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4 years ago ::
Jun 15, 2009 - 7:58AM
#2141
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I bought Keep On The Shadowfell yesterday. I have no other 4e materials.
Page 40 lists the Hobgoblin Torturer as having "Bloodcut Armor", which offers a daily minor action "to gain resist all 10 until the end of your next turn".
What does that mean?
Thanks. As a minor action you can activate it to take 10 less damage from all attacks until the end of your next turn. Most resists have a specific type (fire, cold, etc.) but sometimes the item/ability/etc. gives resist to all damage.
Keep in mind that in the heroic tier (levels 1-10), you can only use a single magic item's daily power. Even if you have multiple magic items with daily powers, you can only use one a day. From levels 11-20, you can use two, and from 21-30, you can use three.
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4 years ago ::
Jun 15, 2009 - 8:19AM
#2142
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Date Joined:
Apr 20, 2004
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As a minor action you can activate it to take 10 less damage from all attacks until the end of your next turn. Most resists have a specific type (fire, cold, etc.) but sometimes the item/ability/etc. gives resist to all damage.
Keep in mind that in the heroic tier (levels 1-10), you can only use a single magic item's daily power. Even if you have multiple magic items with daily powers, you can only use one a day. From levels 11-20, you can use two, and from 21-30, you can use three. Thank you Lugubious! --one last question... does that mean 10 less damage from all attacks "in total", or 10 less from each attack separately?
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4 years ago ::
Jun 15, 2009 - 9:48AM
#2143
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10 less damage from each and every attack. That's "whole attack" - so not 10 less from each die, or if something does 2d6 physical and 1d6 necrotic it's 3d6-10, not 2d6-10+1d6-10, but 10 less from the total damage delivered by each and every attack.
You get one round where most attacks can't hurt you. It's very nice.
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4 years ago ::
Jun 15, 2009 - 10:19AM
#2144
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Date Joined:
Apr 20, 2004
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Thanks LordOfWeasels!
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4 years ago ::
Jun 15, 2009 - 12:30PM
#2145
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Date Joined:
Jan 24, 2009
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Interrupts *never* cancel the action they interrupt, unless they A) say they stop the action, as part of the text of the interrupt or B) invalidate the action - killing the actor, pushing him so that his target is no longer in range, Slow him so he can't reach the target of his Charge, etc.
In the example you gave, unless the Fighter killed the target or a property of his weapon made the movement impossible, the Shift that triggered the interrupt would complete. thank you. figured that, too. the fighter in our party insisted, that immediate interrupts automaticly cancel the triggering action, if they are successfull.
he did that pretty much since the first session and it angers our dm. on the other hand, its his own fault, because i brought it up in our second session and all our dm had to do, was taking a look into the book... so he really shouldnt complain
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4 years ago ::
Jun 15, 2009 - 12:56PM
#2146
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In the case of Shifting and a Fighter's Combat Challenge ability, he's *almost* right and he's making the same mistake that virtually every new player reading Fighters do:
He's confusing the Immediate Interrupt of Combat Challenge with the bonus to hit and move-stopping of Combat Superiority. The catch is that Combat Superiority *only* applies to Opportunity Attacks, and Combat Challenge gives you Immediate attacks, not Opportunity attacks.
Immediate and Opportunity actions are very similar (both happen off your turn, both come in both Reaction and Interrupt types) and they're easy to confuse, but they're NOT the same thing and it really does matter which is which.
For one thing, you get one Immediate action *per full round* - so if the Fighter has two guys marked and both attack other people, he uses Combat Challenge to hit *one* of them but his Immediate is used up so he can't hit the other. And if he uses Unbreakable to eliminate incoming damage, *that* was his Immediate and he can't attack people who shift or attack others at all.
You get one Opportunity action *per other character's turn*, however. So you can hit *every* Goblin that moves past you without Shifting.
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4 years ago ::
Jun 15, 2009 - 4:48PM
#2147
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Date Joined:
Apr 20, 2004
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Another question from the Keep On The Shadowfell: What's a sunrod?
Thanks.
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4 years ago ::
Jun 15, 2009 - 5:01PM
#2148
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Date Joined:
Aug 11, 2003
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Another question from the Keep On The Shadowfell: What's a sunrod?
Thanks. A sunrod is a minor magic item that sheds light up to a distance of 20 squares for 4 hours. Think "deluxe torch". Without the fire.
Sebby "I'm a bonster. Rawr!"
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4 years ago ::
Jun 16, 2009 - 11:09AM
#2149
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Keep in mind that in the heroic tier (levels 1-10), you can only use a single magic item's daily power. Even if you have multiple magic items with daily powers, you can only use one a day. From levels 11-20, you can use two, and from 21-30, you can use three. I actually was wondering this today, as I searched the forums for posts on bloodcut armor. My reading is that because it is like a daily, you get one use/day in heroic. But if you recharge it and reach a milestone, you can use it a second time.
My reason is that the "Healing Surge" entry says spending the surge renews the item... this is the same verb that the "Daily" entry says, in the final paragraph about how after an extended rest daily powers are renewed.
However... pretty much every post besides yours on the forum talks about recharging bloodcut over and over again until the player is out of surges. I imagine their reading is that while "You being with one use of the power per day, like a daily power" it doesn't say that the daily power limits are in place or actually have the daily tag.
The second reading sounds a little overpowered to me, is there any language in the books about "Healing Surge" item powers besides PH 226, or anything in the errata or faq? I haven't found anything so far...
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4 years ago ::
Jun 16, 2009 - 12:30PM
#2150
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Anyone know the min. attribute scores required for axes? where do you find this info at?
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