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8 months ago ::
Nov 13, 2012 - 9:13PM
#12851
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Tattoo of the Escape Artist says:
When a nonminion enemy scores a critical hit against you and deals damage, you gain the ability to teleport 1 square as a minor action until the end of the encounter.
Does that mean:
1) once before the end of the encounter you can teleport 1 (one time only)
2) in each turn until the end of the encounter you can teleport 1 (as many times as you want)
Thanks in advance, Bruno
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8 months ago ::
Nov 13, 2012 - 10:30PM
#12852
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Date Joined:
May 12, 2009
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It has no usage limitation, so each turn until the end of the encounter you can teleport 1 as a minor action.(basically at-will)
Yan Montréal, Canada
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8 months ago ::
Nov 13, 2012 - 10:48PM
#12853
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I am wondering if there is any information on inherent bonuses and extra damage when critical hits occur? Also the Item Feral Armor gives the player a magic weapon but does not list any critical value. is there any inherent benefit to critical hits when the character has an enhancement bonus if there is nothing listed on an item?
Yeah, in the DSCS update, it is +1d6 per increase, and yes, it applies to all hits.
Just to point out: some DMs may point out that Inherent Bonuses (Dungeon Master's Guide 2) is different from Fixed Enhancement Bonuses (Dark Sun Campaign Setting) because even if they have the exact same game progression and FEB is more detailed than IB when it comes to how they interact with magic items,
1. They are not the same game element (acknowledged by FEB with the statement, "...by adopting a set of fixed enhancement bonuses similar to those detailed in Dungeon Master's Guide 2 (in the sidebar on page 138).")
2. Some DMs would prefer that, to keep even +1 Magic Weapons relevant in their campaign, they would not grant any benefits for critting when using mundane weapons aside from the basic "max damage". In this respect, it may even be possible for DMs who care less about the principles of "balance" in D&D 4E to have Magic Weapons stack with IB (which is clearly stated as not possible with FEB).
That said, it is wholly encouraged to use FEB instead of IB due to clarity of rules and ability to use it side by side with magic items no fuss, although don't be surprised if, let's say, FEB is granting you +4 enhancement bonus to hit and damage, then you have to be reminded that your +3 Vicious Longsword crits for either 4d6 or 3d12, as FEB doesn't replace your magic item's enhancement bonus.
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8 months ago ::
Nov 14, 2012 - 1:04AM
#12854
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Date Joined:
Oct 28, 2010
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scenario : PC is attacked by two statues with the same attack. This attack on a hit does damage but more importantly causes the victim to be restrained and have 10 ongoing damage (save ends both). The PC is hit once by each statue.
Question: Does the PC now have restrained and 10 ongoing damage (save ends both) x2 with a saving throw vs each and an instance of ongoing damage from each ?
Or, does it not stack and instead the PC only has one instance of restrained and 10 ongoing even though he was hit by two different sources (2 statues) that give the same effect ?
It may be worth noting that, had these been grabs rather than restrains, the additional creature's hit would have made a difference - the escape check becomes 2 harder for every additional grabber.
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8 months ago ::
Nov 14, 2012 - 1:07AM
#12855
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Date Joined:
Mar 19, 2010
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Thanks for that info! I had wanted to use Feral armor as the primary weapon for a character however as it is a striker role I was concerned about the loss of critical damage. Its not a common thing but eventuallu a 10% chance for 5 or 6 extr d6 would add up and frankly rolling crit dice is fun.
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8 months ago ::
Nov 14, 2012 - 10:30AM
#12856
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Hi.
Attacks that target allies, can it target yourself?
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8 months ago ::
Nov 14, 2012 - 10:45AM
#12857
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Date Joined:
Jun 17, 2010
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You are not your own ally, no.
D&D Next = D&D: Quantum Edition
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8 months ago ::
Nov 15, 2012 - 12:08AM
#12858
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If you mean attacks that target (for example) "Creatures in burst" as opposed to "Enemies in burst" then yes, if you mean something with "Target: Allies in burst", as Mand said, no.
"Invokers are probably better round after round but Wizard dailies are devastating. Actually, devastating is too light a word. Wizard daily powers are soul crushing, encounter ending, havoc causing pieces of awesome." -AirPower25 Sear the Flesh, Purify the Soul; Harden the Heart, and Improve the Mind; Born of Blood, but Forged by Fire; The MECH warrior reaches perfection. My Guides
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8 months ago ::
Nov 16, 2012 - 8:08PM
#12859
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After reading the updated rules (compendium) for charge and comparing it to the original rules in the players handbook, it raised some doubts on my mind...
1) Originally on the PHB it stated that the attacker had to move to the directly closest square to the target... on the Rules Compendium they changed this a bit and now it says that each move has to bring the attacker closer to the target.
So lets imagine this situation where 'x' is the target and 'o' is the attacker:
a) initial positions, attacker is 3 sq away from the target . x . . . . . . . . . . o . . .
b) first move (diagonal), attacker is 2 sq away from the target . x . . . . . . . o . . . . . .
c) second move (diagonal), attacker is adjacent to the target . x . . . . o . . . . . . . . . So, according to the latest rules (compendium) is it possible to charge this way? Or even making a zig-zag movement as long as each move brings the two creatures closer to each other?
2) On the PHB (and I think also on the first errata) it was explicitly stated that one could charge and then use a free action to spend an action point and have another standard action after the charge. On the RC this is not explicit, it only says that you can only use free actions after a charge... Is it still allowed (under the new rules) to spend an action point to get another standard action after a charge?
Sorry if this has been asked before, but I couldn't find it.
Thanks in advance, Bruno
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8 months ago ::
Nov 16, 2012 - 8:13PM
#12860
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So, according to the latest rules (compendium) is it possible to charge this way? Or even making a zig-zag movement as long as each move brings the two creatures closer to each other?
PHB was updated pre-Compendium to match, but yes.
As long as each step takes you closer, and you take at least two steps, you can Charge. Full stop.
(It's a side effect of diagonals being the same distance as horizontals and verticals, mechanically. Since you're moving the same distance at the same speed in a zigzag, you are, thus, taking the shortest available route. There just happens to be MORE THAN ONE shortest distance between two points, in some positions.)
Is it still allowed (under the new rules) to spend an action point to get another standard action after a charge?
Yes.
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