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Sticky: Rules Q&A FAQ + ask a simple question
4 years ago  ::  Aug 11, 2009 - 10:04AM #11
mvincent
Date Joined: Jun 15, 2004
Posts: 8,334

Shaman Spirit Companion


(from here, thanks to GelatinousOctahedron)


Where are the rules about  conjurations?: PHB2 p.120 has the SC companion  rules.  PHB2 p.219 and 220 have updated conjuration rules and they  slightly expand on the rules in PHB1 p.59.


What does the  spirit keyword mean?: From PHB2 p.220: 'You can use a  spirit power only if your spirit companion is present in the encounter. If a  spirit power includes "spirit" in its range, you determine line of sight and  line of effect from your spirit companion’s space, which is the power’s origin  square.'


Does my SC occupy a square?  Who can move through  it?: Yes it does occupy a square, unlike most conjurations.   Your allies can move through it, but can not end their turn in the same square.   You enemies can not move through it.  See PHB2 p 120.


Does my  SC provoke OA?: No.  The PHB2  FAQ says it does not provoke OA.  The reasoning is that only creatures  provoke OA and your SC is not a creature.


When does my SC get  to make an OA?: Technically your SC never makes an OA.  He has  an attack that functions as an opportunity action.  He gets to make that attack  only when an enemy moves away from it without shifting.  Note that "Forced  movement does not provoke opportunity attacks or other opportunity actions"  according to PHB p.285.  The updated rules say teleportation  also does not provoke.  Ranged powers also do not provoke attacks from  SCs.


How fast does my SC move?  Can it Shift?  What happens  when I am slowed?  What happens if I am immobilized?  What about difficult  terrain?: It moves up to your move speed when you take a move  action.  It can not shift, but for the most part that does not matter since it  does not provoke OA.  If you are slowed, you movement drops to 2 and therefore  your SC can only move 2.   Immobilization does not cause you to loose your move  actions and technically does not reduce your speed, so you should be able to  move it, but ask your DM.  PHB2 p.220 says conjurations are not effected  by difficult terrain.


Can my SC be pushed, pulled, slid,  slowed, stunned, dazed, blinded, deafened, petrified, or take ongoing  damage?: No.  It can only be damaged and only you can move it  according to the rules in  PHB2.  If it takes 10 + 1/2 your level in  damage then it is dismissed and you take damage equal to 5 +1/2 your level


Is my spirit an ally?: No.  Conjurations  are not allies, but some powers and feats may let it do things normally only  allies can do like flank or provide cover.


If I have combat  advantage against an enemy does the +2 bonus apply to attacks I make through my  spirit companion?: Yes.  For instance if the shaman is  flanking an enemy he gets a +2 bonus to all attacks against that enemy.  That  includes attacks from conjurations since the rules provide for no exception to  this.  See PHB p.279 and 285 for the relevant rules: "You gain a +2  bonus to your attack roll when you have combat advantage against a  target".


If I am being flanked or if someone has combat  advantage against me for another reason does the bonus also apply to the  companion?: No.  The bonus applies to attack rolls against  that particular target.  It does not lower your defenses and the spirit  companion is a different target.


How many SCs can I have  active at a time?: One, unless you have a specific power or  ability that lets you summon a second one.


Can I dismiss my SC  and then bring it back the same round in some other location?:  Yes.  Normally that requires  1 minor action unless you have one of the feats mentioned below  that let you summon it as a free action. The march 2010 Errata makes it so that  you can dismiss and then recall the SC as one action. Dragon 387 (published 2  months after the errata)  makes it sound like it still takes a minor action to  dismiss it.


So what's the deal with the feats Sudden Call (PP)  and Nimble Spirit (PHB2)?: They used to be pretty much the  same, but they issued errata to make sudden call work only 1/encounter, so you  should retrain it to nimble spirit in paragon.  See page 267 of the PHBs for a  full explanation of free actions.  And you can only summon your SC during your  turn with or without these feats.


When can I summon my  SC?: Only during your turn. Either it takes a minor action  which has to be on your turn or it if you have a feats like sudden call or  nimble spirit, those say your turn.  You can also ready an action to summon it  on a trigger, but that will be the only action you can do since readying an  action only grants you one action.


Can my SC  fly?: No, but it can float and does not need to be supported  by a solid surface.  But no rules say it can fly and customer service has been  pretty consistent in saying it can't.  However, Dragon 387 article on shamans  states: "This means when it moves, it ignores difficult terrain and can move vertically and horizontally." 


How far away can my SC  go and still be sustained?: The rules on close burst powers  and range are a bit of a mess and need an official FAQ.  People have been  arguing about the range of close burst sustainable/movable zones &  conjurations since consecrated ground was published in PHB.  PHB2 p.220  states you can move a conjuration as far as you want to during your turn, but  conjurations end unless at least 1 square is within range.


Per PHB p.270 there is never a range specified for close powers. They  have area of effect, not range.  In fact the word "Range" never appears in that  section, while it occurs in the sections for melee powers, ranged powers, and  area powers.  Page 273 however says that the  "Range is the distance from you to  a target (or to the attack's origin square)."  The origin square for close burst  powers is the creature using the power, so the range = 0.  There is a customer  service answer quoted in the thread to this FAQ for instance that as long as you  have line of sight there is no range limit.


Now if you go back to PHB  p.56 it says "Following a power’s action type on the same line is the power’s  attack type and its range." That makes it look like the range is the number on  the line following the attack type.  A lot of people think that is the common  sense answer since the power is close burst 20 that the range is 20 and treat  the square the spirit companion is summoned in as the target referred to on page  273.  To top it off Dragon issue  387 says "If you end your turn with the spirit companion more than 20  squares away from you, it goes away."  Of course that article also contradicts  other earlier errata and says you need a minor action to dismiss  the SC.


So that's why people  disagree about this and why we need an official FAQ: page 56 makes it look like  close burst 20 is a range, page 270 makes it look like close powers do not have  a "range".  Ask your DM, but in my experience this does not come up too often in  real game play.   No matter how far away you think the SC can go, you need to  have line of effect to it at the end of your turn or it goes away (see PHB2 p.220).


Do I need line of sight or line of effect when using  spirit powers?: Normally with conjurations you need line of  sight to use a power, but with SCs it is different and you use your SC to  determine line of sight.  You determine also line of effect from your SC.  See  PHB2 p.220.


Can my SC be damaged by area/close attacks or  zones?: No.  According PHB2 p.120 it can only be  damaged by ranged or melee attacks.  And you only have to worry about damage from one attack at a time.


Can my SC flank?:  Not normally.  Some powers like stalker's strike let it flank, which implies  that it normally can't flank.


Can the spirit companion be  flanked?: No.  This is a bit of complicated reasoning, but to  be flanked the target needs to be a creature as defined by the PHB p.57.  Your SC  is not a creature and therefore can not be flanked.


If I use  healing spirit on two allies who are both next to my bear spirit companion, do  both get the additional hp from my spirit boon or does only one get  it?: Ask your DM.  WOTC has not answered the question with a  FAQ, but customer  service says yes pretty consistently.


What if I have the  feat Vigorous Spirit (PP) and heal 1 ally and a second ally adjacent to my SC?   Do both get the extra healing from my wisdom modifier?: No.   That feat says "the target regains additional hitpoints".  The only target  of healing spirit is "you or one ally in burst", the second character adjacent  to your SC who gets the extra d6s of healing is not a target.


Can my spirit companion make skill checks?  Can it be stealthy or notice things  with perception?: Ask your DM, but the rules are pretty silent  on this from what I can tell.  My first RAW answer is no since it does not have  any ability scores and is not a creature.  It uses your ability scores for  determining the outcome of attacks, but it does not mention on PHB p.59 or PHB2 p.220 that it uses your scores for skill checks.  But for  things like stealth and passive perception checks you can argue that RAI it is  reasonable for it to make some checks using your skills since you can get line  of site from it.


Does it have to be a bear or can I make mine  a giant otter?: Make it whatever animal you want.

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4 years ago  ::  Aug 11, 2009 - 10:07AM #12
mvincent
Date Joined: Jun 15, 2004
Posts: 8,334
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4 years ago  ::  Aug 12, 2009 - 10:07AM #13
Suoitidure
Date Joined: Jan 24, 2009
Posts: 3,652
Nice job so far mvincent.

A few things...

Saving throws vs. identical effects: should be developers via CS (no developer name is even mentioned...) and it does not even mean that all of the developers have even reached a consensus on this. Also, creatures that deal ongoing damage are not balanced appropriately and this is exaggerated by combined saving throws.

Killing a troll: You should mention that the trolls in MM2 use a different "Troll Healing" power.
[INDENT] Troll Healing
If [this troll] is reduced to 0 hit points by an attack that does not deal acid or fire damage, it falls prone and remains at 0 hit points until the start of its next turn, when it regains 10 hit points. If an attack deals acid or fire damage to [this troll] while it is at 0 hit points, it is destroyed.[/INDENT]
Definitely a reasonable house rule to use this for all trolls.

Dice maxed on a crit: This is addressed in the PH FAQ.

11. Which dice do I maximize when scoring a critical hit?

Only the dice you would normally roll to calculate damage are maximized. If another bonus (like from a weapon or feat) causes you to roll extra damage dice when scoring a critical hit, those dice are rolled as normal.
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4 years ago  ::  Aug 12, 2009 - 10:52AM #14
mvincent
Date Joined: Jun 15, 2004
Posts: 8,334

Suoitidure wrote:

A few things...


Excellent info. Added. Thanks!

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4 years ago  ::  Aug 15, 2009 - 7:02PM #15
Naveen
Date Joined: Jun 4, 2007
Posts: 9
My group has recently gotten in 4e, and our fighter has been duel-wielding (as in using both weapons every turn). One of our players who was questioning this looked it up in her own time and has pointed out that since a melee attack is a standard action, two melee attacks can't be done in the same round unless an Action Point is used. Also, it only specifies that rangers can hold a weapon in thier off hand.

Our DM disagrees with her about rangers only being able to use off hand weapons because "it would be kinda lame". Now our fighter is throwing a fit because his "whole character design is ruined" and he doesn't get to use two weapons anymore.

Do you know if the ranger-only rule is true, and if there is a way for our fighter to get his way while still being fair?
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4 years ago  ::  Aug 15, 2009 - 8:18PM #16
TiamatTheDragonGod
Date Joined: Oct 21, 2007
Posts: 448
Ranger is the only class (so far, and that I know of, excluding Paragon Paths and Epic Destinies) that enables the PC to attack with their Main hand weapon and off hand weapon in a single turn without using an action point.

Two-Weapon fighting as it was in 3.5 no longer exists. You can still wield two weapons if you wish, however, you can only attack with one of them each turn.

Now there are several benefits you could gain from wielding two weapons, for example each weapons property would be applied to your character, also you now have two item powers (if the weapons both have powers).

To allow the fighter to have two melee attacks per turn is grossly unbalanced for 4E.

The ranger can use One-Handed weapons as if they had the off hand property.

Hope that clears it up somewhat.
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Hail Wizards and it's mighty awesomeness for finally addressing some of the issues we had with the old forums and website! It's about damn time this place got an overhaul!

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4 years ago  ::  Aug 15, 2009 - 8:35PM #17
AbyssalDeath
Date Joined: Mar 13, 2003
Posts: 1,390

TiamatTheDragonGod wrote:

Ranger is the only class (so far, and that I know of, excluding Paragon Paths and Epic Destinies) that enables the PC to attack with their Main hand weapon and off hand weapon in a single turn without using an action point.


Dual Strike from the Martial Powers books lets a fighter attack with his Main hand and off hand. It has been errata'd and both attacks have to be against different creatures.

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4 years ago  ::  Aug 16, 2009 - 5:39AM #18
TiamatTheDragonGod
Date Joined: Oct 21, 2007
Posts: 448
ohh yeah.. I forgot about dual strike... and i was just talking about it a few days ago too... lol... well, there ya go.
I am the God of Dragons!

Hail Wizards and it's mighty awesomeness for finally addressing some of the issues we had with the old forums and website! It's about damn time this place got an overhaul!

Wahoo!
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4 years ago  ::  Aug 17, 2009 - 5:09PM #19
oonska
Date Joined: Aug 17, 2009
Posts: 1
Some friends and I just started playing dnd 4e. Since we are all new to this game, this question might be extra nooby.
Say if a power description says, "Hit: 1d6 + Strength Damage" does that mean you add the ability modifier for that stat or the modifier + 1/2 level stat. To the roll.
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4 years ago  ::  Aug 17, 2009 - 5:19PM #20
mvincent
Date Joined: Jun 15, 2004
Posts: 8,334

oonska wrote:

if a power description says, "Hit: 1d6 + Strength Damage" does that mean you add the ability modifier for that stat or the modifier + 1/2 level stat. To the roll.


Just the ability modifier is added to damage rolls.

Stat modifier + 1/2 level is for d20 rolls.

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