|
4 years ago ::
Jun 23, 2009 - 5:50PM
#11
|
Date Joined:
Aug 11, 2003
|
PHB 273 is convincing, but the *actor* for Call Of The Beast is the Druid:
At the same time, I can just see the Druid blasting a guy with this and picking the Ranger as the guy you can't hit, and the Fighter who's got the target Marked and stomped gets a free shot *or* the guy takes 9 damage.
So, I think I'll let the *target* pick in case of problems.
Thanks! The "who's the actor now" question is certainly legitimate. Here is my take on it:
The actor at the time the power is played is the Druid.
But the actor during the target's next turn would be the target itself. It's its turn, it gets to pick the target(s) of its attack(s) and determine range, and it is at this time that the special target requirements imposed by Call Of The Beast is verified (because it is likely to change between between the druid's and the target's turns).
Sebby "I'm a bonster. Rawr!"
|
|
|
|
4 years ago ::
Jun 23, 2009 - 10:16PM
#12
|
Date Joined:
Jun 24, 2009
|
i have a question i am new to dnd and i want to know how lay on hands works?
|
|
|
|
4 years ago ::
Jun 24, 2009 - 2:18AM
#13
|
Date Joined:
May 27, 2004
|
"Implement Expertise" applies only to powers with the Implement keyword. "Weapon Expertise" applies only to powers with the Weapon keyword.
("Focused Expertise" from PHB3 applies to both. In all cases, they're a correction to the fundamental error in the mechanics that leads to people get worse at hitting as their level goes up.) Heh, figures. Well, sounds like it's house-ruling time, then. Thanks for the answer.
|
|
|
|
4 years ago ::
Jun 24, 2009 - 10:25AM
#14
|
|
|
Maurishio: i have a question i am new to dnd and i want to know how lay on hands works? PHB, page 91: ============================ Lay on Hands Paladin Feature Your divine touch instantly heals wounds. At-Will (Special) ✦ Divine, Healing Special: You can use this power a number of times per day equal to your Wisdom modifier (minimum 1), but only once per round. Minor Action Melee touch Target: One creature Effect: You spend a healing surge but regain no hit points. Instead, the target regains hit points as if it had spent a healing surge. You must have at least one healing surge remaining to use this power. ============================
What's unclear? It's a Minor Action, you have to be able to touch the target, you spend a Surge and they get a Surge's worth of healing.
Can you elaborate on what you're confused about?
|
|
|
|
4 years ago ::
Jun 24, 2009 - 12:01PM
#15
|
|
|
Ok, sorry if this is dumb, but here goes. In earlier editions, making magic items was easy. In 4E it is also, but with the exception of if I wanted to make gloves of invisibility, my ritual would enchant the item, and then I cast greater invisibility on the item, does the item get treated as a daily power because the spell is daily, and can I sustain the effect as a minor action as the spell suggests??
|
|
|
|
4 years ago ::
Jun 24, 2009 - 9:22PM
#16
|
|
|
Another question,
Sorcerers get Daggers as implements. How do I determine which weapon properties apply to my spells? Example from the PHB:
Property
Some magic items have a special property that is constantly
active (or active under certain conditions). A
property doesn’t normally require any action to use,
although some properties allow you to turn them off
(or on again).
When you’re wielding a holy avenger, all your radiant
powers deal extra damage when you use the
weapon to deliver them. You don’t need to turn this
property on or off.
However these are some weapon properties that I don't know if they work:
Feyslaughter Weapon Level 9+
A bane of fey and teleporting creatures, this blackened weapon
is favored by many hunters.
Lvl 9 +2 4,200 gp Lvl 24 +5 525,000 gp
Lvl 14 +3 21,000 gp Lvl 29 +3 2,625,000 gp
Lvl 19 +4 105,000 gp
Weapon: Any
Enhancement: Attack rolls and damage rolls
Critical: +1d6 damage per plus, or +1d10 damage per plus
against fey creatures.
Property: When you hit a creture with this weapon, that
creature cannot teleport until the end of your next turn.
Controlling Weapon Level 8+
Waves of force radiate from this polearm when it hits its target,
forcing the creature to move.
Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp
Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp
Lvl 18 +4 85,000 gp
Weapon: Polearm
Enhancement: Attack rolls and damage rolls
Critical: +1d6 damage per plus
Property: When you pull or push a target with this weapon,
increase the effect by 1 square.
Distance Weapon Level 1+
This weapon flashes brightly as it hurtles forth, moving with
enough force to carry it much farther than normal.
Lvl 1 +1 360 gp Lvl 16 +4 45,000 gp
Lvl 6 +2 1,800 gp Lvl 21 +5 225,000 gp
Lvl 11 +3 9,000 gp Lvl 26 +6 1,125,000 gp
Weapon: Any ranged
Enhancement: Attack rolls and damage rolls
Critical: None
Property: Increase the weapon’s normal range by 5 squares
and the long range by 10 squares.
(This would make my max range of spells 25)
Jagged Weapon Level 12+
This weapon is pitted, scarred, and unadorned, but it deals
grievous wounds.
Lvl 12 +3 13,000 gp Lvl 22 +5 325,000 gp
Lvl 17 +4 65,000 gp Lvl 27 +6 1,625,000 gp
Weapon: Axe, Heavy Blade, Light Blade
Enhancement: Attack rolls and damage rolls
Critical: Ongoing 10 damage
Level 22 and 27: Ongoing 20 damage
Property: This weapon scores critical hits on a 19 or 20.
Can any of these properties be used as implements to effect spells by the sorcerer class? (Or any spellcasting class)
|
|
|
|
4 years ago ::
Jun 25, 2009 - 3:04AM
#17
|
|
|
Player's Handbook 2, page 204, "Using a Weapon as an Implement": If you're able to wield a magic weapon as an implement and use an implement power through it, you add the weapon's enhancement bonus to the power's attack rolls and damage rolls, but you do not use the weapon's proficiency bonus. If you score a critical hit with the magic weapon when using it as an implement, you use the weapon's critical hit effect. Properties should still apply. Note that of the weapon types you listed, only the Feyslaughter and Jagged are valid for daggers (Controlling is only for polearms, and Distance is only for ranged weapons).
|
|
|
|
4 years ago ::
Jun 25, 2009 - 6:00AM
#18
|
|
|
Ok, sorry if this is dumb, but here goes. In earlier editions, making magic items was easy. In 4E it is also, but with the exception of if I wanted to make gloves of invisibility, my ritual would enchant the item, and then I cast greater invisibility on the item, does the item get treated as a daily power because the spell is daily, and can I sustain the effect as a minor action as the spell suggests?? I'm sorry, I don't understand what you're trying to do.
Enchant Magic Item lets you make a magic item. The ritual is all you need. You don't cast any spells, and the magic item works exactly the way the description of the magic item *says* it works.
So if you made Guantlets Of Ogre Power, they'd work exactly like the Gaunlets Of Ogre Power from the PHB do.
"Gloves Of Invisibility" don't exist, so you can't make them. Perhaps you meant a Cloak Of Invisibility? If so, the one you create will work exactly like the Cloak Of Invisibility in the PHB.
|
|
|
|
4 years ago ::
Jun 25, 2009 - 6:01AM
#19
|
|
|
But do the properties translate through the spells? Does a spell cast through the implement also have the effect on the spells themselves? Property: Increase the weapon’s normal range by 5 squares
and the long range by 10 squares. So does tht mean the range of spells is increased by 10?
|
|
|
|
4 years ago ::
Jun 25, 2009 - 6:04AM
#20
|
|
|
No, because that enchantment CANNOT BE APPLIED TO A DAGGER. Daggers are melee weapons, and melee weapons cannot take weapon enchantments that specify ranged weapons only.
But if you had a Jagged Dagger that you were using as an implement, you could get the crit on 19+ and the "ongoing 10 save ends" on crits.
|
|
|