Customer Service]Juddson,

A Phylactery is not destroyed if a lich is carrying it when its body is destroyed, unless the DM specifically wants it to be.

Good Gaming!


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Joe
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Juddson,

A Phylactery is not destroyed if a lich is carrying it when its body is destroyed, unless the DM specifically wants it to be.

Good Gaming!


We would appreciate your feedback on the service we are providing you. Please click here to fill out a short questionnaire.

To login to your account, or update your question please click here.

Joe
Customer Service Representative
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425-204-8069 (From all other countries)
Monday-Friday 9am-6pm PST / 12pm-9pm EST


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