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  1. K

    Readied actions interrupting charges

    What about a ranger's Evasive Strike? It's also a standard action that involves movement and an attack. Say a melee ranger R uses Evasive Strike, targeting a monster M. After R's first square of movement, M reacts with a readied action and shifts back a square, so that it can't be attacked...
  2. K

    Readied actions interrupting charges

    So you're saying the appropriate modification is to stop the action when it becomes impossible to complete? M declared it would charge 6 squares and then attack T. Instead it ended up moving 2 squares and stopping. That's still a modification, and I don't see why it's necessarily the most...
  3. K

    Readied actions interrupting charges

    The thing is... the action clearly can be modified. Take the example from the OP where a wall of ice is dropped into the charge path. It's impossible for the charge to be completed without modification, so the charge must be modified. The question then becomes: What is the appropriate...
  4. K

    Readied actions interrupting charges

    As far as I can tell, this isn't directly addressed in the rules. In general, I'd go with the idea that whenever the situation changes, characters and monsters can make new decisions based on that, as long as it doesn't retroactively change their previous decisions. Deciding to stop an action...
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    Major wizard upgrade

    I'd say that with just 1d6 damage, this power would be strong but not an automatic first choice for every wizard. With just Int damage, it would be significantly weaker, though still perhaps viable as a niche spell. Without a damage roll, it loses enhancement and feat bonuses to damage, and...
  6. K

    Major wizard upgrade

    "Wizard Spells of the Feywild" in Dragon 381 looks to be a major power increase for wizards. The most significant addition is a new at-will, Winged Horde. It's Scorching Burst, except it's better in several ways: Targets enemies, vs. Will, psychic damage, and it has a minor status effect --...
  7. K

    Magic Item with Arcane and Fire keywords that is not a Wand or similar

    Hedge Wizard's Gloves? They don't have the fire keyword, but I think it's reasonable that using Prestidigitation to create a puff of flame would count as an arcane fire effect. Also, a possible spoiler about how your DM might be misreading things. Not sure if you want to look at it or get...
  8. K

    Talk to me about beastmaster rangers

    That's true for most of the PHB1 paths, but not for the ones in Martial Power (except for a few that require beast mastery). That always annoyed me about the ranger PP's in PHB1, because, except for allowing PP access, the archery style is actually the worst option for an archer ranger -- I...
  9. K

    Talk to me about beastmaster rangers

    There's a beastmaster archer ranger in our campaign, and the build works well. His companion is a wolf, and it never attacks other than an occasional opportunity attack, but it makes a great blocker, flanker (for others in the party), and lets him be more flexible about his quarry targets. The...
  10. K

    Wizard Implement Expertise

    One thing I was wondeirng about Wizard Implement Expertise: You get the crit benefit "When you wield a wizard implement while using an arcane power". What exactly is a "wizard implement"? e.g. if you take Arcane Implement Proficiency for rod or heavy blade or something, does that become a...
  11. K

    Help me optimize a Action point Rogue!

    This doesn't bear on what you actually do with your action points, but an easy combo for an extra action point is MC cleric + Symbol of Victory. With Adroit Explorer and a crit any time in your first 3 encounters, that would give you an action point for your first 5 encounters of the day. Or...
  12. K

    Warlord equipment advice

    If you want heavy thrown with +3 proficiency, I believe the drow long knife is the only weapon that inherently has both. However, you can go for specific weapon enchantments to get both with other weapons. In AV2, they added the Farbond Spellblade and Hungry Spear (set item, p.98*). They both...
  13. K

    Hand of Radiance too powerful?

    It looks like Punishing Radiance can stack with itself as well, so multiple crits can result in enemies with vulnerable 20+ radiant. The chance of 2 crits (on 19-20) in 4 attacks is only a little over 5%, but rerolls and such (e.g. Sage of Ages) can boost that. Then the invoker can spend an...
  14. K

    Combat Challenge + Warpriest's Challenge

    If you're fighting an enemy without reach, you're at reach 2 having marked him (as a warpriest), and an ally is adjacent to him, then there's no way he can attack without provoking an extra attack from someone. You don't even need polearm gamble -- if he attacks your ally, OA via warpriest. If...
  15. K

    Longspear w/Shield

    In Dragon 368, there's the "Spear and Shield Style" feat that gives you +1 reach for Tide of Iron while wielding a spear. So it wouldn't give reach all the time (and wouldn't allow cheese like Polearm Gamble + shield), but it might capture the flavor sufficiently.
  16. K

    AV2 Item power levels

    Some other notable items: Blood Fury Weapon: Axe or heavy blade, starts at level 3. As an encounter minor action, you are considered bloodied for all purposes until the end of your next turn. So shifters can now have their racial benefits in effect 100% of the time. Targeting Weapon: Great...
  17. K

    Best of the Best - Guardian Fighter.

    I consider the Devoted Challenge (MP) feat to be a big point in favor of dwarves. Dwarven Durability is always nice, too.
  18. K

    Visions of Avarice trivializes melee encounters?

    That's basically the house rule for our campaign. I'd love to find one, but I've never seen a sidebar that says it also applies to readied actions.
  19. K

    Visions of Avarice trivializes melee encounters?

    There are a couple things you can do with monster tactics, within the rules, that help mitigate it: 1) Heal checks. If there are two adjacent enemies within the effect, one can make a heal check on the other to grant a save vs. immobilized, and then the other guy (if he makes his save) can...
  20. K

    D&D 4E 4e Dark Sun

    In a way it is, but you could always explain it with something like: Those who take the easy path of defiling don't learn to understand magic as thoroughly and don't face the challenges that would let them grow in other areas (i.e. take some other feat in the slot that was filled by the defiler...
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