KotS - Rules clarification

Digital M@

Explorer
I just ran the Kobold combat by myself to get a feel for the combat and have a few questions.

1. What is the throwing range of a Dagger, I cannot find it on the Rogue's sheet

2. I assume using a healing surge in combat can only be done if the Cleric uses his minor action for his healing power. Is that correct?

2.1 - Using a healing Surge n combat is a standard action like the Second Wind ability

3. What happens if a Minion Crits? It looks like the damage by the minion kobolds is fixed at four points

4. What are the saving throws for the kobold Slinger's special shots?

5. Can you Mark someone without a power stating you can do it? The Paladin has a power that gives him an extra bonus to a marker opponent.

6. If someone is marked, are they marked for everyone or just the person/creature that marked them?
 

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Digital M@ said:
2. I assume using a healing surge in combat can only be done if the Cleric uses his minor action for his healing power. Is that correct?

2.1 - Using a healing Surge n combat is a standard action like the Second Wind ability

Using a healing surge in combat IS the Second Wind. ;-)
 

Under gear it says that the dagger has a range of 5/10 as thrown weapon... not sure what that means exactly...

Minions don't crit...

All savings throws are the same. Roll 10 or higher (with applied bonuses or penalties)
 

But you only get one second wind per encounter. In my practice combat, the wizard ended up being exposed and was hit by several javalins and then the slinger targeted him. He used his Second wind and then the Cleric used his healing word which allowed a healing surge on the wizards turn for 1d6+? of healing.
 

1) in his gear section, it states that a dagger is range 5/10
--This means the normal range is 5, and the max range is 10. If you target someone more than 5 squares away, but less than or equal to 10 squares away, then you take a -2 to hit.
2) You can use Second Wind once per encounter to use a healing Surge. Other PCs may have powers that use a healing surge (like the paladin's lay on hands). Also, Healing potions use a healing surge to restore 10HP
2.1) You can only use a healing surge in combat with the use of second wind or the use of a power that states it uses a healing surge..could be any type of action--depends on the power. Healing potions are a minor action if you use it, and a stanard action if you use it on someone
3) Minions can't crit
4) Saving throws are always 10+ now. If the slinger hits with a special shot, you will be imobilized or on fire for at least one turn, as you only make the saving throw at the end of your turn, but take the damage at the start of your turn.
5) No, you must have an ability to mark someone
6) They are just marked for that one person/creature that marked that marked them
--A creature can only be marked by one person/creature
--Marking a target gives them -2 to hit if they do not include you on the attack
(along with any special abilities like the paladin's divine challenge)
 

3. Minions do flat damage. Crit damage is same as normal damage.

4. All saves (not saving throw) target number is 10 and you save at the end of your turn for each effect on you.

5. Only creatures that have marking abilities can mark opponents.

6. A marked target takes -2 penatly to any attack that does not include the marking opponent. Some marks grant the marking creature additional benefits.
 


Digital M@ said:
4. What are the saving throws for the kobold Slinger's special shots?

5. Can you Mark someone without a power stating you can do it? The Paladin has a power that gives him an extra bonus to a marker opponent.

6. If someone is marked, are they marked for everyone or just the person/creature that marked them?
4. All saving throws are 10-20 on a d20 to remove the ongoing effect. The attack role specifies what defense (which is not a saving throw anymore) it attacks.

5. No, only defenders can mark. And a creature can only have one mark at a time.

6. The mark language specifies how the benefit works. Typically the marked creature has a -2 to attack anyone other than the marker, plus whatever else the language says (ie, the paladin's mark also does damage if the creature attacks someone else).
 

hijack!!!

Digital M@ said:
I took the 5/10 to mean shot range up to 5 squares, Long range 6-10. I just could not find it for the dagger. Thanks

What's the penalty for long range? Or is it you get proficiency bonus for short, and not for long?
 

Thanks everyone, that was fast.

The test combat was fun (even though it was just me). It plays a lot more like a 3rd or 4th level combat than a first. I will have to make sure I do not reference things as minions during play, it will key the players not to waste powers on them.

I learned a lot playing through that first combat. I think I will run all of the encounters before I play with my group next week. After that I should be comfortable tracking all the new stuff, taking advantage of taking minor, Standard and movement actions in any order, shifting etc. There are a lot more options.

At first glance, I am a bit confused on why the rogue has the highest "to Hit" modifiers and the ability to do the most damage. The back stab is awesome at these lower levels, but if I remember it only gets upgraded twice.
 

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