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  1. MindWanderer

    Once per round

    With abilities like Sneak Attack (works once per round), what determines the end of a round? For instance, if a warlord uses Commander's Strike, can the rogue use it to sneak attack if they made a sneak attack on their last turn? Or would a sneak attack from Commander's Strike prevent the...
  2. MindWanderer

    Traps?

    The DMG only contains 23 traps (14 Heroic, 5 Paragon, 4 Epic), and I can't find any rules for creating them. Their effects are so disparate that it's really hard to infer creation rules from the few we have. The rolling boulder from Scalegloom isn't even in it! Am I missing something, or are...
  3. MindWanderer

    Portable Holes, Orbs, Shields, and Disenchant/Enchant

    I don't get the point of any of these things. - Portable Holes: They don't create an extradimensional space, and they can't be closed when something is in it? So what is it good for, a portable pit trap? For being such a high-level item (19), I just don't get it. - Orbs: With the exception...
  4. MindWanderer

    Dragonborn MAD

    Looking at the dragonborn paladin from KotS, I'm a bit concerned. The dragonborn has two racial abilities that are keyed off its Constitution: Dragon Breath looks like it does 1d6+Con damage, and Draconic Heritage increases healing surge value by your Con modifier. The tiefling has a similar...
  5. MindWanderer

    Paladin is more of a striker?

    I was waiting to see the revised version of Divine Challenge before I posted this, but I've been thinking about it for a while. A paladin can be a defender, sure. They challenge something and stick around to fight it, doing a modest amount of damage. Or... you can stick the paladin in the...
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