New OOTS products from CafePress
New OOTS t-shirts, ornaments, mugs, bags, and more
Results 1 to 28 of 28
  1. - Top - End - #1
    Ogre in the Playground
     
    Kobold

    Join Date
    May 2006
    Gender
    Male

    Default [4e]Martial Power: Thoughts?

    No order implied.

    1> I like the mechanic of swapping out one of your existing features for one that's listed here.

    2> I like the Invigorating mechanic, and suspect my group's warrior will be taking those powers.

    3> I also like the mechanic of powers that have advantages if you're trained in skills. So far they're mostly doing it for skills that class would have... but there's interesting potential here.

    4> Did conventional wisdom say that Rogues needed better 2nd level utility powers or something? Adaptable Flanker comes dangerously close to being must-have... except for some of the others

    5> On that subject, Handspring Assault (Rogue Daily) may end up being very popular. 3[w] attack that can be used with a charge, can shift 2 squares afterwards, AND it's reliable?

    6> I'm still somewhat disappointed with how the Paragon Paths are shaping up. I can't really put into words why though. It's neither that they're too vague (most still just require a class, sometimes a class & race, and sometimes a particular class feature) nor too specific.

    7> I'm intrigued by the 'companion' option for Rangers, but will have to see it in play before I say too much.

    8> Might just be me, but the artwork quality here seemed somewhat thrown together with a couple of "I can draw too daddy!" pieces again.

    9> A lot better on the feat selection this time around -- but we continue the pattern of the latter multiclassing feats often not being worth a feat slot or having too steep of a cost.

    Other thoughts?
    • Sometimes, the knights are the monsters
    • The main problem with the world? So many grownups, not enough adults.
    • Talk less; say more.
    • George R.R. Martin, Kirkman, and Joss Whedon walked into a bar. There were no survivors.
    • Current Project: Fallout 4 "nerd" build (3/7/2/2/9/3/2, PER 9 after boosts)

  2. - Top - End - #2
    Bugbear in the Playground
     
    Edea's Avatar

    Join Date
    Sep 2007
    Location
    In your head.
    Gender
    Female

    Default Re: [4e]Martial Power: Thoughts?

    The halfling on page...91?...is total lollin'. Apparently his bones have been replaced with abstract art.
    "Come play in the darkness with me."
    Thanks for the avatar, banjo1985!

    Spoiler
    Show

    I guess I'm a Neutral Good Human Wizard (4th Level)
    Ability Scores:
    Strength- 14
    Dexterity- 15
    Constitution- 17
    Intelligence- 20
    Wisdom- 20
    Charisma- 12
    Take the 'What D&D Character am I?" Quiz!


    Somehow I doubt the veracity of this quiz :P
    Which Final Fantasy Character Are You?

  3. - Top - End - #3
    Bugbear in the Playground
     
    HalflingRangerGuy

    Join Date
    Jul 2008
    Location
    far far away
    Gender
    Male

    Default Re: [4e]Martial Power: Thoughts?

    Quote Originally Posted by TheEmerged View Post
    8> Might just be me, but the artwork quality here seemed somewhat thrown together with a couple of "I can draw too daddy!" pieces again.
    You mean like the goblin on AD&D MM?

  4. - Top - End - #4
    Barbarian in the Playground
     
    Chimera

    Join Date
    Nov 2005
    Location
    Canada

    Default Re: [4e]Martial Power: Thoughts?

    The art is a mix of recycled, gorgeous and horrid. Particularly bad are a lot of the Dragonborn pieces.

    Right now I'm suffering from power overdose. The sheer amount of delicious crunch in the book is impressive. Still have to evaluate it.

  5. - Top - End - #5
    Titan in the Playground
     
    Kurald Galain's Avatar

    Join Date
    Jun 2007

    Default Re: [4e]Martial Power: Thoughts?

    Quote Originally Posted by TheEmerged View Post
    4> Did conventional wisdom say that Rogues needed better 2nd level utility powers or something? Adaptable Flanker comes dangerously close to being must-have... except for some of the others
    This may be because the errata on stealth makes the level-2 utility stealth power much less useful.
    Guide to the Magus, the Pathfinder Gish class.

    "I would really like to see a game made by Obryn, Kurald Galain, and Knaight from these forums. I'm not joking one bit. I would buy the hell out of that." -- ChubbyRain
    Crystal Shard Studios - Freeware games designed by Kurald and others!

  6. - Top - End - #6
    Pixie in the Playground
     
    GnomePirate

    Join Date
    Jun 2007

    Default Re: [4e]Martial Power: Thoughts?

    Quote Originally Posted by Kurald Galain View Post
    This may be because the errata on stealth makes the level-2 utility stealth power much less useful.
    Can you point me to (or summarize) that errata for stealth?

    Also, can someone with MP summarize the Adaptable Flanker feat? Is it basicall the same as the 3.5 edition (you can choose to be flanking from any position you threaten IIRC)?

  7. - Top - End - #7
    Titan in the Playground
     
    Tengu_temp's Avatar

    Join Date
    Jul 2008
    Location
    Poland
    Gender
    Male

    Default Re: [4e]Martial Power: Thoughts?

    Quote Originally Posted by Edea View Post
    The halfling on page...91?...is total lollin'. Apparently his bones have been replaced with abstract art.
    I think that's supposed to be a goblin.

    ...

    Is his lowest limb an arm or a leg?

    Siela Tempo by the talented Kasanip. Tengu by myself.
    Spoiler
    Show





  8. - Top - End - #8
    Bugbear in the Playground
     
    Mauril Everleaf's Avatar

    Join Date
    Nov 2006

    Default Re: [4e]Martial Power: Thoughts?

    It's an arm. You can see the claws.

    In any event, I have been rather impressed with the MP so far because, and this may seem weird, of how unimpressive it is. The whole thing seems so....balanced. Aside from the new options, this book doesn't really seem a whole lot better than the stuff offered in the PHB. More focused, but not better. Which, in my opinion, is amazing.

    I just built myself a Beast Mastery Ranger. A drow with a spider. She doesn't seem to outshine my gnoll Two-Blade or my elf Archer. Sure, my drow acts differently, but she is supposed to. I like that.

    I am actually a bit worried about how Invigorating stacks with itself. I can see how that could get abused. But, since my group sticks the dumbest character with the Fighter, I don't expect that I will need to worry about it.

    The rogue options looked nice, but I would need to check them out a little closer to make any real evaluation. Same with the warlord.

    The art was decidedly meh, which is so far the only really disappointing thing about the book, as far as I am concerned.

  9. - Top - End - #9
    Troll in the Playground
     
    RTGoodman's Avatar

    Join Date
    Jan 2007
    Location
    Eastern NC
    Gender
    Male

    Default Re: [4e]Martial Power: Thoughts?

    Quote Originally Posted by Mauril Everleaf View Post
    I am actually a bit worried about how Invigorating stacks with itself. I can see how that could get abused. But, since my group sticks the dumbest character with the Fighter, I don't expect that I will need to worry about it.
    That was my first response, too. Especially combined with the Battlerager, who gets a +2 bonus on attack rolls as long as he uses a certain weapon and has temporary HP.

    Quote Originally Posted by Mauril Everleaf View Post
    The art was decidedly meh, which is so far the only really disappointing thing about the book, as far as I am concerned.
    Yeah, but that seems to be the 4E standard. I'm very disappointed that they reuse so much art. I was thinking at first it might be a good way to make things cheaper, but it seems prices are staying the same or going up despite recycled art AND thinner books.


    EDIT: Also, there's already THIS THREAD on the topic.
    Last edited by RTGoodman; 2008-11-21 at 01:25 AM.
    The Playgrounder Formerly Known as rtg0922

    Homebrew:
    "Themes of Ansalon" - A 4E Dragonlance Supplement
    Homebrew Compendium

  10. - Top - End - #10
    Ogre in the Playground
     
    skywalker's Avatar

    Join Date
    May 2007
    Location
    Knoxville, TN
    Gender
    Male

    Default Re: [4e]Martial Power: Thoughts?

    My particular favorite was how the Defender of Sealtiel from the BoED(who looked like a very tall, defender type human) got converted into a halfling. That one's my favorite.

    Anyway, I finally got a chance to peruse, I'm a lot more excited by the warlord powers than I thought I might be. I didn't get to look at the other stuff as much(wasn't interested, don't play those right now) but we'll see when I actually get the book.

    But the warlord options were a lot better than I thought they might be. Interesting, at the least.
    I am continuing to have a social life. Sorry for the inconvenience.
    Serious-Jedi-Me-Avatar by RTG0922. Thanks. Cat-assassin-avatar by onasuma, who I was too dumb to thank. Thanks for that too!

  11. - Top - End - #11
    Bugbear in the Playground
     
    BlueKnightGuy

    Join Date
    Jul 2008

    Default Re: [4e]Martial Power: Thoughts?

    Quote Originally Posted by rtg0922 View Post
    That was my first response, too. Especially combined with the Battlerager, who gets a +2 bonus on attack rolls as long as he uses a certain weapon and has temporary HP.
    Well, they get a bonus to damage, not attack. Also, its worth noting that for the most part, the invigorating attacks deal less damage than other fighter powers of similar level (and very few of the dailies that have that keyword are also reliable)

  12. - Top - End - #12
    Troll in the Playground
     
    RTGoodman's Avatar

    Join Date
    Jan 2007
    Location
    Eastern NC
    Gender
    Male

    Default Re: [4e]Martial Power: Thoughts?

    Quote Originally Posted by Asbestos View Post
    Well, they get a bonus to damage, not attack. Also, its worth noting that for the most part, the invigorating attacks deal less damage than other fighter powers of similar level (and very few of the dailies that have that keyword are also reliable)
    Oh, huh, I guess you're right. I thought since it replaced the Fighter Weapon Talent (the +1 attack with your chosen type of weapon), it was to attack rolls. I guess that makes it fine, then. Glad you caught that.
    The Playgrounder Formerly Known as rtg0922

    Homebrew:
    "Themes of Ansalon" - A 4E Dragonlance Supplement
    Homebrew Compendium

  13. - Top - End - #13
    Dwarf in the Playground
     
    Jack_of_Spades's Avatar

    Join Date
    May 2006
    Location
    Benicia
    Gender
    Male

    Default Re: [4e]Martial Power: Thoughts?

    So far, I like a lot of what got added. But, I have some comments and questions.

    1. Why would any fighter not take Battlerager? I mean you don't get the plus one to hit with a type of weapon, but you get temp HP every time you get hit! And the invigorating at will just makes it even better!

    2. Do animal companions add their ability modifier to an attack or their defenses? If not, why bother having them? Is damage really the only place they apply?

    3. Rattling...seriously can there be one class that doesn't impose -2 to hit all day long?!

    4. Flamebrow Commander. Make a human, get the Human perseverance feat and Stubborn Survivor (from Forgotten realms player's Guide. Then at level 11 your bonus to death saves, when you have no action points, is 3+cha mod. Hooray for not staying down!

    5. The 12th level utility for the Inner Dragon. "Your hit points fall to your bloodied value, and you gain temporary hit points equal to the hit points you lost by using this power. Until you have no temporary hit points, you gain resistance to all damage equal to your Constitution modifier." Combine with Battlerager, 'nuff said.


    Overall, it seems to be creeping closer to what I liked about 3rd ed and that's being able to do something really well. I think as more of these books come out characters will be A LOT more varied than in 3rd. The benefits of a Prestige class weren't usually that great unless you found some "winnning combination" that was really uber-strong.

  14. - Top - End - #14
    Titan in the Playground
     
    Kurald Galain's Avatar

    Join Date
    Jun 2007

    Default Re: [4e]Martial Power: Thoughts?

    Quote Originally Posted by Jack_of_Spades View Post
    1. Why would any fighter not take Battlerager?
    Because a +1 to hit is rather important. Admittedly this is not such a great reason, though, especially since a fighter doesn't need to hit anybody to be an effective tank. I tend to agree that Battlerager is overpowered, not in the sense that it overshadows the rest of the party, but in the sense that there doesn't seem to be any crunch reason not to take it.

    2. Do animal companions add their ability modifier to an attack or their defenses?
    No, but they do apply to skills.

    your bonus to death saves, when you have no action points, is 3+cha mod. Hooray for not staying down!
    Yes, or simply play a Warforged. Nice but not all that impressive.

    Overall, no codex creepy game breakers so far, which is a good thing, of course.
    Guide to the Magus, the Pathfinder Gish class.

    "I would really like to see a game made by Obryn, Kurald Galain, and Knaight from these forums. I'm not joking one bit. I would buy the hell out of that." -- ChubbyRain
    Crystal Shard Studios - Freeware games designed by Kurald and others!

  15. - Top - End - #15
    Surgebinder in the Playground Moderator
     
    Douglas's Avatar

    Join Date
    Aug 2005
    Location
    Mountain View, CA
    Gender
    Male

    Default Re: [4e]Martial Power: Thoughts?

    Quote Originally Posted by Jack_of_Spades View Post
    Combine with Battlerager, 'nuff said.
    Temporary hit points don't stack in 4e, even if they come from different sources. You'd get no benefit from Battlerager at all until the temp hp from Inner Dragon is almost all gone. If you're just talking about making the damage resistance never go away, though, then you might have a point - depending on exact wording and DM interpretation.

    I don't have the book myself, but I wouldn't be surprised if some DMs interpret the combo to work like this:
    1. You take damage
    2. Check if temp hp are gone for Inner Dragon
    3. Grant temp hp from Battlerager

    Under that interpretation, the combo is nearly useless.
    Like 4X (aka Civilization-like) gaming? Know programming? Interested in game development? Take a look.

    Avatar by Ceika.

    Archives:
    Spoiler
    Show
    Saberhagen's Twelve Swords, some homebrew artifacts for 3.5 (please comment)
    Isstinen Tonche for ECL 74 playtesting.
    Team Solars: Powergaming beyond your wildest imagining, without infinite loops or epic. Yes, the DM asked for it.
    Arcane Swordsage: Making it actually work (homebrew)

  16. - Top - End - #16
    Bugbear in the Playground
     
    BlueKnightGuy

    Join Date
    Jul 2008

    Default Re: [4e]Martial Power: Thoughts?

    Quote Originally Posted by douglas View Post
    Temporary hit points don't stack in 4e, even if they come from different sources. You'd get no benefit from Battlerager at all until the temp hp from Inner Dragon is almost all gone. If you're just talking about making the damage resistance never go away, though, then you might have a point - depending on exact wording and DM interpretation.

    I don't have the book myself, but I wouldn't be surprised if some DMs interpret the combo to work like this:
    1. You take damage
    2. Check if temp hp are gone for Inner Dragon
    3. Grant temp hp from Battlerager

    Under that interpretation, the combo is nearly useless.
    That's a good point, Battlerager hp only stacks with invigorating hp.

    But! If you have the Battlerager Vigor class feature then hp granted by invigorating powers stacks with ANY temporary hp. Battlerager Vigor temp hp does not stack with itself, or at least, it doesn't say so. So, as I described in an earlier thread, a level 1 fighter with 18 CON striding naked through a field of giant rats (level 1 minions) only takes 3 'real' damage. He walks out of the field with 4 temporary hp. If he uses his invigorating at-will every round then he is gaining 4 temporary hp 1/round, this hp will only decrease if it supersedes the hp gained from Battlerager. Meaning, a fighter has 4 hp from battlerager and 4 hp from an invigorating attack. He takes three damage. Either he now has 4 hp from battlerager and 1 hp from invigorating or he somehow preferentially takes damage to his battlerager hp, which will reset to 4 from the hit, and his invigorating hp is untouched.
    Last edited by Asbestos; 2008-11-21 at 11:17 AM.

  17. - Top - End - #17
    Titan in the Playground
     
    PaladinGuy

    Join Date
    Dec 2007
    Location
    UTC -6

    Default Re: [4e]Martial Power: Thoughts?

    Quote Originally Posted by douglas View Post
    Temporary hit points don't stack in 4e, even if they come from different sources. You'd get no benefit from Battlerager at all until the temp hp from Inner Dragon is almost all gone. If you're just talking about making the damage resistance never go away, though, then you might have a point - depending on exact wording and DM interpretation.
    Use Invigorating powers. The second paragraph of Battlerager Vigor is what he's getting at: Invigorating powers (like Crushing Surge, one of the new At-Wills) grant Temporary HP that will stack with other sources' temp HP if you're using Battlerager Vigor.

    This makes a Dragonborn with an Executioner's Axe a nasty opponent...

  18. - Top - End - #18
    Bugbear in the Playground
     
    BlueKnightGuy

    Join Date
    Jul 2008

    Default Re: [4e]Martial Power: Thoughts?

    Quote Originally Posted by Mando Knight View Post
    Use Invigorating powers. The second paragraph of Battlerager Vigor is what he's getting at: Invigorating powers (like Crushing Surge, one of the new At-Wills) grant Temporary HP that will stack with other sources' temp HP if you're using Battlerager Vigor.

    This makes a Dragonborn with an Executioner's Axe a nasty opponent...
    He'll just have a crummier to-hit than other fighters... and therefor hit less often with his invigorating powers. We need Yakk to do some math

  19. - Top - End - #19
    Bugbear in the Playground
     
    BlueKnightGuy

    Join Date
    Jul 2008

    Default Re: [4e]Martial Power: Thoughts?

    Quote Originally Posted by Aahz View Post
    Can you point me to (or summarize) that errata for stealth?

    Also, can someone with MP summarize the Adaptable Flanker feat? Is it basicall the same as the 3.5 edition (you can choose to be flanking from any position you threaten IIRC)?
    Its a power, not a feat. And yeah, it works pretty much as you describe.


    Question: Why would anyone take the Ruthless Ruffian class feature for rogues? (from a purely mechanical standpoint)
    Last edited by Asbestos; 2008-11-21 at 11:50 AM.

  20. - Top - End - #20
    Titan in the Playground
     
    Kurald Galain's Avatar

    Join Date
    Jun 2007

    Default Re: [4e]Martial Power: Thoughts?

    Quote Originally Posted by Asbestos View Post
    Question: Why would anyone take the Ruthless Ruffian class feature for rogues? (from a purely mechanical standpoint)
    Yeah, I'm having trouble seeing that, as well. For a striker especially, clubs and maces are inferior to daggers, and strength bonus to rattling damage is less useful than strength bonus to sneak attack damage. The (very few) powers with extra effects for this feature don't help much either. Looks like reverse codex creep, actually
    Guide to the Magus, the Pathfinder Gish class.

    "I would really like to see a game made by Obryn, Kurald Galain, and Knaight from these forums. I'm not joking one bit. I would buy the hell out of that." -- ChubbyRain
    Crystal Shard Studios - Freeware games designed by Kurald and others!

  21. - Top - End - #21
    Titan in the Playground
     
    Oracle_Hunter's Avatar

    Join Date
    Oct 2007
    Location
    Chicago, IL
    Gender
    Male

    Default Re: [4e]Martial Power: Thoughts?

    Quote Originally Posted by Aahz View Post
    Can you point me to (or summarize) that errata for stealth?
    Stealth Errata (and tons of other PHB Errata) can be found here. Check out the DMG Errata too for important changes on Page 42 DCs and Skill Challenges.
    Lead Designer for Oracle Hunter Games
    Today a Blog, Tomorrow a Business!


    ~ Awesome Avatar by the phantastic Phase ~
    Spoiler
    Show

    Elflad

  22. - Top - End - #22
    Ogre in the Playground
     
    Planetar

    Join Date
    Jul 2004
    Gender
    Male

    Default Re: [4e]Martial Power: Thoughts?

    Quote Originally Posted by Asbestos View Post
    Its a power, not a feat. And yeah, it works pretty much as you describe.


    Question: Why would anyone take the Ruthless Ruffian class feature for rogues? (from a purely mechanical standpoint)

    I think Bugbears get a bonus using clubs & maces (I'm away from book right now), and it also opens up more weapon choices/feat options.

    Overall, though, I think it's mostly flavor.

    Question: Does it give you weapon prof with all clubs, or with just normal clubs? Because in that case, I sense a greatclub wielding rogue in the near future.

  23. - Top - End - #23
    Ettin in the Playground
     
    Artanis's Avatar

    Join Date
    Sep 2006
    Location
    BFE
    Gender
    Male

    Default Re: [4e]Martial Power: Thoughts?

    I'd have to see the exact wording, but from what it sounds like, I'd be inclined to believe that it's the exact weapons "club" and "mace". The PHB has a Mace category of weapons, of which the club is a member. So unless MP added a category that does not include its namesake, I'd say just those two.

    If there actually is a "Club" category and they're talking about the categories, then the greatclub would get a bonus due to being part of the Mace category.

    Either way, being named "greatCLUB" seems to be irrelevant.
    Quote Originally Posted by Cheesegear View Post
    Girlfriend and Parents: Why do you spend so much money on that stuff?
    Me: Would you rather I spent all my money on alcohol like others in my peer group?
    G&P: You keep spending as much money as you want!
    Spoiler
    Show
    Bossing Around Mad Cats for Fun and Profit: Let's Play MechCommander 2!

    Kicking this LP into overdrive: Let's Play StarCraft 2!

  24. - Top - End - #24
    Dwarf in the Playground
     
    Jack_of_Spades's Avatar

    Join Date
    May 2006
    Location
    Benicia
    Gender
    Male

    Default Re: [4e]Martial Power: Thoughts?

    Quote Originally Posted by Asbestos View Post
    He'll just have a crummier to-hit than other fighters... and therefor hit less often with his invigorating powers. We need Yakk to do some math
    +1 to hit is useful, but not better than gaining temp all the time. A 4th level fighter with 18 strength and a +1 longsword, and the weapon talent has +11 to hit. I think it's much more beneficial to keep a small damage shield on you than have that +1.


    Also, does anyone else think of Ender Wiggin when they read the resourceful warlord entry?

    Oh, and just noticed neat ability in a rogue paragon path. Slaying Action "(11th level): When you spend
    an action point to take an extra action, you gain a +2
    bonus to each damage die until the start of your next
    turn."
    Stuff like this drives me crazy because I CAN'T MAKE ALL THE CHARACTERS I WANT AT THE SAME TIME!

  25. - Top - End - #25
    Ogre in the Playground
     
    Kobold

    Join Date
    May 2006
    Gender
    Male

    Default Re: [4e]Martial Power: Thoughts?

    Quote Originally Posted by Hzurr View Post
    Question: Does it give you weapon prof with all clubs, or with just normal clubs? Because in that case, I sense a greatclub wielding rogue in the near future.
    The exact wording is that you are proficient "with the club and the mace". There is not a 'club' weapon class but there is a 'mace' weapon class. However, if that refers to the mace *class* it's redundant to say you are also proficient with the club since the club is a member of the mace class.

    As such I'd say it's the singular weapon named club and the singular weapon named mace, not the class thereof. Your DM may vary, naturally

    As to why you'd take it? To add your Strength modifier damage to any power with the Rattling keyword. This is in addition to any damage the power already does, you realize...
    Last edited by TheEmerged; 2008-11-21 at 03:51 PM.
    • Sometimes, the knights are the monsters
    • The main problem with the world? So many grownups, not enough adults.
    • Talk less; say more.
    • George R.R. Martin, Kirkman, and Joss Whedon walked into a bar. There were no survivors.
    • Current Project: Fallout 4 "nerd" build (3/7/2/2/9/3/2, PER 9 after boosts)

  26. - Top - End - #26
    Bugbear in the Playground
     
    BlueKnightGuy

    Join Date
    Jul 2008

    Default Re: [4e]Martial Power: Thoughts?

    Quote Originally Posted by Jack_of_Spades View Post
    +1 to hit is useful, but not better than gaining temp all the time. A 4th level fighter with 18 strength and a +1 longsword, and the weapon talent has +11 to hit. I think it's much more beneficial to keep a small damage shield on you than have that +1.
    Yeah, but don't a lot of the invigorating powers give bonuses for axes and hammers? Also, the battlerage vigor feature seems to push fighters towards axes, hammers, and picks. All weapons with only a +2 proficiency bonus.

  27. - Top - End - #27
    Dwarf in the Playground
     
    Jack_of_Spades's Avatar

    Join Date
    May 2006
    Location
    Benicia
    Gender
    Male

    Default Re: [4e]Martial Power: Thoughts?

    Quote Originally Posted by Asbestos View Post
    Yeah, but don't a lot of the invigorating powers give bonuses for axes and hammers? Also, the battlerage vigor feature seems to push fighters towards axes, hammers, and picks. All weapons with only a +2 proficiency bonus.
    Yeah, and the encounter Invig powers aren't very good if you ask me. I'm using a longsword, wearing heavy armor, and using the Invig at-will when I'm not using Tide of Iron. So far, it's been working incredibly well and has helped my fighter stay on his feet longer.

    I'm starting to think the basic Fighter WEapon Talent need a little something extra to be equal to the Tempest and Battlerager. Like +1 to damage or something.

  28. - Top - End - #28
    Orc in the Playground
     
    HalflingRangerGuy

    Join Date
    Jan 2007

    Default Re: [4e]Martial Power: Thoughts?

    Quote Originally Posted by Kurald Galain View Post
    This may be because the errata on stealth makes the level-2 utility stealth power much less useful.
    Actually, the Stealth errata makes the 2nd level stealth utility power almost a must have if you want to use Stealth. By RAW, it lets you make a stealth check, which, in combination with the rules for remaining hidden, makes it possible to use Fleeting Ghost in an area with cover or concealment rather than superior cover or total concealment.
    Proud Supporter of Cleric Rights

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •