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  1. K

    Looking for clarification on SLOWED condition

    Even if slowed effectively makes a double move impossible (reduces the total to 2 squares), it's easy enough to work around that it doesn't matter much. As FireLance mentioned, you could stick a minor action in between. Another solution would be to move, then ready an action to move again...
  2. K

    The best Power in MP is....Warlord Utility 6 Power.

    As was mentioned, Guileful Switch can combo with Divine Miracle (demigod epic destiny) for infinite actions if you have two demigod warlords. I was thinking about how to get that to go off immediately, for a guaranteed win in every encounter (you get infinite actions as soon as anyone in the...
  3. K

    What ways are there to prevent teleportation?

    In Adventurer's Vault, they added Breaching Armor, which is available starting as a level 3 item -- it lets you teleport to the other side of a wall (up to 10 feet thick) with no line of sight. So blocking line of sight is no longer sufficient even at low levels.
  4. K

    Can you spend an action point outside of combat?

    For example, it could be handy for a high-level character to have a suit of level-2 Veteran's Armor that he could put on outside of combat in order to use its daily ability: Spend an action point to regain the use of an expended daily power. I don't see anything in the rules that would...
  5. K

    Martial Power fighter combo

    It would be nice if D&D had the rules clarity of MTG. In this case, I'm guessing most DM's will rule that you only get the extra damage once, but it would be nice to have a clarification from Wizards. Here's another question on when that feat would trigger, though: If you use a power that...
  6. K

    Footwork Lure + Polearm Momentum = At-Will Knock Prone?

    I don't think you need Trickster's Blade, since the OA happens before the movement that triggers it -- when the enemy is still two squares away. That is a pretty amazing combo -- I just hate giving up the greatspear for a glaive, since you lose +1 to hit and Rain of Blows.
  7. K

    Footwork Lure + Polearm Momentum = At-Will Knock Prone?

    I'm not sure what happens when you add a square to a power that slides a target to a specific destination (the space you left), rather than a number of squares. I don't think it would do anything. Also, exactly how flexible is "slide the target into the space you left"? Say you're attacking...
  8. K

    Footwork Lure + Polearm Momentum = At-Will Knock Prone?

    If you knock a melee combatant prone two squares away from the nearest enemy, it's almost as good as a stun. They can stand up, but then they're too far away to attack and too close to charge. They do have the option to charge past the nearest enemy to someone else, but if that nearest enemy...
  9. K

    Martial Power fighter combo

    I was reading through the new feats, and it looks like you could put together a pretty crazy combo as an at-will attack. It does require paragon tier, though. The combo is: Dragonborn fighter wielding spear and shield. Tide of Iron at-will attack: 1[W] + str, push the target 1 square Spear...
  10. K

    Polearm Gamble + Gloves of Antiphaty omg

    You actually don't need the antipathy gloves for the combo. Polearm Gamble triggers "When a nonadjacent enemy enters a square adjacent to you", which happens even if they shift. 1) It's not the same as difficult terrain, it's just an extra effect that costs movement. If you were standing in...
  11. K

    Glue Shot Sling Bullets balanced?

    Or say that the glue hardens up within a day if not regularly treated with kobold saliva. Let the characters make use of the loot as a short-term handy ability, but don't give them permanent access to something more powerful and far cheaper than the equivalent (presumably balanced) items.
  12. K

    Glue Shot Sling Bullets balanced?

    As RefinedBean mentioned, they're a monster ability, thematically granted by gear rather than by innate powers. Like many monster abilities, they can be dramatically overpowered in the hands of PCs. The PC equivalent would be the tanglefoot bag from the Adventurer's Vault. Those cost 25 gold...
  13. K

    Wizard Wands?

    Depending on your party composition and what kind of fight you're expecting, a wand in one hand and a potion in the other can also be a good option.
  14. K

    Mordenkainen's Sword. Am I reading this right?

    I think it's pretty strong for a level-9 daily, actually. If you cast it at the start of a 10-round fight and it attacks every round, that's (eventually) equivalent to an attack with 10d10 + 10x Intelligence modifier damage + 10x implement enhancement damage. At level 9, I'd expect a +5...
  15. K

    Followup Damage

    I've asked customer service about this a couple times. The first time, after some back and forth, I was told it was an errata issue and would be addressed in an upcoming FAQ. That was in June. When I eventually asked again, I was told that the enhancement bonus only applies to the initial...
  16. K

    Wanted: boss monster for level ~3 characters (my players stay out!)

    Are you using the errata for Filth Fever, with improve DC 16, maintain DC 11? My party recently had a fight with some wererats and got infected, but everyone was fine within a day or two.
  17. K

    Wanted: boss monster for level ~3 characters (my players stay out!)

    I recently repurposed a Cave Bear (MM p.29) as a super-hobgoblin who had been enhanced by an artifact, and I added a couple extra effects to its attacks. It worked pretty well as a beefy bad guy. If what you want is a line-breaker, you could add push 1 and daze until end of next turn to its...
  18. K

    [Adventurer's Vault] Problematic Items

    Voidcrystal Weapon is fairly powerful, but I just noticed something that makes it even moreso. It's restricted to "Any melee", but that includes thrown weapons. So you could hit someone with a voidcrystal javelin up to 20 squares away, make them miss a round of combat, and then have them...
  19. K

    Starleather Costs

    Yeah, that's the fix I've been using in my campaign -- when you enchant armor, you get to decide what superior armor type it turns into. It just doesn't make a lot of sense that after an enchanting ritual, an off-the-rack suit of chainmail is suddenly "made with superior metallurgy and a...
  20. K

    Starleather Costs

    That was my initial thought, too -- all magic armor of at least +X enchantment is automatically of the appropriate superior grade. How does that work with players creating their own magic items, though? Since you can't buy a nonmagical suit of starleather to enchant, how could a player ever...
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