I am an Ardent who has just used Invitation to Defeat, and hence any enemy adjacent to me takes extra psychic damage equal to my Charisma modifier (+6) the first time its hit each turn. The enemy adjance to me has vulnerable 4 all. My ally attacks the aforementioned enemy, dealing, for the sake of argument 10 damage.
Does the creature take 10 + 4(vulnerability) + 6(Ardent bonus) = 20 damage Or 10 + 4(vulnerability) = 14 and an additiona 6(Ardent bonus) + 4(vulnerability) = 10 damage hence a total of 24 damage
I believe that Invitation to Defeat is a separate instance of damage from the triggering damage (and, incidentally, is based on damage not hits, so ongoing damage would trigger it, but a damage-less hit would not) - so it would trigger the vulnerable all twice. But I'd have to check.
I am an Ardent who has just used Invitation to Defeat, and hence any enemy adjacent to me takes extra psychic damage equal to my Charisma modifier (+6) the first time its hit each turn. The enemy adjance to me has vulnerable 4 all. My ally attacks the aforementioned enemy, dealing, for the sake of argument 10 damage.
Does the creature take 10 + 4(vulnerability) + 6(Ardent bonus) = 20 damage Or 10 + 4(vulnerability) = 14 and an additiona 6(Ardent bonus) + 4(vulnerability) = 10 damage hence a total of 24 damage
Thanks.
20 damage. "Extra damage" is added to the original total.
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.
If you're grabbing a creature when you transform into Body of the Rat, can you still sustain the grab? You're not making any attacks, retain your game statistics... the rest says nothing about it at all. Nothing about reach 0 or being Tiny says you can't still immobilize the enemy, and your fort is still the same so they can't pry you off them any easier, and with Sash of Ensnarement your reach stays 2 for grabs no matter what size you are.
The Grabbed condition ends when the grab target is out of the reach of the appendage or item that is maintaining the grab. By reducing your reach to 0, you're putting the target out of range, and the grab ends.
Sash of Ensnarement gets around this, as you'd still be able to hold them with that while Tiny.
If you're grabbing a creature when you transform into Body of the Rat, can you still sustain the grab? You're not making any attacks, retain your game statistics... the rest says nothing about it at all. Nothing about reach 0 or being Tiny says you can't still immobilize the enemy, and your fort is still the same so they can't pry you off them any easier, and with Sash of Ensnarement your reach stays 2 for grabs no matter what size you are.
Is this legit?
Why would you loose reach? "You retain your game statistics".
A goliath brawler/stoneblessed/eternal defender can grab from 3 squares away... as a tiny rat
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.
I am an Ardent who has just used Invitation to Defeat, and hence any enemy adjacent to me takes extra psychic damage equal to my Charisma modifier (+6) the first time its hit each turn. The enemy adjance to me has vulnerable 4 all. My ally attacks the aforementioned enemy, dealing, for the sake of argument 10 damage.
Does the creature take 10 + 4(vulnerability) + 6(Ardent bonus) = 20 damage Or 10 + 4(vulnerability) = 14 and an additiona 6(Ardent bonus) + 4(vulnerability) = 10 damage hence a total of 24 damage
I believe that Invitation to Defeat is a separate instance of damage from the triggering damage (and, incidentally, is based on damage not hits, so ongoing damage would trigger it, but a damage-less hit would not) - so it would trigger the vulnerable all twice. But I'd have to check.
I am an Ardent who has just used Invitation to Defeat, and hence any enemy adjacent to me takes extra psychic damage equal to my Charisma modifier (+6) the first time its hit each turn. The enemy adjance to me has vulnerable 4 all. My ally attacks the aforementioned enemy, dealing, for the sake of argument 10 damage.
Does the creature take 10 + 4(vulnerability) + 6(Ardent bonus) = 20 damage Or 10 + 4(vulnerability) = 14 and an additiona 6(Ardent bonus) + 4(vulnerability) = 10 damage hence a total of 24 damage
Thanks.
20 damage. "Extra damage" is added to the original total.
The update yesterday changed how this power works more than I thought. It used to be a separate instance of damage, now it's extra damage. The vulnerability is only triggered once. Which downgrades the damage portion of the power massively - but the sustainable weakened-whilst-adjacent effect is really much more important.
If you're grabbing a creature when you transform into Body of the Rat, can you still sustain the grab? You're not making any attacks, retain your game statistics... the rest says nothing about it at all. Nothing about reach 0 or being Tiny says you can't still immobilize the enemy, and your fort is still the same so they can't pry you off them any easier, and with Sash of Ensnarement your reach stays 2 for grabs no matter what size you are.
Is this legit?
Why would you loose reach? "You retain your game statistics".
A goliath brawler/stoneblessed/eternal defender can grab from 3 squares away... as a tiny rat
I'm not sure if "game statistics" is officially defined anywhere (it's not in the compendium glossary), but I'm pretty sure that they mean the following: Str, Dex, Int, Wis, Con, Cha, Initiative, Defenses, Skills, HP, Speed, etc.
Polymorph by default leaves those all alone in 4e. Unlike 3.5 where you basically needed to redo your character sheet everytime you polymorphed (or just keep common variations ready if you were a Druid)
Reach isn't really a statistic, it's a function of your size, and may be modified by weapons, items and powers. As a tiny creature, your reach for any melee attack becomes 0 unless an item or the power itself overrides that limitation.
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.