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.
I was wondering did dragons really exist ? I saw this post and it had some fun but mind boggling points too (content removed)What is your opinion, can you provide some evidence to back up your claims toohtml_removed html_removedEDIT: Advertising is a
I cant seem to find a solid answer on wether useing a Ki focus negates the item property from a weapon. If I were to use a Ki focus with a executioner axe, would the attack have the brutal 2 property? Brutal 2 is a property of the weapon, not a magical property. If you used a Ki focus with a Halberd, would the attack would still have reach, since its a weapon property?
If I were useing a transcendent ki focus with a Gythka would both ends have reach, and would it retain the defensive property from the Gythka? Also, would you need to be proficient with the Gythka? Would the attack still be affected by polearm momentum since it is useing a spear?
I cant seem to find a solid answer on wether useing a Ki focus negates the item property from a weapon. If I were to use a Ki focus with a executioner axe, would the attack have the brutal 2 property? Brutal 2 is a property of the weapon, not a magic
Has anyone made a document to assist a group track its conditions during combat?
I play a Cleric, and it's daunting for everyone to keep track of who has +2 to this, what monster is granting combat advantage, when does the +2 to defense wear off, etc.
In essance I'm hoping someone has made a combat-focused tracking form for such things to be recorded on, and can point me to it.
Thanks!
Has anyone made a document to assist a group track its conditions during combat? I play a Cleric, and it's daunting for everyone to keep track of who has +2 to this, what monster is granting combat advantage, when does the +2 to defense wear off, et
Has anyone made a document to assist a group track its conditions during combat?
I play a Cleric, and it's daunting for everyone to keep track of who has +2 to this, what monster is granting combat advantage, when does the +2 to defense wear off, etc.
In essance I'm hoping someone has made a combat-focused tracking form for such things to be recorded on, and can point me to it.
Thanks!
We have done it a few different ways, sometimes in combination, but never any kind of sheet.
We give each player a set of tokens. Right now we all chipped in to buy a set of Alea Tools colored stacking magnets but we have also use small poker chips. Each player or enemy gets a color, and we reserve red for bloodied.
When a player puts an effect on a creature, they put their marker on that creature. When something might involve that creature or its turn starts or ends, we can see which players have an effect on it and ask those players what condition they applied to it.
It works out that the person who used the power on it is pretty good at remembering what they did to it (heck, some won't shut up about what they did to it ) in the last round or 2 way better than relying on only the GM or the rest of the table. Just this week, after years of this, we finally had to give a player 2 colors because he hands out multiple conditions on large groups of creatures.
We also use an initiative board that everyone can see, so sometimes stuff gets noted down on there.
We have done it a few different ways, sometimes in combination, but never any kind of sheet. We give each player a set of tokens. Right now we all chipped in to buy a set of Alea Tools colored stacking magnets but we have also use small poker chips
One of the guys that used to run LFR down here had a set of those. It was always funny when the end boss mini was almost twice as tall as any other on the board.
baddie 1bloodied 2marked 3quarried 4control a fighter ranger 5control b 1bloodied 1bloodied cleric wizard
less expensive then the magnetic pucks would be hoops of colored pipe cleaners or the plastic rings from soft drink bottles.
One of the guys that used to run LFR down here had a set of those.It was always funny when the end boss mini was almost twice as tall as any other on the board. baddie 1bloodied 2marked 3quarried 4control a fighter
I cant seem to find a solid answer on wether useing a Ki focus negates the item property from a weapon. If I were to use a Ki focus with a executioner axe, would the attack have the brutal 2 property? Brutal 2 is a property of the weapon, not a magical property. If you used a Ki focus with a Halberd, would the attack would still have reach, since its a weapon property?
If I were useing a transcendent ki focus with a Gythka would both ends have reach, and would it retain the defensive property from the Gythka? Also, would you need to be proficient with the Gythka? Would the attack still be affected by polearm momentum since it is useing a spear?
It doesn't affect the mundane properties of the weapon - so Brutal, Reach, whether it's a spear, these thins all remain.
Superior Ki Focus properties ONLY work on Implement attacks. For Weapon attacks, Superior properties do not apply. So your Transcendant Focus would increase reach for all your attacks, but ONLY if they have the Implement keyword.
It doesn't affect the mundane properties of the weapon - so Brutal, Reach, whether it's a spear, these thins all remain.Superior Ki Focus properties ONLY work on Implement attacks. For Weapon attacks, Superior properties do not apply. So your Trans
I think Maptool also has a forum where LFR games are often run.
When i run LFR on RPGTO Virtual Table, i advertise it on this Forum; (haven't run one in weeks though) community.wizards.com/dndbeta/go/forum/v... I think Maptool also has a forum where LFR games are often run.
In addition to Plaguescarred's answers, if they worship Sehanine, the feat Moonbow Dedicate from Dragon 386 will allow them to use any shortbow as an implement (and also gives the functional equivalent of Weapon and Implement Focus: Shortbow).
In addition to Plaguescarred's answers, if they worship Sehanine, the feat Moonbow Dedicate from Dragon 386 will allow them to use any shortbow as an implement (and also gives the functional equivalent of Weapon and Implement Focus: Shortbow).
If a Wizard uses "Burning Hands" and an ally is in the blast range is the ally hit?
Target: Each creature in the blast
If an ally is in the blast, he or she will be targetted. Make the attack roll as against any target to find out if you hit or not.
Target: Each creature in the blastIf an ally is in the blast, he or she will be targetted. Make the attack roll as against any target to find out if you hit or not.
Does the elf weapon proficiancy racial stack with weapon training? It's stacking it in the Wotc character builder.
Uh, what do you mean "stack"?
Elves get free proficiency with Longbows and Shortbows, period.
They will also get proficiency in several weapons or classes of weapons, from their Class.
An Elf Wizard gets both Wizard proficiencies and Elf proficiencies. He's a Wizard, who can use a Longbow. An Elf Ranger gets both Ranger proficiencies and Elf proficiencies. Rangers already get Longbows so his racial proficiency doesn't matter.
You don't add the proficiency bonus for a weapon more than once.
Uh, what do you mean "stack"?Elves get free proficiency with Longbows and Shortbows, period.They will also get proficiency in several weapons or classes of weapons, from their Class.An Elf Wizard gets both Wizard proficiencies and Elf proficiencies.
It says Quarter Staff + 6 vs Reflex 2d6 Damge, So If the NPC has a Reflex of 17. The Wizard rolls a D20 and adds 6. Right? So if she rolls a 12 that's 18 and teh spell hits.
What does that have to do with the Quarterstaff?
I think I undertsand that...
Now the same caharcter wants to use "Suggestion"...There are no instructions with that. So what do I roll for the NPC to see if teh Suggestion was resisted or not? It does not say. ALso, how does one make a Diplomacy Check? The CHaracters Diplomacy is 2...
So what? She rolls a d20 adds 2, WHat do I do/Roll and compare it against as the DM for say a level 1 Human minion?
Having a hard time understanding the wizard....So level 3, she wants to use Burning Hands. It says Quarter Staff + 6 vs Reflex 2d6 Damge, So If the NPC has a Reflex of 17. The Wizard rolls a D20 and adds 6. Right? So if she rolls a 12 that's 18 and t
It says Quarter Staff + 6 vs Reflex 2d6 Damge, So If the NPC has a Reflex of 17. The Wizard rolls a D20 and adds 6. Right? So if she rolls a 12 that's 18 and teh spell hits.
What does that have to do with the Quarterstaff?
She's using the Quarterstaff as her implement.
Like a fighter using a sword (instead of a hammer or a flail) with Reaping Strike, she's a wizard using a staff (instead of a wand or an orb) with Burning Hands.
So what do I roll for the NPC to see if teh Suggestion was resisted or not? It does not say. ALso, how does one make a Diplomacy Check? The CHaracters Diplomacy is 2...
So what? She rolls a d20 adds 2, WHat do I do/Roll and compare it against as the DM for say a level 1 Human minion?
It's a skill check.
When you, the DM, tell that player "Roll Diplomacy", for example when she's trying to convince someone of something (check out the "suggested uses" in the Diplomacy skill), she says "A-ha! I cast Suggestion and instead of rolling Diplomacy the way you told me to, instead I roll Arcana and use that instead!"
She's using the Quarterstaff as her implement. Like a fighter using a sword (instead of a hammer or a flail) with Reaping Strike, she's a wizard using a staff (instead of a wand or an orb) with Burning Hands.Wrong. Read the power, that's what it doe
How do I know what numbers to use for the skill check and how does that work?
So a level 3 wizard uses "Suggestion" on a level 3 Human Fighter.
What dice get rolled and how do I know if it works?
Sorry, just having a hard time wrapping my head around this.
How do I know what numbers to use for the skill check and how does that work? So a level 3 wizard uses "Suggestion" on a level 3 Human Fighter.What dice get rolled and how do I know if it works?Sorry, just having a hard time wrapping my head around t
How do I know what numbers to use for the skill check and how does that work?
... you're the DM. You decide what the DC is and what the result of the skill check is.
You *really* need to read the rules first, then ask questions about them. Go back and do that now - I suggest "Skill Checks", "Skill Challenges", the "DC by level" chart and the "Diplomacy" skill. Once you've done that, come back, and we'll keep going.
So a level 3 wizard uses "Suggestion" on a level 3 Human Fighter.
Back up, and read that power again. You don't "cast suggestion on a person". Like Suggestion says, when your DM tells you to roll Diplomacy, you use Suggestion and roll Arcana.
So. The player says "I want to give a inspiring speech to that NPC!" You, the DM, say "That's covered by Diplomacy! In fact, that's one of the examples! So that's a Hard DC, and the target is level 3, and I don't think there's any situational modifiers, so your rousing speech is DC 21. Roll Diplomacy, looking for a 21" The player says "I cast Suggestion, so instead of Diplomacy (+2) I am rolling Arcana (+11)!"
The player rolls Arcana. Since you've now read how skill checks work, you know she rolls 1d20 and adds her Arcana, which is +11 in my example. On a result of 21 or higher, she beats the DC and succeeds. On a result of 20 or lower, she fails.
I suspect your next question is "But what if she's using it on a PC and not an NPC?" And the answer to that is ALSO covered in the rules for skill checks: You don't do that. Players decide for themselves how they react to things.
What dice get rolled and how do I know if it works?
It's a skill check. It rolls the dice the rules for Skill Checks tell you to roll. And it succeeds if it beats the DC, which you set, according to the rules for skill checks. And it's enough on it's own to succeed or fail, or there's more required, as you see fit to decide, all of which is included in the rules for skill checks and skill challenges.
... you're the DM. You decide what the DC is and what the result of the skill check is.You *really* need to read the rules first, then ask questions about them. Go back and do that now - I suggest "Skill Checks", "Skill Challenges", the "DC by leve
Sweet jesus I'll just tell them to go back to playing video games....
.... yes, that is one way of having someone else be the DM rather than doing it yourself.
But you're the DM. Defining NPCs, and how they act, and having them react to the PCs, is *your job*. It's what you do. And there's mechanics there for when you decide there's a chance of failure, and there's mechanics for PCs to make themselves more likely to succeed.
You could, of course, just tell your players that you're not using the mechanics. That way, they don't have to care what Suggestion does or how it works, because you're not using the rules and it works however you want it to.
You're in the wrong forum for that. You asked how the rules work.
.... yes, that is one way of having someone else be the DM rather than doing it yourself.But you're the DM. Defining NPCs, and how they act, and having them react to the PCs, is *your job*. It's what you do. And there's mechanics there for when yo
I am new to the website. A few friends and myself want to learn to play Dungeons and Dragons. I want to begin by reading the Players Guide, Dungeon Masters Guide, and Monster Manual. However, I have discovered that each book has more than one version. I bought a Complete set of 4e books on ebay....
So, Do I start with Players Handbook 1, players Handbook 2 2, or players Handbook 3?
Do I start with Dungeon Master's Guide or Dungeon Master's Guide 2?
Do I start with Monster Manual 1, Monster Manual 2, or Monster Manual 3.
Thank You.
Hello,I am new to the website. A few friends and myself want to learn to play Dungeons and Dragons. I want to begin by reading the Players Guide, Dungeon Masters Guide, and Monster Manual. However, I have discovered that each book has more than o
I am new to the website. A few friends and myself want to learn to play Dungeons and Dragons. I want to begin by reading the Players Guide, Dungeon Masters Guide, and Monster Manual. However, I have discovered that each book has more than one version. I bought a Complete set of 4e books on ebay....
So, Do I start with Players Handbook 1, players Handbook 2 2, or players Handbook 3?
Do I start with Dungeon Master's Guide or Dungeon Master's Guide 2?
Do I start with Monster Manual 1, Monster Manual 2, or Monster Manual 3.
Thank You.
Hi,
In general, each new book is "another set of new options", NOT a revision. So PHB2 is a new set of classes and player options, not a revision of PHB1. DMG2 is "more things about how to run the game", not "DMG: 2nd Version"
The base rules of how to run a game are in PHB1 and DMG1. However, in the half-decade since the printing of PHB1, a fair number of balance and gameplay improvements have been printed - if you have a complete set of books, I'd actually suggest starting with PHB1 but ignoring the game rules section of it, and using the Rules Compendium for that instead. If you don't have the Compendium or any of the "Heroes Of Whatever" books, then start with PHB1, no problem.
The one really major change to the game after printing was: Monsters in the original books were poorly designed. ESPECIALLY "Solo" monsters, and ESPECIALLY high-level monsters, they were huge bags of hit points who were hard to hurt and where killing them would take forever, but they didn't actually have enough attacks or enough ability to protect themselves from being disabled. So what generally would happen is that your big climactic fight against The Dragon Of Doom would be one round of the Dragon doing stuff and then 20 rounds of the players pounding on a helpless sack of dragon HP until it finally died. And that kind of fight is boring.
Monster Manual 1 uses old-style monsters. So does MM2. MM3 and Monster Vault use new-style monsters, that are generally much more fun to play with. So I'd suggest starting with Monster Vault and MM3 monsters, rather than MM1 or MM2.
Hi,In general, each new book is "another set of new options", NOT a revision. So PHB2 is a new set of classes and player options, not a revision of PHB1. DMG2 is "more things about how to run the game", not "DMG: 2nd Version"The base rules of how t
In general, each new book is "another set of new options", NOT a revision. So PHB2 is a new set of classes and player options, not a revision of PHB1. DMG2 is "more things about how to run the game", not "DMG: 2nd Version"
The base rules of how to run a game are in PHB1 and DMG1. However, in the half-decade since the printing of PHB1, a fair number of balance and gameplay improvements have been printed - if you have a complete set of books, I'd actually suggest starting with PHB1 but ignoring the game rules section of it, and using the Rules Compendium for that instead. If you don't have the Compendium or any of the "Heroes Of Whatever" books, then start with PHB1, no problem.
The one really major change to the game after printing was: Monsters in the original books were poorly designed. ESPECIALLY "Solo" monsters, and ESPECIALLY high-level monsters, they were huge bags of hit points who were hard to hurt and where killing them would take forever, but they didn't actually have enough attacks or enough ability to protect themselves from being disabled. So what generally would happen is that your big climactic fight against The Dragon Of Doom would be one round of the Dragon doing stuff and then 20 rounds of the players pounding on a helpless sack of dragon HP until it finally died. And that kind of fight is boring.
Monster Manual 1 uses old-style monsters. So does MM2. MM3 and Monster Vault use new-style monsters, that are generally much more fun to play with. So I'd suggest starting with Monster Vault and MM3 monsters, rather than MM1 or MM2.
Thank you very much for your detailed reply. You have been extremely helpful and have made my friends and I even more excited about learning to play.
I do have a book called Dungeons and Dragon Essentials: Rules Compendium. I also have books called Heroes of Shadow, Heroes of the fallen lands, Heroes of the forgotten kingdom. Does this help you point me to where I should begin. Also, If you have other advice on starting just tell me, because I have a great many books, I bought a whole package on ebay for 200 dollars and the girl said it should be the entire 4th edition collection.
Again, Thank you very much!
Thank you very much for your detailed reply. You have been extremely helpful and have made my friends and I even more excited about learning to play. I do have a book called Dungeons and Dragon Essentials: Rules Compendium. I also have books calle
In general, each new book is "another set of new options", NOT a revision. So PHB2 is a new set of classes and player options, not a revision of PHB1. DMG2 is "more things about how to run the game", not "DMG: 2nd Version"
The base rules of how to run a game are in PHB1 and DMG1. However, in the half-decade since the printing of PHB1, a fair number of balance and gameplay improvements have been printed - if you have a complete set of books, I'd actually suggest starting with PHB1 but ignoring the game rules section of it, and using the Rules Compendium for that instead. If you don't have the Compendium or any of the "Heroes Of Whatever" books, then start with PHB1, no problem.
The one really major change to the game after printing was: Monsters in the original books were poorly designed. ESPECIALLY "Solo" monsters, and ESPECIALLY high-level monsters, they were huge bags of hit points who were hard to hurt and where killing them would take forever, but they didn't actually have enough attacks or enough ability to protect themselves from being disabled. So what generally would happen is that your big climactic fight against The Dragon Of Doom would be one round of the Dragon doing stuff and then 20 rounds of the players pounding on a helpless sack of dragon HP until it finally died. And that kind of fight is boring.
Monster Manual 1 uses old-style monsters. So does MM2. MM3 and Monster Vault use new-style monsters, that are generally much more fun to play with. So I'd suggest starting with Monster Vault and MM3 monsters, rather than MM1 or MM2.
Thank you very much for your detailed reply. You have been extremely helpful and have made my friends and I even more excited about learning to play.
I do have a book called Dungeons and Dragon Essentials: Rules Compendium. I also have books called Heroes of Shadow, Heroes of the fallen lands, Heroes of the forgotten kingdom. Does this help you point me to where I should begin. Also, If you have other advice on starting just tell me, because I have a great many books, I bought a whole package on ebay for 200 dollars and the girl said it should be the entire 4th edition collection.
Again, Thank you very much!
Okay, so:
The Rules Compendium is the most recent version of the rules. Barring a few as-yet-unfixed-errors on some unusual edge conditions, that's the main rule set, and anything that contradicts it is older.
Players Handbook 1, 2, and 3 are selections of classes and builds. Same with Heroes Of Whatever. Point is, "Players Handbook" and "Heroes Of" are all options on how to build PCs. You can often mix and match powers and builds and feats from many books, if you want.
All the books named "X Power" are additional options for characters using that power source. So, Martial Power is new options for Martial characters, no matter which book they're from. It's not much use to a Wizard, though, just like a Fighter probably won't get much out of Arcane Power but the Wizard will love it.
You need as many or as few of those books as you want. I generally suggest letting people pick and choose from everything, using DDI ("D&D Insider" - the subscription service on this website) to get access to the database of everything and the automated character builder helpers - but in general, let the players worry about the details. You don't have to read them all, just the bits your players want to use, if that.
Dungeon Master's Guide 1 is a great place to go for "how to run a game". DMG2 is tips and tricks and things, and some optional rules, but much less essential.
And if you have Monster Vault, get your monsters from there.
So! the summary: 1. Turn your players loose on "Heroes of Whatever", "Players Handbook Foo", and "Anything Power". Read enough of one of the Heroes Of Whatever books and/or the Rules Compendium so you know roughly how a player works, and read the bits your players pick so you know what to expect 2. Read the DMG for tips on how to make stories and encounters and how to balance things. 3. Get your monsters from Monster Vault and Monster Manual 3 whenever possible, resorting to MM1 and MM2 mostly for ideas. 4. Have fun and don't sweat the small stuff.
Thank you very much for your detailed reply. You have been extremely helpful and have made my friends and I even more excited about learning to play. I do have a book called Dungeons and Dragon Essentials: Rules Compendium. I also have books calle
The Rules Compendium is the most recent version of the rules. Barring a few as-yet-unfixed-errors on some unusual edge conditions, that's the main rule set, and anything that contradicts it is older.
Players Handbook 1, 2, and 3 are selections of classes and builds. Same with Heroes Of Whatever. Point is, "Players Handbook" and "Heroes Of" are all options on how to build PCs. You can often mix and match powers and builds and feats from many books, if you want.
All the books named "X Power" are additional options for characters using that power source. So, Martial Power is new options for Martial characters, no matter which book they're from. It's not much use to a Wizard, though, just like a Fighter probably won't get much out of Arcane Power but the Wizard will love it.
You need as many or as few of those books as you want. I generally suggest letting people pick and choose from everything, using DDI ("D&D Insider" - the subscription service on this website) to get access to the database of everything and the automated character builder helpers - but in general, let the players worry about the details. You don't have to read them all, just the bits your players want to use, if that.
Dungeon Master's Guide 1 is a great place to go for "how to run a game". DMG2 is tips and tricks and things, and some optional rules, but much less essential.
And if you have Monster Vault, get your monsters from there.
So! the summary: 1. Turn your players loose on "Heroes of Whatever", "Players Handbook Foo", and "Anything Power". Read enough of one of the Heroes Of Whatever books and/or the Rules Compendium so you know roughly how a player works, and read the bits your players pick so you know what to expect 2. Read the DMG for tips on how to make stories and encounters and how to balance things. 3. Get your monsters from Monster Vault and Monster Manual 3 whenever possible, resorting to MM1 and MM2 mostly for ideas. 4. Have fun and don't sweat the small stuff.
Excellent. This is exactly what I wanted to know. You have been extremely helpful. Thank You very much!! -Curtis
Excellent. This is exactly what I wanted to know. You have been extremely helpful.Thank You very much!!-Curtis
hey i would like to know if the runeprist wrathful hammer abbilltey that gives you a bonus to damg rolls stack with his powers that give him bonus damg
hey i would like to know if the runeprist wrathful hammer abbilltey that gives you a bonus to damg rolls stack with his powers that give him bonus damg
hey i would like to know if the runeprist wrathful hammer abbilltey that gives you a bonus to damg rolls stack with his powers that give him bonus damg
Probably. What power, and what other bonus?
In general: Everything stacks, with two exceptions.
#1: No Bonus stacks with *itself* #2: Bonuses with the same type don't stack. A bonus has a type IF AND ONLY IF it's written as "+x TYPE Bonus". If it just says "+X Bonus", it has no type and stacks with everything except itself. If it says anything OTHER than "+X (Type) Bonus" it's not a bonus and it stacks with everything, including itself.
If and ONLY if the bonus has a type, for example "+2 Shield Bonus" or "+1 Feat Bonus", then it doesn't stack with other bonuses of the SAME type. It stacks with all bonuses of any other type, and all bonuses of no type, though.
Probably. What power, and what other bonus?In general: Everything stacks, with two exceptions.#1: No Bonus stacks with *itself*#2: Bonuses with the same type don't stack. A bonus has a type IF AND ONLY IF it's written as "+x TYPE Bonus". If it
hey i would like to know if the runeprist wrathful hammer abbilltey that gives you a bonus to damg rolls stack with his powers that give him bonus damg
Wrathful Hammer You gain proficiency with military hammers and military maces. In addition, whenever an enemy deals damage to you with an attack, you gain a bonus to damage rolls against that enemy until the end of your next turn. The bonus equals your Constitution modifier, regardless of the number of times the enemy damages you in a round.
This is an untyped bonus to damage (note the lack of a word between "a" and "bonus" in the text). This will stack with any other bonus to damage rolls, except itself.
Wrathful HammerYou gain proficiency with military hammers and military maces. In addition, whenever an enemy deals damage to you with an attack, you gain a bonus to damage rolls against that enemy until the end of your next turn. The bonus equals you
I know the knight/slayer have a feat to lose a use of Power Strike in order to gain a use of normal fighter Encounter Power, but does the Thief have a feat to do this with a Rogue power?
I know the knight/slayer have a feat to lose a use of Power Strike in order to gain a use of normal fighter Encounter Power, but does the Thief have a feat to do this with a Rogue power?
I know the knight/slayer have a feat to lose a use of Power Strike in order to gain a use of normal fighter Encounter Power, but does the Thief have a feat to do this with a Rogue power?
Yes, Scoundrel Training will allow you to swap a use of Backstab for a Rogue Encounter Attack power.
Yes, Scoundrel Training will allow you to swap a use of Backstab for a Rogue Encounter Attack power.
I know the knight/slayer have a feat to lose a use of Power Strike in order to gain a use of normal fighter Encounter Power, but does the Thief have a feat to do this with a Rogue power?
Yes, Scoundrel Training will allow you to swap a use of Backstab for a Rogue Encounter Attack power.
Oh, reason why i couldnt find it in the CB is because its only pre-req is improved backstab.
Thnx for the help.
Yes, Scoundrel Training will allow you to swap a use of Backstab for a Rogue Encounter Attack power.[/quote]Oh, reason why i couldnt find it in the CB is because its only pre-req is improved backstab.Thnx for the help.