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Sticky: Rules Q&A FAQ + ask a simple question
4 months ago  ::  Feb 12, 2013 - 6:21PM #13571
Alcestis
Date Joined: Oct 7, 2009
Posts: 7,908
Not that it comes up very often but, RAW, you can do that. The timing rules in general are not spectacular that way.
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4 months ago  ::  Feb 13, 2013 - 12:11AM #13572
Xergiok
Date Joined: Dec 31, 2012
Posts: 1
I searched through this thread and found a few items close, but didn't see one that gave me quite the clarification I'm looking for.

I am making a Dragonborn CHA/WIS Paladin with leftovers and +2 racial going to CON.  With a +2 CON modifier and 30 hp my healing surge value is 9 thanks to Draconic Heritage.  What I want to get clarification on is, does the bonus from Draconic Heritage also include the mod bonus from 1/2 my level like my powers and skills do?

I guess the broader form of this question is, whenever anything on my character sheet says to use an ability to check or modify the effect of something, should I just use the Mod+1/2 level value and stop thinking so much, or are any ability modifiers that are NOT related to a power/skill check supposed to use the ability modifier by itself?
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4 months ago  ::  Feb 13, 2013 - 5:21AM #13573
FLAvatar
Date Joined: Jun 23, 2003
Posts: 1,050
unless specifically added in because of a feat or class feature or something, the 1/2 level only adds to stats that involve a d20 check.  

that's how stuff like defenses, attack rolls, skills, and initiative get it, while stuff like surge value, hit points, and damage rolls do not.
INSIDE SCOOP GAMERS: In the new version of D&D, it will no longer be "Edition Wars." It will be "Edition Lair Assault." - dungeonbastard
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4 months ago  ::  Feb 13, 2013 - 11:36AM #13574
Dansun
Date Joined: Jun 21, 2012
Posts: 62
Hi,

I have a few questions regarding the Ebony Fly lvl 9 and Medic's Weapon magic items. All I have access to is the Character Builder.

When I summon the Ebony Fly, how long does it stay for?
What is its fly speed?  
What is its INT? Can I give it basic instructions like drop me off and go pick someone else up to bring to me?


For the daily power of the Medic's Weapon, when I spend a standard action to use it, do I immediately make use of a Channel Divinity power or do I have to then use another action like a standard to use Turn Undead?  
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4 months ago  ::  Feb 13, 2013 - 11:40AM #13575
Mand12
Date Joined: Jun 17, 2010
Posts: 17,070
Er...all of that is contained within the block for the monster.  Does the builder not show it?  It's on Compendium, so if you have access to that you can get it there.  All of those questions are anwswered.


The Medic's Weapon power grants you the use, it still takes whatever action to put that use to work.
D&D Next = D&D:  Quantum Edition
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4 months ago  ::  Feb 13, 2013 - 12:00PM #13576
Dansun
Date Joined: Jun 21, 2012
Posts: 62

Feb 13, 2013 -- 11:40AM, Mand12 wrote:

Er...all of that is contained within the block for the monster.  Does the builder not show it?  It's on Compendium, so if you have access to that you can get it there.  All of those questions are anwswered.




It doesn't show any of that info in Character Builder. Do all powers only last for encounter or 5 mins? Even ones that you would want to make use of out of combat for travel?

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4 months ago  ::  Feb 13, 2013 - 12:24PM #13577
Mand12
Date Joined: Jun 17, 2010
Posts: 17,070
This is one of those times where the CB is providing insufficient information, and you really should get a book.  Though, if you have access to the CB, you should have acces to Compendium.  Looking up the Ebony Fly in Compendium will provide the information you need.

Character Builder isn't designed to take the place of books. 
D&D Next = D&D:  Quantum Edition
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4 months ago  ::  Feb 13, 2013 - 3:33PM #13578
Plaguescarred
Date Joined: May 12, 2009
Posts: 16,554

Feb 13, 2013 -- 11:36AM, Dansun wrote:

When I summon the Ebony Fly, how long does it stay for?
What is its fly speed?  
What is its INT? Can I give it basic instructions like drop me off and go pick someone else up to bring to me?


The Ebony Fly remains for up to 8 hours or until you use a minor action to dismiss it. It has a Fly Speed of 10 and Intelligence of 2. You can command it yes. It acts on the same initiative count as you and every action it takes costs you a minor action (which you use to issue commands), and a conjured creature cannot exceed its normal allotment of actions (a standard, a move, and a minor action) during its turn.

Feb 13, 2013 -- 11:36AM, Dansun wrote:

For the daily power of the Medic's Weapon, when I spend a standard action to use it, do I immediately make use of a Channel Divinity power or do I have to then use another action like a standard to use Turn Undead?  


The Medic's Weapon power only let you gain one additional use of Channel Divinity, effectively overiding the 1/encounter usage limit Channel Divinity powers usage are subject to, but you still have to spend an action as normal for the Channel Divinity power you want to use. 

Yan
Montréal, Canada
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4 months ago  ::  Feb 14, 2013 - 4:40AM #13579
bgravato
Date Joined: Nov 3, 2012
Posts: 41
Question regarding traps and passive perception.

The party walks down a tunnel where there are some traps, but no enemies, they're not in a rush.
Traps have DC 25 for perception. One of the players has 27 passive perception.

If the player does not make active perception checks to find the traps does he still notice them because of his high passive perception?

If yes, another doubt: The player decides to actively search for traps so he rolls for perception. He rolls a 5 which means 22 perception check (lower than the trap DC25), despite the low roll does he still notice the trap because of his passive perception? Or because he decided to actively search for it and had a bad roll he completely misses it?


Thanks,
Bruno
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4 months ago  ::  Feb 14, 2013 - 4:52AM #13580
LordOfWeasels
Date Joined: Apr 6, 2009
Posts: 7,822

Feb 14, 2013 -- 4:40AM, bgravato wrote:

Question regarding traps and passive perception.

The party walks down a tunnel where there are some traps, but no enemies, they're not in a rush.
Traps have DC 25 for perception. One of the players has 27 passive perception.

If the player does not make active perception checks to find the traps does he still notice them because of his high passive perception?




Yes.  

Feb 14, 2013 -- 4:40AM, bgravato wrote:

If yes, another doubt: The player decides to actively search for traps so he rolls for perception. He rolls a 5 which means 22 perception check (lower than the trap DC25), despite the low roll does he still notice the trap because of his passive perception? Or because he decided to actively search for it and had a bad roll he completely misses it?




He finds it.

If his Passive Perception found the traps, you should have told him that before he rolled.  There is no need to roll in that case.

In practice, what my group tends to do is roll Perception, and then announce the higher of the roll or the Passive.

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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