Favoured Soul 16f is the earliest true item-independent fly speed. Desert Voice 11F gives you what amounts to a fly speed (at-will fly your speed move action) but isn't technically. I don't think it would be overpowering as a theme 10F or PP11F, but you would have to be a little careful on balancing it.
Oh, and Cavaliers can get a flying horse at 11th, but cavaliers suck so.
Favoured Soul 16f is the earliest true item-independent fly speed. Desert Voice 11F gives you what amounts to a fly speed (at-will fly your speed move action) but isn't technically. I don't think it would be overpowering as a theme 10F or PP11F, bu
You can get a fly speed at level 10 with the Tuathan theme, but you can't attack while flying and need to spend actions to change shape. Also, it eats a utility power.
You can get a fly speed at level 10 with the Tuathan theme, but you can't attack while flying and need to spend actions to change shape. Also, it eats a utility power.
My girlfriend is an Archer Ranger with the fey beast tamer feat and wants to know if she can use her animal for one of her twin strike attacks. My assumption is know but just wanted to make sure.
My girlfriend is an Archer Ranger with the fey beast tamer feat and wants to know if she can use her animal for one of her twin strike attacks. My assumption is know but just wanted to make sure.
My girlfriend is an Archer Ranger with the fey beast tamer feat and wants to know if she can use her animal for one of her twin strike attacks. My assumption is know but just wanted to make sure.
There is no Feat by that name. Assuming you mean the Theme, no. Nothing about the Theme says it changes your powers, so it doesn't. Twin Strike says you make two attacks, so when you use it, *you* make two attacks. Not your allies, not your pets.
There is no Feat by that name. Assuming you mean the Theme, no. Nothing about the Theme says it changes your powers, so it doesn't. Twin Strike says you make two attacks, so when you use it, *you* make two attacks. Not your allies, not your pets.
Do you or should you tell the DM which monster you marked?
.... Uh ...
First: The DM has to know everything. They're the arbiter and if you don't tell them what you're doing, they can't apply the rules for it. To the point where "if you didn't tell the DM you were doing it, you didn't do it" is how the game works.
Second: All creatures are aware of powers and conditions they are subjected to, and what those powers do and what those conditions are. So YES, since the monster automatically knows that it's Marked, what being Marked means, and who Marked it? OF COURSE. Not only do you have to tell the DM, but *the creature knows in-character too*.
(The flipside of this is that you also know what's happening to you, always)
.... Uh ...First: The DM has to know everything. They're the arbiter and if you don't tell them what you're doing, they can't apply the rules for it. To the point where "if you didn't tell the DM you were doing it, you didn't do it" is how the ga
As a DM, how do you choose which items are in a shop? I saw the general wealth rule that they can have anything that is lower than the town's wealth level, but do they then having everything that costs less than that, or is there a way to decide which items shops have?
As a DM, how do you choose which items are in a shop? I saw the general wealth rule that they can have anything that is lower than the town's wealth level, but do they then having everything that costs less than that, or is there a way to decide whi
As a DM, how do you choose which items are in a shop? I saw the general wealth rule that they can have anything that is lower than the town's wealth level, but do they then having everything that costs less than that, or is there a way to decide which items shops have?
Shopping is not adventuring, and is thus not really what the game is about, from my perspective. Which is why I tend to just tell the players what they *can't* buy (if something is specifically unavailable) and have everything else be in at least one available shop somewhere.
In general: The shops have everything, unless there's a specific story reason NONE of them have something.
Shopping is not adventuring, and is thus not really what the game is about, from my perspective. Which is why I tend to just tell the players what they *can't* buy (if something is specifically unavailable) and have everything else be in at least on
As a DM, how do you choose which items are in a shop? I saw the general wealth rule that they can have anything that is lower than the town's wealth level, but do they then having everything that costs less than that, or is there a way to decide which items shops have?
Me? I cheat. It doesn't make sense to me that people would keep magic items laying around on shelves. Too tempting a target for thieves, too hard to protect, and not a lot of sales (99+ percent of the populace has no real need for magic items, and can't afford them anyway). So, rather than 'magic shops', the party instead must seek out people who can create magic items for them, on commission, cash up front. That person then creates the requested item, and the PCs come back for it when it's done.
Me? I cheat.It doesn't make sense to me that people would keep magic items laying around on shelves. Too tempting a target for thieves, too hard to protect, and not a lot of sales (99+ percent of the populace has no real need for magic items, and c
Hey, I have a quick question: I am currently playing a brawler fighter and last time i was searching for a feat I looked through all the books we have available and I saw a feat that made you restrain targets instead of immobilizing them. I didn't take it since I have world serpent's grasp, which lets me knock targets prone when they are grabbed and I hit them, since prone has nearly the same conditions as restrained I skipped over that feat. What i forgot was, that the enemy just stands up in their turn so they won't get the -2 on attacks ect. now if my grab would instead restrain them they would still have the mali. The thing is, i can't for the life of me find that damn feat again and I already looked through all the books twice, so I wanted to ask if anyone knows that feat and where it is written down.
The wording was something like this: "Whenever you would normally immobilize an enemy with a power it is now instead restrained."
To clarify, we have every book and the essentials, but we are not allowed to use dragon magazine articles, so the feat has to be in one of the published books. (It is possible that my fighter wouldn't be able to use the feat due to restrictions, since I can't even find the damn thing anymore I'm starting to think everything is possible ^^ including that it was all just a dream, or I'm going crazy)
Thanks for your replies in advance
Hey, I have a quick question: I am currently playing a brawler fighter and last time i was searching for a feat I looked through all the books we have available and I saw a feat that made you restrain targets instead of immobilizing them. I didn't ta
The closest I can find is God Warder, a paragon path from Heroes of the Elemental Chaos, but the target has to already be immobilized: Bind the Wicked (16th level): Whenever you hit an immobilized enemy with a melee or ranged attack, you can cause the enemy to be restrained instead of immobilized.
The closest I can find is God Warder, a paragon path from Heroes of the Elemental Chaos, but the target has to already be immobilized: Bind the Wicked (16th level): Whenever you hit an immobilized enemy with a melee or ranged attack, you can cause th
Hey, I have a quick question: I am currently playing a brawler fighter and last time i was searching for a feat I looked through all the books we have available and I saw a feat that made you restrain targets instead of immobilizing them. I didn't take it since I have world serpent's grasp, which lets me knock targets prone when they are grabbed and I hit them, since prone has nearly the same conditions as restrained I skipped over that feat. What i forgot was, that the enemy just stands up in their turn so they won't get the -2 on attacks ect. now if my grab would instead restrain them they would still have the mali. The thing is, i can't for the life of me find that damn feat again and I already looked through all the books twice, so I wanted to ask if anyone knows that feat and where it is written down.
The wording was something like this: "Whenever you would normally immobilize an enemy with a power it is now instead restrained."
To clarify, we have every book and the essentials, but we are not allowed to use dragon magazine articles, so the feat has to be in one of the published books. (It is possible that my fighter wouldn't be able to use the feat due to restrictions, since I can't even find the damn thing anymore I'm starting to think everything is possible ^^ including that it was all just a dream, or I'm going crazy)
Thanks for your replies in advance
Just for the record, the feat 'Pin Down' is what you're likely looking for - it causes your grabbed targets which are prone to be unable to stand up.
Just for the record, the feat 'Pin Down' is what you're likely looking for - it causes your grabbed targets which are prone to be unable to stand up.
I just bought Dungeon Master's Kit and started playing with my friends. Is there any rule to see if a player gets scared or paralyzed or run away when there is a big monster like a troll or dragon? can i make a skill test to see how they react and what skills would it be?
I just bought Dungeon Master's Kit and started playing with my friends. Is there any rule to see if a player gets scared or paralyzed or run away when there is a big monster like a troll or dragon? can i make a skill test to see how they react and wh
Some monsters have specific powers or features to represent their terrifyingness (e.g. Dragons tend to have something like Terrifying Presence) but there's no general rule.
No, not really. Some monsters have specific powers or features to represent their terrifyingness (e.g. Dragons tend to have something like Terrifying Presence) but there's no general rule.
Some monsters have specific powers or features to represent their terrifyingness (e.g. Dragons tend to have something like Terrifying Presence) but there's no general rule.
To expand on this:
For the record, there is almost nothing that ticks players off more than the DM telling them how to play their characters. Morale rules are for NPCs, not PCs. If the PCs want to jump headlong into the jaws of death, that is their choice.
To expand on this:For the record, there is almost nothing that ticks players off more than the DM telling them how to play their characters. Morale rules are for NPCs, not PCs. If the PCs want to jump headlong into the jaws of death, that is their ch
Some monsters have specific powers or features to represent their terrifyingness (e.g. Dragons tend to have something like Terrifying Presence) but there's no general rule.
To expand on this:
For the record, there is almost nothing that ticks players off more than the DM telling them how to play their characters. Morale rules are for NPCs, not PCs. If the PCs want to jump headlong into the jaws of death, that is their choice.
There are games where that kind of thing is appropriate. D&D is not one of them.
To expand on this:For the record, there is almost nothing that ticks players off more than the DM telling them how to play their characters. Morale rules are for NPCs, not PCs. If the PCs want to jump headlong into the jaws of death, that is their ch
Some monsters have specific powers or features to represent their terrifyingness (e.g. Dragons tend to have something like Terrifying Presence) but there's no general rule.
To expand on this:
For the record, there is almost nothing that ticks players off more than the DM telling them how to play their characters. Morale rules are for NPCs, not PCs. If the PCs want to jump headlong into the jaws of death, that is their choice.
There are games where that kind of thing is appropriate. D&D is not one of them.
To be clear I think Weasel is agreeing with the person he is quoting, not disagreeing (it can be read both ways).
To expand on this:For the record, there is almost nothing that ticks players off more than the DM telling them how to play their characters. Morale rules are for NPCs, not PCs. If the PCs want to jump headlong into the jaws of death, that is their ch
Some monsters have specific powers or features to represent their terrifyingness (e.g. Dragons tend to have something like Terrifying Presence) but there's no general rule.
To expand on this:
For the record, there is almost nothing that ticks players off more than the DM telling them how to play their characters. Morale rules are for NPCs, not PCs. If the PCs want to jump headlong into the jaws of death, that is their choice.
There are games where that kind of thing is appropriate. D&D is not one of them.
To be clear I think Weasel is agreeing with the person he is quoting, not disagreeing (it can be read both ways).
I'm new to the game so it's good with your opinions. But can I say that you have to make a skill check to see that you are not frightened of the dragon, so if you fail, you get -2 to your attacks
To expand on this:For the record, there is almost nothing that ticks players off more than the DM telling them how to play their characters. Morale rules are for NPCs, not PCs. If the PCs want to jump headlong into the jaws of death, that is their ch
If you chose to, you'd want to make it easy, and probably offer the use of a variety of skills people are good at int he party, because -2 to hit is a big deal.
If you really want to do this (you don't) I'd be inclined towards something which doesn't have a huge impact - these are big badass heroes who doesn't afraid of anything after all - and make it something like moving towards the dragon costs an extra square of movement per square, or you need to use a minor action to focus yourself in order to make an attack this round, or something. Not skill checks for generic penalties.
You can. It would be kinda harsh, but you can.If you chose to, you'd want to make it easy, and probably offer the use of a variety of skills people are good at int he party, because -2 to hit is a big deal.If you really want to do this (you don't) I
If you chose to, you'd want to make it easy, and probably offer the use of a variety of skills people are good at int he party, because -2 to hit is a big deal.
If you really want to do this (you don't) I'd be inclined towards something which doesn't have a huge impact - these are big badass heroes who doesn't afraid of anything after all - and make it something like moving towards the dragon costs an extra square of movement per square, or you need to use a minor action to focus yourself in order to make an attack this round, or something. Not skill checks for generic penalties.
..."window.parent.tinyMCE.get('post_content').onLoad.dispatch();" contenteditable="true" /> I'm new to the game so it's good with your opinions. But can I say that you have to make a skill check to see that you are not frightened of the dragon, so if you fail, you get -2 to your attacks
That's not how things work in D&D. Quite simply, that doesn't fit the idiom, the pattern, or the mechanics of D&D.
To make that work, you'd want it to be an attack the dragon makes, possibly even *while rolling initiative* or as a No Action the first time a person sees the dragon. Close Burst Line Of Sight, Fear keyword, +Whatever vs Will, hit: -2 to attacks, save ends. Want it to last longer? "Aftereffect: -2 to attacks, save ends"
(Bonus: Have the Dragon do it again when Bloodied. Boom, No Action, everyone takes this attack a second time.)
This gets you what you want - people with high resistance to this kind of thing are less likely to be hit and more likely to shake it off. People who are inherently resistant or immune to Fear effects get those things called in. And, more importantly, this fits in the rest of the mechanics and allows for all the pre-existing structure to matter. What you HAD uses Skills in a way they aren't used, and creates an effect that doesn't work the way effects like that work and can't be affected by things that affect that kind of effect. My way has none of those flaws, and accomplishes the same goal.
That's not how things work in D&D. Quite simply, that doesn't fit the idiom, the pattern, or the mechanics of D&D.To make that work, you'd want it to be an attack the dragon makes, possibly even *while rolling initiative* or as a No Action the first
I have a question about how save ends works with multi effects. If i make an attack with a power that deals 5 ongoing fire damage (save ends), and i'm using a caustic whetstone (deals 2 acid ongoing damage, save ends), the enemy can save both effects with only 1 test or he'll need to do 1 test for each effect?
I have a question about how save ends works with multi effects. If i make an attack with a power that deals 5 ongoing fire damage (save ends), and i'm using a caustic whetstone (deals 2 acid ongoing damage, save ends), the enemy can save both effects
I have a question about how save ends works with multi effects. If i make an attack with a power that deals 5 ongoing fire damage (save ends), and i'm using a caustic whetstone (deals 2 acid ongoing damage, save ends), the enemy can save both effects with only 1 test or he'll need to do 1 test for each effect?
Two different effects, two different saves.
At the same time, if your group collectively decides that "save ends all" should be a universal rule? That's actualy pretty fair. Houserule, but not really broken.
Two different effects, two different saves.At the same time, if your group collectively decides that "save ends all" should be a universal rule? That's actualy pretty fair. Houserule, but not really broken.
At the same time, if your group collectively decides that "save ends all" should be a universal rule? That's actualy pretty fair. Houserule, but not really broken.
Thanks. In fact this is really good, feats like icy clutch of stygia or hellfire master can make great damage with the correct powers or items.
Thanks. In fact this is really good, feats like icy clutch of stygia or hellfire master can make great damage with the correct powers or items.
What does it mean to be a "Leader" in a party, ive seen alot of people asking about it, what function does it have ?
also who should be the leader in a party of :
Minotaur Fighter Human Paladin Eladrin Ranger Elven Wizard Tiefling Rogue
?
What does it mean to be a "Leader" in a party, ive seen alot of people asking about it, what function does it have ?also who should be the leader in a party of :Minotaur FighterHuman PaladinEladrin RangerElven WizardTiefling Rogue?
Mechanically, Leader is a class role. None of those characters have the Leader role, though the Paladin may well have some utility in that area via Lay on Hands etc.
The Leader's possible specialities are healing, enabling (granting attacks and movement to the rest of the party) buffing allies and debuffing enemies, though most are generally good in one or two specific areas, and OK in others. Leader classes include Warlord, Cleric, Artificer, Shaman, Bard etc etc. One defining feature is that they all have some form of minor-action healing powers which allow them and allies to spend healing surges during combat, usually with some extra dice of healing as a bonus.
Whilst it's possible to manage without them, it generally makes the party a lot more fragile both on an encounter basis (once someone's down it takes a standard-action heal check from adjacent to get them back up), and a lot less able to last on a daily basis (most surges will be spent unenhanced, and the enhancement a leader provides can in some cases double the value of a spent surge for a low-hp class like the Wizard). You can substitute for Leaders by multiclassing to them, particularly to the Shaman which provides an Encounter healing power with an additional feat. It's generally a good idea to have a Leader though.
On a fictional basis, anyone could be the person in charge of the party - the leader as opposed to the Leader. This sort of thing coudl be something you'd develop naturally through the course of play, or could be somethign you all decide - but don't try to force it one way or the other.
Mechanically, Leader is a class role. None of those characters have the Leader role, though the Paladin may well have some utility in that area via Lay on Hands etc.The Leader's possible specialities are healing, enabling (granting attacks and movem
Question/Clarifications about companions from Fey Beast Tamer (Theme) and Ranger Beastmaster
First Fey beast tamer:
Triggered Actions: If one of your fey beast companion’s triggered actions is triggered, the companion can take that action only if you take the same kind of action to command it to do so. For example, if an enemy adjacent to your companion provokes an opportunity attack from it, you must take an opportunity action to command your companion to make the attack.
1) For OA do they (A) attack using their listed at will power (B)do they have a basic attack (C)or is it your basic att)? I'm assuming (A)
2) Do they get the benefit of their own aura? (Excluding Blink dog whose aura specifically says "the blink dog or any ally") All the other animals simply say "allies" or "fey-panther's allies" which leads be to believe that they do not.
3) Do they have to get their own CA? Or do they have CA when you have CA? I assume they must procure their own.
4) If I have both of these companions it reads then when I move they move? I assume they both move.
Question/Clarifications about companions from Fey Beast Tamer (Theme) and Ranger BeastmasterFirst Fey beast tamer:Triggered Actions: If one of your fey beast companion’s triggered actions is triggered, the companion can take that action only if
1: Their at-will power IS a basic attack, they use that. They use your Opportunity Action to do it though.
2: No, they are not their own ally, they don't benefit from their own aura. Your ranger beast is an ally of your fey beast, though.
3: They have to get CA on their own. Usually by flanking, dazed targets etc.
4: I believe so, yes.
1: Their at-will power IS a basic attack, they use that. They use your Opportunity Action to do it though.2: No, they are not their own ally, they don't benefit from their own aura. Your ranger beast is an ally of your fey beast, though.3: They ha
Hey, I have a quick question: I am currently playing a brawler fighter and last time i was searching for a feat I looked through all the books we have available and I saw a feat that made you restrain targets instead of immobilizing them. I didn't take it since I have world serpent's grasp, which lets me knock targets prone when they are grabbed and I hit them, since prone has nearly the same conditions as restrained I skipped over that feat. What i forgot was, that the enemy just stands up in their turn so they won't get the -2 on attacks ect. now if my grab would instead restrain them they would still have the mali. The thing is, i can't for the life of me find that damn feat again and I already looked through all the books twice, so I wanted to ask if anyone knows that feat and where it is written down.
The wording was something like this: "Whenever you would normally immobilize an enemy with a power it is now instead restrained."
To clarify, we have every book and the essentials, but we are not allowed to use dragon magazine articles, so the feat has to be in one of the published books. (It is possible that my fighter wouldn't be able to use the feat due to restrictions, since I can't even find the damn thing anymore I'm starting to think everything is possible ^^ including that it was all just a dream, or I'm going crazy)
Thanks for your replies in advance
Just for the record, the feat 'Pin Down' is what you're likely looking for - it causes your grabbed targets which are prone to be unable to stand up.
I know the "Pin Down" feat, but it's sadly in one of the dragon magazine's and we are not allowed to use those in our builds as per our DM's ruling. This one was in one of the books, or at least so i remember it :/
Just for the record, the feat 'Pin Down' is what you're likely looking for - it causes your grabbed targets which are prone to be unable to stand up.[/quote]I know the "Pin Down" feat, but it's sadly in one of the dragon magazine's and we are not all
These are a bit Bard related as i'm having a hard time finishing up this character. (New to the whole DnD )
1: Are Implements Main-Hand or Off-Hand? & 1 or 2-handed?
2: Do bards usually use Shields? Or weapons?
3: What is a Prescient Bard?
4: Besides Ritual Casting, What feat should i pick up for my lvl1 bard? Superior Implement training?(Acuracy), Improved Majestic word? Or something else?
These are a bit Bard related as i'm having a hard time finishing up this character. (New to the whole DnD :))1: Are Implements Main-Hand or Off-Hand? & 1 or 2-handed? 2: Do bards usually use Shields? Or weapons?3: What is a Prescient Bard?4: Besides
These are a bit Bard related as i'm having a hard time finishing up this character. (New to the whole DnD )
1: Are Implements Main-Hand or Off-Hand? & 1 or 2-handed?
2: Do bards usually use Shields? Or weapons?
3: What is a Prescient Bard?
4: Besides Ritual Casting, What feat should i pick up for my lvl1 bard? Superior Implement training?(Acuracy), Improved Majestic word? Or something else?
1. One-handed. They're not "off-hand" because that's a weapon property, but you can totally have a weapon in one hand an an implement in the other and work without a problem.
2. Bards get Light Shield proficiency, so they *often*, not always, use shields.
3. That's a bard who's chosen Virtue Of Presience as his class feature. It's from one of the expansion books, and it focuses on Bards who use ranged weapons, usually bows. You'd pick that instead of Virtue Of Valour or Virtue Of Cunning.
4. You can never really go wrong with (Insert Name Here) Expertise - whichever one fits your idiom best. If you're a Valour Bard who uses a Rapier, choose "Light Blade Expertise". If you're a Prescient Bard with a longbow, "Bow Expertise". If you use Wands as an implement, Wand Expertise. If you've got a mixture of weapon and implement powers, there are a couple of split Expertises that will give you bonuses to both.
Improved Majestic Word is also quite strong, in many cases.
1. One-handed. They're not "off-hand" because that's a weapon property, but you can totally have a weapon in one hand an an implement in the other and work without a problem.2. Bards get Light Shield proficiency, so they *often*, not always, use s
When I gain another class's At-Will power through an MC(can use it as encounter instead of At-Will), and that power has Special: Can be used as a ranged basic attack.
Does the special rule for this power trumph the fact that it is only an encounter power for me? Or does the *encounter power* mean I can only use this once per encouter (period end of story)?
I'm leaning toward the can only be used once but cant find anything specific.
When I gain another class's At-Will power through an MC(can use it as encounter instead of At-Will), and that power has Special: Can be used as a ranged basic attack.Does the special rule for this power trumph the fact that it is only an encounter po
When I gain another class's At-Will power through an MC(can use it as encounter instead of At-Will), and that power has Special: Can be used as a ranged basic attack.
Does the special rule for this power trumph the fact that it is only an encounter power for me? Or does the *encounter power* mean I can only use this once per encouter (period end of story)?
I'm leaning toward the can only be used once but cant find anything specific.
It can only be used once per encounter because it's an Encounter power.
When you use it your one and only time, you can use it as an RBA, because it SAYS it can be used as an RBA.
It doesn't say it can be used more often than normal, so it can't be.
It can only be used once per encounter because it's an Encounter power.When you use it your one and only time, you can use it as an RBA, because it SAYS it can be used as an RBA.It doesn't say it can be used more often than normal, so it can't be.
Could a Seeker's Elemental Spirits power harm the minions? If the target creature (minion) is dead after the successful usage of the talent, the adjacent to the initial target ones won't get the dmg ?
Could a Seeker's Elemental Spirits power harm the minions? If the target creature (minion) is dead after the successful usage of the talent, the adjacent to the initial target ones won't get the dmg ?
Depends how long the game is, and how condensed you want it to be. Generally, for a four to 5 hour session, you level once every 3 sessions, so around 90 sessions or just under 2 years of weekly play - but you could easily accelerate that if you felt that it would be useful.
The best advice is for the group to level when you as a group feel it's appropriate - and the group as a whole may find, for instance, that having played a couple of levels at 1 and 2, they'd prefer to make the jump to a higher level at that point. There's no reason you couldn't put a time skip in - or simply refactor the characters to be this level now.
Be flexible =)
Depends how long the game is, and how condensed you want it to be. Generally, for a four to 5 hour session, you level once every 3 sessions, so around 90 sessions or just under 2 years of weekly play - but you could easily accelerate that if you fel
I seem to remember reading about a cleric feat (I think) that turned any overhealing you did into temp hit points, but now I can't seem to find it again. Does this sounds familiar to anyone else?
I seem to remember reading about a cleric feat (I think) that turned any overhealing you did into temp hit points, but now I can't seem to find it again. Does this sounds familiar to anyone else?
Some gods are statted out, I don't think those two are though (at least officially) - however most of the old solos need a huge power boost to challenge high-epic players.
Some gods are statted out, I don't think those two are though (at least officially) - however most of the old solos need a huge power boost to challenge high-epic players.
Im trying to make a Very agile character, I saw the windlord theme and Decited I wanna build my character around it.
My question is What is the mot agile class, Right now im looking at Swordmage But I want a high Acrobatics and they dont use Dexterity. Any sugestions?
Im trying to make a Very agile character, I saw the windlord theme and Decited I wanna build my character around it.My question is What is the mot agile class, Right now im looking at Swordmage But I want a high Acrobatics and they dont use Dexterity
Im trying to make a Very agile character, I saw the windlord theme and Decited I wanna build my character around it.
My question is What is the mot agile class, Right now im looking at Swordmage But I want a high Acrobatics and they dont use Dexterity. Any sugestions?
Pretty sure the thri-kreen are the only other race with speed 7, but it's pretty easy to increase your speed through feats or items.
The real question is what Role you want to play in the party - Striker? Defender? Some combination of both? Nearly any martial striker is highly mobile, and I can think of at least two or three ways to build a highly mobile defender. Rogue, ranger and monk are all highly mobile and agile... A predator druid gains a +1 bonus to their speed, and can easily crank it up to ridiculous levels while in beast form. The question is actually what else do you want to do with it?
Pretty sure the thri-kreen are the only other race with speed 7, but it's pretty easy to increase your speed through feats or items. The real question is what Role you want to play in the party - Striker? Defender? Some combination of both? Nearly an
Pretty sure the thri-kreen are the only other race with speed 7, but it's pretty easy to increase your speed through feats or items.
The real question is what Role you want to play in the party - Striker? Defender? Some combination of both? Nearly any martial striker is highly mobile, and I can think of at least two or three ways to build a highly mobile defender. Rogue, ranger and monk are all highly mobile and agile... A predator druid gains a +1 bonus to their speed, and can easily crank it up to ridiculous levels while in beast form. The question is actually what else do you want to do with it?
Thing is, We have a 5 person Party. We have a healer *Which I do not want to do at all* and a Caster striker Confirmed. We also have a person who will fill. So Im pretty much allowed to do whatever the heck I want, Which is my problem.
Im a heavy item user, I love using consumables and other alchemical goodies, Which Its why I want high speed and mobility, So I can set up traps and get away If there are any problems. I took a look at sword mage cause they have high resistances and pretty nice utility. Problem being that Ill only have an average acrobatics and average stealth if I need to use it Although Ill be durriable if I get caught. Durring fights I like the idea of being everywhere I need to be Incase I need to go from setting up a flank to defending someone with low health.
I love my characters, tanky, Mobile, And to have many options under their belt. Problem being that it seems that It is hard to ballance those 3 without forsaking one of them. Although the windlord Theme will help with the mobility.
Thing is, We have a 5 person Party. We have a healer *Which I do not want to do at all* and a Caster striker Confirmed. We also have a person who will fill. So Im pretty much allowed to do whatever the heck I want, Which is my problem. Im a heavy it
Shattered Time. Level 9 Battlemind Power. It has a secondary attack which lets a pc attack someone for attacking an ally as an opportunity action, but that secondary attack is a daily power. This seems like a stupid question, but I don't understand the power if it works the way I think it does. Is the secondary power only usable once per day? If so, why put in the whole sustain minor caveat on the primary attack? I don't get it.
Shattered Time. Level 9 Battlemind Power. It has a secondary attack which lets a pc attack someone for attacking an ally as an opportunity action, but that secondary attack is a daily power. This seems like a stupid question, but I don't understand t
The secondary power is not a except by referrence to the fact that it requires a daily to be active to use it. I would rule that you can continue to make the secondary attack 1/turn (except your own turn of course) as long as you sustain the zone.
The secondary power is not a except by referrence to the fact that it requires a daily to be active to use it. I would rule that you can continue to make the secondary attack 1/turn (except your own turn of course) as long as you sustain the zone.
Shattered Time. Level 9 Battlemind Power. It has a secondary attack which lets a pc attack someone for attacking an ally as an opportunity action, but that secondary attack is a daily power. This seems like a stupid question, but I don't understand the power if it works the way I think it does. Is the secondary power only usable once per day? If so, why put in the whole sustain minor caveat on the primary attack? I don't get it.
The secondary power is not a Daily. It is "while the zone is active, you can use this Opportunity action", full stop.
The Character Builder shows the card for it as a Daily. This is because the Character Builder is wrong, and not a rules source. The writeup in Psionic Power itself makes it very clear that the OA is at-will while the Zone is active.
The secondary power is not a Daily. It is "while the zone is active, you can use this Opportunity action", full stop.The Character Builder shows the card for it as a Daily. This is because the Character Builder is wrong, and not a rules source. Th
Like LoW said, pretty much any time you have a Daily power in the Character Builder, any sub-powers contained within it are shown as Daily powers as well - the builder isn't programmed to handle dailies giving you at-will abilities as part of the power...
Like LoW said, pretty much any time you have a Daily power in the Character Builder, any sub-powers contained within it are shown as Daily powers as well - the builder isn't programmed to handle dailies giving you at-will abilities as part of the pow
Actually, After looking at the monk, I really like it. Quck question though, Thoe movemt abilities on the Encounter powers, What are they?
1: Their own encounter power, where I can use both that and the encounter power its linked to once per encounter? 2: Linked to the encounter power , so I can use that Or the encounter power? 3: At will abilities that I can use as much as I want?
I think its 3 cause some of them seem really underwelming compaired to even the at wills. But Im not sure.
Actually, After looking at the monk, I really like it. Quck question though, Thoe movemt abilities on the Encounter powers, What are they?1: Their own encounter power, where I can use both that and the encounter power its linked to once per encounter
Actually, After looking at the monk, I really like it. Quck question though, Thoe movemt abilities on the Encounter powers, What are they?
1: Their own encounter power, where I can use both that and the encounter power its linked to once per encounter? 2: Linked to the encounter power , so I can use that Or the encounter power? 3: At will abilities that I can use as much as I want?
I think its 3 cause some of them seem really underwelming compaired to even the at wills. But Im not sure.
They are Full Discipline powers, that work by the Full Discipline rules. So, "none of the above".
The entire power, Movement and Attack technique both, is one Encounter power. If you use one half of it, you can use the other half of it in the same round. It doesn't matter which half you use first. If you only use one half of it, you've still used it. So you can't pull out the other half in a later round.
The keyword "Full Discipline", from PHB3, explains this in more detail.
Actually, After looking at the monk, I really like it. Quck question though, Thoe movemt abilities on the Encounter powers, What are they?1: Their own encounter power, where I can use both that and the encounter power its linked to once per encounter
Now that I'm thinking about Full Discipline powers: How do those interact with "Ready"?
Can I legally use the Movement portion of an Encounter Full Discipline, and then Ready the Attack portion?
If I Ready the Attack portion (without using the Move) and take it, can I then use the Move during my next turn?
(I think, the "one per round" rule and the "can use them both during the same round but not in different rounds" rules means that I can use the other half before the new Round begins at the start of your next turn. So, no to the second, yes to the first. But I'm not sure.)
Now that I'm thinking about Full Discipline powers: How do those interact with "Ready"?Can I legally use the Movement portion of an Encounter Full Discipline, and then Ready the Attack portion?If I Ready the Attack portion (without using the Move) a
I THINK you could use the move portion of an FD power, and ready the standard action as long as you triggered it before your next turmn came round, but I'm not sure; I' don't have the book handy to check.
I THINK you could use the move portion of an FD power, and ready the standard action as long as you triggered it before your next turmn came round, but I'm not sure; I' don't have the book handy to check.
Hi! I have been trying my best to learn more of the god Jergal and more specificly how his clergy looked and appeared. Going through old books the few notes I've found only describe the color of their robes, gloves and some facial masks they preferred to wear. Knowing novels usually have more descriptive narritive of person I wanted to ask if there any detailed sources on followers of Jergal or novels which has them as characters
Thank you so much in advance.
Question: Hi! I have been trying my best to learn more of the god Jergal and more specificly how his clergy looked and appeared. Going through old books the few notes I've found only describe the color of their robes, gloves and some facial masks the
Hi! I have been trying my best to learn more of the god Jergal and more specificly how his clergy looked and appeared. Going through old books the few notes I've found only describe the color of their robes, gloves and some facial masks they preferred to wear. Knowing novels usually have more descriptive narritive of person I wanted to ask if there any detailed sources on followers of Jergal or novels which has them as characters
Thank you so much in advance.
I have no idea who 'Jergal' is ... he's not in 4e as far as I know. Either way, Google is your friend.
Hi! I have been trying my best to learn more of the god Jergal and more specificly how his clergy looked and appeared. Going through old books the few notes I've found only describe the color of their robes, gloves and some facial masks they preferred to wear. Knowing novels usually have more descriptive narritive of person I wanted to ask if there any detailed sources on followers of Jergal or novels which has them as characters
Thank you so much in advance.
Jergal was the Forgotten Realms god of Death before Myrkul, Cyric and Kelemvor (and served all three as their seneschal)
Clergy
Clerics of Jergal pray for their spells at dusk, a time of day representative of the end of life. On the last night of the year, Jergal's clergy cease their endless toil for a full night. On this holy night, known as the Night of Another Year, the clerics read every name whose death they have recorded from the scrolls they have carefully inscribed over the past year. With a cry of "One Year Closer!", all the scrolls are then filed, and work begins the next day. The only ritual Jergal's clerics are required to perform is called the Sealing. After recording each and every creature's demise, form of death, and destination in the afterlife, Scriveners of Doom are required to sprinkle a light dusting of ash and powdered bone over their inscribed words to blot the ink and mark another small step toward the world's end. Some seek church-sponsored undeath to allow them to continue their archiving careers. Some clerics multi-class as monks or necromancers.
From the Forgotten Realms wiki...
Jergal was the Forgotten Realms god of Death before Myrkul, Cyric and Kelemvor (and served all three as their seneschal)From the Forgotten Realms wiki...
Hello all, I am quite new to D&D, well, the tabletop* at least. I have read almost all of R.A Salvatore's Drizzt Do'Urden books, as well as a small amount of fan fiction. I have completed BG:EE, and I am debating whether or not to try and get into the table top.
The main problem I have currently is my age: a measly 13. I doubt I'll be joining in any of the "games"(for lack of a better word) that they host at the games workshop kind of places, as while I was taking a browse at the 40K figures(Ork Boyz!), all of the players of the 40K tabletop(thing) were at least 30+. I might be able to get a game going with 1 friend of mine, however as far as I am aware the DM can't also play, so it might be a tad boring with just one PC. I won't even bother asking any of my other friends, as playing anything that isn't Minecraft or a FPS makes you a nerd, and therefore "uncool". D&D seems like great fun with a few more players, as I adore the Forgotten Realms setting. Any advice would be appreciated, so thank you in advance.
Thank you for reading this horrible wall of text that is my question, SepthSilver
P.S: I live in Singapore(710 Km 2), so putting that into the game finder gives me results in Malaysia(a country just north). However, I'm almost certain that there are games in SG.
*/board game/pen and paper whatever it is
QUESTION:Hello all, I am quite new to D&D, well, the tabletop* at least. I have read almost all of R.A Salvatore's Drizzt Do'Urden books, as well as a small amount of fan fiction. I have completed BG:EE, and I am debating whether or not to try and ge
Yes and no: Their encounter power is Power Strike, and they get more uses of it as they level up.
There is a Feat to let them trade one use of Power Strike for a choice of a Fighter encounter power.
Yes and no: Their encounter power is Power Strike, and they get more uses of it as they level up.There is a Feat to let them trade one use of Power Strike for a choice of a Fighter encounter power.
Yes and no: Their encounter power is Power Strike, and they get more uses of it as they level up.
There is a Feat to let them trade one use of Power Strike for a choice of a Fighter encounter power.
Thanks, was getting really confused by that for a while now.
Yes and no: Their encounter power is Power Strike, and they get more uses of it as they level up.There is a Feat to let them trade one use of Power Strike for a choice of a Fighter encounter power.[/quote]Thanks, was getting really confused by that
Hi, was just wondering if it is possible to hybrid/multiclass a slayer and a scout and if so, how would I go about doing that?
Neither can hybrid. Both can multiclass TO other classes, as normal. You can't multiclass TO either of them; they don't have class-specific MC feats themselves. If you Paragon Multi-Class Ranger, you may be able to pick up Dual Weapon Attack, but ETV as to whether that actually works.
Neither can hybrid. Both can multiclass TO other classes, as normal. You can't multiclass TO either of them; they don't have class-specific MC feats themselves. If you Paragon Multi-Class Ranger, you may be able to pick up Dual Weapon Attack, but
I am currently having a dispute with my DM over a cleric spell ( Blood Crow Strike ) My DM says that this is a spell that I can only cast upon myself, is he correct? Since coming back to the world of D&D, I have that there are alot more spells, and new rules ... so with this one I figured I would save my friends from hearing me rage and would just ask others who are more familiar with pathfinder and the new rules and such. ( Might I mention that my DM is VERY NEW to the game and only plays by what the rules say, while having no fore sight of his own lol )
Any help on this would be very helpfull
I am currently having a dispute with my DM over a cleric spell ( Blood Crow Strike ) My DM says that this is a spell that I can only cast upon myself, is he correct? Since coming back to the world of D&D, I have that there are alot more spells, and n
I am currently having a dispute with my DM over a cleric spell ( Blood Crow Strike ) My DM says that this is a spell that I can only cast upon myself, is he correct? Since coming back to the world of D&D, I have that there are alot more spells, and new rules ... so with this one I figured I would save my friends from hearing me rage and would just ask others who are more familiar with pathfinder and the new rules and such. ( Might I mention that my DM is VERY NEW to the game and only plays by what the rules say, while having no fore sight of his own lol )
Any help on this would be very helpfull
I can't find that spell in the compendium. What 4e book is it in?
Edit: Ah, it's a Pathfinder spell. You should probably ask on their forums, but I'm feeling nice.
This isn't a spell you cast on yourself; you cast it and it damages the target. Well, you *could* cast it on yourself, but you'd just hurt yourself. It's a basic attack spell.
I can't find that spell in the compendium. What 4e book is it in?Edit: Ah, it's a Pathfinder spell. You should probably ask on their forums, but I'm feeling nice.This isn't a spell you cast on yourself; you cast it and it damages the target. Well,
I have a question about the Cunning Sneak powers for the Rogue. When the powers say "make a stealth check to become hidden" but don't say anything about needing the standard prerequisites to become hidden do you ignore them? i.e. do you just make a stealth check in the middle of an open room to become hidden? and if so, are you rolling a stealth against everyone's passive perception or just the target of that power?
I'm mostly trying to figure out how useful the character is. If you still require concealment etc to make those hidden checks then the power of the character is really based off the dm and how he runs things.
Thank you for all your help, Herbie
I have a question about the Cunning Sneak powers for the Rogue.When the powers say "make a stealth check to become hidden" but don't say anything about needing the standard prerequisites to become hidden do you ignore them? i.e. do you just make a st
I have a question about the Cunning Sneak powers for the Rogue. When the powers say "make a stealth check to become hidden" but don't say anything about needing the standard prerequisites to become hidden do you ignore them?
I'm mostly trying to figure out how useful the character is. If you still require concealment etc to make those hidden checks then the power of the character is really based off the dm and how he runs things.
There are a great many ways to generate your own cover and concealment, but yes.
No.They work as per the normal stealth rules: You can affect everyone you meet the criteria to affect.There are a great many ways to generate your own cover and concealment, but yes.
I've read a few times that a major plus to Clerics is their ability to grant exrtra attacks to their party members. I've seen plenty of spells that grant plenty of good stuff, but none so far that grant extra attacks.
What am I missing? What Cleric spells grant extra attacks for party members?
Thanks!
I've read a few times that a major plus to Clerics is their ability to grant exrtra attacks to their party members. I've seen plenty of spells that grant plenty of good stuff, but none so far that grant extra attacks.What am I missing? What Cleric
I've read a few times that a major plus to Clerics is their ability to grant exrtra attacks to their party members. I've seen plenty of spells that grant plenty of good stuff, but none so far that grant extra attacks.
What am I missing? What Cleric spells grant extra attacks for party members?
Thanks!
The major plus to LEADERS, of which the Cleric is one, is the ability to grant extra attacks. Clerics, because they do such a good job of two of the other major roles of the Leader, healing and buffing, are actually one of the worst Leaders for granting attacks. The Warlord does it best, followed by the Bard, then Shaman, with Cleric and Artificer bringing up the rear.
Since you used the term "spell", rather than "Prayer" or "Power," I'm guessing that you are looking for the attacks through a previous edition filter. The extra attacks that Leaders grant are not attacks that the allies make on their own turns, but rather that the Leader allows the ally to make during their own turn. One such example is Inspire Fervor, which in addition to the damage normally caused by the attack, also does the following:
Effect: Each ally within 2 squares of you can shift up to 2 squares as a free action. Any ally who ends this shift adjacent to the target can make a melee basic attack against it as a free action.
Again, the Cleric is not actually terribly good at this Leader function. The Warlord is the best for this. It is often said that the Barbarian may swing his sword on the Barbarian's turn, but the Warlord swings the Barbarian on the Warlord's turn.
The major plus to LEADERS, of which the Cleric is one, is the ability to grant extra attacks. Clerics, because they do such a good job of two of the other major roles of the Leader, healing and buffing, are actually one of the worst Leaders for grant
Since Essentials, there are a lot more cleric attack-granters, most notably the e27 which is CB5, everyone can charge or make a BA, including the caster.
Since Essentials, there are a lot more cleric attack-granters, most notably the e27 which is CB5, everyone can charge or make a BA, including the caster.
So i live under a rock and just found out i can play D&D 4e online with others. Will anyone tell me what programs i will need to download and where to get them? I could also use some advice on where to look for other players. tyvm
So i live under a rock and just found out i can play D&D 4e online with others. Will anyone tell me what programs i will need to download and where to get them? I could also use some advice on where to look for other players.tyvm
I should have been more clear guys, my bad. I'm looking for spells, prayers, powers, and anything else that allows my Cleric to grant extra attacks to my allies.
So far my list is Inspire Fevor and Favor of the Gods (sort of counts).
If there isn't much to be on the lookout for then I'll just focus on healing and buffing, but if there ARE some more abilties like Inspire Fevor (Thanks Malak) I'd appreciate being clued in. If I owned any D and D materials I'd look it up myself but sadly I don't...
Thanks!
I should have been more clear guys, my bad. I'm looking for spells, prayers, powers, and anything else that allows my Cleric to grant extra attacks to my allies. So far my list is Inspire Fevor and Favor of the Gods (sort of counts). If there isn'
I should have been more clear guys, my bad. I'm looking for spells, prayers, powers, and anything else that allows my Cleric to grant extra attacks to my allies.
So far my list is Inspire Fevor and Favor of the Gods (sort of counts).
If there isn't much to be on the lookout for then I'll just focus on healing and buffing, but if there ARE some more abilties like Inspire Fevor (Thanks Malak) I'd appreciate being clued in. If I owned any D and D materials I'd look it up myself but sadly I don't...
Thanks!
See the link in my sig for basic attacks. Scroll down to 'granted attacks' and then look for 'cleric'.
See the link in my sig for basic attacks. Scroll down to 'granted attacks' and then look for 'cleric'.
Do cavalier paladins need to worship a deity in 4e? i know at one point it specifies they get their power through sheer force of will but i have no idea if that nullifies the rule for normal paladins.
Do cavalier paladins need to worship a deity in 4e? i know at one point it specifies they get their power through sheer force of willbut i have no idea if that nullifies the rule for normal paladins.
I do not beleive that you are required to worship a god as a cavalier. of course doing that would stop you from takeing domain feats paragon paths and epic destinies that DO require specific worship.
Rules from origional paladin write up unimportant for cavalier subclass
I do not beleive that you are required to worship a god as a cavalier.of course doing that would stop you from takeing domain feats paragon paths and epic destinies that DO require specific worship.Rules from origional paladin write up unimportant fo
Do cavalier paladins need to worship a deity in 4e? i know at one point it specifies they get their power through sheer force of will but i have no idea if that nullifies the rule for normal paladins.
Technically, even normal Paladins don't have to have a diety. It cuts you off from taking the divine feats with 'worships such-and-such', but past that, there's no rules requirement for it.
Technically, even normal Paladins don't have to have a diety. It cuts you off from taking the divine feats with 'worships such-and-such', but past that, there's no rules requirement for it.
Do cavalier paladins need to worship a deity in 4e? i know at one point it specifies they get their power through sheer force of will but i have no idea if that nullifies the rule for normal paladins.
Technically, even normal Paladins don't have to have a diety. It cuts you off from taking the divine feats with 'worships such-and-such', but past that, there's no rules requirement for it.
Technically, at creation, a Paladin must select a deity, and the paladin's alignment must match the deity's. After that, neither deity nor alignment is required. The Paladin may convert to another faith or renounce it altogether and the Paladin may shift alignment freely, with no mechanical consequences. Story (RP) consequences are left to the DM.
Technically, even normal Paladins don't have to have a diety. It cuts you off from taking the divine feats with 'worships such-and-such', but past that, there's no rules requirement for it.[/quote]Technically, at creation, a Paladin must select a de
I can't think of a weapon with "special" as a price, but the masterwork armor is listed that way. It's noted that way because masterwork armor types are always included in the price of the magical armor's enchantment and and can't be bought alone.
I can't think of a weapon with "special" as a price, but the masterwork armor is listed that way. It's noted that way because masterwork armor types are always included in the price of the magical armor's enchantment and and can't be bought alone.
I've seen the big FR map on the web (and on these fourms a lot) is there any reference for standard time to travel x distance (or even if there is an agreed-upon unit of distance for the map's scale)?
@megusdragun try meetup.comI've seen the big FR map on the web (and on these fourms a lot) is there any reference for standard time to travel x distance (or even if there is an agreed-upon unit of distance for the map's scale)?
I am having a Problem understanding the Ranger Level 15 Daily power Trick Shot, It says I can target one, two or three creatrues, My DM is saying that If I target only one creature I still only get to roll 2 weapon damage once , and only roll once for the imposed effect, instead of three seperate times for each attack. Is this correct? Can It not do up to 6 weapon damage and 3 imposed effects on one creature?
I am having a Problem understanding the Ranger Level 15 Daily power Trick Shot, It says I can target one, two or three creatrues, My DM is saying that If I target only one creature I still only get to roll 2 weapon damage once , and only roll once fo
I've seen the big FR map on the web (and on these fourms a lot) is there any reference for standard time to travel x distance (or even if there is an agreed-upon unit of distance for the map's scale)?
like THIS one? the scale in the bottom right gives the distance
base travel distance per day is 5x the slowest speed of the group and assumes a 10 hour travel day (so speed 6 = 30 miles per day)
like THIS one? the scale in the bottom right gives the distancebase travel distance per day is 5x the slowest speed of the group and assumes a 10 hour travel day (so speed 6 = 30 miles per day)
I am having a Problem understanding the Ranger Level 15 Daily power Trick Shot, It says I can target one, two or three creatrues, My DM is saying that If I target only one creature I still only get to roll 2 weapon damage once , and only roll once for the imposed effect, instead of three seperate times for each attack. Is this correct? Can It not do up to 6 weapon damage and 3 imposed effects on one creature?
He's correct. Targetting one two or three creatures means exactly that - one attack each versus each of one, two, or three creatures. You can't target the same creature more than once.
He's correct. Targetting one two or three creatures means exactly that - one attack each versus each of one, two, or three creatures. You can't target the same creature more than once.
What is your opinion, can you provide some evidence to back up your claims too
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I was wondering did dragons really exist ? I saw this post and it had some fun but mind boggling points too Dragons Exist - 5 facts you did not know!What is your opinion, can you provide some evidence to back up your claims toohtml_removedhtml_remove