Community

 
Jump Menu:
Post Reply
7 months ago  ::  Nov 14, 2012 - 8:01AM #1
daedel
Date Joined: Jul 13, 2004
Posts: 112
Hello,

I have noticed some monsters have the teleport ability, listed with a number to indicate the number of squares. But, what action does the monster use to teleport? A move action? I cannot find any reference about this...

For example, the nightmare doesn't have any power that covers teleportation, but has a speed of teleport 10...

Thanks!
Quick Reply
Cancel
7 months ago  ::  Nov 14, 2012 - 8:11AM #2
mellored
Date Joined: Jul 8, 2008
Posts: 19,459
If it's a teleport speed, then it's a move action yes.
guides Show
my builds Show

F-111 Interdictor Long (200+ squares) distance ally teleporter.  With some warlord stuff.  Broken in a plot way, not a power way.
Thought Switch   Higher level build that grants upto 14 attacks on turn 1.  If your allies play along, it's broken.
Elven Critters Crit op with crit generation.  5 of these will end anything.  Broken.
King Fisher Does an excellent job at keeping an enemy disabled in a few ways.  Strong.
Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.
Very Distracting Warlock Lot's of dazing and major penalties to hit.  Overpowered.
Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.
Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.
Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.
Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.
Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.
Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.
Indestructible Simply won't die, even if you sleep though combat.
Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.
Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.
Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.
Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.
Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.
The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.
Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power
Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken
Unnamed Avenger|Runepriest/Hammer of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.
Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.
Super Knight A tough, sticky, high damage knight. Strong.
Super Duper Knight Basically the same as super knight, only far more broken.
Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.
Swordburst Maximus At-Will Close Burst 3 that slide and prones.  Protects allies with off actions. Strong, possibly over powered with the right party.
Quick Reply
Cancel
7 months ago  ::  Nov 14, 2012 - 8:16AM #3
Mand12
Date Joined: Jun 17, 2010
Posts: 16,948
If a creature has a special movement mode, then they use the same actions as anyone else, just using that movement mode.

A creature with a teleport speed can take the Walk action, like anyone else, and move its speed using the special movement mode.  It can also Run, Charge, Shift, etc.

This applies to all special movement modes:  climb, swim, burrow, etc.
D&D Next = D&D:  Quantum Edition
Quick Reply
Cancel
7 months ago  ::  Nov 14, 2012 - 8:23AM #4
daedel
Date Joined: Jul 13, 2004
Posts: 112
Thank you all!
Quick Reply
Cancel
Jump Menu:
 
    Viewing this thread :: 0 registered and 1 guest
    No registered users viewing