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Sticky: Rules Q&A FAQ + ask a simple question
1 year ago  ::  Jun 17, 2012 - 12:20AM #11541
LordOfWeasels
Date Joined: Apr 6, 2009
Posts: 7,862

Jun 17, 2012 -- 12:18AM, Koshinuke wrote:

Would the property of a Punishing Weapon apply to implement attacks?  It states you need to hit with the weapon but it does not specify melee attacks.  Only that you hit with the weapon.
 




You've answered your own question:  It doesn't say "weapon attacks", it says "attacks with the weapon".  If you're attacking with that weapon as an implement, you're still attacking with that weapon.

Confused about Stealth?  Think "invisibility" means "take the mini off the board to make people guess?"  You need to check out The Rules Of Hidden Club.

Damage types and resistances:  A working house rule.
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1 year ago  ::  Jun 17, 2012 - 12:22AM #11542
Koshinuke
Date Joined: Feb 23, 2012
Posts: 1,496
Just wanted to make sure.  Thank you.
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1 year ago  ::  Jun 17, 2012 - 9:27AM #11543
Schmieth
Date Joined: Apr 24, 2009
Posts: 4

Jun 16, 2012 -- 8:37PM, Zathris wrote:

In whatever order you choose. But really, you should be using a Cunning Staff and a Staff of Sleep and Charm if you're focused on save ends and charm effects.




Much obliged, but is that written somewhere (that you can choose when such an effect happens)?

I agree the Cunning weapon is (of course) the winning choice for save debuffers, but I have lots of attacks that deal no damage and thus no extra damage on a crit, so I was thinking along the lines of restrained being a cool effect on a crit, even though I would lose a 1 penalty to saving throws imposed by Sleep, Slumber of Dark Court, etc, which is my main 'Save Ends' concern....

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1 year ago  ::  Jun 17, 2012 - 8:27PM #11544
It_is_not_Martin
Date Joined: Dec 18, 2010
Posts: 101
Inspire Competence

Your magic channels the skill of ancient experts to help with the task at hand.


Encounter        Arcane Minor Action      Close burst 5


Target: You and each ally in the burst


Effect: Choose a skill. Until the end of the encounter, each target gains a +2 power bonus to his or her next check using that skill.



Does this provide a once only buff of +2 to a skill, useable once before the end of the encounter
or

+2 to one skill till the end of teh encounter?
      

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1 year ago  ::  Jun 17, 2012 - 8:35PM #11545
Alcestis
Date Joined: Oct 7, 2009
Posts: 8,030
The first. One check.
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1 year ago  ::  Jun 18, 2012 - 3:43AM #11546
svendj
Date Joined: Apr 14, 2010
Posts: 2,129
Few question about Thunder Tether's augment 4 (Psion level 13): 

Hit: 3d8 + Intelligence modifier thunder damage. If the target moves before the start of your next turn, it and each creature adjacent to it at the start of that move take thunder damage equal to your Wisdom modifier.

 - If you slide the target 3 squares before your next turn, how many times do you deal thunder damage? 

- If you slide the target 1 square in 2 different instances (with an action point and a minor action power, for example), how many times do you deal thunder damage?

- If you have Mark of Storm you can slide the target when you hit with Thunder Tether. Does this slide immediately trigger the additional thunder damage?
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1 year ago  ::  Jun 18, 2012 - 6:19AM #11547
mellored
Date Joined: Jul 8, 2008
Posts: 19,719
I tried that with booming blade.  And quite franky, there's no good answer.  (other then it will take damage with forced movement).
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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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1 year ago  ::  Jun 18, 2012 - 6:02PM #11548
chaosfang
Date Joined: May 1, 2009
Posts: 5,042

Jun 18, 2012 -- 3:43AM, svendj wrote:

Few question about Thunder Tether's augment 4 (Psion level 13): 

Hit: 3d8 + Intelligence modifier thunder damage. If the target moves before the start of your next turn, it and each creature adjacent to it at the start of that move take thunder damage equal to your Wisdom modifier.

 - If you slide the target 3 squares before your next turn, how many times do you deal thunder damage? 

- If you slide the target 1 square in 2 different instances (with an action point and a minor action power, for example), how many times do you deal thunder damage?

- If you have Mark of Storm you can slide the target when you hit with Thunder Tether. Does this slide immediately trigger the additional thunder damage?



"If the target moves before the start of your turn, it and each creature adjacent to it at the start of that move take thunder damage."

Here's how I'd parse it: Does the target move before the start of your next turn?  If no, then nothing happens.  Else, it and each creature adjacent to it at the start of that movement takes damage.

While I do realize that the rules do allow the interpretation that each square you move is a move -- so moving your speed is moving a number of times equal to your speed -- as the DM has the final word it is up to him to decide whether or not it is per square of movement (meaning multi-damage per square of movement) or per action that involves movement (meaning single damage regardless if it's one or ten squares of movement).

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Oct 3, 2009 -- 12:36AM, MrCelsius wrote:


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13 months ago  ::  Jun 19, 2012 - 2:35AM #11549
svendj
Date Joined: Apr 14, 2010
Posts: 2,129
I keep forgetting: free action attacks, once per turn or once per round? Compendium says once per turn, but I'm not sure that's correct.
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13 months ago  ::  Jun 19, 2012 - 5:14AM #11550
LordOfWeasels
Date Joined: Apr 6, 2009
Posts: 7,862

Jun 19, 2012 -- 2:35AM, svendj wrote:

I keep forgetting: free action attacks, once per turn or once per round? Compendium says once per turn, but I'm not sure that's correct.




Once per turn.

Confused about Stealth?  Think "invisibility" means "take the mini off the board to make people guess?"  You need to check out The Rules Of Hidden Club.

Damage types and resistances:  A working house rule.
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