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    New "Red Box" Starter Set hands-on preview

    Hm...the book already needs errata out of the gate (Rogue's Tumble Utility has been changed to allow your full speed instead of just half in July's errata). New human utility seems cool, although losing a third at-will and the human defense bonus makes me think harder about taking it as I play a...
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    Cleric version of supreme inspiration?

    Artificers have their own version which acts somewhat differently, but is actually available in paragon tier. It's in the Eberron Player's Guide. Nothing for Runepriest and Ardent though so far.
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    Replacing PP powers for class powers

    The Reserve Maneuver feat sort of does what you're looking for, but since you can't temporarily swap a power with one that's higher level either through this feat you'd have to use a Lv7 or lower power in place of the PP power if you choose to go this route.
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    Combat Challenge and weapons with Reach

    1) The marked enemy has to be adjacent to you prior to shifting or making an attack that doesn't include you to get the CC attack, regardless of your reach. 2) The CC attack isn't an opportunity attack, but just a melee basic attack under immediate interrupt timing rules. There's two important...
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    Gray Dragon from Draconomicon is potential TPK with little effort

    Few things come to mind. First, unless the terrain demands they close in, a good deal of classes are going to keep their distance. Whether you can get more targets in on the burst 5 breath weapon by moving around will depend on the circumstances. This will also affect Infectious Petrification...
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    Martial Power Preview

    That stance alone can cause all kinds of problems for medium or less creatures when you consider combat superiority. Combine with an overreacing weapon from Adventurer's Vault and suddenly large creatures are in the same predicament (although it's an epic tier weapon).
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    Spiked Shield = win (I think)

    I think it's worth noting that a spiked shield allows a Tempest Fighter to use Tide of Iron.
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    [Adventurer's Vault] Problematic Items

    The melee version is Iron Armbands of Power (Adventurer's Vault p117). It doesn't have a daily power like the archer one, not that it really matters, it's still so much more useful than any other arms slot item available to even defenders IMO. Even worse, implement users get shafted since...
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    Magic Implements, Crits and Attacks that Don't Do Damage

    No damage. See the third paragraph in PHB 225 of the Critical section. "An attack that does not deal damage still does not deal damage on a critical hit."
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    Should weapon/implement enhancement bonuses apply to "auto hit" damage rolls?

    Thanks, I hadn't noticed the keyword bit in regards to Armor. Seems too easy for beginners like myself to pass by :eek:
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    Should weapon/implement enhancement bonuses apply to "auto hit" damage rolls?

    First post here, but don't mind :hmm: The question in the topic refers to powers such as Wizard's Flaming Sphere, which automatically deals damage to creatures starting their turn next to the sphere. There are similar clauses found in powers like Wall of Fire, Wall of Ice, the Warlock's Armor...
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