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2 years ago ::
Sep 12, 2011 - 3:21AM
#41
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Date Joined:
Aug 18, 2007
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Moving inside a zone is generally safe, unless the zone says it isn't (ala Walls).
This is why zones that damage you for starting your turn in them are better than zones that damage you for entering them, unless you have a way of setting up forced movement to force enemies to move into the zone again.
For example: drop a damaging slowing zone, then use your next attack to move the enemy into the zone if the enemy has moved out of the zone or out and in if they haven't moved out - which is why sliding >> other forced movement.
This "ping pong" effect is why a lot of Wizard (in particular) zone powers are now "1 per turn", because at high level some Wizards could approach (or do) infinite damage.
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2 years ago ::
Sep 12, 2011 - 10:12AM
#42
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Thanks Cailte
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2 years ago ::
Sep 13, 2011 - 3:00AM
#43
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Date Joined:
Aug 18, 2007
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Also by RAW moving away from blind creatures (ie anything but the creating drow for the Cloud of Darkness) does not provoke OAs.
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2 years ago ::
Sep 13, 2011 - 5:36AM
#44
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Just a heads up to all. I am going to be out of town for a week and a half with very limited computer access. I'll try to get on when I can, and will sent you all PMs when I get back.
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2 years ago ::
Sep 13, 2011 - 8:08PM
#45
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Date Joined:
Mar 11, 2010
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Bandur can't get to Kildrak for a heal. Can Varis help him?
Play by Post Haven Stop by, join us, and sign up for some games while you are there Real Adventures Come join in and have some adventures, real ones! Want even more Play-By-Post games? Head over to www.Nerdbound.com to check some more out. People there are playing lots of systems, not just D&D PCs
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Big John Barleycorn
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Big John Barleycorn
Big John Barleycorn, Level 5 Human, Knight Human Power Selection Option: Heroic Effort Languages: Common, Dwarven Theme: Mercenary
VITALS AC: 25 Fort: 19 Ref: 15 Will: 17 HP: 38/54
Surges: 8/11 Surge Value: 13
Initiative: +8 Speed: 5
CURRENT ABILITY SCORES STR 19, CON 15, DEX 11, INT 10, WIS 15, CHA 8
[] Action Point Milestone: 1/2 [] Second Wind
TRAINED SKILLS Athletics +9, Endurance +7, Heal +9, Intimidate +8
UNTRAINED SKILLS Acrobatics +0, Arcana +2, Bluff +1, Diplomacy +1, Dungeoneering +4, History +2, Insight +4, Nature +4, Perception +4, Religion +2, Stealth +0, Streetwise +3, Thievery +0
POWERS Standard Action Melee Basic Attack Vicious Longsword +1: +12 vs AC, 1d8+6 damage Khopesh: +10 vs AC, 1d8+5 damage (Brutal 1) Ranged Basic Attack Javelin (10/20): +10 vs AC, 1d6+5 damage
Minor Action > Active < Knight Feature: Defender Aura Knight Feature: Battle Guardian > - < Fighter Utility: Defend the Line Stance > - < Fighter Utility: Hammer Hands Stance [] Level 2 Utility: Glowering Threat
No Action [] Human Racial Power: Heroic Effort [X] Mercenary Theme Power: Takedown Strike [][] Attack Power: Power Strike
FEATS Class Feat: Shield Finesse Racial Bonus Feat: Master at Arms Level 1: World Serpent's Grasp Level 2: Improve Initiative Level 4: Superior Will
ITEMS Longsword +1 Khopesh Shield of Protection [] Item Daily Power Delver's Plate Armor +2 [] Item Daily Power Javelin x3 Adventurer's Kit 1 Opal 235g 172s 50c Tsubasa Shou
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Tsubasa Shou iplay4e link
Tsubasa Shou, level 2 Human Euphoric Ardent Theme: Windlord Languages: Common, Elven Origin: Elemental
VITALS AC: 19 Fort: 16 Ref: 14 Will: 18 HP: 32/32 Power Points: [][]
Surges: 6/9 Surge Value: 8
Initiative: +2 Speed: 5
CURRENT ABILITY SCORES STR 13, CON 15, DEX 13, INT 8, WIS 10, CHA 18
[X][ Action Point Milestone: 1/2 [] Second Wind
TRAINED SKILLS Athletics +9, Diplomacy +10, Endurance +8, Heal +6, Intimidate +10
UNTRAINED SKILLS Acrobatics +4, Arcana +0, Bluff +5, Dungeoneering +1, History +0, Insight +1, Nature +1, Religion +0, Stealth +2, Streetwise +5, Thievery +2
POWERS
Standard Action Melee Basic Attack Greatspear: +7 vs AC, 1d10+2 damage Human At-Will Attack (Augment 0 only): Focusing Strike At-Will Attack: Demoralizing Strike At-Will Attack: Energizing Strike []Encounter Attack: Wind Fury Assault [] Daily Attack: Battleborn Acuity
Move Action
Minor Action [][] Encounter Utility: Ardent Surge
Immediate Reaction [] Daily Utility: Healing Bond
No Action []Encounter Utility: Ardent Outrage
FEATS Bonus Feat: Improved Defenses Human bonus Feat: Polearm Expertise Level 1: Weapon Proficiency: Greatspear Level 2: Armor Proficiency: Scale
ITEMS Magic Scale Armor +1 Flute Silk Rope - 50 ft Torch x2 Sunrod Lantern Oil (pint) x3 Tent Bedroll Backpack Trail Rations x 10 Grappling Hook Climber's Kit Flint & Steel
0 g - 0 s - 0 c Reznik Callahan
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iPlay4e link
Reznik Callahan, Level 1 Human (Elf), Ranger/Druid Languages: Common, Elven Theme: Werewolf
CURRENT STATUS:
VITALS AC: 17 Fort: 12 Ref: 15 Will: 14 HP: 25/25
Surges: 6/7 Surge Value: 6
Initiative: +4 Speed: 7
CURRENT ABILITY SCORES STR 10, CON 13, DEX 18, INT 8, WIS 18, CHA 11
[X][] Action Point Milestone: 2/2 [] Second Wind
TRAINED SKILLS Athletics +4, Nature +13, Perception +11, Stealth +9
UNTRAINED SKILLS Acrobatics +3, Arcana -1, Bluff +0, Diplomacy +0, Dungeoneering +4, Endurance +0, Heal +4, History -1, Insight +4, Intimidate +2, Religion -1, Streetwise +0, Thievery +3
POWERS Standard Action At-Will Attack Twin Strike At-Will Attack Savage Rend At-Will Attack Wolf Shape Attack: Useable only in Wolf Form [] Encounter Attack Two-Fanged Strike [X] Daily Attack Sure Shot
Minor Action At-Will Utility Hunter's Quarry At-Will Utility Wild Shape [] Encounter Utility Wolf Shape
Free Action [X]Encounter Utility Elven Accuracy
FEATS Level 1: Versatile Expertise Bow Expertise Totem Expertise
ITEMS Longbow Hide Armor Short Sword Totem Cold Weather Clothing Adventurer's Kit Bharhas
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iplay4e sheet
Bharhas, Level 3 Human, Warlord | Sorcerer Human Power Selection Option: Bonus At-Will power Languages: Common, Elven Theme: Gladiator
CURRENT STATUS: Phase of the Sun: *At the start of your turn, each enemy adjacent to you takes fire and radiant damage equal to your Strength modifier. *You also gain resist 5 cold.
VITALS AC: 18 Fort: 18 Ref: 15 Will: 17 HP: 40/40
Surges: 6/6 Surge Value: 10
Initiative: +1 Speed: 6
CURRENT ABILITY SCORES STR 18, CON 10, DEX 11, INT 10, WIS 8, CHA 17
[] Action Point Milestone: 1/2 [] Second Wind
TRAINED SKILLS Athletics +8, Bluff +9, Diplomacy +9, Intimidate +9
UNTRAINED SKILLS Acrobatics -1, Arcana +1, Dungeoneering +0, Endurance -1, Heal +0, History +1, Insight +0, Nature +0, Perception +0, Religion +1, Stealth -1, Streetwise +4, Thievery -1
POWERS Standard Action Melee Basic Attack Longsword : +9 vs AC, 1d8+5 damage Katar: +9 vs AC, 1d6+4 damage Warlord Attack: Wolf Pack Tactics Warlord Attack: Viper's Strike Sorcerer Attack: Storm Walk [] Gladiator Theme Attack: Disrupting Advance [] Level 1 Warlord Attack: Diabolic Stratagem [] Level 1 Sorcerer Attack: Cosmos Call
Minor Action [] Level 2 Warlord Utility: Shake It Off [] Level 3 Sorcerer Attack: Lightning Cuts [] Warlord Feature: Inspiring Word
Free Action Dark Sun Arcane Feature: Arcane Defiling
No Action [] Warlord Feature: Battlefront Shift
FEATS Racial Bonus Feat: Mastery of Knives Level 1: Hybrid Talent Level 2: Sorcerous Blade Channeling
ITEMS Longsword Katar Cloth Armor of Sudden Recovery +1 [] Item Daily Power Heavy Shield Cloak of Distortion Adventurer's Kit Survival Day x10 427g
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2 years ago ::
Sep 16, 2011 - 9:39PM
#46
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Date Joined:
Aug 18, 2007
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Kildrak is fine for healing for the moment  His encounter power which is his next attack provides 6 temps, and he can second wind as a minor, and he isn't bloodied. Also I'd rather not have the crossbow goblin slid next to him; it's hard to charge things next to you  Couple of rules points by RAW (DM can always change of course) The Drow's darkness blocks line of sight and provides total concealment unless you are the creating Drow. This means attack single targets is done at -5 to the attack roll. Ranged implement powers (eg Phantom Bolt) don't have range increments and don't have ranged penalties as a result. (Though there could be a feat that messes with this.)
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2 years ago ::
Sep 19, 2011 - 8:48AM
#47
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Date Joined:
Feb 19, 2011
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If Kildrak likes to charge then I've got some tricks to help with that, too. :D Instead of sliding the crossbow goblin next to him, I'll have Marten slide the other goblin away, preventing the attack of opportunity. That is if Varis shows up at some point....
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2 years ago ::
Sep 19, 2011 - 11:33AM
#48
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Both attacks against Kildrak missed due to the -5 to the attack roll from total concealment. I figured that they could hear your movement since there was no stealth roll, but making an attack blind is a -5.
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2 years ago ::
Sep 20, 2011 - 4:53PM
#49
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Date Joined:
Sep 19, 2009
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Looks like Varis may have drifted off into the ether...
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2 years ago ::
Sep 21, 2011 - 6:03AM
#50
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Date Joined:
Aug 18, 2007
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Both attacks against Kildrak missed due to the -5 to the attack roll from total concealment. I figured that they could hear your movement since there was no stealth roll, but making an attack blind is a -5.
That is fair enough.
RAW does say creatures with Total Concealment (which includes Invisible creatures) don't provoke OAs however. This is the major benefit of the Drow's darkness power aside from getting CA for themself against the target(s).
I'm not disputing the ruling; my goal is to highlight the rule that is being changed because it doesn't just affect this 1 situation.
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