FitzTheRuke said:Well, the problem I have with it is the fact that it uses the same mechanic as a basic attack to attack Will (IE you get your proficiency bonus and all that) So in making a Half-Elf ranger (who gets an at-will from another class, With an 18 dex and a 16 int. he has his choice of:
+10 vs AC for 1D10 Damage
+6 vs AC for 1D10+4 and can shift before or after
or
+6 vs Will for 1D10+3 and gives an ally +3 to Attack the same target
It's really no contest. Diestracting strike is FAR more powerful, especially taking into account that the vast majority of monster's will is significantly less than their AC.
Can't say off hand how I'd solve it.
Fitz
FitzTheRuke said:I was just using it to make a half-elf ranger and two things occurred to me:
1: Are you "sure" that Prime Shot is not a Half-Elf power? Looking at it on Tira (The half-elf warlock pregen), it doesn't strike me as a Warlock power. Makes me think Half-Elf.
2: You've got Half-Elf listed with a bonus language, because Tira has three. But Skamos (the Tiefling Wizard) ALSO has three languages. We can assume he got the extra one from his 20 Int. Perhaps the bonus language occurs at a 15 int, which is what Tira has.
Also, curiously, Skamos only has 3 trained skills other than stealth (which he paid a feat for) Unless I'm missing something, this implies that either the wizard gets three, or he paid the feet to take a cross-class skill. I'd bet the first one.
PLEASE correct me if I'm wrong. If all this was discussed elsewhere, I apologize.
Fitz
FitzTheRuke said:Here's another one though: Why does Riadon have two feats? I don't see bonus feat under either Eladrin or Ranger in the PrRC, and clearly it's got to be one or the other.
The 'death saving throw' entry has been revised as well.FitzTheRuke said:To the best of my knowledge a 20 on a dying save allows you to activate your Second Wind (if, and only if, it is available) otherwise you simply stop rolling saves.
Belorin said:Will the info from the Tiers article be included in 2.0 or added later?
Henry said:Verys, looks like you have some more stuff to add to your draft.
http://www.wizards.com/default.asp?x=dnd/4ex/20080416a
The powers table alone was a pretty neat addition!
Verys Arkon said:Indeed - very cool. I've added it for v2.0 (final).
Will I be able to keep up with the flood of info now?
Xorn said:Critical Hits
I'm listening to the podcasts at work (and on EnWorld--I'll do some work eventually) and just heard this about critical hits:
You maximize all dice that you would roll if it was just a normal hit. This indicates that the warlock's curse and the hunter's quarry are maximized on a critical. Mike or Dave (can't tell their voices apart all the time) specifically stated, "You still roll damage dice that are granted because you critted (like some weapons/magic items), but everything else is maximized.
Enjoy! It's one of the mailbag podcasts, but I'm listening on my iPod Switch, so I can't see the exact episode.
Wizards.com said:5. Select Feats. You generally don’t have to worry about the level at which you gained a particular feat, since retraining allows you to have the feats you want at any given level. Do watch out for paragon and epic feats, though. For example, a 14th-level character can’t have more than seven paragon feats (those gained at 11th, 12th, and 14th level, as well as up to four retrained feats).