24 - 4e style (closed)

Some questions, that are better solved before they come up. :)

Spiritual Weapon - When the power is sustained, the weapon attacks even if the target is not in the same square anymore, right? As long as it is within the range of 10 (measured from the caster). The move action is only to designate a new target. That's, at least, how I understand this power.

Regeneration and extra hit points gained from Beacon of Hope, Healer's Brooch and similar effects - Regeneration is healing, so it should work to add them to the regenerated total, or am I missing something here? For example, if I use the power from a Potion of Regeneration, my Healer's Brooch +2 makes it regeneration 5+2 instead of regeneration 5, right?

Bye
Thanee
 

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A bit undecided about the Diamond Bracers, yet. The effect is great, but only useful once. Maybe I should just get one of the healing Maces (i.e. Holy Healer's Mace, Mace of Healing or Medic's Mace) or Antipathy Gloves (the Property, which would make shifting next to me impossible (that's how it works, right?), seems pretty useful) or Recoil Shield (encounter knockdown power after being hit in melee, which can also be quite helpful, especially since Leyra isn't all too happy in melee).

Bye
Thanee
 


And by the way, do we have access to masterwork armor?

Last time, Leyra (at least, I suppose others, too) had a masterwork armor, since there were no objections, I suppose so. :)

4E basically assumes that all higher grade armor is masterwork. It doesn't even have a cost. ;)

Bye
Thanee
 


Basically the masterwork armor indicates the minimum enhancement bonus required for it. So for example Darkhide armor has a minimum of +4. So when you buy a +4 set of magical hide armor, you can choose to have it be normal hide or darkhide (which is always better). Whats even better is that you dont have to pay anything for the masterwork stuff.
 

4E basically assumes that all higher grade armor is masterwork. It doesn't even have a cost.

I see it that way too.

A DM can be a hardass about it, but it is pretty much assumed in the D&D math that PCs are using masterwork armor whenever possible since their cost is factored in the magic item price. Basically, someone who paid the same price for a suit of scale armor +2 as for a suit of Drakescale armor +2 got royally screwed!
This is particularly obvious in heavy armor; by level 30 there is a 6 point difference in AC between masterwork and non masterwork. You need this +6 to AC or you get torn apart.

Leyra and Dagran were using masterwork armor (finemail and drakescale) in day 1 since heavy armor become available in masterwork grade starting at +2.

Light Amor becomes available as masterwork starting at +3 which is now possible if you select your armor as a 11th or higher level magic item. I fully expect you tp use these and will in fact point it out if you forget.

That seems to me you cannot select a MAsterwork Armour until you reach at least 15th level (Magic Item at +1 level)

It's not calculated as a penalty of some sort on the enhancement bonus (such as 3e enhancement).

If you can have a +3 leather armor, you can have it be a +3 drowmesh armor instead. No catch, no extra cost, no reason not to.
 

One thing I liked in Adventurer's Vault that they didn't take too far is masterwork armor that makes you think about which kind you want with the alternative defence bonuses.
 

Some questions, that are better solved before they come up. :)

Spiritual Weapon - When the power is sustained, the weapon attacks even if the target is not in the same square anymore, right? As long as it is within the range of 10 (measured from the caster). The move action is only to designate a new target. That's, at least, how I understand this power.

I would tentatively say that this is indeed how it works. I am suspicious because it seems to make that power much stronger than the similar level 9 Mordenkainen's sword.

But that's how it will run for the time being.

...Regeneration is healing, so it should work to add them to the regenerated total, or am I missing something here? For example, if I use the power from a Potion of Regeneration, my Healer's Brooch +2 makes it regeneration 5+2 instead of regeneration 5, right?

Bye
Thanee

Well, a potion is a consumable. It's been prepared a long time ago by someone else and their power is uniform. So in that case, no.

But if you use one of your cleric powers that grants regenaration, then yes, certainly, add the level of the brooch to the hp gained every round.

It probably should also apply to second wind; that's essentially an encounter power.


Antipathy Gloves (the Property, which would make shifting next to me impossible (that's how it works, right?),

It would seem so, unless the person shifting can shift more than one square.

Of course, in many cases enemy will simply move normally and absorb the extra square cost. How powerful the item is depend on how often it saves you from an attack or cause an OA against the enemy. Live and see.
 
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