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Roland St. Jude
2008-06-15, 11:00 PM
(This is a fairly high procedure thread; please read the entire instructions carefully before posting. Thanks.)

Ever have a simple, straight-forward rules question that you can’t figure out the answer to? Ask it here. No question is too simple. No more worrying about whether your question is “worth” starting a thread. Ask here and receive an answer. You are, of course, welcome to start a thread for your question, and if you think your question is subject to many interpretations or will start a debate, you are encouraged to start a new thread for it.

This thread will serve as a catch-all for simple, discreet questions that can be answered quickly according to the RAW (Rules As Written).

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This thread is for D&D 4e Questions only.

Please start over with the numbering. Thanks.

Be sure to format your posts with numbered questions and answers...

Q.1.
A.1.

marjan
2008-06-15, 11:18 PM
Q.1. Do the benefits from Healing Hands(feat) and Hospitaler Care (paragon class feature) stack? They both provide extra healing when you use your Lay On Hands equal to your charisma modifier.

THAC0
2008-06-15, 11:47 PM
Q.2.

When a power says that it can affect one of your Allies within X distance, can you count yourself as an ally?

TheOOB
2008-06-16, 12:42 AM
Q.2.

When a power says that it can affect one of your Allies within X distance, can you count yourself as an ally?

A.2.No, unless the power mentions yourself as a valid target you cannot benefit from the powers effects.

See the target section on pg. 57 of the PHB


When a power's target entry specifies that is affects you and one or more of your allies, then you can take advantage of the power's effect along with your team-mates. Otherwise "ally" or "allies" does not include you, and both terms assume willing targets.

Q.3. Other then requiring more time, is there any reason a party with a cleric can't use healing words on their party members to heal them up, take another short rest, then use healing words again, and repeating the process until the party is fully healed(and making more more efficient use of healing surges)?

Charity
2008-06-16, 02:25 AM
A1. As they are from two seperate sources (i.e. feat and class feature) they should indeed stack.

Dhavaer
2008-06-16, 04:38 AM
Q4 Are there rules for mounted combat, and if so, where are they? I can't find them.

Reinboom
2008-06-16, 05:24 AM
A4 Page 46 of the DMG.
Also, see the Mounted Combat feat in the PHB.

martyboy74
2008-06-16, 07:53 AM
Q5
How is starting wealth determined for 30th level? There aren't any magic items for 31st level, which makes the formula difficult to use.

Charity
2008-06-16, 08:59 AM
A5. Good Question, I fear that there is no answer obvious, I think a question over on the WotC customer help is in order... could you post to let us all know what they say.
Personally I would just allow 2 of the highest level available to be substituted for the level 31 item (giving three lvl 30 items and a lvl 29 item) though I doubt 'd ever need to make a lvl 30 character.

Oracle_Hunter
2008-06-16, 09:11 AM
Q.3. Other then requiring more time, is there any reason a party with a cleric can't use healing words on their party members to heal them up, take another short rest, then use healing words again, and repeating the process until the party is fully healed(and making more more efficient use of healing surges)?

A.3. Nope, and indeed I'd argue that's one of the ways that clerics should be used. See PHB 263:


Using Powers while You Rest: If you use an encounter power (such as a healing power) during a short rest, you need another short rest to renew it so that you can use it again.

Works for Inspiring Word too - I guess you give pep talks :smalltongue:

Lord_Xaedien
2008-06-17, 02:45 AM
Q.6.- Do "immediate interrupts" such as the fighters combat challenge ability (phb 76) stop the action they are "interrupting"? Or is it just another example of poor word choice by WoTC...

Q.7.- Does a weapon's proficiency bonus add into the attack rolls for exploits? I assume so because the enhancement bonus is added, but it was a serious point of contention in my last playtest session.

marjan
2008-06-17, 03:02 AM
A6. "Immediate interrupt" only interrupts action if it invalidates condition for the action to be performed.

A7. Powers with keyword Weapon add proficiency bonus to their attack rolls.

Lord Lorac Silvanos
2008-06-17, 03:28 AM
A. 006

They do not stop the action they interrupt unless the immediate action invalidates the triggering action, such as the attack killing the enemy trying to shift or attack someone else.

Immediate interrupts take place right before the triggering action, so they interrupt the flow of actions. After the interrupting action has been conducted the normal flow resumes and teh triggering action can be completed assuming it has not been invalidated by the interruption.

The J Pizzel
2008-06-17, 09:30 AM
(thanks for the new thread)

Q8When you get an encounter power from a race (like Dragonborns Dragonbreath or from a class feature (like Channel Divinity), are these in addition to the encounter power you get at level one? Example: if your a level one Dragonborn Paladin, would you actually have 3 encounter powers at level one; Channel Divinity, Dragon Breath, X (chosen from class list)?

Q9You can use any weapon you want without penalties, correct? You only get to add the prof. bonus to attack roles if you are prof., correct?

SamTheCleric
2008-06-17, 09:41 AM
A8 and A9 Correct, you win a cookie! :smallbiggrin:

Lord Lorac Silvanos
2008-06-17, 09:42 AM
A. 008

They are in addition.

A. 009

Yes.



EDIT: No popcorn for this thread!! :smalleek:

dcviana
2008-06-17, 03:23 PM
Q.3. Other then requiring more time, is there any reason a party with a cleric can't use healing words on their party members to heal them up, take another short rest, then use healing words again, and repeating the process until the party is fully healed(and making more more efficient use of healing surges)?

A.3. The number of healing surges is limited and is only recovered after an extended rest, wich you can do only once per day, so the party might want to conserve their healing surges for use during future combat situations.

Kyroswolf
2008-06-17, 05:02 PM
Q10. Is it correct that clerics no long gain Shield Proficiency as a class feature?

Xelen
2008-06-17, 05:58 PM
A10 Correct. They can however take shield feats if they qualify.


Q10. Is it correct that clerics no long gain Shield Proficiency as a class feature?

itsmeyouidiot
2008-06-17, 06:41 PM
Q11. Do AC bonuses from cover count against touch attacks? I'm pretty sure that AC from armor, shield, and natural armor bonuses don't count, but for this I'm not sure.

Douglas
2008-06-17, 06:48 PM
A11
In the context of 4e, this question doesn't even make sense. Perhaps you meant to ask it in the Simple Q&A (By RAW) VI [D&D 3.5e & All Other Games] (http://www.giantitp.com/forums/showthread.php?t=75042) thread.

marjan
2008-06-17, 06:50 PM
A11 I believe they you've mistaken threads. This one is for 4e RAW questions in which you do not have touch AC.

EDIT: I see they already managed to convert ninjas to 4e.:smalltongue:

Crow
2008-06-17, 08:35 PM
Q12 Is the damage bonus from Power Attack considered a Strength bonus, Feat Bonus, or what?

marjan
2008-06-17, 08:48 PM
A12 As the type of bonus isn't specified in feat description it is untyped bonus.

Crow
2008-06-17, 09:02 PM
Q13 So it can be used to boost the damage of powers like Twin Strike, which don't give you an attribute bonus to damage?

marjan
2008-06-18, 12:46 AM
A13 Yes. The entry X[W] only prevents adding the ability modifier, not any other bonuses.

Naihal
2008-06-18, 05:01 PM
Q14 The text of mage hand says that the conjured hand can grab an object and then move it. Later on in the text it says that it takes a move action to do this. When you first cast mage hand, does it get to move as part of the minor action used to cast it (and only requires move actions if you try to move it later), or does the casting only summon the hand (meaning you need to spend further actions to make it do anything)?

Q15 On page 158 of the PHB it says that wizards can prepare a number of daily and utility spells according to what they can cast per day for their level, yet this is never mentioned later on. Where does it say how many spells you get per day?

erikun
2008-06-18, 07:04 PM
A14 When you first cast Mage Hand, you may use the hand to pick up an object and move it up to 5 squares. Another use is to put a held object into your pack, along with taking an object from your pack and placing it in your hand. Either may be done with the spells effect.

You may use a move action to move the hand another 5 squares afterwards, if you wish.

A15 Page 29 in the PHB shows the number of At-Will, Encounter, Daily, and Utility a character can use at each level. These numbers are based on class, and any powers granted from other sources (such as racial powers or feats) are in addition to these numbers.

Furthermore, a wizard cannot simply spend all his daily/utility slots on his highest level spells. Wizards are limited to choosing powers of the same levels that any other class can use; that is, a 5th level wizard can only memorize one 1st level daily spell and one 5th level daily spell, not two 5th level daily spells.


8. Can a 5th level wizard memorize two 5th level daily spells instead of a 1st and a 5th level daily spell?

At the end of each long rest, a wizard prepares one 1st-level Daily spell chosen from the list of 1st level daily spells in her spellbook. If she were at least 2nd level, she would also prepare one 2nd-level utility spell chosen from the list of 2nd-level utility spells in her spellbook. At 5th level she would also prepare one 5th-level daily spell from her list of 5th-level daily spells in her spellbook. She would repeat this process for every level that she has access to wizard daily or utility spells. She could not, as a 5th-level wizard, prepare a second 5th-level daily spell in place of a daily spell of a different level. http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396

I have found that the chart on p.143 in the DMG breaks down what the highest level powers each character should know each level. It is, of course, possible for a wizard to memorize a lower level power in a higher level power slot.

Foxtale
2008-06-18, 09:10 PM
Q 16.

Shadow Walk (warlock ability, phb131) says "On your turn, if you move at least 3 squares away from where you started your turn, you gain concealment until the end of your next turn."

Does this movement include teleportation (such as from Fey Step or the Fey Pact teleportation)?

Q 17.

Does this -2 to hit (concealment) stack with the +2 defence for Ethereal Stride (Level 2 Utility) or Feywild Protection (Paragon Feat)?

Q 18.

If you, during another player (or enemy)'s turn, teleport back to where you started your turn, will you have counted as having moved "at least 3 squares away from where you started your turn"?

erikun
2008-06-18, 10:12 PM
A16. Shadow Walk just specifies that you need to move; it doesn't specify how it needs to be done. As such, anything that moves you 3 or more squares from where you began your turn grants you concealment.

Please note that this needs to be on your turn; if you moved during someone else's turn (such as a Warlord granting you movement or by being pushed) then Shadow Walk will not trigger.

A17. Concealment actually grants a -2 penalty to your opponent's attack, not a bonus to your defense. It's a slight difference, but it will "stack" with any other defensive bonuses you have. Remember, though, that some feats and powers will remove the concealment penalty - the Blind-Fight feat, for example.

Ethereal Stride grants a +2 power bonus to all defenses. Feywild Protection grants just a +2 bonus to all defenses, meaning it stacks with everything. All three would stack. However, remember that both Ethereal Stride and fey step are move actions, meaning you won't be attacking (or will need to spend an action point) to do both in the same turn.

A18. As I mentioned in A16, you need to move on your turn in order to benefit from Shadow Walk. But to technically answer your question: yes, if you teleport with fey step, you have moved at least 3 squares away.

Tormsskull
2008-06-19, 06:56 AM
(I'm sure this is mentioned in the rules somewhere, but because of stupid Amazon's slow shipping time:)

Q19. When a power gives you the option of pushing an enemy, can the enemy resist that in anyway (I do recall seeing the dwarf ability of reducing it by 1 square) or is it just automatic?

Q20. Is there anything preventing a character using one of these pushing powers to kill opponents by pushing them off a cliff, pushing them into a dangerous square, etc?

marjan
2008-06-19, 07:16 AM
A19 Generally no. Certain abilities may give you a way to resist it (such as dwarven stability which automatically reduces the push distance), but on itself push cannot be resisted.

A20 There is nothing preventing you to that. Except for DM's wrath maybe. :smallwink:

Scintillatus
2008-06-19, 08:03 AM
A20, Additional:

From the PHB, page 286;

Forced movement can't move a target into a space it can't enter by walking (no squeezing, or obstacles).

If you force someone over a pit, they roll a saving throw in an attempt to catch themselves. Less than 10; they fall, higher than 10; they fall prone at the edge, at the last square before they would be pushed off.

Naihal
2008-06-19, 02:35 PM
Q15a. So, for clarification, wizards get twice the number of daily and utility spells, but can only use one of each level per day?

Crow
2008-06-19, 02:44 PM
Q21 Can you take the Acolyte Power feat twice, and have it apply to a different power than the first one?

erikun
2008-06-19, 05:25 PM
A15a. Correct.

A21. Unless the feat specifically says otherwise, you cannot take a feat twice.

Foxtale
2008-06-19, 11:41 PM
Q 22.

The multiclass Ranger feat allows you to use the Hunter's Quarry once per encounter. Does this 'once per encounter' apply to the ability to designate an enemy as Quarry as a minor action, or to the ability to deal extra damage once per round?

In other words, does it allow me to designate Quarry once per encounter (and do extra damage to that target for the remainder of the encounter), or apply the extra damage only once per encounter?

Edit: Nevermind, the update changed Warrior of the Wild to only last until the end of your next turn. ._.

Q 23.

Just double checking: the extra Hunter's Quarry damage stacks with Sneak Attack or Warlock Curse extra damage, right?

TheOOB
2008-06-20, 02:28 AM
Q 23.

Just double checking: the extra Hunter's Quarry damage stacks with Sneak Attack or Warlock Curse extra damage, right?

A.23. The damage is untyped and from a different source, so the extra damage stacks. Generally speaking, the only time a bonus doesn't stack is if they are the same type(power bonus, racial bonus, feat bonus, ect) or if they are from the same source(two instances of the same power for example).

The New Bruceski
2008-06-20, 08:19 AM
Q 24. On page 76 it says a Fighter can choose to mark any creature they attack on that turn. Is he limited to one such mark per turn, or can he mark all creatures he attacks?

Spreeth
2008-06-20, 09:50 AM
Q25 Is it possible to sneak attack an undead like a skeleton?

Vazzaroth
2008-06-20, 10:48 AM
A. 24

Only one per turn, on the target of an attack. For instance, Cleave allows you to mark the first creature you attack only.

A. 25

Unlike 3rd Ed, it never gives restriction on what you can and cannot sneak attack, so yes you can Sneak Attack undead.

Xelen
2008-06-20, 11:42 AM
A 24
The section of the PHB, pg 76 states.



Every time you attack an enemy, whether the attack hits or misses you can choose to mark that target.


I read this as any time you make an attack, ether via a power or basic attack or opportunity attack you may choose to mark any and all targets of said attack. The target line for any power or the single creature for a basic or opportunity attack. I do not see anywhere which restricts the number of targets which can be marked each turn or round.

Specifically:
- Cleave allows you to mark the target one creature, but not the adjacent enemy.
- Sweeping Blow allows you to mark each enemy in the burst.
- A multi class fighter using Burning Hands allows marking each creature in the blast.

Dhavaer
2008-06-21, 04:41 AM
Q26

If a Fighter takes Warrior of the Wild, and attacks its Quarry with Reaping Blade, is the extra damage from Hunter's Quarry applied on a miss?

Naihal
2008-06-21, 12:55 PM
Q27 If a power gives a secondary bonus based on an ability score modifier, how does having a penalty to that score affect it? For example, the warlock spell Dreadful Word gives enemies a penalty to Will defense equal to 1 + Int modifier, what happens if you have an Intelligence penalty?

LatemYvaeh
2008-06-21, 02:49 PM
Q28 If a class has a Proficiency do you still have to meet the Prereqs to use that Proficiency IE a Fighter has a Str of 14 can he still heavy shield which has a prereq of 15 Str?

Overlard
2008-06-21, 02:50 PM
Q29 Is Sneak Attack damage maximised by a critical hit?

Oracle_Hunter
2008-06-21, 03:25 PM
A26: Though the Hunter's Quarry section is poorly written, the relevant section reads as follows


Once per round, you deal extra damage to your quarry. The extra damage is based on your level. If you can make multiple attacks in a round, you decide which attack to apply the extra damage to after all the attacks are rolled.

I would argue that if you deal damage with an attack, even on a miss, then you can apply Hunter's Quarry damage to it.

A27: I can't find it explicitly stated anywhere, but I would assume that if they didn't say "modifier, if positive," then a negative modifier would subtract from the value, down to 0.

A28: No. If you gain a proficiency by race or class ability, you do not need to meet the Feat's prerequisites.

A29: Critical Hits:


Extra Damage: Magic weapons and implements, as well as high crit weapons, can increase the damage you deal when you score a critical hit. If this extra damage is a die roll, it’s not automatically maximum damage; you add the result of the roll.

Since Hunter's Quarry and Sneak Attack both add damage to an attack, you roll them normally.

Xelen
2008-06-21, 03:37 PM
A 26
Yes. H[nters quarry refers to "making an attack" and "doing damage". Both of which apply if you miss and your attack has a miss clause or effect which does damage. There is no mention of hitting with the attack. However, many "miss" clauses do 1/2 damage, this will 1/2 the hunters quarry damage as well.

A 27
Yes. The powers indicate modifier, and mention nothing about a bonus or penalty. Your int modifier is negative, you apply it with basic math, ei: 1+(-1) or 0.

A 28a
No, you do not need to meat the requierments for class given 'feats'. A fighter with 8 strength and con can wear scale and use a heavy shield.

A 28b
Yes, sneak attack is maximized on critical. Criticals maximize all dice which are not granted because of a crit (like High Crit or magical weapons which do extra damage on a crit).

JaxGaret
2008-06-22, 06:27 PM
Q30: Can you wear both a Shield and Bracers, or is it one or the other?

I ask this becase in the magic item section, shields and bracers are both under Arms Slot Items, but in the section on shields, it doesn't say anything about wearing a shield precluding you from wearing an item in the Arms slot.

Crow
2008-06-22, 06:30 PM
A30 [?] You can wear both, but only gain the benefit of one at a time. You can't activate a Shield Ability on 1 round, and then proceed to activate a Bracer ability the next.

At least that is how I interprited it.

marjan
2008-06-22, 06:52 PM
A30 correction While you can wear both, only one functions (the one you put second), so you cannot even activate power from the one you put first.

Crow
2008-06-22, 07:02 PM
@Marjan Re: A30.

I guess I could have been more clear. Your answer conveys what I was trying to say with more clarity. Glad to see I had it correct, even if I couldn't find the words to explain it very well.

JaxGaret
2008-06-22, 07:03 PM
Q30 Cont'd: Where does it say that you can wear both? According to the magic item section, they're both Arms Slot Items, which should mean that you can only wear one or the other.

Oracle_Hunter
2008-06-22, 07:24 PM
Q30 Cont'd: Where does it say that you can wear both? According to the magic item section, they're both Arms Slot Items, which should mean that you can only wear one or the other.

A30 (continued): It doesn't say that anywhere, but I think we can house rule it for the same reasons that you can wear 10 rings at the same time (10 fingers, after all) but you can't actually use them all. I mean, bracers go on the wrists, and shields go in the hands.

Alternatively, you can just go with the strict interpretation there.

McMindflayer
2008-06-22, 07:24 PM
Q31: Can Arcane Initiate give another class any of the cantrip at will powers? (i.e. Prestidigitation, Ghost sound, Light, etc.)

marjan
2008-06-22, 07:54 PM
A30 continued Crow: My mistake then. Seemed like you were saying that you can use both items powers while wearing both of them.

Oracle_Hunter: Actually it does say on p224, under Magic Item Categories:


You can benefit from only one magic item that you wear in your arms slot even if, practically speaking, you can wear bracers and carry a shield at the same time... Sometimes there are physical limitations as well - you can't wear two helms at the same time.

marjan
2008-06-22, 07:56 PM
A31 No. Arcane Initiate gives you use of one 1st level at-will powers and cantrips are class features, not 1st level at-will powers.

JaxGaret
2008-06-22, 08:08 PM
A30 continued Actually it does say on p224, under Magic Item Categories:


You can benefit from only one magic item that you wear in your arms slot even if, practically speaking, you can wear bracers and carry a shield at the same time... Sometimes there are physical limitations as well - you can't wear two helms at the same time.

Thanks, that's exactly what I was looking for. You can wear both, but only benefit from one of them as a magic item.

Blackdrop
2008-06-22, 09:02 PM
Q32. What is the difference a blast and a burst?

disorder
2008-06-22, 09:12 PM
Q32. What is the difference a blast and a burst?
A32: A burst radiates from the origin square in all directions, and a blast radiates from the origin in one direction.

The distinction is most important for "close" powers, where the origin is (usually) the caster's square. A burst lets you attack targets on all sides of you, a blast only on one side.

More details in Player's Handbook p. 272.

Edea
2008-06-24, 12:48 AM
Q 33: What constitutes a "wall" for the Back to the Wall feet?

erikun
2008-06-24, 03:53 PM
A33. The RAW do not seem to specifically state what is considered a "wall" an what is not. However, I think it would be reasonable to assume any solid, nonmobile object that prevents movement into or through its square should reasonably be considers a "wall".

The DM is, of course, the final arbitrator on the matter.

Mauril Everleaf
2008-06-25, 12:27 AM
Q34 If my Artful Dodger Rogue uses Positioning Strike, is he required to move his target a distance equal to his full Charisma modifier, or can he chose to move his target a distance up to his Charisma modifier? The wording seems to imply that he has to use the full Charisma modifier.

marjan
2008-06-25, 12:51 AM
A34 You can choose to move target less than full distance. This is covered under the forced movement section (p285).

SamTheCleric
2008-06-25, 01:45 PM
Q 35

Paladin Level 2 Utility Power: Martyr's Blessing

This power is an immediate interrupt, allowing you to become hit by an attack instead of an ally.

Does the attack roll now need to be compared against your AC/Defenses or is it an auto-hit?

Oracle_Hunter
2008-06-25, 01:48 PM
A 35

Full text reads:

Effect: You are hit by the attack instead.

So you should suffer the effects listed under "hit" for the attack in question.

KillianHawkeye
2008-06-26, 06:10 AM
Q. 36 Warlord's Commander's Strike at-will attack power:

Does the target have to be within your OWN melee range, or just within the melee range of your chosen ally? I.E., is there a limitation on which ally you can choose to use this power on? It seems more like a "lead from the rear" power if you don't have to be next to the target.

Lord Lorac Silvanos
2008-06-26, 06:31 AM
A. 036

The power has the Melee Weapon keyword, which means that the target must be within the user's melee reach (PHB page 56), so both of you must be able to reach the target.

Jokes
2008-06-26, 10:50 AM
Q37 Can a Half-Elf retrain his racial power?

Lord Lorac Silvanos
2008-06-26, 11:02 AM
A. 037

No restrictions are mentioned about "racial powers", but the retraining rules does say that the power has to be from the same class. (PHB page 28)

Oracle_Hunter
2008-06-26, 11:11 AM
A37

What do you mean by "Racial Powers?" You can clearly train an Elf Feat for a Human Feat (PHB 28) but you cannot retrain "Group Diplomacy" for something else (not explicitly stated, but also there is no mention of race-retraining)

As for the power you get from Dilettante, you should be able to retrain to any other At-Will power, and to make it an encounter power, by RAW anyhow.

Lord Lorac Silvanos
2008-06-26, 11:16 AM
I assumed the OP was talking about Dilettante, since that is the only Power power Half-Elfs get as a racial feature.


A37
As for the power you get from Dilettante, you should be able to retrain to any other At-Will power, and to make it an encounter power, by RAW anyhow.

The restriction that the Power must be from the same class would still apply as I pointed out above.


Power: You can replace a power with another
power of the same type ..., of the same level or lower, and from the same class...
(My emphasis)

Jokes
2008-06-26, 11:30 AM
Thanks, sorry OH for not specifying Dilettante. :smallredface:

Thomix
2008-06-26, 04:37 PM
Q 38

My question is about Encounter Power. Can you do 1 Encounter Power per encounter or it is 1 time each Encouter Power you know per encounter?

And the same question can apply to Daily Power :P

Thx!

marjan
2008-06-26, 04:48 PM
A 38 Each encounter power can be used once per encounter. Each daily power can be used once per day.

Exception to this rule are daily powers from magic items. You can use certain number of them per day, which is determined by your level.

TedEBearNC
2008-06-26, 09:10 PM
Yay! First post! *ahem*

Q 39

Regarding the minimum enhancement bonus on masterwork armor, does this mean that all masterwork armor of a given type will have an enhancement bonus of at least X amount or does it mean IF the armor has an enhancement bonus it must be at least X amount. In other words, can you have masterwork armor with no enhancement bonus?

Oracle_Hunter
2008-06-26, 09:42 PM
A39


Minimum Enhancement Bonus: Masterwork armor requires a minimum enhancement bonus, as shown in this entry.

You cannot find masterwork armor that is enchanted less than this bonus. When read in conjunction with this


The various kinds of masterwork armor fall into the same categories as mundane armor and have similar statistics, but they have a higher armor bonus than their mundane counterparts. The cost of masterwork armor is included in the cost of magic armor.

it appears to be the case that any armor you get of +4 or +5 enchantment is going to be Level 1 Masterwork, while any that is +6 or above will be Level 2 Masterwork, keeping in mind the higher base AC bonus that goes along with it.

Man, for a first post, you ask a toughie :smalltongue:

TedEBearNC
2008-06-27, 01:42 PM
A 39 Additional


A39
Man, for a first post, you ask a toughie :smalltongue:

I wasn't trying to be difficult. :smallbiggrin:

Actually the sentence preceding the quote you posted from PHB 212 answers my underlying question... is there masterwork armor with no enhancement bonus?


These masterwork armors never appear except as magic armor (see page 227), and even then only at the highest levels (16th and above).

along with


Magic armor adds an enhancement bonus to AC...

indicates that the answer is no. All masterwork will have the minimum enhancement bonus indicated.

I miss that the first read through.

Thanks!

Gralamin
2008-06-27, 08:54 PM
Q 40
When a creature takes ongoing damage, do they take additional damage if they are vulnerable to that type of damage?

marjan
2008-06-27, 11:06 PM
A40 Yes. Whenever you take damage, you take extra damage if you are vulnerable to it.

loserthree
2008-06-28, 01:31 AM
Q41

Where is the table on starting equipment for higher level player characters?

I suspect sure this one is obvious, but I can't find the dang thing.

Edit: got it

A41

DMG 143

1 magic item of level +1
1 magic item of level
1 magic item of level -1
gold of value of magic item level -1 which may be spent on anything

RTGoodman
2008-06-28, 02:16 AM
A 41

Info on building higher-level characters is on DMG pg. 143. You get starting gear as in the PHB, plus one magic item of [Level + 1], one magic item of [Level + 0], one magic item of [Level - 1], and gp equal to an item of [Level - 1].


EDIT: Wow, edit-ninja'd by a lot. Guess that's what I get for hitting reply BEFORE looking up the info...

KillianHawkeye
2008-06-28, 04:33 AM
Q. 42 Warlock's Curse:

It says you can place a curse on the nearest enemy that you can see. Does this mean that until a different enemy is nearer to you, you effectively lose the ability to curse additional targets?

SamTheCleric
2008-06-28, 12:14 PM
Q. 43

Would the Heavy Blade Opportunity paragon feat and the Two-Weapon Flurry epic feat work together, allowing you to use an At-Will power for an opportunity attack and then follow up with another at-will power at a -5 penalty from your off hand?

erikun
2008-06-28, 04:45 PM
A. 42 Warlock's Curse can only be used once per turn, and only on the enemy nearest to you. This takes a minor action (first paragraph). You can place the curse on multiple targets during the encounter; with a restriction that you cannot curse a target already under the affects of another curse (third paragraph).

Warlock's Curse found on p.131 PHB

A. 43 I see no reason why you could not use an at-will power for both attacks, assuming that both weapons are heavy blades and that you have Str 15 and Dex 19 (to qualify for both feats).

Dan_Hemmens
2008-06-28, 05:05 PM
[deleted, should have read thread guidelines more closely]

Blackdrop
2008-06-29, 04:47 AM
Q44. If you have an Armor check penalty that reduces a Skill Bonus to below zero, doesn't it instead default to zero?

marjan
2008-06-29, 10:41 AM
A44 There is nothing in the rules stating that skills can't be reduced to below zero, so if you have high enough penalty (due to armor check penalty or other source) your skill can be at negatives.

Belkarseviltwin
2008-06-29, 12:38 PM
Q.45
If you crit with a Vorpal weapon, do you roll the damage dice again and add them in addition to the +6d12 damage? It says that you re-roll and add dice on which you roll the maximum, but in the case of a crit do the dice count as having been rolled or not? I think not, does anyone else have any idea?

LatemYvaeh
2008-06-29, 01:07 PM
Q46 Rules on Cover state if you are shooting around a corner you take -2 but it also states that if you have line of effect to all 4 corners from one of your corners the target does not have cover and lines that parallel the wall don't count as being block. So the question is if the shooter is right on the edge of a corner his target is two squares back along the wall does he have cover or not. My ruling during the game was that he did but looking for clarification.

sleepy
2008-06-29, 07:16 PM
Q47 gaining temporary hp

where are the rules for this? I assume it acts like healing, but lets you go above your max hp and is removed first, but how long does it last? encounter?

Q48 targets an "ally"

Does this specifically exclude Self as a valid target? IE the paladin can't Lay On Hands himself, or spend a healing surge after using Paladin's Judgement?

erikun
2008-06-29, 07:37 PM
A. 45 When you deliver a critical hit, you do not roll damage from the weapon - you automatically deal maximum damage from the weapon. (p.278, PHB) As such, you do not get to roll any extra dice when criticalling with a Vorpal weapon. A +6 Vorpal longsword deals 14+6d12 (plus other bonuses) on a critical hit with a basic attack.

Remember though: the Vorpal property triggers on any roll, not just during a critical. Any time you roll the maximum damage on a die roll - for the weapon itself, for the bonus critical damage, for the high crit rolls - you get to add extra dice to the roll.

A. 46 The technical details for cover (P.43, DMG) indicate that the target would not have cover in this case.

Pinnacle
2008-06-29, 07:47 PM
Q47 gaining temporary hp

where are the rules for this? I assume it acts like healing, but lets you go above your max hp and is removed first, but how long does it last? encounter?
A47 PHB 293-4. Temporary hp don't count toward max hp (or bloodied or effects that depend on current hit points), you do lose them first, and they last until you rest (or lose them).


Q48 targets an "ally"

Does this specifically exclude Self as a valid target? IE the paladin can't Lay On Hands himself, or spend a healing surge after using Paladin's Judgement?
A48 PHB 57 under "Target". "Ally" does exclude self; you can only benefit from the power yourself if it says "You and/or allies."

erikun
2008-06-29, 07:48 PM
A. 47 You keep your temporary HP until they're lost or until you take a rest (p. 294, PHB). As what kind of rest is not specified, RAW indicates that it would be either a temporary rest or an extended rest.

A. 48 "Ally" means any one allied character except yourself; "You or one ally" means yourself or any one allied character. See the Healing Word power (p. 62, PHB) for a "Target: you or one ally" kind of power.

Note, however, that Lay on Hands (P. 91, PHB) has a target of "One creature", not one ally. "Creature" can mean yourself, an ally, or even an enemy if you wish. Paladin's Judgement (p. 92) only grants a healing surge to an ally, though - you can't use it for yourself.

<edit> And ninja'd, apparently.

KillianHawkeye
2008-06-29, 08:46 PM
Q. 42 continued


A. 42 Warlock's Curse can only be used once per turn, and only on the enemy nearest to you. This takes a minor action (first paragraph). You can place the curse on multiple targets during the encounter; with a restriction that you cannot curse a target already under the affects of another curse (third paragraph).

Warlock's Curse found on p.131 PHB

I am aware of all this already. Perhaps I could have phrased my question better. I am trying to figure out the interaction between the 2 rules concerning targetting (namely "You target the nearest visible enemy" and "You cannot curse somebody that is already cursed").

Now, IF the nearest enemy is already cursed, does this mean that you cannot use your Curse ability (i.e. it does nothing because they're already cursed)? Or does the "already cursed" clause act as an exception and allow you to skip over to the NEXT nearest enemy? Or is this just wishful thinking?

Joran
2008-06-29, 10:18 PM
I am aware of all this already. Perhaps I could have phrased my question better. I am trying to figure out the interaction between the 2 rules concerning targetting (namely "You target the nearest visible enemy" and "You cannot curse somebody that is already cursed").

Now, IF the nearest enemy is already cursed, does this mean that you cannot use your Curse ability (i.e. it does nothing because they're already cursed)? Or does the "already cursed" clause act as an exception and allow you to skip over to the NEXT nearest enemy? Or is this just wishful thinking?

A42: Wishful thinking. As stated, you target the nearest visible enemy, not nearest visible, non-cursed enemy. Sorry. If there's a tie, I believe you can curse whichever one you want, but only one.

MartinHarper
2008-06-30, 01:29 PM
Q43: Dumb pedantry, but:
Is a square adjacent to itself?
Is a creature adjacent to itself?

Joran
2008-06-30, 01:38 PM
A43: No

As per page 273 of the PHB,

"Two squares are adjacent if a side or a corner of one touches a side or corner of the other. Two creatures or objects are adjacent if one of them occupies a square adjacent to a square occupied by the other."

P.S. Yes, I know that a square will have sides that touch each other, but let's not go there.

MartinHarper
2008-06-30, 02:02 PM
Thanks.

Q49: Does the feat Tactical Assault (pg 201) stack with the class feature Tactical Presence (pg 144)?

Blackdrop
2008-06-30, 02:51 PM
Q.50- Can two paladin issue a Divine Challenge to a single target?

MartinHarper
2008-06-30, 02:52 PM
Q51: If a power does 5 fire damage and dazes the target, does a monster with 10 fire resistance
a) take no damage and get dazed
b) take no damage and not get dazed

PHB pg276 and the Monster Manual glossary didn't help.

MartinHarper
2008-06-30, 02:55 PM
Q.50- Can two paladin issue a Divine Challenge to a single target?

A.50: The second challenge overrides the first. PHB pg91: "A new mark supersedes one that is already in place".

Blackdrop
2008-06-30, 02:55 PM
A. 51: Takes no damage and gets dazed. The resistance negates the damage not the effect.

BTW are numbers are switched. I should be 50 you should be 49

MartinHarper
2008-06-30, 03:05 PM
Q49: Does the feat Tactical Assault (pg 201) stack with the class feature Tactical Presence (pg 144)?

A49: Yes. Tactical Assault boosts damage, Tactical Presence boosts to-hit.

Ealstan
2008-06-30, 04:22 PM
Q52 : The oversized racial ability allows the player to wield weapons one size category larger than his size with no penalty. Would this allow an oversized character to wield a medium-sized two-handed weapon in one hand, as if he were large? I know large creatures can do this, just wondering if Oversized goes that far.

RTGoodman
2008-06-30, 04:38 PM
A 52

I don't think so. Nothing in any of the weapon rules or the Oversized ability says anything about changing the "handedness" of the weapons (except Versatile, but that's a completely different situation). It just ups the damage, as per the charts on PHB 220. You can use a Medium or Large one-handed weapon as a one-handed weapon, and a Medium or Large two-handed weapon as a two-handed weapon.

Blackdrop
2008-06-30, 08:12 PM
Q. 53 If a target has Fire resistance 5 and the attack does both Fire and Thunder damage, does the target negate all of the damage?

Pinnacle
2008-06-30, 08:42 PM
Q. 53 If a target has Fire resistance 5 and the attack does both Fire and Thunder damage, does the target negate all of the damage?

A. 53 No. Divide the damage evenly between the two types (round up for the first type listed). So if an attack deals 5 fire and thunder damage, it deals 3 fire and 2 thunder, so the fire resistant target still takes 2 damage.

PHB 55 of all places.

Jarlax
2008-06-30, 10:52 PM
Q54 Combat Challenge, provides fighters with an "immediate interrupt" attack if an marked opponent shifts or attacks an individual that is not the fighter.

is this attack considered a opportunity attack for the purposes of Combat superiority

marjan
2008-07-01, 04:22 AM
A54 No, so combat superiority doesn't work with it.

Kalthanis
2008-07-02, 12:36 AM
Q55 I am very sorry if this has been asked and answered, but I cannot find an officlal statement.

Do temporary hit points stack?

Specifically, can a warlock just curse a lot of targets (especially with the Rod of Corruption), and then just sit back and drink in the temp hit points? How about a Ranger with a Lifedrinker weapon who uses a Close Burst power on a bunch of minions?)

I am unclear on what it means when it says "Different Sources". p293-294 PHB.

Lord Lorac Silvanos
2008-07-02, 01:50 AM
A. 055

A reference that says that you do not add from different sources is more restrictive than one that says you do not add together from the same source, but yes, the wording could have been helped a bit by also including a reference to stacking things from the same source.

But in short; Do not add together, use the higher value.

Eorran
2008-07-02, 01:55 PM
Q. 056

Is the Strength modifier for damage using a 2 hand weapon 1[W] + Str, or 1[W] + 1.5* Str (ie, do you get one and a half times your Strength modifier for 2-hand weapons, the way 3.X did?)

SamTheCleric
2008-07-02, 01:57 PM
Q. 056

Is the Strength modifier for damage using a 2 hand weapon 1[W] + Str, or 1[W] + 1.5* Str (ie, do you get one and a half times your Strength modifier for 2-hand weapons, the way 3.X did?)

A. 56 You only add your base strength modifier.

-Cor-
2008-07-02, 02:29 PM
Q. 057 Is the ability modifier + 1/2 level score used for anything other than defenses?

Q. 057a Am I calculating Fort Defense correctly in the following example?

ex- Level 2 Paladin w/ 16 STR: Fort Def = 11(10 + 1/2L) + 4 (STR + 1/2L) + 1(Class Bonus) = 16

Pinnacle
2008-07-02, 02:33 PM
Q. 057 Is the ability modifier + 1/2 level score used for anything other than defenses?
A. 57 That's for ability checks. 1/2 level is also added to attack rolls and skill checks, but it's specifically noted there anyway.


Q. 057a Am I calculating Fort Defense correctly in the following example?

ex- Level 2 Paladin w/ 16 STR: Fort Def = 11(10 + 1/2L) + 4 (STR + 1/2L) + 1(Class Bonus) = 16
A. 57a You have 1/2 level there twice. Other than that it looks right, so 15.

LatemYvaeh
2008-07-02, 02:55 PM
571/2 level is also added to Initative checks as well

57a Slight correction Fort is calculated as 10 + 1/2 Level + the better of Str or Con Modifier

So if the Paladins Con is higher that his fort use that instead

Blackfang108
2008-07-02, 03:42 PM
[nevermind, I was wrong]

RTGoodman
2008-07-02, 03:56 PM
A 56(a) Clarification

Regarding normal two-handed weapons, I don't see anything that says you deal extra damage with them. The only thing I see anywhere about adding anything to damage rolls, which is in the section on Damage on PHB 276, says "Add the ability modifier specified in the power description. Usually, this is the same ability modifier you used to determine your base attack bonus for the attack." Now, I assume that "base attack bonus" is a typo and is supposed to be just "attack bonus", but other than that there's nothing about 1.5x Str or anything like that. The next section lists other things that might add to damage, but it's not one of those either. For reference, those things are: racial or feat bonuses, an enhancement bonus (usually from a magic weapon or an implement), an item bonus, a power bonus, or an untyped bonus.

Basically, [Citation Required] if you can find somewhere that talks about extra damage for two-handed weapons.

Also, Versatile allows you to deal an extra 1 point of damage with specific one-handed weapons if you wield them two-handed. The reasoning is that they're light enough for one hand but you can get extra heft behind it (thus 1 extra damage) if you use two. See PHB pg. 217.

Blackfang108
2008-07-02, 04:10 PM
I'll go back through the players when I get home tonight.

EDIT to above: I was wrong. I still think it's asinine that a 2 handed weapon does less damage than a versitile weapon held in 2 hands...

Q. 57?

Does increasing my constitution score after level 1 change my base hp?

Because, if I'm reading it right, it only effects HP at first level.

just want to make sure.

RTGoodman
2008-07-02, 04:39 PM
A 57

Yes, if you increase your Con, you get extra HP as if you had a higher Con at 1st level.



4. Hit Points
If you increased your Constitution score, increase your hit points by 1 (as if you had your new Constitution score when you were 1st level). Also, if you increased your Constitution score to an even number, increase you number of Healing surges by 1.

Gralamin
2008-07-02, 05:41 PM
Q 58
Are there any provisions on damage stating it must deal at least one point of damage? If not, would it theoretically be possible (though unusual) to deal 0 or negative damage with an attack? If it is possible to deal negative damage, would this heal an opponent?

PHB 276 does not seem to have any provisions, but I might of missed something.

edit: was off by 10 questions.

marjan
2008-07-02, 06:30 PM
A58 partial The closest thing to what you ask is under resistances and vulnerabilities and it states that attack can't deal less than 0 damage. Other than that I can't find anything that says what minimum for damage would be.

Da King
2008-07-02, 07:29 PM
Q 58 Can a Paladin use their Lay on Hands ability to heal themselves?

SamTheCleric
2008-07-02, 07:35 PM
Q 58 Can a Paladin use their Lay on Hands ability to heal themselves?

A 58

Yes, as the target is "one creature" with a range of touch. You count as a creature and may touch yourself.

... :smalleek:

squishycube
2008-07-03, 12:37 AM
A58 Source
Got the source for this one: PHB page 57

If a power directly affects one or more creatures or objects, it has a “Target” or “Targets” entry. When a power’s target entry specifies that it affects you and one or more of your allies, then you can take advantage of the power’s effect along with your teammates.
Otherwise, “ally” or “allies” does not include you, and both terms assume willing targets. “Enemy” or “enemies” means a creature or creatures that aren’t your allies (whether those creatures are hostile toward you or not). “Creature” or “creatures” means allies and enemies both, as well as you.

SamTheCleric
2008-07-03, 06:28 AM
A58 Source
Got the source for this one: PHB page 57

Thanks, Squishy. Have a commoner to dissolve as a reward.

Rattus
2008-07-03, 10:36 AM
Q.59

The Heal skill allows you to administer First Aid, and make a DC 10 heal check to allow an adjacent ally to use a Second Wind without using an action- presumably this is only if they've not yet used their Second Wind action this encounter? (Thus the benefit is that they can heal on someone elses turn, and do something else with their own action later). Or does it allow a person to effectively use Second Wind more than once per encounter?

Hyozo
2008-07-03, 11:25 AM
Q.60:

I haven't read the full DMG yet so I may have missed something, but the section on setting up combat didn't seem to mention anything about enemies with PC class levels. Are there rules on this (treated as a normal/elite enemy at their class level perhaps?) or do they just say the equivalent of "don't do it"?

marjan
2008-07-03, 11:44 AM
A59 Heal skill doesn't mention anything about limit on one Second Wind per encounter, so if the ally has used his/her Second Wind it will have no effect.

marjan
2008-07-03, 11:50 AM
A60 Monsters with class levels are created through a process of applying class template to the original monster. The rules for creating NPCs on p186 have these templates and the rules about templates are on p175.

LatemYvaeh
2008-07-03, 01:13 PM
Q61 Ok looked through the DMG and the Monster Manual and couldn't find rules for monsters healing. When working with NPC's do they have the Second Wind ability or is that limited to PC's only. Just wondering if there is a way for my Kobolds to heal them selves either during the battle or between battles when they run away and the PC's choose to rest instead of chasing the buggers down?

SamTheCleric
2008-07-03, 01:17 PM
Q61 Ok looked through the DMG and the Monster Manual and couldn't find rules for monsters healing. When working with NPC's do they have the Second Wind ability or is that limited to PC's only. Just wondering if there is a way for my Kobolds to heal them selves either during the battle or between battles when they run away and the PC's choose to rest instead of chasing the buggers down?

A. 61

I'm away from my books currently, but I know that monsters do get healing surges. 1 at heroic tier, 2 at epic, 3 at paragon.

I do not know if they have a second wind... but there's no reason they couldnt use a healing potion to spend those surgers.

potatocubed
2008-07-03, 01:32 PM
Q61 Ok looked through the DMG and the Monster Manual and couldn't find rules for monsters healing. When working with NPC's do they have the Second Wind ability or is that limited to PC's only. Just wondering if there is a way for my Kobolds to heal them selves either during the battle or between battles when they run away and the PC's choose to rest instead of chasing the buggers down?

A61

p291 of the PHB, under 'Second Wind':

"Unless otherwise noted in the statistics block of a creature or nonplayer character, this ability is available only to player characters."

So, yes to healing surges, no to second wind.

MartinHarper
2008-07-03, 06:01 PM
A. 61

I'm away from my books currently, but I know that monsters do get healing surges. 1 at heroic tier, 2 at epic, 3 at paragon.

I do not know if they have a second wind... but there's no reason they couldnt use a healing potion to spend those surgers.

They could also take a 5 minute rest.

Hyozo
2008-07-03, 06:38 PM
A60 Monsters with class levels are created through a process of applying class template to the original monster. The rules for creating NPCs on p186 have these templates and the rules about templates are on p175.

That would explain it. Thank you.

Foxtale
2008-07-04, 08:26 AM
Q62.
An interesting inconsistency (has it been pointed out before?): The Warlock multiclass description says you gain the At-Will power of the pact you choose. The shorthand description says you gain Eldritch Blast 1/encounter. Which is it?

loopy
2008-07-04, 08:39 AM
Q63. (Potentially stupid question)

Strength is still used in 4E to add damage on melee hits for Rogues, correct? I can't figure out how it works... :smalleek:

tyckspoon
2008-07-04, 11:00 AM
A 63

Strength is used for basic melee attacks, yes. However, most of the time your Rogue will likely be using one of his Powers, and not a basic melee attack. The power should say which attribute it uses in its text- eg, if the damage line says 1[W] + Dex, than that power adds Dexterity to damage instead of Strength. So, summary: Although the Rogue can use Strength as his attack stat if he wants to, since there is always the option to use a basic attack, he probably won't. Similar situations exist for a Paladin using Charisma-based powers.

marjan
2008-07-04, 11:25 AM
A62 General rule is that text trumps the table, so in this case you would gain pact's at-will power as an encounter power.

Foxtale
2008-07-04, 11:31 AM
Q 64.
Boy I'm asking a lot of questions. This one is a two parter and potentially a silly question. You know in the MM how it has some monster's powers have Recharge [6] in their details? Well I know that means you roll a D6 each turn until you roll a 6, at which point the power recharges. But does that mean when it has Recharge [5][6] that you roll 2d6 until you roll 11 or higher? And where is it in the rules?

marjan
2008-07-04, 11:45 AM
Boy I'm asking a lot of questions.

You sure do. But that is what the thread is for. :smallwink:

A64 The description of Recharge is on p7 of MM, under the reading the entries section. You role one d6 and if the result is any of the values shown in the power description the power would recharge.

ImperiousLeader
2008-07-04, 06:49 PM
Q65: Can you use the Heal skill to use a second wind on a dying character? IOW, a PC has been dropped to negatives, but still has a second wind. Do I have to stabilize first, or can I go straight to the 2nd Wind option with the heal skill?

MarkAtDibbz
2008-07-04, 08:25 PM
Q66a: When using a skill with the area burst or blast effects, are all targets in the area (including allies) affected?

Q66b: When rolling to hit against targets effected, do you roll for each individual target or once for all targets?

ImperiousLeader
2008-07-04, 08:36 PM
A66a: No skill I know of creates a burst or blast. Powers do, and whether they affect allies or not is within the power's description.

A66b: Roll to hit each target, but only roll damage once.

erikun
2008-07-04, 08:51 PM
A. 65 Dying characters are unconcious, and unconcious characters cannot take actions - not even the free action to use a second wind as granted by the Heal skill. You will need to stablize the character first, bringing them back from unconciousness.

(Dying p. 295 PHB, Unconcious p. 277 PHB, Heal p. 185 PHB)

A. 66a Just a clarification: any power that specifies "all creatures in burst/blast" affects everything, even allies. Powers that affect "all enemies in burst/blast" only affect enemies; allies in the area are unaffected.

AlterForm
2008-07-04, 10:04 PM
A 65 Revision: p185 of the PHB says you can make a Heal check to allow an adjacent character to use their second wind without the character having to spend an action. As such, the unconcscious character could in fact use their second wind. I'm guessing that was the intention of making it a non-action instead of a free action.

Further, because p295 says that if you receive healing while dying you go to 0 HP then heal, you don't have to bother attempting to stabilize the target unless they don't want to or can't use their second wind.

Myatar_Panwar
2008-07-05, 12:59 AM
Q 67

If you take the Multiclass-ing feat "Novice Power" for Cleric, could you take their power "Healing Word"? Its a class feature, so Im a little unsure.

I wouldent normally think so, but I recently watched some of a video podcast that Wizards produced, and Im pretty sure that the Wizard multiclassed with Warlord they had was using inspiring word. And I know that Wizard was the base class.

TheOOB
2008-07-05, 01:33 AM
Q 67

If you take the Multiclass-ing feat "Novice Power" for Cleric, could you take their power "Healing Word"? Its a class feature, so Im a little unsure.

I wouldent normally think so, but I recently watched some of a video podcast that Wizards produced, and Im pretty sure that the Wizard multiclassed with Warlord they had was using inspiring word. And I know that Wizard was the base class.

A 67 You cannot acquire healing word with the novice power feat (or inspiring word for that matter). The feat specifically lets you trade an encounter attack power for an encounter attack power from the class you've multiclassed into.

That said, taking the Initiate of the Faith feat(the cleric multiclass feat required to use cleric power swap feats) gives you healing word usable once per day. The warlord multiclass feat likewise gives you inspiring word usable once per day.

Dhavaer
2008-07-05, 08:34 AM
Q68

To use the Vorpal property on a falchion, do both of the d4s have to come up 4 (i.e. if you roll a 4 and a 2, do you roll another 1d4?)?

Lord Lorac Silvanos
2008-07-05, 10:15 AM
A. 068

No, you may reroll any die that rolls the maximum.
If you roll 4 on both you may reroll both, if you only roll 4 on one of them you may reroll that one.

dorf
2008-07-05, 10:38 AM
Q.69:
I have a Dwarf Cleric with 16 STR and Dwarven Weapon Training (p196). On a standard attack with a warhammer that would calculate to +5 on damage rolls. My question is regarding various Strength vs. AC Cleric powers, such as Righteous Brand (p63): assuming a successful hit I do 1[W] + Strength modifier damage. Is this "strength modifier" only the +3 from my STR stat, or does it include the extra damage from Dwarven Weapon Training for a total of +5?

Joran
2008-07-05, 11:26 AM
A.69

On page 276, it states that a damage roll will add the ability modifier stated, and any of the following factors:

1) Racial or feat bonuses.
2) Enhancement bonus
3) Item bonus
4) A power bonus
5) Untyped bonus.

Your dwarven weapon training states that it add a +2 feat bonus to damage rolls done with a axe or hammer. So, your attack would do +5 damage, assuming you're wielding the warhammer and the attack has the keyword "weapon".

However, this does not count as the "str modifier", it is a feat bonus.

RandomPlayer
2008-07-05, 05:02 PM
Q:70

Okay, stupid question. It's unclear, though, so I figure I might as well ask it and be done with it. For the fighter feature "Fighter Weapon Talent," do you pick one-handed vs. two-handed weapons, a group of weapons (like heavy blades), or a single weapon (like longsword) to add a +1 to?

Lord Lorac Silvanos
2008-07-05, 05:12 PM
A. 070

Your choice is between one- or two-handed style and it applies to all weapons wielded in that fashion.


Choose either one-handed or two-handed weapons.

Crow
2008-07-05, 05:14 PM
Q70a. If you have weapon talent with one-handed weapons, do you retain the bonus when using a versatile weapon 2-handed?

Q71. Can the Deadly Trickster's ability to make the GM treat any roll as a 1 apply to any enemy, even if it is not controlled by the GM (such as in a PvP situation?)? I am saying it doesn't, but we would like some reinforcement.

Lord Lorac Silvanos
2008-07-05, 05:35 PM
A. 070a


Q70a. If you have weapon talent with one-handed weapons, do you retain the bonus when using a versatile weapon 2-handed?

No, actual usage has always been the determining factor rather than labels.


A. 071



Q71. Can the Deadly Trickster's ability to make the GM treat any roll as a 1 apply to any enemy, even if it is not controlled by the GM (such as in a PvP situation?)? I am saying it doesn't, but we would like some reinforcement.

Eternal Seeker... I mean Deadly Trickster (:smalltongue:) says DM, not opponent player, so you are absolutely correct.

tiaxrulesall
2008-07-05, 06:27 PM
Q72 -what action does it take to use a skill actively, in particular, to use the heal skill to let an ally use their second mind? is it a free action cause then why apply the dc 10 as it could be done unlimited times, for now i am DMing it as a minor action

-oops, it says right above, never mind

Q73- when you use a burst attack with a ranged weapon, for example the rogue cloud of steel ability, you are supposed to possess a thrown weapon or piece of ammo for each attack you make. What if those attacks are made with a magic weapon, specifically a magic thrown weapon that returns to the users hand after every attack. Does this allow a player to make all the attacks with the one magical dagger for say? If it doesn't do you then have to figure out the attack rolls and damage differently for each target of your attack based on the different properties of the thrown weapons you use?

tiaxrulesall
2008-07-05, 07:03 PM
also

Q74 -what is the standard method for identifing unknown magic items in this editon? i would think a ritual, but i can't seem to find one. i have been simply telling players, but i think i will either invent a ritual or just make it an arcana check (although the mage is less than scrupulous and would want to tell the party that items were less valuable than they are, so that he could acquire them.

Bardbarian
2008-07-05, 07:08 PM
Q75
If a power has a requirement of "wielding a light blade..." and the character is two weapon fighting, can the character use the power by wielding a light blade in one hand, and attacking with the other weapon?

MartinHarper
2008-07-05, 07:14 PM
Q72 -what action does it take to use a skill actively, in particular, to use the heal skill to let an ally use their second wind? is it a free action cause then why apply the dc 10 as it could be done unlimited times, for now i am DMing it as a minor action

A72. Administering first aid is a standard action. PHB pg 185.
Also notice that each character can only use their second wind once per encounter.


Q74 -what is the standard method for identifing unknown magic items in this editon?

A74. PHB pg223, DMG pg27. Players fully identify magic items over the course of a short rest.

MartinHarper
2008-07-05, 07:33 PM
Q73- when you use a burst attack with a ranged weapon, for example the rogue cloud of steel ability, you are supposed to possess a thrown weapon or piece of ammo for each attack you make.

Q76. Where does it say that?

tiaxrulesall
2008-07-05, 08:30 PM
A76 -PHB pg 171 under area attack

AngelisBlack
2008-07-05, 10:53 PM
Q77: Can Mage Hand be used to grab onto an opponent's weapon and disarm him, or grab anything else on an opponent [such as his coin purse or belt or boot laces] and rip it away?

Foxtale
2008-07-06, 04:15 AM
A76 -PHB pg 171 under area attack

Page 271, actually.

kirbsys
2008-07-06, 04:37 AM
Q78: If a half-elf warlock takes twin strike as his dilettante power, can he combine this with eldritch blast since eldritch blast is described as a basic ranged attack?

Lord Lorac Silvanos
2008-07-06, 05:25 AM
A. 077

The description only indicates that it can be used to grab unattended objects or objects given away freely.
It can only exert a force of 20 pounds, so it is not exactly a strong hand.

Jarlax
2008-07-06, 05:26 AM
Q79 immediate effects.

had a problem today where my Wild mage performed:

Wild Blast (when reduced to 0 hit points)
When a kobold wild mage is slain, it explodes: close burst 2; +10 vs. Reflex, 2d6 + 4 fire, cold, and lightning damage.

the death was caused by our feypact warlock, who has the misty step power

When an enemy under your Warlock’s Curse is
reduced to 0 hit points or fewer, you can immediately
teleport 3 squares as a free action.

both occur when the creature is reduced to zero hp. however which one goes first?

Lord Lorac Silvanos
2008-07-06, 05:35 AM
A. 078

It is a basic ranged attack, but you are not wielding it as a weapon, which is a requirement.

Foxtale
2008-07-06, 08:02 AM
A79. (Maybe)
Does the explosion happen 'immediately'? If not, I'd say the 'immediate' power happens first.

Eclipse
2008-07-06, 01:11 PM
Q73- when you use a burst attack with a ranged weapon, for example the rogue cloud of steel ability, you are supposed to possess a thrown weapon or piece of ammo for each attack you make. What if those attacks are made with a magic weapon, specifically a magic thrown weapon that returns to the users hand after every attack. Does this allow a player to make all the attacks with the one magical dagger for say? If it doesn't do you then have to figure out the attack rolls and damage differently for each target of your attack based on the different properties of the thrown weapons you use?

A73 - No, you still need one thrown weapon for each attack. The weapon does not return until the attack is resolved, and when you make a burst attack, you first roll each attack roll separately, then roll damage once, which effects each creature hit. The magic weapons used then return to you once everyone effected takes damage and the attack resolves.

You would only apply any magical properties of a magic weapon to the person targeted by that weapon as far as I can tell. Roll base damage first, then add any modifiers or extra dice granted by the magic weapon after the base damage.

squishycube
2008-07-06, 03:44 PM
A79
You'd have to find out whether mr. warlock's immediate action is an interrupt or a reaction type immediate action. I do not know which one it is.

Joran
2008-07-06, 04:38 PM
A73:

For customer service rulings on throwing weapon bursts, three of which contradict each other, please see
http://forums.gleemax.com/showthread.php?t=1052160&highlight=burst+magic+weapon

By RAW, I would say Eclipse is right, but it's something I would houserule.

Tenshin
2008-07-06, 07:32 PM
Q80: How do you calculate the most basic of basic attack rolls? Can I get an example for each of the variables down there?

D20 + 1/2 Level + Ability modifier (which one?!) + class + prof + feat + enh + misc

Q81: If you hit, do you add Strenght Mod as damage? If it's ranged, do you add Dex Mod as damage?

Q82: Do you always add 1/2 level to your roll? Even with powers, stuff like Roll+Charisma Mod vs AC and stuff?

Pinnacle
2008-07-06, 07:50 PM
Q80: How do you calculate the most basic of basic attack rolls? Can I get an example for each of the variables down there?

D20 + 1/2 Level + Ability modifier (which one?!) + class + prof + feat + enh + misc
A80: Basic attacks are on PHB 287. You have it right; Str for melee, Dex for ranged.

So a 2nd level fighter with an 18 Str wielding a +1 magic longsword would look something like:
D20 + 1 (1/2 level) + 4 (Ability Mod) + 1 (Fighter Weapon Talent) + 3 (proficiency) + 1 (enhancement) = 1d20+10.


Q81: If you hit, do you add Strength Mod as damage? If it's ranged, do you add Dex Mod as damage?
A81: Yes.

Joran
2008-07-06, 07:51 PM
A80:

For a basic melee attack, it's D20+1/2 level + strength modifier

For a basic ranged attack, it's D20+1/2level+ dex modifier

1/2 level is 1/2 of your level rounded down: So, for a level 3 character, it's +1, but for a level 4, it's 2.

Ability modifiers depend: All powers will state which ability modifier to add and on what defense. So, for instance the Wizard spell "Magic Missile" is an Attack: Intelligence vs. Reflex, and as such, it would add Intelligence.

Class: I can't find anything class wise. Someone else please help. All of the fighter bonuses are untyped =P

Proficiency: These apply to weapons. Any power with the "Weapon" keyword will add this one, as long as your character has proficiency in that type of weapon and wielding it. The list of weapons and their proficiency bonuses can be found on page 218 of the PHB.

Feat: An example is Hellfire Blood (Tiefling) on page 195 of the PHB. It gives a +1 feat bonus to both attack rolls and damage rolls for a power with fire or fear.

Enhancement: This would be magical items. So, a +1 longsword is going to give you +1 to an attack roll (the proficiency, since it's a difference source will also apply).

Misc: Untyped bonus: Blade Opportunist would be a good example. +2 to opportunity attack roll with a heavy or light blade. Since it doesn't say "feat bonus" it would be untyped and can stack.

Joran
2008-07-06, 07:55 PM
A81:

For basic attacks, yes. For attacks using a power, no. [W] adds every other modifier but ability modifier. The power will tell you if and which ability modifier to add.

For instance, the Warrior attack, sure strike will not add the strength modifier to your damage, but will include things like weapon specialization.

A82:
Yes.
stuff like Roll+Charisma Mod vs AC and stuff?
That would be a Charisma attack roll. So, basically, put your charisma modifier into the ability modifier portion of the equation.

Tenshin
2008-07-06, 09:03 PM
Q83: I'm a big newbie, thanks for answering so fast, guys. One more: I am a level 1 paladin of Kord with a Holy Symbol of Kord, what's the enhancement I get from this? Can I only apply it to "Prayers" that say "Kord's something something" or "Holy something something" or to all my prayers??

Q84: Is it ok to start my character with scale mail and a military weapon and also a holy symbol? Is it overpowered? Should I start with crappier stuff, I mean, will I get hate from other players?

Pinnacle
2008-07-06, 09:22 PM
Q83: I'm a big newbie, thanks for answering so fast, guys. One more: I am a level 1 paladin of Kord with a Holy Symbol of Kord, what's the enhancement I get from this? Can I only apply it to "Prayers" that say "Kord's something something" or "Holy something something" or to all my prayers??
A83: A normal holy symbol grants no bonus. If your paladin had a magic holy symbol of some kind, it would have an enhancement bonus that applies to attack and damage rolls of all of your paladin prayers that have the "implement" keyword. I believe all of them have either "implement" or "weapon," but not both.


Q84: Is it ok to start my character with scale mail and a military weapon and also a holy symbol? Is it overpowered? Should I start with crappier stuff, I mean, will I get hate from other players?
A84: A 1st level character generally starts out with 100 gp worth of gear unless your DM gives you a different number.
Scale mail and a mundane holy symbol cost 55 gp. You could add any military weapon to that and still have enough left over for a standard adventurer's kit. If you want to have a sling and some ammunition, you'll have to choose a military melee weapon other than a maul (or, if you really want a maul, drop something out of the adventurer's kit), but otherwise it looks fine.

Jarlax
2008-07-06, 09:51 PM
A79
You'd have to find out whether mr. warlock's immediate action is an interrupt or a reaction type immediate action. I do not know which one it is.

i believe it is a immediate reaction, since i have copied the power as written and there is no mention of Immediate interrupt. (if it was an immediate interrupt there would be no need for discussion, the interrupt effect would kick in before the event, and therefore the explosion.)

but by that same hand the power for the kobold is also a reaction power(that should probably also read or at least treated as an interrupt considering its effect) the solution the group concluded to was, much like MtG there needs to be a "priority stack" to determine these things.

i personally believe that since the explosion power triggers on "death" it goes first under the rules for an immediate reaction which "lets you act in response to a trigger. The triggering action, event, or condition occurs and is completely resolved before you take your reaction" but this is because i consider the explosion to be an "element or condition" of death. my players consider it to be its own immediate reaction and i can see their point of view, thats the problem we both have reasonable arguments but only one of us can be right for the sake of gameplay.

Gralamin
2008-07-07, 12:10 AM
Q 85
In the event of having resistance to damage and being insubstantial, what applies first, the resistance or insubstantial? In other words, if you had fire resistance 5, and where dealt 25 fire damage, would you take [(25/2)-5] = 7 damage, or [(25-5)/2]= 10 damage?

Jarlax
2008-07-07, 12:26 AM
Q 85
In the event of having resistance to damage and being insubstantial, what applies first, the resistance or insubstantial? In other words, if you had fire resistance 5, and where dealt 25 fire damage, would you take [(25/2)-5] = 7 damage, or [(25-5)/2]= 10 damage?

A 85

i believe its insubstantial followed by resistance. insubstantial halves damage from all sources while resistance reduces damage from a specified source.

so if you cast a spell that deals 60 fire and poison damage against something insubstantial with resist 5 fire you halve the damage first, taking it down to 30. then half that (15 points) is of the fire type, so you take a total of 25 damage (15 poision + (15 fire - 5 fire resist))

Helgraf
2008-07-07, 12:28 AM
Q62.
An interesting inconsistency (has it been pointed out before?): The Warlock multiclass description says you gain the At-Will power of the pact you choose. The shorthand description says you gain Eldritch Blast 1/encounter. Which is it?

Clarification

A62.
You gain the At-Will power of the pact you choose, but you use it as if it were an encounter power. So in fact, both table and text are correct.

Gort
2008-07-07, 06:01 AM
Q. 36 Warlord's Commander's Strike at-will attack power:

Does the target have to be within your OWN melee range, or just within the melee range of your chosen ally? I.E., is there a limitation on which ally you can choose to use this power on? It seems more like a "lead from the rear" power if you don't have to be next to the target.


A. 036

The power has the Melee Weapon keyword, which means that the target must be within the user's melee reach (PHB page 56), so both of you must be able to reach the target.

I disagree. I can see how you interpret the wording of the various rules that way. But it a stretch that fails the common sense test. Only one weapon is actually being used. That's of the ally making the melee basic attack. Only that weapon's range has to be considered. I would suggest that even an unarmed warlord could use this power.

Lord Lorac Silvanos
2008-07-07, 06:25 AM
I disagree. I can see how you interpret the wording of the various rules that way. But it a stretch that fails the common sense test. Only one weapon is actually being used. That's of the ally making the melee basic attack. Only that weapon's range has to be considered. I would suggest that even an unarmed warlord could use this power.

That entirely depends on how you view the power. Maybe the warlord uses the weapon to divert the attention and then orders the ally to make the attack at the right time?

In any case, if they wanted it to be something the warlord would shout from behind his/her mother's skirt they should have worded the mechanics differently...

Dhavaer
2008-07-07, 06:40 AM
Q86 Does a Wizard of the Spiral Tower with Staff Mastery gain +1 to AC while wielding a longsword?

Lord Lorac Silvanos
2008-07-07, 07:07 AM
A. 086

No, you are using the sword as if it was a staff implement, but only when casting your spells and the bonus is not tied to spellcasting.


You can use a longsword as if it were that type of arcane implement when casting your spells.

A full stop after implement would have allowed it.

Foxtale
2008-07-07, 07:27 PM
Clarification

A62.
You gain the At-Will power of the pact you choose, but you use it as if it were an encounter power. So in fact, both table and text are correct.
Still Q62.

Not true. The table indicates you gain Eldritch Blast as the At-Will you use as Encounter. The text indicates you instead gain the Pact Power as the At-Will you use as Encounter. They can't both be correct.

McMindflayer
2008-07-08, 12:24 AM
Q87 If an encounter power has on the stat block(fake example):
Attack: blah v. blah
Hit: 1w+dex
Effect: +5 to all ally's next attack
If the attack misses, Do your allies still gain the effect?

Lord Lorac Silvanos
2008-07-08, 02:23 AM
A. 087

The effect generally takes place regardless of the success of the attack roll.
(PHB, page 59)

Mauril Everleaf
2008-07-08, 05:27 PM
Q88
Since Magic Missile contains a clause that states that it can count as a basic ranged attack for a Wizard, can it be used in Twin Strike or other power that allows for multiple attacks?

RTGoodman
2008-07-08, 05:29 PM
A 88

If the power doesn't have the [Weapon] keyword, then you should be fine. The Twin Strike power, however, does have that keyword, so you can't use magic missile with it. If there's a power that lets you use a Ranged Basic Attack but doesn't have the [Weapon] keyword, then you can use it.

Lord Lorac Silvanos
2008-07-08, 05:33 PM
A. 088

No, see Q 78 (http://www.giantitp.com/forums/showpost.php?p=4539470&postcount=169).



EDIT: Ahh ninjas!! POST POST!!

Gralamin
2008-07-09, 08:12 PM
Q89

I have noticed two abilities that deal multiple damage types, and wonder if they are exceptions to the standard rules or not.


Admixture Breath [Dragonborn]
Prerequisites: Dragonborn, dragon breath racial power, Adaptable Breath
Benefit: When you use your dragon breath power, you can mix any two of the damage types to which you have access. Your dragon breath deals both types of damage. This doesn’t increase the amount of damage you deal, but a creature must be able to resist or be immune to both damage types to reduce or ignore the damage. If a creature is vulnerable to either damage type, it is considered to be vulnerable to damage from your dragon breath.
For instance, if you chose the fire damage type at character creation and chose lightning when you took the Adaptable Breath feat, your dragon breath deals fire damage and lightning damage. A creature immune to fire but vulnerable to lightning is considered
to be vulnerable to your dragon breath.


Astral Storm Cleric Attack 29
You unleash a terrible storm upon your enemies, raining ice, fire,
lightning, and thunder down upon them.
Daily ✦ Cold, Divine, Fire, Implement, Lightning, Thunder,
Zone
Standard Action Area burst 5 within 20 squares
Target: Each enemy in burst
Attack: Wisdom vs. Reflex
Hit: 6d10 + Wisdom modifier cold, fire, lightning, and thunder
damage. Resistance doesn’t reduce the damage unless
the target has resistance to all four damage types, and
only the weakest resistance applies. A target that has vulnerability
to any one of the four damage types is subject to
that vulnerability.

Now according to the relevant rules on multiple keywords....

Resistance or immunity to one keyword of a power
does not protect a target from the power’s other effects.
When damage of a power is described as more than
one type, divide the damage evenly between the
damage types (round up for the first damage type,
round down for all others). For example, a power
that deals 25 fire and thunder damage deals 13 fire
damage and 12 thunder damage.

My question Is basically: When dealing with multiple damage types, does a creature need to be resistant to all damage types to benefit from resistance, or do you split the damage up and then apply resistances?
In the second case, Both would be exceptions to the rules, in the first case both would follow the rules (Though astral storm is an exception in its lowest resistance clause).

erikun
2008-07-09, 09:00 PM
A. 89

You'll excuse me for not having a page number for this one, but RAW is stated as thus:

Whenever an attack deals multiple types of damage, it deals an equal amount of damage of each type. An Astral Storm that deals 100 points of damage deals 25 cold, 25 fire, 25 lightning, and 25 thunder damage. If the damage is not divided evenly, the extra damage goes to the first mentioned types first. An Astral Storm that deals 50 points of damage deals 13 cold, 13 fire, 12 lightning, and 12 thunder damage.

Weakness, resistance, and immunity applies to each type seperately. Against a 100 point Astral Storn, a creature that has resist 5 all takes 80 damage (20 of each type). If it had resist 30 fire and cold immunity, it would take 50 damage (25 lightning, 25 thunder). If the creature had resist 10 lightning, resist 10 thunder, and weakness 20 cold, it would take 100 points of damage (45 cold, 25 fire, 15 lightning, 15 thunder).

Gralamin
2008-07-10, 01:02 AM
A. 89

You'll excuse me for not having a page number for this one, but RAW is stated as thus:

Whenever an attack deals multiple types of damage, it deals an equal amount of damage of each type. An Astral Storm that deals 100 points of damage deals 25 cold, 25 fire, 25 lightning, and 25 thunder damage. If the damage is not divided evenly, the extra damage goes to the first mentioned types first. An Astral Storm that deals 50 points of damage deals 13 cold, 13 fire, 12 lightning, and 12 thunder damage.

Weakness, resistance, and immunity applies to each type seperately. Against a 100 point Astral Storn, a creature that has resist 5 all takes 80 damage (20 of each type). If it had resist 30 fire and cold immunity, it would take 50 damage (25 lightning, 25 thunder). If the creature had resist 10 lightning, resist 10 thunder, and weakness 20 cold, it would take 100 points of damage (45 cold, 25 fire, 15 lightning, 15 thunder).

A 89 clarification

Incorrect example and not the answer to the question I was asking. I quoted those rules in my post. Astral Storm, notably doesn't follow those rules according to its description, and neither does Admixture Dragon Breath. Are they both exceptions to the rules, or the way the rules are supposed to be read? (You need resistance/immunity to all the keywords separately, or vulnerability to one or more of them). In otherwords what is the more important part of this quote?


Resistance or immunity to one keyword of a power
does not protect a target from the power’s other effects.

or


When damage of a power is described as more than
one type, divide the damage evenly between the
damage types (round up for the first damage type,
round down for all others). For example, a power
that deals 25 fire and thunder damage deals 13 fire
damage and 12 thunder damage.

If the first quote is more important, Energy Admixture follows the rules (and is not an exception), and in all likelihood, Astral Storm clarifies them. If the second quote is more important, they are both exceptions.

Edit: In retrospect, this is more a question for CustServ

Lord Lorac Silvanos
2008-07-10, 05:21 AM
A. 089

There are two possibilities really, either they are exceptions to the general rules or they are simple errors. Until it is clarified by an official source (not customer service), they would have to be treated as exceptions.

Charity
2008-07-10, 05:58 AM
A 89 I'm reasonably sure that the text was included in the powers as they are exceptions.

beoireann
2008-07-10, 06:43 AM
Q90
When selecting a Paragon Path, do the requirements have to be meet before level 11 or can they be obtained at level 11?

Example: Needing a feat, can you get the feat at level 11 and then select your path?

Lord Lorac Silvanos
2008-07-10, 06:50 AM
A. 090

As you can see from page 27 of the PHB the Paragon path is chosen before new feats when advancing a level, so feat requirements would have to be met before taking the path.

Marstead
2008-07-10, 06:57 AM
Q75
If a power has a requirement of "wielding a light blade..." and the character is two weapon fighting, can the character use the power by wielding a light blade in one hand, and attacking with the other weapon?

A75By RAW, and unless if there's new Errata correcting this, I would say yes. This adds a reason to dual-wield if you aren't a Ranger. I've actually ruled this as okay for the Eladrin Rogue in my group--he dual wields a Longsword and dagger, and I let him use his rogue at-will powers with the longsword as the rules do not specify that he can't.

Lord Lorac Silvanos
2008-07-10, 07:31 AM
A. 075 Continued

There are two possible interpretations.

1. RAI, the definition of wield includes using the weapon to make the attack, so there is correspondence with the fluff descriptions of the powers and abilities.

2. Ignore RAI and the fluff and argue that one definition of wield supports that the weapon is simply held, so another weapon can be used instead, e.g. let me stab you with my hammer.

I know which one I prefers as a RAW interpretation, but both are possible using the RAW verbatim, since wield is not properly defined in this edition either.

Charity
2008-07-10, 09:16 AM
A75By RAW, and unless if there's new Errata correcting this, I would say yes. This adds a reason to dual-wield if you aren't a Ranger. I've actually ruled this as okay for the Eladrin Rogue in my group--he dual wields a Longsword and dagger, and I let him use his rogue at-will powers with the longsword as the rules do not specify that he can't.

Sooo if I clench a dagger in my teeth I get to use a Maul on my 7[W] rogue attacks... I think we all know that wield means to use the weapon specified for the attack, those of us that wish to push it need to speak to our respective DM's but FAQ says no (http://wizards.custhelp.com/cgi-bin/wizards.cfg/php/enduser/std_adp.php?p_faqid=1396)


13. Rogue weapon talent requires you to “wield” a particular weapon. What does this mean?


Wielding means you must be using that weapon in the attack. Merely holding it while you attack with another weapon isn’t enough to qualify for any bonuses that result.

erikun
2008-07-10, 07:06 PM
If the first quote is more important, Energy Admixture follows the rules (and is not an exception), and in all likelihood, Astral Storm clarifies them. If the second quote is more important, they are both exceptions.

Edit: In retrospect, this is more a question for CustServ
Okay, so I apparently fail at reading the power description for Astral Storm; my apologies. I'll be waiting to see what Customer Service has to say, though. :smallsmile:

esoteric scribe
2008-07-10, 10:38 PM
Q91

Does the "improvised" catagory of weapons have any penalties in combat?

mikeejimbo
2008-07-10, 11:21 PM
Q92

A Wizard gets two spells per level, but can only prepare one per day, this I know. But if the Wizard multiclasses and replaces a spell with another power, do they only replace one spell, or do they have to replace both of them? What if it's from the Warlock class (which also uses 'spells')? In essence the question is: "How does the Spell Book interact with Multiclassing, particularly using the Warlock?"

Pinnacle
2008-07-11, 12:24 AM
Q91

Does the "improvised" catagory of weapons have any penalties in combat?

A91 No. In 3E weapons you were proficient with were the standard at +0 and you took a penalty with other weapons. In 4E they did it the other way around--improvised weapons (or just weapons you're not proficient with) are +0 and weapons you really know how to use grant a bonus.

Charity
2008-07-11, 02:28 AM
A92 A wizards spellbook allows one to have a choice of which power to use for a particular slot. If that slot is multiclassed away then there is no wizard slot of that level and therefore there will be no alternative available.
In short if you swap out a wizard daily or utility it no longer qualifies as a wizard power and therefore no longer qualifies for a spellbook, ie you lose both.

Lord Lorac Silvanos
2008-07-11, 02:36 AM
A. 092 Clarification


A92 In short if you swap out a wizard daily or utility it no longer qualifies as a wizard power and therefore no longer qualifies for a spellbook, ie you lose both.

Well, you get to keep your spellbook. The multiclass police does not come around to take it away from you, but instead of writing spell sin it you have to settle for grocery lists and doodles etc.
Sorry, I could not resist.

skywalker
2008-07-21, 10:51 AM
Q93 - Does the far shot feat apply to ranged spells? Specifically, those that count as basic attack(magic missile and eldritch blast are what I'm interested in.)

Q94 - What precisely does the 1/2-level bonus apply to? What precisely does it not?

Lord Lorac Silvanos
2008-07-21, 12:08 PM
A. 093

Far Shot requires the use of a projectile weapon, spells, whether basic attacks, generally do not qualify.

Lord Lorac Silvanos
2008-07-21, 12:12 PM
A. 094 (Exhaustive?)

Attacks, defenses, initiative, skill checks, and ability checks.

MartinHarper
2008-07-22, 05:51 PM
Q95: The Rogue at-will power Deft Strike has this line:
"Special: you can move 2 squares before the attack".
Does this movement provoke opportunity attacks?

(I would guess yes, because the power uses "move" not "shift", but I'd like to have it confirmed)

Lord Lorac Silvanos
2008-07-22, 06:29 PM
A. 095

Yes, normal movement potentially provokes unless otherwise noted.

Gralamin
2008-07-23, 01:55 AM
A89 Correction

The newest update changes the rules for multiple damage types. The changes are as follows:

Damage is no longer split
A creature must have resistance to all damage types to reduce damage, and then only the weakest resistance applies.
The text does not talk about immunities or vulnerabilities.

Which means those two abilities most likely work as the rules were meant to be used. Since immunities and vulnerabilities are not mentioned, it can be inferred that vulnerabilities work as per Admixture Breath, meaning having vulnerability at all increases the damage, and likely only the strongest vulnerability applies. Following that, immunity does nothing unless you are immune to all damage types.

Blackdrop
2008-07-23, 12:57 PM
Q. 89-A If a target has resistance to Necrotic damage but a weakness to Radiant Damage, and said target is hit with a power that does 20 damage (Necrotic, Radiant) the power in fact does 40 damage?

Gralamin
2008-07-23, 01:21 PM
Q. 89-A If a target has resistance to Necrotic damage but a weakness to Radiant Damage, and said target is hit with a power that does 20 damage (Necrotic, Radiant) the power in fact does 40 damage?

A. 89-A
As the rules are unclear about this, but judging how the update made the rules closer to similar powers, it is not to much a stretch that a single vulnerability would apply over all resistances and immunities. Thus as in your example, if a creature had vulnerability to Radiant damage 20, then such a power should deal 40 damage.

MartinHarper
2008-07-24, 06:35 PM
Q90: When a player succeeds in a combat intimidate check against a bloodied enemy, does the enemy always surrender, or might it "be cowed into taking some other action" instead?

Lord Lorac Silvanos
2008-07-24, 06:50 PM
A. 090

There is a lot of DM discretion in this area.

The DM could set the DC for surrender at an unattainable level, but allow for some other outcome based on a success against some other DC.

For instance, the result could be that the target tries to flee instead if the DM rules that surrender is an unlikely outcome.

Wowbagger
2008-07-26, 12:22 AM
Q. 96

When a character takes the Warrior of the Wild Feat I assume that they gain one of the fighting styles associated with a ranger (otherwise they would not be able to qualify for any of the paragon paths).
Does the strength or dexterity prerequisite for the feat limit which fighting style you can take?
Does the character gain the bonus feat or the special ability associated the fighting style?

Lord Lorac Silvanos
2008-07-26, 03:36 AM
A. 091 (NOT 96)

Your assumption requires errata, because as it stands it is not possible to take a multiclass Ranger Paragon path.
(The errata that has been published for Warrior of the Wild does not address this problem.)

Viruzzo
2008-07-26, 07:07 AM
A. 91 expanded

Warrior of the Wild
[Multiclass Ranger]
Prerequisite: Str 13 or Dex 13
Benefit: You gain training in one skill from the ranger’s class skill list.
Once per encounter, you can use the ranger’s Hunter’s Quarry class feature.
The feat says nothing about fighting styles, so you don't get them.
So you get 1 skill training and Hunter's Quarry, point.


Add the following sentence to the end of the second paragraph of the benefit section: “The target you designate as your quarry remains your quarry until the end of your next turn.”

Wowbagger
2008-07-26, 10:54 AM
Q 097

When a character uses the adept power feat to swap a daily power for a wizard’s spell, do they get access to a specific spell or access to 2 spells (of which they choose one to prepare during an extended rest)?

Lord Lorac Silvanos
2008-07-26, 11:17 AM
A. 092 (NOT 97)

You get only one to choose from.

Myatar_Panwar
2008-07-26, 12:57 PM
Q 98 (93?)

Do temporary hitpoints from different sources stack? For instance, if a level 2 warlord used an ability to give the fighter 8 temp hitpoints, then on the fighters turn, he uses Unstoppable giving him another 10 temp hitpoints, would the two sorces stack, or would unstoppable just cancel out the warlord ability?

Douglas
2008-07-26, 01:37 PM
A98
See pages 293-294 of the PHB. No, they do not stack. Only the higher amount applies.

Viruzzo
2008-07-26, 02:16 PM
A. 98

Temporary Hit Points entry in PHB, page 294:

Don’t Add Together: If you get temporary hit
points from different sources, use the higher value as
your temporary hit point total instead of adding the
values together.

edit: ninjaed.

Arioch
2008-07-26, 02:26 PM
Q 24?

Do the rules for advancing a monster to solo status assume it is already elite? I ask because it tells you to "add 1 action point", then says that "all solo monsters have 2 action points". This implies it already got one from somewhere. However, it's somewhat ambiguous.

Lord Lorac Silvanos
2008-07-26, 03:15 PM
A. 094 (NOT SOMETHING ELSE)


Q 24?

Do the rules for advancing a monster to solo status assume it is already elite? I ask because it tells you to "add 1 action point", then says that "all solo monsters have 2 action points". This implies it already got one from somewhere. However, it's somewhat ambiguous.

Not necessarily, but as detailed on page 175 and 185 you add two template to make a solo monster if it is not already an elite.

Viruzzo
2008-07-26, 03:21 PM
A. 94 (Arioch's)

It's not in the errata, but it's most likely a typo. The guidelines for creating a Solo are coherent with the MM (keeping in mind that they are guidelines), and since most just overwrite the precedent stat applying two guidelines would mean wasting a lot of time. So definitely typo, but for an official response errata is needed.


Not necessarily, but as detailed on page 175 and 185 you add two template to make a solo monster if it is not already an elite.
But that's because a template is about the same as an Elite, and a Solo is about two Elites.

Lord Lorac Silvanos
2008-07-26, 03:45 PM
A. 094 Continued


A. 94 (Arioch's)

It's not in the errata, but it's most likely a typo. The guidelines for creating a Solo are coherent with the MM (keeping in mind that they are guidelines), and since most just overwrite the precedent stat applying two guidelines would mean wasting a lot of time. So definitely typo, but for an official response errata is needed.

There is no reason to believe it is a typo. Adding a template that makes the creature elite adds 1 action point adding another from the guide on page 185 leaves you with 2, which all solo monsters ahve, so there is no inconsistency or reason to assume there is any errors.



But that's because a template is about the same as an Elite, and a Solo is about two Elites.


And the number of action points add up. 1 if elite, 2 if solo. Advancing from elite means adding one extra action point, advancing from scratch means adding two action points.

Gralamin
2008-07-26, 06:37 PM
Q 95

According to the Players Handbook, Temporary Hit Points last until you rest. Does this indicate a short or extended rest, or extended only? (I've heard some claim the later and just wanted to confirm)

Lord Lorac Silvanos
2008-07-26, 06:56 PM
A. 095

Without further classification we will have to assume that rest refers to both kinds of rest; short and extended.

the quinn
2008-07-27, 01:24 AM
Q. 97
A fighter has marked a creature, and a ally provokes and opportunity attack from the creature. Does the fighter get an attack if the creature takes the opportunity attack?

RTGoodman
2008-07-27, 01:52 AM
A 96 (not 97)

The text of the Fighter's Combat Challenge (with the errata) says "whenever an enemy marked by you is adjacent to you and shifts or makes an attack that does not include you, you can make a melee basica attack against that enemy as an immediate interrupt."

So as long as (1) you have the target marked, (2) you're adjacent to it, (3) it makes an attack, and (4) you meet the rules for being able to use an immediate interrupt, then yes. And since Opportunity Attacks are attacks (it's right there in the name!), I'd say you're good.

Totally Guy
2008-07-27, 03:23 AM
Q.97

When you designate a target for warlock's curse this is the closest target. Say there is an enemy 3 squares away up from you but also an enemy 3 squares away diagonally from you. Although diagonal movement is deemed equal for movement does it count as equal for the purposes of determining closest enemy? In the above example can the warlock choose a target or is she restricted to straight line enemy?

Lord Lorac Silvanos
2008-07-27, 03:31 AM
A. 097

Yes it also counts as equal distance when determining range, so the Warlock is free two target either of the creatures in your example.

Arioch
2008-07-27, 11:40 AM
A. 094 Continued

There is no reason to believe it is a typo. Adding a template that makes the creature elite adds 1 action point adding another from the guide on page 185 leaves you with 2, which all solo monsters ahve, so there is no inconsistency or reason to assume there is any errors.

And the number of action points add up. 1 if elite, 2 if solo. Advancing from elite means adding one extra action point, advancing from scratch means adding two action points.

I'm not talking about the process of adding templates. I mean the rules for turning a normal monster into a solo version, laid out on page 185 under "creating new solos".

Lord Lorac Silvanos
2008-07-27, 11:59 AM
I'm not talking about the process of adding templates. I mean the rules for turning a normal monster into a solo version, laid out on page 185 under "creating new solos".

Hence the not necessarily in my original response, but yes, it is clear that a solo has two action points and if adding one only results in one it does not add up, as Viruzzo pointed out. I had forgotten all about the step by step guideline in my second response, that is my bad.

EagleWiz
2008-07-27, 05:38 PM
Q 98: Does the 30th level Archmage Epic Destiny feature allow you to use items/powers/abilitys that recharge one encounter power on the power you chose as part of the Archmage feature?

Lord Lorac Silvanos
2008-07-27, 06:29 PM
A. 098

Yes, the spell can be cast as an encounter spell, so anything that would re-charge an encounter spell would work on the chosen daily spell.

tyfon
2008-07-28, 08:32 AM
Q. 99


Combat Superiority
You gain a bonus to opportunity attacks equal to your
Wisdom modifier.


What happens if WIS modifier is -2 ?

Lord Lorac Silvanos
2008-07-28, 11:31 AM
A. 099

The intend is most likely that you only add the bonus if it is positive (After all, a bonus is supposed to be a good thing), but the chosen wording would mean that you effectively have a penalty by the RAW.

To have removed all doubt they should have written wisdom bonus instead of wisdom modifier.

Pirate_King
2008-07-28, 01:04 PM
Q100 (cool)
The Pact initiate feat allows you to choose a warlock paragon path, but it doesn't grant you the warlock's curse class feature. All of the Paragon classes have one or more features and powers that require warlock's curse. Does this make Accursed Shroud (star power) Domesayer's action (star feature), Patron's favor(fey feature), Twilight Teleport(fey power), Collect Life spark(infernal feature) all entirely impossible?

Viruzzo
2008-07-28, 01:22 PM
A 99
Actually it says "bonus", so it should be only 0+, else it would be "modifier".

A 100
Yes. Actually, useless (you don't apply the curse), but not impossible.

Helgraf
2008-07-29, 12:44 AM
I'm not talking about the process of adding templates. I mean the rules for turning a normal monster into a solo version, laid out on page 185 under "creating new solos".

Which are applied _after_ you apply the modifiers to make it elite first. So yes, a Solo always ends up with 2 action points.

Viruzzo
2008-07-29, 03:18 AM
Which are applied _after_ you apply the modifiers to make it elite first. So yes, a Solo always ends up with 2 action points.
The question was not about how many AP they got, that was clear enough. The initial question was "to make a monster a Solo, do I have to make him an Elite first?".

Jeramiahh
2008-07-30, 01:40 AM
Q 101

The Paragon feat, Deadly Axe, allows the wielder to give all axes the High Crit property. The Greataxe already has this property. Is this feat useless with a Greataxe, or would the effects stack?

My initial ruling was 'no', but I wanted support for one of our positions.

Charity
2008-07-30, 02:01 AM
A101 The feat is useless with a great axe.

Bryn
2008-07-30, 07:23 AM
Q102 I am slightly confused by the Cleric's Healing Word power. The text seems to describe it healing one person, but the "Close burst 5" suggests otherwise. Does the power just affect one person, or is it every person inside the burst around you or an ally?