Community

 
Jump Menu:
Post Reply
Page 3 of 3  •  Prev 1 2 3
Switch to Forum Live View Mounted Fey Charger - Help me make it better
1 year ago  ::  Apr 25, 2012 - 6:27PM #21
rjsilverthorn
Date Joined: Feb 19, 2006
Posts: 1,473

Apr 25, 2012 -- 6:21PM, zagora_01 wrote:


I'm not a hundred percent sure, but I'm pretty sure that teleportation is forced movement. It didn't use to be, but I believe it was later errated. I will check.




Page 211 in the RC section on Forced Movement specifically excludes teleportation. There have been no updates to the RC so it is the most recent source.  

Quick Reply
Cancel
1 year ago  ::  Apr 25, 2012 - 6:55PM #22
zagora_01
Date Joined: Jan 15, 2006
Posts: 648
Ok, I couldn't find the errata for teleporation, but it doesn't matter for this build.

The mounted combat rules state. Quote "Teleportation: If either the mount or the rider is teleported, the other does not teleport with it. If the mount is teleported without the rider, the rider is dismounted and falls prone."

I see the argument here. This is mine. This rule is addressing the issue of what happens to the rider or the mount if one or the other is teleported. The rule that allows me to do this came after this entry and was not addressed here. I am teleporting, to a space one square up next to my target. I was mounted and charging when I did this, so I should get all the effects that betstows. I arrive at my desitnation one square up. My horse is a willing creature (therefore not forced) who is teleported under me next to the target.

Now according to these rules if taken by raw in an extreme fashion. I would be prone after the telportation. I argue that because of the instantanious affect and the fact that the horse is right below me, I land on the saddle. This is a small interpretation issue that requires DM judgement. I have seen much worse abusive use of the rules in LFR games.
Quick Reply
Cancel
1 year ago  ::  Apr 25, 2012 - 7:03PM #23
erachima
Date Joined: Sep 4, 2010
Posts: 7,679
You disliking what the rules say does not make them wrong. There is nothing "extreme" about this statement. There is no dispute over meaning or interpretation, you're simply wishing the rule said something else. Now update the build to note that it requires the DM houserule that you can teleport with your mount, and we can be done with this tiresome argument.
Quick Reply
Cancel
1 year ago  ::  Apr 25, 2012 - 7:09PM #24
zagora_01
Date Joined: Jan 15, 2006
Posts: 648
You have a very demanding and bossy way about you that I don't like. You need to cool it. This is a discussion of the interpretation. Mine is not the same as yours. Yours is not absolute. This disussion was very friendly until you entered it. If you can't handle the debate without making demands that others follow your will, please leave the discussion.
Quick Reply
Cancel
1 year ago  ::  Apr 25, 2012 - 7:12PM #25
zagora_01
Date Joined: Jan 15, 2006
Posts: 648
Obviously, this thread is dying. I was looking for someone who help me add more damage or make the character more versitile that just charging, but it got focused on the rules clarification. Thanks to those who contributed.

I'm out.
Quick Reply
Cancel
1 year ago  ::  Apr 25, 2012 - 8:39PM #26
Zathris
Date Joined: Nov 6, 2009
Posts: 4,344

Apr 25, 2012 -- 3:28PM, zagora_01 wrote:

The 11th level feature of the Eldritch Knight allows you to bring one willing creature with you when you teleport with your defender aura active. The creature is teleported to a space adjacent to you.

This was how most were using Charm of the Defender when buiding Eldritch Knights. Interesting enough, I don't think it works with Charm of the Defender. Its states it has to be a willing creature. I don't believe charmed creatures are willing creatures.



People actually did that? That's both hilarious and pathetic.

"Invokers are probably better round after round but Wizard dailies are devastating.  Actually, devastating is too light a word.  Wizard daily powers are soul crushing, encounter ending, havoc causing pieces of awesome." -AirPower25
Sear the Flesh, Purify the Soul;
Harden the Heart, and Improve the Mind;
Born of Blood, but Forged by Fire;
The MECH warrior reaches perfection.

My Guides Show
Quick Reply
Cancel
1 year ago  ::  Apr 25, 2012 - 11:14PM #27
Matyr
Date Joined: Jun 19, 2004
Posts: 2,726

Apr 25, 2012 -- 8:39PM, Zathris wrote:

Apr 25, 2012 -- 3:28PM, zagora_01 wrote:

The 11th level feature of the Eldritch Knight allows you to bring one willing creature with you when you teleport with your defender aura active. The creature is teleported to a space adjacent to you.

This was how most were using Charm of the Defender when buiding Eldritch Knights. Interesting enough, I don't think it works with Charm of the Defender. Its states it has to be a willing creature. I don't believe charmed creatures are willing creatures.



People actually did that? That's both hilarious and pathetic.




I only charm things so I can mount them, seems like a perfectly normal Friday night to me...

Currently working on making a Dex based defender.  Check it out here
Spoiler: Show
Need a few pre-generated characters for a one-shot you are running?  Want to get a baseline for what an effective build for a class you aren't familiar with?  Check out the Pregen thread here
If ever you are interested what it sounds like to be at my table check out my blog and podcast here
Also, I've recently done an episode on "Refluffing".  You can check that out here
Quick Reply
Cancel
Page 3 of 3  •  Prev 1 2 3
Jump Menu:
 
    Viewing this thread :: 0 registered and 1 guest
    No registered users viewing