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Sticky: Rules Q&A FAQ + ask a simple question
2 years ago  ::  Jul 04, 2011 - 9:51PM #7061
mellored
Date Joined: Jul 8, 2008
Posts: 19,513

Jul 4, 2011 -- 9:24PM, warrl wrote:

Simple question, answer maybe not so simple:

How can a Human Bard use a flail, and most specifically a whip, as both implement and weapon?

(Edited to be a bit more specific.)


Hybrid monk.

Also, i think there's a specific enchantment that let's you use whip's as holy symbols (you'll need a MC feat, but bard's aren't limited).

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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  ::  Jul 05, 2011 - 12:18AM #7062
thespaceinvader
Date Joined: Oct 28, 2010
Posts: 9,667
Weapon of Evil Undone.
Harrying your Prey, the Easy Way: A Hunter's Handbook - the first of what will hopefully be many CharOp efforts on my part.
The Blinker - teleport everywhere. An Eladrin Knight/Eldritch Knight.

CB != rules source.
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2 years ago  ::  Jul 05, 2011 - 10:10AM #7063
Chrisy
Date Joined: May 25, 2011
Posts: 38
Where can i find a list of animal forms for the druid? i cant find anything in the players handbooks.

cheers 
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2 years ago  ::  Jul 05, 2011 - 10:12AM #7064
LordOfWeasels
Date Joined: Apr 6, 2009
Posts: 7,822

Jul 5, 2011 -- 10:10AM, Chrisy wrote:

Where can i find a list of animal forms for the druid? i cant find anything in the players handbooks.

cheers 




There's no list.  Change into whatever form you want, whenever you want, using the mechanics of the Wild Shape power.

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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2 years ago  ::  Jul 05, 2011 - 10:27AM #7065
Chrisy
Date Joined: May 25, 2011
Posts: 38
ahh right ok, thank you
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2 years ago  ::  Jul 05, 2011 - 10:32AM #7066
Cohen95
Date Joined: Mar 15, 2008
Posts: 3,447

Jul 5, 2011 -- 10:10AM, Chrisy wrote:

Where can i find a list of animal forms for the druid? i cant find anything in the players handbooks.

cheers 




Player's Handbook 2 details the mechanics for the Wild Shape power that allows a Druid to take on animal forms. PH2, p. 84.


You choose a specific form whenever you use wild shape to change into beast form. The beast form is your size, resembles a natural or fey beast, and normally doesn't change your game statistics or movement form, but you drop anything you are holding, except implements you can use. You continue to gain the benefits of the equipment and armor you wear.



Basically, the details of your beast form, much like the details of your natural form, are fluff, and you are free to flavor them to your liking, but it will never make a mechanical impact on the character.

"Not only are you wrong, but I even created an Excel spreadsheet to show you how wrong you are." --James Wyatt, May 2006

Dilige, et quod vis fac
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2 years ago  ::  Jul 05, 2011 - 11:23AM #7067
Kelandrae
Date Joined: Mar 15, 2011
Posts: 154
Druid in our party turns into a midget (medium sized) elephant
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2 years ago  ::  Jul 05, 2011 - 3:39PM #7068
TheFounderPrime
Date Joined: Aug 5, 2005
Posts: 61
I have a question about the wording of the Thunderburst Weapon.
Its power says "the next ranged basic attack you make with this weapon becomes a burst 1 centered on the target... Each target hit by the attack takes thunder damage equal to the normal amount of damage you would deal with a ranged basic attack with the weapon."
If I wanted to use this power in conjunction with the Seeker power Guardian Harrier ("Special: You can use this power as a ranged basic attack"), does that mean I do 1[W] + Wis modifier damage rather than 1[W] + Str modifier to all creatures in the burst? Furthermore, do I get to apply the Hit entry from Guardian Harrier (if the target doesn't end its turn at least 2 squares away from its starting position, it takes damage equal to my Str modifier) to all targets in the burst? Do I get to apply it to the original target at all?
Another question that just occured to me: Since Guardian Harrier has a Target of "one creature", does that mean the burst of the Thunderburst Weapon has a target of "creatures in burst"? If it said "one enemy", would the burst have a target of "enemies in burst"?
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2 years ago  ::  Jul 05, 2011 - 3:58PM #7069
ecla
Date Joined: Nov 19, 2008
Posts: 624
These kinds of things are tricky because sometimes a combination of things might not have been playtested/anticipated by the designers.


So let's see here

Guardian Harrier
A raptor spirit claws at your foe’s face until the foe retreats.
At-Will        Primal, Weapon
Standard Action     Melee or Ranged weapon
Requirement: You must be wielding a light thrown or a heavy thrown weapon to make a melee attack with this power.
Target: One creature
Attack: Wisdom vs. AC
Hit: 1[W] + Wisdom modifier damage. If the target doesn’t end its next turn at least 2 squares away from its starting position, it takes damage equal to your Strength modifier.
Level 21: 2[W] + Wisdom modifier damage.
Special: You can use this power as a ranged basic attack.

Thunderburst Weapon
Suddenly, the projectile explodes in a burst of violent sound.
Weapon: Any ranged
Enhancement: +1 attack rolls and damage rolls
Critical: +1d6 thunder damage
Power (Daily * Thunder): Minor Action. The next ranged basic attack you make with this weapon before the end of your turn becomes a burst 1 centered on the target. Use your normal attack bonus for the basic attack, but against Fortitude. Each target hit takes thunder damage equal to the normal damage you would deal with a ranged basic attack with the weapon.

does that mean I do 1[W] + Wis modifier damage rather than 1[W] + Str modifier to all creatures in the burst?
Yes, you've attacked with Guardian Harrier which does 1[W] + Wis modifier damage.  Note that this will be thunder damage and you will attack Fort and not AC because of the daily power.
  

Furthermore, do I get to apply the Hit entry from Guardian Harrier (if the target doesn't end its turn at least 2 squares away from its starting position, it takes damage equal to my Str modifier) to all targets in the burst?
Yes, to each one that you hit vs Fort

Do I get to apply it to the original target at all?
Yes, if you hit its Fort
  
Another question that just occured to me: Since Guardian Harrier has a Target of "one creature", does that mean the burst of the Thunderburst Weapon has a target of "creatures in burst"? If it said "one enemy", would the burst have a target of "enemies in burst"? 
No, the thunderburst weapon daily power specifiers burst 1, which in and of itself targets creatures by default.  A ranged basic attack that normally only targets enemies would still work here for its usual targeting but not for the burst 1.      

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2 years ago  ::  Jul 05, 2011 - 4:03PM #7070
TheFounderPrime
Date Joined: Aug 5, 2005
Posts: 61
Thanks. The supremacy of Guardian Thunderhawk begins. Cool 
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