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4 years ago ::
Apr 07, 2009 - 5:55AM
#491
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Date Joined:
Jan 14, 2009
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Sacred Circle Question:
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Hi, the paladin power "Sacred Circle" create this "zone". Is this zone fixed or it moves with the paladin? Is the bonus available only when the allies are within the "zone" or once they get it they keep it even out of that "Zone"?
Answer:
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Hello. The zone does not move, even if the Paladin moves. The allies only gain the bonus inside the zone. If they leave it, they lose the bonus.
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4 years ago ::
Apr 07, 2009 - 6:03AM
#492
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Date Joined:
Jan 14, 2009
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Squeeze question:
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Hi to start to squeeze is it necessary to "consume" a move action or can be done as a part of a walk or run, considering the squeezing path as half movement? for instance, there's a narrow passage, one or two square deep; can I (with a 6 of movement) walk 1 square, squeeze, move out of the passage (2 squares squeezed = 4 spent) then move one square out?
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Hello. Yes, if you had 6 movement, you could walk 1 square, squeeze through 2, and then move 1 more
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4 years ago ::
Apr 08, 2009 - 7:13PM
#493
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1st Question
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My friends and I are discussing weather or not Magic Item powers are considered cast by the character or by the magic item. Here is the situation which I would like help with
I'm a tiefling warlock with a +2 wand of witchfire, I have the feat Hellfire Blood and the racial power Infernal Wrath and I use the daily item power against an enemy who hit since my last turn.
(Daily*Arcane, Fire, Implement) Standard Action, as the warlocks Witchfire power.
Now tell me what applies
Hellfire Blood: You gain a +1 feat bonus to attack rolls and damage rolls when you use a fire that has the fire or fear keyword.
Infernal Wrath: You can channel your fury to gain a +1 power bonus to your next attack roll against an enemy that hit you since your last turn. If your attack hits and deals damage, add your Charisma modifier as extra damage.
Or even
Bloodhunt: You gain a +1 racial bonus to attack rolls against bloodied foes.
Or how about even this, I'm using the +2 wand of witchfire to cast the power. The power itself says it's an Implement Power, do I get to use the +2 from the wand since it adds to MY attack rolls and damage rolls when I use powers through the wand?
It is my opinion that magic items with a power give YOU the power which is why it cost YOU an action and YOU a daily item slot to use it. Am I wrong in this opinion?
Thanks.
1st Answer
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Thank you for writing.
You are not wrong in your opinion. You are the one attacking with the powers, so your bonuses apply. You would also gain the enhancement bonus from the implement, if the items power has the keyword implement.
Good Gaming!
Paul Online Response Crew Wizards of the Coast
2nd Question
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So that would mean something like the Battle Standard of Healing which creates a zone would be created by the player and anything a player has that affects healing would apply to it as well?
For example the Healer's Brooch property: When you use a power that enables you or an ally to regain hit points, add the brooch's enhancement bonus to the hit points gained.
And the Mace of Healing Property: When you use a power that restores hit points to an ally, add an item bonus equal to the weapon's enhancement bonus to the amount restored.
And the Shaman Protector Spirit class ability: An ally adjacent to your spirit companion regains additional hit points equal to your constitution bonus when you use a healing power on him or her
Although an ability like the Cleric's Healer's Lore would not add because it specifies "when you grant healing with one of your cleric powers"
Beacon of Hope would still grant an additional 5 hit points to the one from the standard however if that daily was used.
Is this all correct? I've always been under the impression that powers came from the players and some players keep insisting they are from the magic item alone.
2nd Answer
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You are correct. Those healing items would give bonuses to the Standard of Healing.
Thanks, and Good Gaming!
Josh
Online Response Crew Wizards of the Coast
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4 years ago ::
Apr 09, 2009 - 1:54AM
#494
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- Dragon Slayer
- If only he would apply himself
- Dammit Jim, this is Star Trek, not D&D!
Date Joined:
Jan 31, 2006
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You are correct. Those healing items would give bonuses to the Standard of Healing. This is fairly clear from the way the item is written. However, it is atrociously broken in play. The combo of various items ends up meaning any triggered surge can heal 5-10 HPs on every PC within 5 of the Standard (and then someone could always drop two of the items... they are so cheap...). It needs errata. Of course, any monster with half an IQ would remove the Battle Standard.
Follow my blog and Twitter feed with Dark Sun campaign design and DM tips! Dark Sun's Ashes of Athas Campaign is now available for home play (PM me with your e-mail to order the campaign adventures).
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4 years ago ::
Apr 17, 2009 - 8:21PM
#495
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Date Joined:
Oct 26, 2003
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"Q:Shuriken are normally sold in stacks of 5. Does this mean that Magic Shuriken are also sold in stakcs of 5, for the same cost as any other single magic weapon of the same level?
A:5 Shurikens is equivalent to the cost of another magic item of the same level."
uh, why would you get 5 magic shurikens for the price of 1? That doesn't make any sense and suddenly makes mastering shurikens fun as he!! Talk about lots of magic items to spread through the group. Since they come back to you after throwing. Why not spread them out?
No i think think CS is wrong on this one. And yes I know they take a feat.
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4 years ago ::
Apr 23, 2009 - 3:10PM
#496
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Date Joined:
Mar 24, 2009
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Martial power includes Darkhunter (I don't have the book, I saw the feat on the CB), a Drow racial feat that allows you to designate all creatures inside your cloud of darkness as your hunter's quarry, and to deal damage to all of them. However, it's not clear whether you can deal damage more than once per round (a standard restriction of HQ). The answer is yes, you can deal HQ damage more than once per round: Spoiler:
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Darkhunter allows you to deal quarry damage more than once per round, to any creature in the cloud of darkness.
Thanks, and Good Gaming!
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Josh Online Response Crew Wizards of the Coast
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4 years ago ::
Apr 24, 2009 - 10:02AM
#497
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Date Joined:
Oct 29, 2007
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This one is a doozy, says a lot about conditions at middle/upper levels. Can a Carrion Crawler's Poison Stack with Itself? Question (Incident: 090422-000548): Spoiler:
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Consider a group of players fighting an Enormous Carrion Crawler. Say a character fails his first save against the condition, changing it from ongoing 10 slowed to ongoing 10 and immobilized.
If that character is now hit again with the power, what happens?
a) He is subject only to the original condition, because conditions from the same source do not stack.
b) He is subject to two conditions: (immobilized + ongoing 10 save ends both) and (slowed + ongoing 10 save ends both).
c) He is subject to two conditions, immobilized and slowed, and taking a total of 10 ongoing damage. A save on either condition ends the ongoing damage.
d) He is subject to two conditions, immobilized and slowed, and taking a total of 10 ongoing damage. A save on both conditions is required to end the ongoing damage.
Thanks for any help you can provide here, the forums seemed unsure of the answer: http://forums.gleemax.com/showthread.php?t=1179386
******************** Page Number: 40 Book Name: Monster Manual Answer: Spoiler:
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Thomas,
The thing to remember about saving throws is that they are based on per-attack rather than per-effect, provided the effects of the attacks are not exactly the same. If the carrion crawler caused a player to take Ongoing 10 and Slowed, one save will end both of these effects.
If that player fails the save and it progresses to Ongoing 10 and Immobilized, one save will still end both of these effects (they're from the same attack). However, if the Carrion Crawler hits them again and they take Ongoing 10 and are Slowed, that player has to save separately vs that second attack to be free of it.
For argument sake, we'll say that this player fails his saving throws again, and is now taking Ongoing 10 and Immobilized and Ongoing 10 and Stunned. That player still needs to make separate saves for each attack (since they do not result in the exact same effect). If the player saves against the Stunned effect but not the Immobilized, the Ongoing 10 and Stun is gone, but they're still Ongoing 10 and Immobilized (turning into Stunned now because they failed).
Again for argument sake, we'll say that player still did not save against either effect, and is now afflicted by Ongoing 10 and Stunned twice. Because these are identical effects, one successful save will end them both because they are now considered to be considered one effect.
Please let me know if you need anymore help! ...
Charles I'm dropping a followup, but I think this might imply that if you are subject to "ongoing 10 poison and slowed" and "ongoing 10 poison and immobilized" then you are taking 20 damage at the beginning of your turn.
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4 years ago ::
Apr 24, 2009 - 10:07AM
#498
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Date Joined:
Jun 15, 2004
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I think this might imply that if you are subject to "ongoing 10 poison and slowed" and "ongoing 10 poison and immobilized" then you are taking 20 damage PHB p.278: "If effects deal ongoing damage of the same type, or if the damage has no type, only the higher number applies."
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4 years ago ::
Apr 24, 2009 - 10:59PM
#499
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Date Joined:
Oct 29, 2007
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@mvincent: That's quite clear, thanks for the cite. Somehow remembered it as "effects of the same type dealing ongoing damage," rather than the actual rule. My final followup: Suppose you are subject to "Slowed + Ongoing" and "Immobilized + Ongoing". At the end of your turn, you roll a save against "Slowed + Ongoing," but fail. You then roll against "Immobilized + Ongoing", and succeed. Are you: 1) Subject to "Immobilized + Ongoing" which results from your failed save against "Slowed + Ongoing". (ie, these saves are simultaneous) 2) Subject to no conditions, as your new "Immobilized + Ongoing" condition merged with the old "Immobilized + Ongoing" condition just before you saved against it. (ie, merger of conditions is instantaneous) Answer: DM's call. Spoiler:
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The rules are pretty vague on the particular point you're asking about. Generally, we play in such a way that you can decide which order to roll saves, so you could technically fail the save vs slow and make the save vs immobilized and get rid of both (because they've combined together). However, it's really up to your Dungeon Master to decide how that works.
... Josh
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4 years ago ::
Apr 26, 2009 - 2:57PM
#500
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Date Joined:
Feb 26, 2007
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Here is another swing at the question of whether conjurations can fly. This response seems consistent with previously reported CS rulings. - Alane - 1st Question: Do conjurations fly? Spoiler:
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The Conjuration rule box on PH2 220 says: "The conjuration does not need to be supported by a solid surface, so it can float in air."
Does that mean they can fly?
For example could I attack creatures flying six squares above me using a Spirit Companion (range 20) or Blackfire Serpent (range 10)? Can conjurations like these move both vertically and horizontally, provided they remain within range and LoE of their caster?
Thanks much! 1st Answer: No, they cannot move vertically. Spoiler:
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Thank you for contacting us. Conjurations are not considered to fly, and cannot move vertically the same way the move horizontally.
Please let me know if you need anymore help!
Good Gaming!
Rob Online Response Crew Wizards of the Coast
2nd Question: What happens if one steps off a cliff or is summoned in mid-air? Can they walk on water? Spoiler:
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Thank you for such a prompt response! I have a follow-up question. I am still finding that particular sentence of the rules confusing, and would appreciate any advice you could offer in how to interpret it. PH2 220 says "The conjuration does not need to be supported by a solid surface, so it can float in air."
If a conjuration stepped off a cliff (or were summoned in mid-air), would it fall or would it hover? If it hovers, can it continue moving horizontally without falling, say to cross a chasm? Can a conjuration move across water?
Thanks again for your help!
2nd Answer: They can hover and move across gaps or over water, but cannot move vertically through the air. Spoiler:
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You can move it across gaps and it could hover. However you cannot move it vertically through the air. A conjuration can also move across water.
Good Gaming!
Paul Online Response Crew Wizards of the Coast
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