"Hello, Can you help me and give an answer for a question about DnD 4e.
My character have a feat Cleaving Axe (www.wizards.com/dndinsider/compendium/fe...  and an item Belt of Breaching ( www.wizards.com/dndinsider/compendium/it...  . First grants me a melee basic attack as a free action when I reduce an enemy to 0 HP and the second one have a property that allows me to spend a healing surge and teleport when I reduce an ememy to 0 HP.
The question is : "Can I use both the feat and the item when I reduce a creature to 0 HP ?" And more specific : 1) When I've reduced an enemy to 0 HP can I make a melee basic attack to another enemy within my melee reach and then teleport 5 squares ? 2) When I've reduced an enemy to 0 HP can I teleport 5 squares and then make a melee basic against the enemy to which I have teleported ?'
We recived the answer:
"Hey there Andrey!
Thanks for the question! I would be happy to answer it for you:
If two abilities trigger on the same condition, you can choose the order in which they resolve. In this case, you can do them in either order, so both of your scenarios are valid."
I homeruled it like this:
On one trigger - one player can activate only one power per round.
On one trigger - one player can activate only one power per round.
Only you know the power level of your campaign, but the belt requires a surge and they both require that the PC kill the foe. Would it be so broken in play if the player could use both? It sounds cool to me.
Recently, there's been some questions on how the cleric powers Servitude in Death and Shackles of the Grave are meant to function. Namely, exactly what happens to the raised creature's maximum hp? I decided to ask CS to find out:
When a creature rises from either of these powers, the creature apparently "has 1 hit point". Does this only indicate that the creature's current number of hit points is 1, or does it also make their MAXIMUM hit point value to 1 as well?
I will be happy to answer these questions for you! Both of these powers work basically the same way. They turn the creature raised, for all intents and purposes, into a minion that is dominated by you. This means its max HP is 1 so it can't be healed above this, however it can be granted temp HP.
Please let me know if you have any other questions!
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Raymond Online Response Crew Wizards of the Coast 1-800-324-6496 (US and Canada 425-204-8069 (From all other countries Monday-Friday 9am-6pm PST / 12pm-9pm EST Saturday-Sunday 10am-4pm PST / 1pm-7pm EST
Astounded by this response, I decided to ask a more specificc question and see whether CS would stick to their guns:
I would like some clarification on your response. For all intents and purposes, the raised creature would thus have a max HP of 1, correct? So, for example, the creature's surge value would change as well, since its surge value is based on its maximum HP, right?
Raymond has left for the day, so I'll be answering in his stead. There wouldn't actually be a healing surge value, as Raymond mentioned, max HP is 1 on a minion creature, and is therefore killed with a single successful hit. However, as he mentioned, temp HP can offset that to a degree. Make sense?
We would appreciate your feedback on the service we are providing you. [link removed] To login to your account, or update your question please [link removed]
Justin Online Response Crew Wizards of the Coast 1-800-324-6496 (US and Canada) 425-204-8069 (From all other countries) Monday-Friday 9am-6pm PST / 12pm-9pm EST Saturday-Sunday 10am-4pm PST / 1pm-7pm EST
Well, at least they were consistent. But I can't say this really helps out. Going by this, HP would always reference max HP, but p. 293 of the Players Handbook seems to disagree with that. Anyone else want to make sense of this?
I was working on an Executioner and I had a question regarding garrote strangle.
Does the +1d8 from attack finesse trigger on the sustain standard effect (IE does it count as a weapon attck since it is part of garrote strangle's text)?
Custserv answered:
"Since the sustain is part of the attack power you will be able to add the bonus damage from Attack Finesse."
We asked: Hello, Some monsters have a "Rise" ability when they are killed (for example trolls and some zombies). Can you clarify few details : 1) Will the monster be prone when it rises or not. 2) In most cases such abilities is performed as a move action ( www.wizards.com/dndinsider/compendium/mo... ) but few monsters lacks such note ( www.wizards.com/dndinsider/compendium/mo... ) . Will such monsters rise as a free action ? or 'rise' is always a move action ? They answered: I will be happy to answer these questions for you! When a creature is dropped to 0 hp it is usually destroyed/removed from combat. Each specific monster will state if, and how, these rules are modified. For the Troll there has been some updated wording I have reproduced here for you:
Whenever an attack that doesn’t deal acid or fire damage reduces the troll to 0 hit points, the troll does not die and instead falls unconscious until the start of its next turn, when it returns to life with 15 hit points. If an attack hits the troll and deals any acid or fire damage while the troll is unconscious, it does not return to life in this way.
For the troll it will be prone and then wake up. For the zombie in your example the move action is the rise so it will start its turn using its move action but standing. Whether the shade is prone or standing is really up to the DM as the rules don't explicitly state one way or the other.
Recently, there's been some questions on how the cleric powers Servitude in Death and Shackles of the Grave are meant to function. Namely, exactly what happens to the raised creature's maximum hp? I decided to ask CS to find out:
When a creature rises from either of these powers, the creature apparently "has 1 hit point". Does this only indicate that the creature's current number of hit points is 1, or does it also make their MAXIMUM hit point value to 1 as well?
I will be happy to answer these questions for you! Both of these powers work basically the same way. They turn the creature raised, for all intents and purposes, into a minion that is dominated by you. This means its max HP is 1 so it can't be healed above this, however it can be granted temp HP.
Please let me know if you have any other questions!
We would appreciate your feedback on the service we are providing you. Please click here: [link removed] to fill out a short questionnaire
To login to your account, or update your question please [link removed]
Raymond Online Response Crew Wizards of the Coast 1-800-324-6496 (US and Canada 425-204-8069 (From all other countries Monday-Friday 9am-6pm PST / 12pm-9pm EST Saturday-Sunday 10am-4pm PST / 1pm-7pm EST
Astounded by this response, I decided to ask a more specificc question and see whether CS would stick to their guns:
I would like some clarification on your response. For all intents and purposes, the raised creature would thus have a max HP of 1, correct? So, for example, the creature's surge value would change as well, since its surge value is based on its maximum HP, right?
Raymond has left for the day, so I'll be answering in his stead. There wouldn't actually be a healing surge value, as Raymond mentioned, max HP is 1 on a minion creature, and is therefore killed with a single successful hit. However, as he mentioned, temp HP can offset that to a degree. Make sense?
We would appreciate your feedback on the service we are providing you. [link removed] To login to your account, or update your question please [link removed]
Justin Online Response Crew Wizards of the Coast 1-800-324-6496 (US and Canada) 425-204-8069 (From all other countries) Monday-Friday 9am-6pm PST / 12pm-9pm EST Saturday-Sunday 10am-4pm PST / 1pm-7pm EST
Well, at least they were consistent. But I can't say this really helps out. Going by this, HP would always reference max HP, but p. 293 of the Players Handbook seems to disagree with that. Anyone else want to make sense of this?
I don't understand your confusion. The powers change the monsters into Minions. Normal rules for Minions apply: 1 hp, never take damage on a missed attack. That's what the powers do. Also, both of the CS reps said this in their responses. Are you hoping that someone will say "Oh, well, it's CS. *Obviously* those powers allow you to heal the creature back to it's maximum hp after it's been dominated by you."
Well, no one is going to say that this time. Also, most healing powers target allies and the dominated creature is still considered your enemy, so you wouldn't be able to heal it anyway. Not sure how you would give it temp. hp, but I guess there might be something which lets your give creatures temp. hp. Or if the powers have the Summoning keyword...
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.
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.