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2 years ago ::
Oct 09, 2011 - 8:50AM
#8631
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Date Joined:
Nov 17, 2009
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I built a Hybid Wizard/Warlord with Hybrid Talent Feat of Arcane Implememt Proficiency - Tome Of Readiness and Imbuer background. The background gives the PC the ability to use Creation Type rituals without the full version of the Ritual Caster feat. Is this correct? and if so does the PC use a regular spelllbook or am I also correct that the tome is a spellbook?
While a tome is a book pe se, Hybrid Wizard does not get the Spellbook class feature, so you're stuck buying a ritual book for 50gp like all the other non-wizard ritual casting schlubs.
thank you.
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2 years ago ::
Oct 09, 2011 - 11:29AM
#8632
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Date Joined:
Feb 28, 2008
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Accurate Magic Weapon feat does not apply to 1st-level Artificer at-will "Magic Weapon", as the feat states "a power that targets a weapon or implement", and the power targets a creature and does it bonuses as a Hit: side effect, correct?
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2 years ago ::
Oct 09, 2011 - 12:05PM
#8633
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Date Joined:
Jan 17, 2010
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magic weapon has no effect on weapons or implements, so you are correct. Accurate Magic Weapon does not apply.
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2 years ago ::
Oct 09, 2011 - 12:09PM
#8634
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Date Joined:
Jul 28, 2011
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So i have a question on exactly how changelings work. They can morph there body into any medium sized humanoid is my understanding of what the rulebook says. What Im wondering is if they can do special morphs to like say make a small pocket in their skin to smuggle something in or if you watch adventure time morph their hand into a key like jake the dog. I realize the latter of the two is a little bit rediculous but you get the point. What are the limitations in the system?
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2 years ago ::
Oct 09, 2011 - 12:23PM
#8635
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So i have a question on exactly how changelings work. They can morph there body into any medium sized humanoid is my understanding of what the rulebook says. What Im wondering is if they can do special morphs to like say make a small pocket in their skin to smuggle something in or if you watch adventure time morph their hand into a key like jake the dog. I realize the latter of the two is a little bit rediculous but you get the point. What are the limitations in the system?
They cannot, by RAW, do any "special" morphs. They only look like a medium creature of another race.
However, some feats/powers/ect expand this (such as the "no penalty from squeezing" feat). And you're welcome to homebrew stuff if you like.
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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.
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2 years ago ::
Oct 09, 2011 - 12:27PM
#8636
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Date Joined:
Jan 17, 2010
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RAW changelings work exactly as they say they do. You can change your form to look like any medium humanoid, nothing more, nothing less. If you want to use the power to perform other tricks, you need to ask your DM for permission. Changing your hand into a key could easily be flavored as you buy lockpicks, but instead of actually getting a physical lockpick item, you get the ability to use your hand as a lockpick instead. Again, this would require DM permission.
The power itself only allows you to change you appearance. None of your equipment changes and you get no bonuses to thievery (hiding objects or picking locks) due to this ability.
OOOHH Ninja'd
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2 years ago ::
Oct 09, 2011 - 9:05PM
#8637
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Date Joined:
Aug 22, 2011
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Can i refuse a buff? Example: If a teammate want teleport me to a bad position, can i deny it?
Sorry for bad english...
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2 years ago ::
Oct 09, 2011 - 9:17PM
#8638
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Can i refuse a buff? Example: If a teammate want teleport me to a bad position, can i deny it?
Sorry for bad english...
LFR has a specific rule about this. In home games it should be handled socially but RAW you can't ignore it.
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2 years ago ::
Oct 09, 2011 - 9:27PM
#8639
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Date Joined:
Aug 22, 2011
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Can i refuse a buff? Example: If a teammate want teleport me to a bad position, can i deny it?
Sorry for bad english...
LFR has a specific rule about this. In home games it should be handled socially but RAW you can't ignore it.
Rly? Oh crap... im dead because a teammate teleport me intentionally to a bad position. I refuse the teleport, but my DM said: You cant... he is your ally.............

again, sorry for bad english...
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2 years ago ::
Oct 09, 2011 - 9:51PM
#8640
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Date Joined:
Dec 25, 2009
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Rly? Oh crap... im dead because a teammate teleport me intentionally to a bad position. I refuse the teleport, but my DM said: You cant... he is your ally.............

again, sorry for bad english...
PHB page 57: "Otherwise, 'ally' or 'allies' does not include you, and both terms assume willing targets."
(Written from the perspective of your own power: You are not your own ally. Irrelevant here.)
If you are not a willing target, you don't count as an ally, and therefore you can always choose to refuse any power that only targets allies.
The difference between madness and genius is determined only by degrees of success.
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