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Flag thespaceinvader June 7, 2013 2:48 AM PDT
Indeed - if there's a situation in which you're conscious and able to use immediates, and it's not your turn, and for some reason you're making a DST, this power would be applicable - you are a creature within 10 of yourself.
Flag VoyRager June 7, 2013 4:12 AM PDT
Thx, for the resposes. Wink
Well, The Master Of Fate isn't around this time just a humble cleric with healing words. Looks as if waiting until the kind sir isn't to busy.
Flag WiglafSmith June 7, 2013 9:48 AM PDT
If you are below 0 hit points, are you still considered bloodied?  This question is in response to the Vampire class that provides regeneration while bloodied.  A player claimed they did not need to make any saving throws while below 0 hit points since they are bloodied, do no lose consciousness, and will continually regain health.  I suspect these claims are incorrect for simply playing this class.
Flag SexyBlender June 7, 2013 10:29 AM PDT
Hello, quick and hopefully simple question here. I'm playing a lvl 6 domination warpriest (details don't really matter), and in the character builder when i go into the retrianing options, it lets me retrain most of the warpriest default powers, is this normal? And am I actually allowed to do this?

Thanks for any help with the matter, it's appreciated!
Flag ThatWasTotallyNinja June 7, 2013 10:34 AM PDT

Jun 7, 2013 -- 9:48AM, WiglafSmith wrote:

If you are below 0 hit points, are you still considered bloodied?  This question is in response to the Vampire class that provides regeneration while bloodied.  A player claimed they did not need to make any saving throws while below 0 hit points since they are bloodied, do no lose consciousness, and will continually regain health.  I suspect these claims are incorrect for simply playing this class.


Yes, being below 0 still means you're bloodied. However, there is a blanket rule that regeneration never applies to a creature that has 0 or fewer hp. So the player was half-right, half-wrong.

Flag Alcestis June 7, 2013 10:35 AM PDT

Jun 7, 2013 -- 9:48AM, WiglafSmith wrote:

If you are below 0 hit points, are you still considered bloodied?  This question is in response to the Vampire class that provides regeneration while bloodied.  A player claimed they did not need to make any saving throws while below 0 hit points since they are bloodied, do no lose consciousness, and will continually regain health.  I suspect these claims are incorrect for simply playing this class.


If you are below 0 you are still bloodied, but regeneration has a rule which specificially says it doesn't work while below 0. Concious or not.


Flag RisingZan June 8, 2013 12:55 AM PDT
When you use the oppurtunity attack Primal Storm Attack from the Primal Storm daily power, it interrupts the creature from standing up, but does the creature then lose the move action entirely, or can it then choose to crawl or make another move action with with the same move action it was going to use to stand up?
Flag Plaguescarred June 8, 2013 2:31 AM PDT
It loose it as it already started using it but was interrupted before resolving standing up and now cannot complete the action.
Flag wrswldo June 8, 2013 9:03 PM PDT
Can you Bull Rush at the end of charge instead of making a melee basic attack?

Can you charge while prone by crawling?
Flag CUBPHILDND June 8, 2013 11:13 PM PDT

Jun 8, 2013 -- 9:03PM, wrswldo wrote:

Can you Bull Rush at the end of charge instead of making a melee basic attack?

Can you charge while prone by crawling?




Yes to both.

Flag Alcestis June 8, 2013 11:18 PM PDT

Jun 8, 2013 -- 11:13PM, CUBPHILDND wrote:

Jun 8, 2013 -- 9:03PM, wrswldo wrote:

Can you Bull Rush at the end of charge instead of making a melee basic attack?

Can you charge while prone by crawling?




Yes to both.


Crawl is its own action, not a movement mode. You can't use Crawl for any other type of movement, including charging.

Flag CUBPHILDND June 8, 2013 11:35 PM PDT

Jun 8, 2013 -- 11:18PM, Alcestis wrote:

Jun 8, 2013 -- 11:13PM, CUBPHILDND wrote:

Jun 8, 2013 -- 9:03PM, wrswldo wrote:

Can you Bull Rush at the end of charge instead of making a melee basic attack?

Can you charge while prone by crawling?




Yes to both.


Crawl is its own action, not a movement mode. You can't use Crawl for any other type of movement, including charging.



Ah, that makes sense, because then crawling would be more like running, shifting, and standing up than like swimming, jumping, flying, or burrowing.  Where are movement modes discussed in the rules?  I can't find a citation.

Flag Alcestis June 8, 2013 11:55 PM PDT
It is scattered. RC 202 has movement modes. Athletics is "any action that involves moving" which covers jumping and swimming while charging inherently. That is in the Skills section.
Flag CUBPHILDND June 9, 2013 12:14 AM PDT
Got it, thanks.
Flag Sacerus June 9, 2013 11:52 AM PDT
This question has probably been asked somewhere else, but I haven't found it. If you wield a light shield, is your shield hand considered free? The Player's Handbook is rather ambiguous.
 "You need to use your shield hand to wield a light shield properly. You can still use that hand to hold another item, to climb, or the like. However, you can’t use your shield hand to make attacks."
More specifically, I'm wondering if you can wield a light shield while using the Executioner power Hidden Stab?
 "You must have a hand free and use this power with a light blade."
Flag CoeusFreeze June 9, 2013 12:40 PM PDT
Will Bugbear's oversize feature increase the damage dice of monk unarmed strike?

And if I get the style feat that increases MUS' damage die, will oversize increase the damage die on that?

What about bladelings? Can the feat that gives unarmed attacks the high crit property apply to MUS? 
Flag Sacerus June 9, 2013 12:58 PM PDT
Although it's odd to "wield an 'arm' of one size larger than you", it is considered a weapon and a Bugbear's oversized feature applies to all weapons, so technically, yes. However, depending on your DM, you may be required to obtain the oversized weapon since the feature only allows you to wield weapons of one size larger than you. Obtaining a new pair of arms could be quite challenging, so it all comes down to DM decision.
As for the bladelings, I believe there is an entire thread dedicated to that somewhere. I believe it is allowed since MUS is still technically an unarmed attack as you don't "wield" a weapon. 
Flag sourcerror June 9, 2013 1:01 PM PDT
Hello,

I couldn't find this anywhere, apologies if the answer is obvious.

If a power lets me slide a target, and an effect (a feat benefit) triggers on a push, can I use my slide in a way that each square the target is forced to move is farther from my character than the last (i.e., essentially, push the target) in order to trigger the feat effect?

Thanks!
Flag Plaguescarred June 9, 2013 1:15 PM PDT
No. Regardless of the direction you are sliding a creature, its never a push or a pull. They're different forced movements.
Flag Sacerus June 9, 2013 1:41 PM PDT

Jun 9, 2013 -- 11:52AM, Sacerus wrote:

This question has probably been asked somewhere else, but I haven't found it. If you wield a light shield, is your shield hand considered free? The Player's Handbook is rather ambiguous.
 "You need to use your shield hand to wield a light shield properly. You can still use that hand to hold another item, to climb, or the like. However, you can’t use your shield hand to make attacks."
More specifically, I'm wondering if you can wield a light shield while using the Executioner power Hidden Stab?
 "You must have a hand free and use this power with a light blade."



No one has responded to my question. I'm guessing it is because it was the last question on the previous page and no one saw it, so here goes again...

Flag sourcerror June 9, 2013 1:58 PM PDT
Hello, Yan, and thank you for your reply. Please don't take this the wrong way, but can you point me to a source where this is stated:

Jun 9, 2013 -- 1:15PM, Plaguescarred wrote:

They're different forced movements.




Because, what I'm seeing in the RC is this:

Pushing the target means that each square of the forced movement must move the target farther from the creature of effect that is pushing it.




Is it stated anywhere in the rules that a slide can not be a push or a pull? If an orc is pushed 3 squares or slid along the exact same path, how does he know what happened to him?

Again, I'm not trying to argue, just asking.

Thanks!

Flag Alcestis June 9, 2013 2:26 PM PDT

Jun 9, 2013 -- 11:52AM, Sacerus wrote:

This question has probably been asked somewhere else, but I haven't found it. If you wield a light shield, is your shield hand considered free? The Player's Handbook is rather ambiguous.
 "You need to use your shield hand to wield a light shield properly. You can still use that hand to hold another item, to climb, or the like. However, you can’t use your shield hand to make attacks."
More specifically, I'm wondering if you can wield a light shield while using the Executioner power Hidden Stab?
 "You must have a hand free and use this power with a light blade."


Basically your hand is not free for the purposes of attacking or wielding weapons, but is free for all other purposes.

@Sourcerror: Pushes are not slides and vice versa. They have different names for a reason. Your question is somewhat akin to asking if apples are oranges. They are both fruits, but they are not the same thing.

Flag Sacerus June 9, 2013 3:11 PM PDT

Jun 9, 2013 -- 2:26PM, Alcestis wrote:

Jun 9, 2013 -- 11:52AM, Sacerus wrote:

This question has probably been asked somewhere else, but I haven't found it. If you wield a light shield, is your shield hand considered free? The Player's Handbook is rather ambiguous.
 "You need to use your shield hand to wield a light shield properly. You can still use that hand to hold another item, to climb, or the like. However, you can’t use your shield hand to make attacks."
More specifically, I'm wondering if you can wield a light shield while using the Executioner power Hidden Stab?
 "You must have a hand free and use this power with a light blade."


Basically your hand is not free for the purposes of attacking or wielding weapons, but is free for all other purposes.




This doesn't exactly answer my question. Does a grab count as an attack? Could you point me towards a source that says if it is or isn't? The only "attack" I make is with my main hand (the light blade), and the free hand is used for the grab.


Sourcerror: What Alcestis is saying is that pushes, pulls, and slides are separate types of forced movement, that's why they are listed as pushes, pulls, and slides instead of just slides. Pushes and pulls, like slides, are forced movement, but they are not types of slides.

Flag Sacerus June 9, 2013 3:13 PM PDT
Never mind, Alcestis. I think I found it. It was about two lines below where I was reading.
Flag Plaguescarred June 9, 2013 5:25 PM PDT

Jun 9, 2013 -- 1:58PM, sourcerror wrote:

Is it stated anywhere in the rules that a slide can not be a push or a pull?


The three kinds of forced movement are push, pull and slide. They are exclusive. And not because you slide a creature in the same manner you'd push it that the kind of forced movement shift to a push. The rule would specifically have to say so in order to do this.
As Alcestis said, its like comparing apple to orange, a different kind of fruit.

Spoiler: Show



Forced Movement: Certain powers and effects allow a creature to move a target forcibly, whether the target is willing or unwilling. (Other effects, such as traps or zones, can also force targets to move.) The three kinds of forced movement are pull, push, and slide. Teleporting a creature does not count as forced movement for the purpose of these rules.
         Pull: Pulling a target means that each square of the forced movement must bring the target closer to the creature or effect that is pulling it.
         Push: Pushing a target means that each square of the forced movement must move the target farther away from the creature or effect that is pushing it.
         Slide: Sliding a target can move it in any direction. Sometimes a creature can swap places with a target. Doing so is a special kind of slide; the creature slides the target into its space and then shifts so that its space includes at least 1 square that the target just left.


Flag SexyBlender June 9, 2013 7:00 PM PDT
Didnt get an answer previously so I'm trying again!

I'm playing a lvl 6 domination warpriest (details don't really matter), and in the character builder when i go into the retrianing options, it lets me retrain most of the warpriest default powers, is this normal? And am I actually allowed to do this?

Thanks for any help with the matter, it's appreciated!  
Flag Plaguescarred June 9, 2013 7:06 PM PDT
Retraining doesn't let you replace a Power designated as a Feature. (RC 87).

So it could be a bug from the CB if it let you do so.
Flag SexyBlender June 9, 2013 7:12 PM PDT

Jun 9, 2013 -- 7:06PM, Plaguescarred wrote:

Retraining doesn't let you replace a Power designated as a Feature. (RC 87).

So it could be a bug from the CB if it let you do so.




That's what I thought as well, thanks for the clarification!

Sidenote: You're also from montreal! Cool! :P

Flag Plaguescarred June 9, 2013 7:19 PM PDT
Secret MTL handshake Wink
Flag hirou June 11, 2013 7:40 AM PDT
2 questions:

  1. What are the rules for swapping the weapons between hands? Example: I have a character with light shield and 2 weapons he wants to juggle. Per RAW, light shield allows to use left hand for holding an item, so I can hold both weapons at all times but have to wield the weapon I actually want to use in my main hand. I can drop both weapons as free actions, then pick them up as 2 minors, but can I swap the weapons without dropping them?
  2. Per RAW, can PC lift&throw the monsters in combat? We are playing pirate-themed campaign right now, and being dropped in the sea seems like a good place for an enemy. Dwarf with 18 Str have no problems with lifting >200 lbs (in addition to his own load) off the ground with no penalties.

Flag thespaceinvader June 11, 2013 7:44 AM PDT
1: RAW, no clear answer, but I'd be perrfectly happy with a minor action to swap over.  The other point to bear in mind is that there's little point in having anything IN your light shield hand when you're not using it - why not have the second weapon sheathed unless you're using it, then you don't need to worry?

2: Look at the Brawler Fighter.  Otherwise, Bull Rush, or powers which cause forced movement in general.
Flag hirou June 11, 2013 7:53 AM PDT

Jun 11, 2013 -- 7:44AM, thespaceinvader wrote:

1: RAW, no clear answer, but I'd be perrfectly happy with a minor action to swap over.  The other point to bear in mind is that there's little point in having anything IN your light shield hand when you're not using it - why not have the second weapon sheathed unless you're using it, then you don't need to worry?

2: Look at the Brawler Fighter.  Otherwise, Bull Rush, or powers which cause forced movement in general.




1 Sheathing/drawing is minor action (without Quick Draw feat), so it's the same as dropping/picking. I guess I'll have to ask my DM
2 Well, I already like my Tide of Iron, we'll work with it.

Thank you for the answers. 

Flag RisingZan June 11, 2013 10:12 AM PDT
You can also move a creature you have grabbed by succeeding on a strength check vs fortitude, but weapon attacks that can push and slide are more likely to be successful and usually more efficient.
Flag mvincent June 11, 2013 1:13 PM PDT

Jun 11, 2013 -- 7:53AM, hirou wrote:

Sheathing/drawing is minor action (without Quick Draw feat), so it's the same as dropping/picking.


Actually, dopping an item is a free action. But you're on the right track: it wouldn't take more than a minor action to 'draw' or 'pick up' a weapon from another hand.

However, the WotC FAQ says:
"When I change from one hand to two (or vice versa), what type of action is that? Changing the number of hands you are using to hold a weapon can be done as a free action."

This could effectively allow you to change hands as two free actions (possibly over the course of two rounds though).

Flag hirou June 11, 2013 1:30 PM PDT

Jun 11, 2013 -- 1:13PM, mvincent wrote:

Jun 11, 2013 -- 7:53AM, hirou wrote:

Sheathing/drawing is minor action (without Quick Draw feat), so it's the same as dropping/picking.


Actually, dopping an item is a free action. But you're on the right track: it wouldn't take more than a minor action to 'draw' or 'pick up' a weapon from another hand.

However, the WotC FAQ says:
"When I change from one hand to two (or vice versa), what type of action is that? Changing the number of hands you are using to hold a weapon can be done as a free action."

This could effectively allow you to change hands as two free actions (possibly over the course of two rounds though).



A-ha, this seems to be the closest ruling we have, thank you. I doubt that you can 'take a weapon in two hands' when your both hands are occupied, but it'll take a minor at most. If I have weapon L in my left hand and weapon R in my right hand:
-drop item R - free action
-take L in both hands - free action
-take L in righ hand - free action
-pick up R - minor action.

Three simple free actions seem legit enough for me 

Flag mvincent June 11, 2013 1:51 PM PDT

Jun 11, 2013 -- 1:30PM, hirou wrote:

I doubt that you can 'take a weapon in two hands' when your both hands are occupied, but it'll take a minor at most.


Ah. Switching items in both hands? Yes, I'd allow it as a minor. However, I don't believe you actually need to; handiness doesn't really seem to matter in 4e (i.e. you can change your off-hand's designation if desired).

Flag hirou June 11, 2013 2:13 PM PDT

Jun 11, 2013 -- 1:51PM, mvincent wrote:

Jun 11, 2013 -- 1:30PM, hirou wrote:

I doubt that you can 'take a weapon in two hands' when your both hands are occupied, but it'll take a minor at most.


Ah. Switching items in both hands? Yes, I'd allow it as a minor. However, I don't believe you actually need to; handiness doesn't really seem to matter in 4e (i.e. you can change your off-hand's designation if desired).



I explained why I need this above: if you need to swap weapons in-between attacks, you can hold one of them in the same hand as your light shield, without sheathing.

Flag RisingZan June 11, 2013 4:48 PM PDT
Just thinking there are probably much better uses for your minor actions than switching weapons back and forth.  Is there some amazing advantage that you're actually gaining by switching weapons?
Flag hirou June 11, 2013 5:23 PM PDT

Jun 11, 2013 -- 4:48PM, RisingZan wrote:

Just thinking there are probably much better uses for your minor actions than switching weapons back and forth.  Is there some amazing advantage that you're actually gaining by switching weapons?



Don't think about it too much Frankly, at the time of the initial question I tried to juggle a weapon and a holy symbol, before realizing that you don't have to wield the holy symbol to be able to use it for attack -_- But theoretically there might be some weapons with useful properties, which you'd want to keep equipped at all times and swap mid-battle. Off the top of my head, this may be one of more tiresome ways to deal with multiple resistances in one encounter. 

Flag covertoperator June 11, 2013 8:45 PM PDT

I'm trying to make a feyblade, multiclass Rogue, that capitalises off of CA and (possibly) sneak attack. I'm taking Sneak of Shadows feat, and thinking about taking the Watcher of the Night PP. Does the level 16 feature allow me to bypass the 'once per encounter' restriction when I'm concealed and doing an opp. attack?
It does say 'you can deal your sneak attack damage' not 'you use your sneak attack'

    Shadowslayer (16th level): While you have any concealment, you can deal your Sneak Attack damage when you make an opportunity attack against a target granting combat advantage, even if you miss. 
 
Sneak of Shadows [Multiclass Rogue]
Prerequisite: Dex 13
Benefit: You gain training in the Thievery skill. Once per encounter, you can use the rogue’s Sneak Attack class feature.

Flag crayne June 12, 2013 4:38 AM PDT
I fear this does not work, cause you don't actually have the sneak attack class feature. The MC feat just allows you to use for a limited time during an encounter (during which you actually have it).
Flag covertoperator June 12, 2013 4:56 PM PDT

Jun 12, 2013 -- 4:38AM, crayne wrote:

I fear this does not work, cause you don't actually have the sneak attack class feature. The MC feat just allows you to use for a limited time during an encounter (during which you actually have it).


Thanks! I was confused about this.
If anyone finds a way to MC rogue and get more than one sneak attack per encounter, I'll give you a pat on the head 

Flag covertoperator June 12, 2013 5:27 PM PDT
I found an item that purposely works for both normal and multiclass rogues: Wraithblade! level 10+ though...   

Property


On a critical hit, if you have the sneak attack class feature (whether granted by class or multiclass feat), you may apply your bonus sneak attack damage even if you have already done so this round or this encounter. Gaining sneak attack damage in this way does not count toward its use restriction.

This won't work for a feyblade, which was my original intent. the pact blade gains the properties of whatever implement you use to summon it (I think).

EDIT: This also makes me think that the sneak of shadows feat always gives you the sneak attack class feature , instead of once per encounter. You can still only deal sneak attack damage from the sneak attack feature once per encounter, of course. being considered to always have this class feature opens up many new feat/PP combos, though. The Character builder seems to support it

Flag crimson_vampr June 12, 2013 5:40 PM PDT
Arcane Implement Proficiency can fix that problem. Choose blades from the Swordmage class and then you're dual wielding and both weapons have the wraithblades property.
Flag Mad_Jack June 12, 2013 5:53 PM PDT

 Edit: ninja'd.

 Technically, it could work, but you'd be investing a whole hell of a lot of resourses for little effect... You'd need to optimise around critical hits to really take advantage of the property.
 If you're capable of using a weapon as your implement (through arcane implement proficiency) you can put the wraithblade enchantment on the weapon you're using as your implement.
 Because the hexblade attack powers are all horribly written, all of your pact weapon powers are both implement and weapon powers, and you're considered to be wielding both your implement and the pact weapon - meaning that you're making the attack with both your pact weapon and your implement.
 So, as long as your wraithblade implement is a light blade you can get your sneak attack damage on the attack.

Flag VoyRager June 13, 2013 1:06 AM PDT
Hey, guys. Twice in one week. Yep, I back on in full capacity here at the WotC:

Well. here the situation:

---------------------------------------------------------------------------------

Zanager is on G09; Blinded (UTEO-T's-NT) and prone w/ longsword and shield:
Standard: Takes on Total Defense: Zanager gains a +2 bonus to all of his defenses UTSO-his-NT
Minor:
Activates Iron Resurgence targeting self: Zanager spend three healing surges and regains 28hps and gains 7 temp hitpoints.
Minor: Activates Defender's Aura
END OF TURN 

----------------------------------------------------------------------------------

Then during the very next turn this unfolded.

-------------------------------------------------------------------------------------

G3's Mechanics {G3 is on F10 adjacent to Zanager (G09) and Dredge (F11)}
Start of Turn:  Infernal Anger recharge:  1d6=2  Fail
Standard:  Warhammer vs Dredge:  Attack (-penalty) vs AC, damage: (1d20+9-2=8,  1d10+6=14)  Nat 1! Automiss!  But Dredge is still marked by G3 until end of Dredge's next turn

This gives Zanager an OA (and I) Will continue after Zanager's OA resolves(?)

-----------------------------------------------------------------------------------------------------

I don't think an OA is accurate here because my PC is blinded until the end of another enemy's next turn plus proned. The DM thinks though otherwise but I don't see how.

I know there's the -2 to the attack roll by G3 is correct and since he didn't just type-in the non-rolling Righteous Radiance damage; this must mean he expecting a real goodness opportunity attack roll.

I can't agree with him this time because even though enemies have only total concealment against blind PCs its isn't an invisibility condition and it has been stated in the compendium that this Total Concealment is a case of the PC cannot see enough worth enough to take a lick at anything which makes this a different type on Total Concealment for any of the PC's to potentialyl target anything.

But hey, the DM insists its only -5 penalty to an attack roll and I have a OA to make.  I guess I should get a second ruling on this before the other players see any rolls I make at this time. I embarrassed easily in this particular game because the DM and I have done an forum's online role-play version "Canadian Tom" (From "Tom et his Chumz" playin DnD" video from YouTube) on the OOC thread of this game at the other players expense and it did caused a wreck on a nerve or two with couple of the other players.

So I have been treading carefully in this game since that accident and now I must know before I make this roll. Is this OA legal?
Flag Plaguescarred June 13, 2013 2:08 AM PDT
I am not sure to understand but if the blinded PC tried to make an Opportunity Attack he couldn't because you can only make OA against enemy you can see.

RC 246 Trigger: An enemy that you can see either leaves a square adjacent to you or uses a ranged or area attack while adjacent to you.


Flag VoyRager June 13, 2013 2:33 AM PDT

Jun 13, 2013 -- 2:08AM, Plaguescarred wrote:

I am not sure to understand but if the blinded PC tried to make an Opportunity Attack he couldn't because you can only make OA against enemy you can see.

RC 246 Trigger: An enemy that you can see either leaves a square adjacent to you or uses a ranged or area attack while adjacent to you.



Thank you, Am I glad it was you who answer this one, too because I sure the DM would trust your judgement abiut DnD's rules over his own (and especially trust on this subject over mine's too)
Signed V.

Flag thespaceinvader June 13, 2013 2:33 AM PDT
Assuming he means a Defender Aura punishment rather than an OA (which is an opportunity Action used to attack, but is NOT an Opportunity Attack), he's right; you don't have to be able to see the target to punish it for violating your Defender Aura.

However,  it would help if you let us know all the character classes etc involved.
Flag VoyRager June 13, 2013 2:45 AM PDT

Jun 13, 2013 -- 2:33AM, thespaceinvader wrote:

Assuming he means a Defender Aura punishment rather than an OA (which is an opportunity Action used to attack, but is NOT an Opportunity Attack), he's right; you don't have to be able to see the target to punish it for violating your Defender Aura.

However,  it would help if you let us know all the character classes etc involved.


I did mentioned that case with the idea that he wouldn't been waiting for my roll if it was only a Righteous Radiance (Cavalier) to dish out.

As for the question about this Opportunity Action, I'm leaving that to the DM's discretion because I wouldn't want to  show impartiality favoring the divine classes by saying no to martial classes' Defender's Aura while allowing the trigger to occur with the Divine Classes' Defender Aura's.  (In other-words I will be back in that reality dictates mathematics of mine's with DnD scenarios and we all know that's a no-no to do?! Wink??!

Flag thespaceinvader June 13, 2013 2:57 AM PDT
For Righteous Radiance, all you do is some damage anyway.

And I'm not suggesting that.  ALL aura defenders can punish their auras when blind.  It is only the Opportunity Attack action which you can't take when blind - and the aura punishments are NOT Opportunity Attacks.

The fact that they're penalised by Blindness is hnot a problem.
Flag Ylissa June 13, 2013 5:14 AM PDT
I have a question regarding the Cat Burglar PP L11 power -

Cat Burglar's Gambit
You spring into action, expertly strike, and then sidestep to position yourself for either certain glory or imminent doom.
Encounter        Martial, Weapon
Standard Action      Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Special: You can shift 3 squares before making the attack.
Attack: Dexterity vs. AC
Hit: 3[W] + Dexterity modifier damage.
Effect: Shift to any square adjacent to the target.




Does the effect allow you to shift more than 1 square?
X1X
ATB
XXX
So could you shift from position A to position B via position 1, around target T (which is 2 squares of movement)?

Assuming that you can shift more than 1 square, could you actually shift away from the target T, around an obstacle O and back again, as long as the movment completes adjacent to the target?
XX2XX
X1O3X
XATBX
XXXXX
XXXXX

Thanks in advance!

Flag thespaceinvader June 13, 2013 5:23 AM PDT
Technically, yes, the effect alows you to shift as far as you want, as long as you end in another adjacent space.  Most such effects have been errated to limit the number of squares you can shift.
Flag limeybastard June 13, 2013 5:28 AM PDT

Jun 13, 2013 -- 5:23AM, thespaceinvader wrote:

Technically, yes, the effect alows you to shift as far as you want, as long as you end in another adjacent space.  Most such effects have been errated to limit the number of squares you can shift.




Errata for PHB:

Cat Burglar’s Gambit
Page 127:
Add “up to 5 squares” after “shift” in the effect entry


So the power will now read:


Attack: Dexterity vs. AC
Hit: 3[W] + Dexterity modifier damage.
Effect: Shift up to 5 squares to any square adjacent to the target.


And yes, that means it is immaterial what squares you shift through, as long as you can shift through them, you use no more than 5 squares of movement, and you end the movement adjacent to the target.

Flag Undrhil June 13, 2013 5:08 PM PDT
Speaking of Opportunity Attack and oppotunity actions ...

If a power says that it is an opportunity action, it is *not* an opportunity attack.  Even if the power involves making an attack roll or doing damage.

I have a guy in our LFR group who keeps insisting that things that would block an opportunity attack (monster ability specifically says it does not provoke opportunity attacks, PC is blind, etc.) would also block opportunity actions which have attack rolls because that makes them opportunity attacks.  I have had to argue with him about it several times and, each time, I show him in the RC that there is a difference.  He continues to be obstinant about it and insisting that since the power has an attack roll, it's an opportunity attack.

I am not tired of 4e, but I am tired of people who have been playing this game since LFR came out, at least, being ignorant of the rules and then not listening when the rules are spelled out for them.     
Flag CUBPHILDND June 13, 2013 8:39 PM PDT

Jun 13, 2013 -- 5:08PM, Undrhil wrote:

Speaking of Opportunity Attack and oppotunity actions ...

If a power says that it is an opportunity action, it is *not* an opportunity attack.  Even if the power involves making an attack roll or doing damage.

I have a guy in our LFR group who keeps insisting that things that would block an opportunity attack (monster ability specifically says it does not provoke opportunity attacks, PC is blind, etc.) would also block opportunity actions which have attack rolls because that makes them opportunity attacks.  I have had to argue with him about it several times and, each time, I show him in the RC that there is a difference.  He continues to be obstinant about it and insisting that since the power has an attack roll, it's an opportunity attack.

I am not tired of 4e, but I am tired of people who have been playing this game since LFR came out, at least, being ignorant of the rules and then not listening when the rules are spelled out for them.     



That seems like a good time for DM fiat.  If neither of you is the DM, I'd just let the DM rule and get on with the game.  I've played LFR with several people who were horrible at rules (e.g., have to save twice against the same ongoing effect if it's applied twice; spirit companion provokes opportunity attacks for movement; you can take immediate actions on your own turn, etc.).  Some were unwittingly ignorant, but others were basically cheating.  I've never DMed LFR, but I always basically let them have their say, even if they're wrong.  It's not worth the aggravation.  Then, I avoid the DMs who are especially bad / cheating.  Mostly just one DM...

Flag covertoperator June 13, 2013 9:19 PM PDT
Thank you very much for the Wraithblade idea!

I have another question: how does the manifesting of the weapon work? is it just the implement properties and not the powers?
for example, if I manifest my fey pact (light blade) weapon with a Rod of Dread, would I be able to use the daily power through the implement, and then can I use it again through the weapon? If the answer is no, can I use it if I've taken Arcane Implement Prof. (Light blade), so I have can use the pact blade as an implement?
Flag crayne June 14, 2013 12:32 AM PDT
Are there any items or feats beside enshrouding candle and Amulet of Material Darkness, that grant permanent cover/concealment for stealth (total cover/conc is not necessary)?
Flag Alcestis June 14, 2013 12:44 AM PDT

Jun 14, 2013 -- 12:32AM, crayne wrote:

Are there any items or feats beside enshrouding candle and Amulet of Material Darkness, that grant permanent cover/concealment for stealth (total cover/conc is not necessary)?


Phantom Chaussers. Shadow Band.

Flag crayne June 14, 2013 12:55 AM PDT

Jun 14, 2013 -- 12:44AM, Alcestis wrote:


Jun 14, 2013 --  9:32AM, crayne wrote:

Are there any items or feats beside enshrouding candle and Amulet of Material Darkness, that grant permanent cover/concealment for stealth (total cover/conc is not necessary)?


Phantom Chaussers. Shadow Band.


Thanks for your reply. THese are pretty cool, but also pretty high level. Do you similar items with cover/concealment as encounter power?

Flag thespaceinvader June 14, 2013 4:20 AM PDT
Depending on your character, the combo of Armor of Dark Deeds and Hidden Sniper (or any other feat which grants semi-permanent CA).
Flag crayne June 14, 2013 4:46 AM PDT

Jun 14, 2013 -- 4:20AM, thespaceinvader wrote:


Depending on your character, the combo of Armor of Dark Deeds and Hidden Sniper (or any other feat which grants semi-permanent CA).


That's a pretty cool armor. CA is no problem, i'm going to work with cold starting at LV 8 and got the feybeast tamer theme.

I'm using a shadowdance armor for avoiding OA, so i've got to test this first for situations, when i cannot gain CA (blinded) or the target simply ignores concealment (blindsight).

I know that i'm repeating myself, but are there some similar items that grant Cover as encounter power? Cover cannot be ignored, due to blindsight (only tremorsense).

Flag Citruslounge June 14, 2013 10:03 AM PDT
Hello all -- Can someone point me to a thread discussing the "(insert ability here) modifier damage" line that is so common in 4e?

Sometimes it seems that the RAW only means the true modifier, and at other times it seems to refer to the entire damage workspace total... help will be appreciated.
Flag Despana June 14, 2013 11:10 AM PDT
If the line says " (ability) modifier" that is exactly what it means. I've never seen or heard of an instance where it meant anything else.


Can you provide an example?  


Edit for clarification. 
Flag mellored June 14, 2013 11:22 AM PDT
It's just the modifier.

However, you can get more from the keywords.  Like if you have a +2 magic weapon, and make a weapon attack, you would add +2 to the damage.
Flag RisingZan June 14, 2013 1:01 PM PDT

Jun 14, 2013 -- 11:22AM, mellored wrote:

It's just the modifier.

However, you can get more from the keywords.  Like if you have a +2 magic weapon, and make a weapon attack, you would add +2 to the damage.


You might also get +1 feat bonus from Weapon Expertise, +# Item bonus from something like Iron Armbands of Power, etc.

If you're figuring out damage, as long as there was some sort of damage roll (whether it was [W] or a certain die like "2d6"), figure out any bonuses you have that might apply, and add the highest bonus of each type to the roll result.  If the power says you add one or more ability modifiers to the damage, add that too.  Note that ability modifiers are not always added to damage.
  For example, the Ranger power Twin Strike does NOT add any ability modifier to the damage, while the power Marauder's Rush adds both Strength and Wisdom modifiers to the damage.

Flag Despana June 14, 2013 1:42 PM PDT
On the other end of the scale, Magic Missile does # + Intelligence modifier damage. No die roll so they had to explicitly spell out that you could add your implement bonus to the damage.


Long story short, when they say "(ability) Modifier" that is exactly and only what they mean.   
Flag crimson_vampr June 14, 2013 6:58 PM PDT

Jun 13, 2013 -- 9:19PM, covertoperator wrote:

Thank you very much for the Wraithblade idea!

I have another question: how does the manifesting of the weapon work? is it just the implement properties and not the powers?
for example, if I manifest my fey pact (light blade) weapon with a Rod of Dread, would I be able to use the daily power through the implement, and then can I use it again through the weapon? If the answer is no, can I use it if I've taken Arcane Implement Prof. (Light blade), so I have can use the pact blade as an implement?



No, you cannot use your implement daily power twice. Once it is used, it is expended, without regards to which implements you are proficient with. The pact weapon specifically "shares" the properties, powers, etc of the implement used to create it, it does not copy them or duplicate them. Sharing means you still only have one use of the power, but you can use it through either your weapon or your implement.

Flag pinkisthenewred June 16, 2013 4:49 AM PDT
Was there a consensus (per FAQ or something) that Reaper's Axe property only proccs when the enemy is killed with said weapon? It clearly works by RAW, but I remember something vaguely.. 
Flag Mand12 June 17, 2013 2:07 AM PDT
Properties of weapons that relate to attacks only function when the weapon itself is used in the attack.  This weapon meets the criteria, you have to attack with it.
Flag crayne June 17, 2013 2:36 AM PDT
If a paladin hybrid warlord marks an enemy with divine challenge, then uses direct the strike on an ally and the same target, does that count as the paladin attacking the target, so his divine challenge does not end (he's not adjacent to the target).


Direct the Strike

You direct an ally to attack as an enemy lowers its guard.

At-Will        Martial
Standard Action      Ranged 5

Target: One ally

Effect: The target makes a basic attack as a free action against an enemy of your choice that you can see and is within 10 squares of you.
Flag thespaceinvader June 17, 2013 2:46 AM PDT
No it doesn't.  Commander's Strike would (it targets the enemy) but DtS targets the ally, which doesn't meet the definition of engaging the enemy.
Flag darkwarlock June 17, 2013 8:53 AM PDT
Q: I have a 2nd level Bard (+1 Atk) with 18 Cha (+4 Atk) and the Battle Song Expertise feat (+1 to weapon attacks and implement attacks). The OCB calculates the attack bonus for Guiding Strike with her longsword at +9 (+1 level, +4 Cha, +1 feat, +3 weapon) but Staggering Note at +5 (+1 level, +4 Cha). Is this an error, not including the expertise feat, or does the character not receive the benefit of the feat unless wielding an implement? She is normally equipped with a longsword and light shield. 
Flag thespaceinvader June 17, 2013 8:56 AM PDT
You don't get Battle Song Expertise unless you're making a weapon attack or an implement attack with a bard implement IIRC.  Get a Songblade.
Flag darkwarlock June 17, 2013 9:01 AM PDT
That's what I reckoned, though I wasn't 100% sure. Songblade is in the works forthwith.
Flag IxidorRS June 17, 2013 10:44 AM PDT
Can Pact Initiate be used to get Hexblade pacts, for the utility at-wills?

"You gain the pact’s at-will power"

It doesn't say at-will attack anywhere. This certainly doesn't seem intentional, but the Elemental pact at-will (Warding Chaos) on an Elementalist Sorcerer would be quite good.
Flag CUBPHILDND June 17, 2013 11:08 AM PDT

Jun 17, 2013 -- 10:44AM, IxidorRS wrote:

Can Pact Initiate be used to get Hexblade pacts, for the utility at-wills?

"You gain the pact’s at-will power"

It doesn't say at-will attack anywhere. This certainly doesn't seem intentional, but the Elemental pact at-will (Warding Chaos) on an Elementalist Sorcerer would be quite good.



That seems to work by RAW.

Flag Gimbazi June 17, 2013 3:50 PM PDT
Do the hybrid executioner  "swap for poison recipe" count as a daily power in terms of chosing the next power? For instance, can you have 1 poison recipe or more, without having executioner daily powers, and then chose a daily power from another class?
Flag Duskweaver June 17, 2013 11:39 PM PDT

Jun 17, 2013 -- 8:56AM, thespaceinvader wrote:

You don't get Battle Song Expertise unless you're making a weapon attack or an implement attack with a bard implement IIRC.  Get a Songblade.



This is wrong and so is the CB. By RAW, BSE works with any weapon you are proficient with. It does not specify that the bonus with a weapon only applies to weapon attacks, so if you are using a weapon as an implement it should still work.

Flag RisingZan June 18, 2013 1:04 AM PDT

Jun 17, 2013 -- 11:39PM, Duskweaver wrote:

Jun 17, 2013 -- 8:56AM, thespaceinvader wrote:

You don't get Battle Song Expertise unless you're making a weapon attack or an implement attack with a bard implement IIRC.  Get a Songblade.



This is wrong and so is the CB. By RAW, BSE works with any weapon you are proficient with. It does not specify that the bonus with a weapon only applies to weapon attacks, so if you are using a weapon as an implement it should still work.


But bards, by default, can't use a weapon as an implement, they only get wands.
   So, they would either have to be multiclass/hybrid (or something else) to get proficiecy with a weapon as an implement, or be using a Songblade.

Flag Duskweaver June 18, 2013 7:40 AM PDT

Jun 18, 2013 -- 1:04AM, RisingZan wrote:

But bards, by default, can't use a weapon as an implement, they only get wands.
   So, they would either have to be multiclass/hybrid (or something else) to get proficiecy with a weapon as an implement, or be using a Songblade.



Sure, but (IIRC from the last time I used it to build a bard) the CB still doesn't apply the bonus from BSE correctly to implement attacks. I assumed the bard in question had already taken a multiclass feat to actually use a longsword as an implement, but I realise the poster never actually stated that.

Flag masteraleph June 18, 2013 3:35 PM PDT

Jun 18, 2013 -- 7:40AM, Duskweaver wrote:


Sure, but (IIRC from the last time I used it to build a bard) the CB still doesn't apply the bonus from BSE correctly to implement attacks. I assumed the bard in question had already taken a multiclass feat to actually use a longsword as an implement, but I realise the poster never actually stated that.




Edited: Sorry, I was wrong and missed part of the text.  Alcestis is correct, a few posts below.

Flag masteraleph June 18, 2013 3:40 PM PDT
Random, fairly basic question(s) I can't find the answer to, though I know they're around, or should be, somewhere:

1) If you retrain Feat X into Feat Y, can you take Feat X again at a later level?  I know you can't have multiple iterations, but is there a problem with taking the same feat multiple times, so long as you only have one copy at any time?

2) If you retrain out of a power swap feat (Acolyte Power, for example), does the original power you traded away come back? 
Flag Alcestis June 18, 2013 4:07 PM PDT

Jun 18, 2013 -- 3:35PM, masteraleph wrote:

Jun 18, 2013 -- 7:40AM, Duskweaver wrote:


Sure, but (IIRC from the last time I used it to build a bard) the CB still doesn't apply the bonus from BSE correctly to implement attacks. I assumed the bard in question had already taken a multiclass feat to actually use a longsword as an implement, but I realise the poster never actually stated that.




Multiclass doesn't help here- BSE only works with "a wand or another item designated as a bard implement."  By that it means Songblades, Songbows, and the various musical instruments that qualify (implement only on the last, of course).


"You gain a +1 feat bonus to attack rolls you make with any weapon with which you have proficiency." If you can use a Weapliment, that lines will also apply to Implement powers. 

Flag Alcestis June 18, 2013 4:08 PM PDT

Jun 18, 2013 -- 3:40PM, masteraleph wrote:

Random, fairly basic question(s) I can't find the answer to, though I know they're around, or should be, somewhere:

1) If you retrain Feat X into Feat Y, can you take Feat X again at a later level?  I know you can't have multiple iterations, but is there a problem with taking the same feat multiple times, so long as you only have one copy at any time?

2) If you retrain out of a power swap feat (Acolyte Power, for example), does the original power you traded away come back? 


1. Yes.
2. Yes.

Flag svendj June 19, 2013 5:28 AM PDT
Does Resounding Thunder interact with a Screaming Bow?

When you hit a target with an attack that doesn't have a damage type using a Screaming Bow, it makes the attack do thunder damage. Resounding Thunder enlarges the burst and blast size of all thunder attacks. Is the attack already a thunder attack when you declare your targets?
Flag Darcy91 June 19, 2013 6:24 AM PDT
Hey people, I have a quick question regarding throwing weapons. 

Half of my fellow party-memeber claim that when you throw a magical weapon, it will automatically return to your hand because it's magical. I can no where find this rule, and it seems a bit weird to me because you have the weapon 'Psychoninetic' where it specifically states that the weapon return to your hand after the attack. If this is always the case, why say it so explicit? 

Can someone tell me what the rules are for this, with a source if possible.

Thanks in advance! 
Flag Plaguescarred June 19, 2013 7:01 AM PDT
The particularity of a Psykokinethic Weapon is that it allow any melee weapon to be thrown and return even if it doesn't have the light thrown or the heavy thrown property.

RC 282 Thrown Weapon: Any magic Light Thrown or Heavy Throw weapon, from the lowly +1 Shuriken to the +6 Perfect Hunter's Javelin automatically returns to the weilder's hand after a Ranged Attack with the weapon is resolved. Catching a returning Thrown weapon is a Free action. If you do not wish (or are unable) to catch the weapon, it falls at your feet in your space.


Flag Darcy91 June 19, 2013 7:05 AM PDT
Yes I know, but the question was: If you throw a magic weapon does it automatically return to your hand? 
Flag Mand12 June 19, 2013 7:08 AM PDT
In general, only if it has the Light Thrown or Heavy Thrown property.  If you throw your +1 Magic Greatsword, it doesn't come back.  Psychokinetic Weapon allows even weapons without the Light Thrown or Heavy Thrown property to return.
Flag Plaguescarred June 19, 2013 7:08 AM PDT

Jun 19, 2013 -- 5:28AM, svendj wrote:

Does Resounding Thunder interact with a Screaming Bow?

When you hit a target with an attack that doesn't have a damage type using a Screaming Bow, it makes the attack do thunder damage. Resounding Thunder enlarges the burst and blast size of all thunder attacks. Is the attack already a thunder attack when you declare your targets?


I believe by strict RAW since all targets selected must be within the power's range before starting attacking any of them means that even if you retroactively apply the Thunder Keyword to the attack after you hit one, the size of the AoE would enlarge but you would not target additional creatures since you already resolved that step in Making Attacks process.

A power creating a zone afterward could still benefit from the enlargement though.

RC 214 Making Attacks:     

1. Choose Power   
2. Choose Targets    
3 . Make Attack roll    
4. Compare Attack roll to target Defense and see if it Hit or Miss    
5. If the attack Hit, deal damage and other effects.    
6. If the attack has more than one target, repeat step 3 through 5 for each of them.




Flag Mand12 June 19, 2013 7:11 AM PDT
Why do people insist that Making Attacks is a valid rule, and The One Way to make attacks?  It breaks down in dozens of powers, making them literally nonfunctional as written.  How is that acceptable?

It works for things as simple as MBA, but not anything even remotely more complicated than that.  Why can't that limitation be accepted?

In place of such stubbornness, why can't we accept "powers do what they say" as an alternative? 
Flag darkwarlock June 19, 2013 8:10 AM PDT
On a similar note, can a ranger make a Twin Strike attack against one target, determine the outcome (including possibly a kill) and then switch to target a second creature pending the outcome of the first attack, or does the ranger need to declare the targets of the attack before any attack roll is made? (I'm pretty sure it's the latter, but I just want to be 100% sure.)
Flag Mand12 June 19, 2013 8:34 AM PDT
According to the absurd interpretation, no.

According to the interpretation that makes multiattacks function, at all, particularly the ones that are contingent on the result of an event in the power such as a primary attack or movement, yes.
Flag thespaceinvader June 19, 2013 8:34 AM PDT
I believe RAW woul indicate that you have to pick targets before rolling, anything, but I've certainly seen it played vyery differently at the table.
Flag RisingZan June 19, 2013 9:17 AM PDT

Jun 19, 2013 -- 7:08AM, Mand12 wrote:

In general, only if it has the Light Thrown or Heavy Thrown property.  If you throw your +1 Magic Greatsword, it doesn't come back.  Psychokinetic Weapon allows even weapons without the Light Thrown or Heavy Thrown property to return.


There are a few other magical properties besides Psychokinetic that allow a weapon without the light/heavy thrown property to return when thrown as well (in some cases by actually giving the weapon the thrown property and in others by use of an encounter/daily power on the weapon)
 Farbond Spellblade
 Dwarven Thrower
 Mighty Dwarven Thrower
 Crashing Weapon
 Hungry spear
 A couple of unique items like Axe of the Glacial Rift and Aegis Fang

And also the arm slot item Dwarven Throwers (Gauntlets)

There are also some powers that specifically let you throw a weapon as if it were a thrown weapon, like the level 23 Barbarian power Arcing Throw

Flag RisingZan June 19, 2013 9:27 AM PDT

Jun 19, 2013 -- 8:34AM, thespaceinvader wrote:

I believe RAW woul indicate that you have to pick targets before rolling, anything, but I've certainly seen it played vyery differently at the table.


The problem is that in many cases you can't pick targets for secondary attack until the primary target is completely resolved.
  For example, the Swordmage power Seed of Fire Show


Encounter        Arcane, Fire, Weapon
Standard Action      Melee weapon


Primary Target: One creature


Attack: Intelligence vs. AC


Hit: 1[W] + Intelligence modifier damage, and you push the target a number of squares equal to your Constitution modifier + 2. Make a secondary attack.


  Secondary Target: Each creature within 2 squares of the primary target's new location


  Secondary Attack: intelligence vs. Reflex


  Hit: 2d6 + Intelligence modifier fire damage.


  Aegis of Shielding: The secondary attack affects only enemies.



You can't select targets for the Secondary attack until the final location of the primary target after the primary attack is resolved.


  There are even simpler scenarios where things break down, like a Melee Ranger with Twin Strike kills the target of his main hand attack, then uses Resume the Hunt the move his speed, and then makes the off-hand attack on another target.  If you require all targets of the entire power to be selected before making the main-hand attack, then the off-hand target must also be adjacent to the ranger before he makes the main-hand attack, and that severely limits the utility of Resume the Hunt and similar powers.


The "Making Attacks" block on RC 214 is meant to be a general guideline of steps, and is clearly using the definition of Attack = Attack and not Attack = Attack Power.


  Could the designers of foreseen some of this debate and been a bit more explicit in their meaning?  Sure. But they probably also expect that even Rules Lawyers have some common sense when it comes to interpreting the text.



Flag Undrhil June 19, 2013 10:27 AM PDT

Jun 19, 2013 -- 9:27AM, RisingZan wrote:

There are even simpler scenarios where things break down, like a Melee Ranger with Twin Strike kills the target of his main hand attack, then uses Resume the Hunt the move his speed, and then makes the off-hand attack on another target.  If you require all targets of the entire power to be selected before making the main-hand attack, then the off-hand target must also be adjacent to the ranger before he makes the main-hand attack, and that severely limits the utility of Resume the Hunt and similar powers.




You cannot use an action in the middle of another action, such as using Twin Strike.  You make both Twin Strike attacks and then can use Resume the Hunt, assuming you killed something with either of Twin Strike's attacks.  Also, any targets have to be within the proper range of the power when the power is used in order to be valid targets in the first place.  So, you wouldn't even be able to declare the second enemy as a target.

Twin Strike is a blessing and a curse.  It's a blessing because it does more damage.  It's a curse because if you do enough damage with the first attack to kill the target and had declared both attacks against the same target, then the second attack should be wasted.  Most DMs will let you redirect the second attack in this event, however. 

Now ... a Scout could use their MBA to drop a target, then use Resume the Hunt to move and then use their striker power to make the second MBA against a new target.  That works because it's two different attack powers.

Flag LtPowers June 19, 2013 12:23 PM PDT
Hop Down:

Make an Acrobatics check to hop down 10 feet and land standing.

  • Action: The check is usually part of a move action, but it can be part of any of the creature’s actions that involve the creature moving.
  • DC: DC 15. The creature can make this Acrobatics check only if the drop is no more than 10 feet.
  • Success: The creature hops down, lands standing, and takes no falling damage. The downward move uses no movement from the action.
  • Failure: The creature falls.


Falling:

Some kinds of terrain present a unique danger: a precipitous drop. When a creature falls at least 10 feet, it is likely to take damage. Most often, a creature falls because of forced movement.

Falling Damage: A creature takes 1d10 damage for each 10 feet it falls, to a maximum of 50d10. The creature falls prone when it lands, unless it somehow takes no damage from the fall.




Is it just me, or is Hop Down only useful when the distance is exactly 10 feet? Hop Down can't be used if it's more than 10 feet, but if it's less than 10 feet, there's no damage to negate.



Powers  &8^]


Flag RisingZan June 19, 2013 12:36 PM PDT
Hop down question Show

Jun 19, 2013 -- 12:23PM, LtPowers wrote:

Hop Down:

Make an Acrobatics check to hop down 10 feet and land standing.

  • Action: The check is usually part of a move action, but it can be part of any of the creature’s actions that involve the creature moving.
  • DC: DC 15. The creature can make this Acrobatics check only if the drop is no more than 10 feet.
  • Success: The creature hops down, lands standing, and takes no falling damage. The downward move uses no movement from the action.
  • Failure: The creature falls.


Falling:

Some kinds of terrain present a unique danger: a precipitous drop. When a creature falls at least 10 feet, it is likely to take damage. Most often, a creature falls because of forced movement.

Falling Damage: A creature takes 1d10 damage for each 10 feet it falls, to a maximum of 50d10. The creature falls prone when it lands, unless it somehow takes no damage from the fall.




Is it just me, or is Hop Down only useful when the distance is exactly 10 feet? Hop Down can't be used if it's more than 10 feet, but if it's less than 10 feet, there's no damage to negate.



Powers  &8^]




In general, Hop Down is pretty limited, but there could be special terrain or something.  For example, the DM could setup a scenario where the terrain is filled with spikes or thorns or something and it does 1d8 falling damage per 5 feet, overriding the general rule for falling damage. 
   However, that would be highly situational.

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