Learning the rules as we play - various questions

It's also worth mentioning that the "Rogue" could always be a Ranger. Hunter's Quarry instead of Sneak Attack, but they're fundamentally similar. If he only fights with two weapons and isn't interested in the other Rogue features, including Charisma based powers, then Ranger might be right for him. He could take Rogue feats for some of those extra things.
 

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It lasts until the end of the next round, so you get two rounds worth of it.
Really? The RAW doesn't support your interpretation.

In fact, I think we were BOTH wrong. Let's look at the text:
PH-Warrior of the Wild feat said:
Once per encounter, you can use the ranger’s Hunter’s Quarry class feature.

PH said:
Hunter’s Quarry
Once per turn as a minor action, you can designate the enemy nearest to you as your quarry.
Once per round, you deal extra damage to your quarry. The extra damage is based on your level. If you can make multiple attacks in a round, you decide which attack to apply the extra damage to after all the attacks are rolled.
The hunter’s quarry effect remains active until the end of the encounter, until the quarry is defeated, or until you designate a different target as your quarry.

so....if you think "once per encounter" means you get to use the Hunter's Quarry class feature once, then the RAW seems to be saying that the Hunter's Quarry power is active "until the end of the encounter, until the quarry is defeated, or until you designate a different target".

In other words, once you pick a hunter's quarry, that opponent takes your hunter's quarry damage once every round you successfully attack it.

That's a heck of a lot more that 2 rounds (potentially).
 
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They changed it in the errata.

Warrior of the Wild [Addition]
Player’s Handbook, page 208
Add the following sentence to the end of the second paragraph of the benefit
section: “The target you designate as your quarry remains your quarry until the
end of your next turn.”
 


Doh.

Right.

Well then, I revert to my original statement: Getting hunter's quarry thru multi-classing is No Big Deal. 1d6 damage for 2 rounds on one opponent each combat? <shrug>

What other feat gives you +2d6 potential damage to a foe per encounter for a rogue though? Once you have backstabber which is basically 2 more damage per sneak attack per use, what do you grab next as a rogue? Maybe martial power will have a better answer. I don't plan on taking quarry on my rogue but that's because I am playing a drow and I feel I have better options from racials and maybe martial power will totally throw me a loop (i'm guessing it will) but my planned feat progression so far is below, I did have quarry at first level but retrained it out at 2, not because I didn't like it, it was very nice vs the big bad but because I planned my feats and came up with the below list, and had no room.

01) Backstabber
02) Quickdraw
04) Nimble Blade
06) Alertness
08) Wintertouched
10) Long Jumper
11) Lasting Frost and - Retrain Long Jumper to Agile Athlete
12) Venemous Heritage
14) Danger Sense
16) Fleet Footed
18) Master of Fire and Darkness
20) Merciless Killer
21) Epic Resurgance
22) Flanking Manuever
24) Unfettered Stride
26) Defesive Mobility
28) Triumphant Attack
30) Shadowslip
 


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