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Muliticlass question
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<blockquote data-quote="Gruns" data-source="post: 5135878" data-attributes="member: 10312"><p><strong>Etc...</strong></p><p></p><p>Most of these were already answered, but some weren't completely answered, so I will be a tad redundant due to my anal retentiveness. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":P" title="Stick out tongue :P" data-smilie="7"data-shortname=":P" /></p><p></p><p></p><p></p><p>The Multiclass version of Hunter's Quarry lasts only until the end of your next turn. This means you usually have two attacks(three if you use an Action Point) to hit and deal the extra damage. And yes, the damage scales with level.</p><p></p><p></p><p></p><p>First things first, At-Will Attack powers are only level 1, making it impossible to trade down to a lower level At-Will. There are some Utility powers that can be used At-Will, but I'm pretty sure you're talking Attack powers, since those were the examples you gave for the Encounter powers. Anyway...</p><p></p><p>No, you can only have a given power one time. This is specifically stated in the PHB (which I do not have handy at the moment to quote the page).</p><p></p><p></p><p></p><p>Again, no. When you trade powers for other powers you have to trade Attack Powers for Attack Powers or Utility Powers for Utility Powers. Hunter's Quarry is a Class Feature power and is thus not eligible for swapping in this way.</p><p></p><p></p><p></p><p>The DMG mentions a bit about using skills to do, well, just about anything. A lot of it is up to the DM, following a few guidelines. I don't know of any specific guides out there, but here's my 2 cents for your examples. Again, how I rule it is by no means official, and a dozen DM's could make up a dozen different ways to handle these situations!</p><p></p><p><strong>Acrobatics to knock someone down.</strong></p><p><em>You slide under a creatures legs, tripping him on the way through.</em></p><p>Standard Action. Move through an enemy's space, provoking Opportunity Attacks as normal, and ending in the space opposite him.</p><p>DC: (Depends on level) Base DC 15</p><p>Success: The enemy is knocked Prone</p><p>Failure: You are Prone.</p><p></p><p><strong>Athletics to hold a monster down so he cant move.</strong></p><p>Actually, this is nothing more than a normal Grab...</p><p></p><p><strong>Hit opponent in the face to Blind them.</strong></p><p><em>You throw a handful of dirt in your opponent's face.</em></p><p>Minor Action to scoop up some Dirt. Standard Action to throw dirt.</p><p>Attack: Basic Ranged Attack vs Reflex.</p><p>Hit: Target is Blind until end of your next turn.</p><p></p><p><strong>Bluff to scare weaker monsters to anger them, causing them to have less AC.</strong></p><p><em>(Ok, I didn't quite grok how this Bluff thing was going to make weaker creatures angry and have less AC so...)You inform the orc warrior that you have had intimate relations with his sister.</em></p><p>Minor Action.</p><p>Bluff vs Will</p><p>Hit: The orc gets -2 to AC and +2 to Attacks and Damage rolls vs you.</p><p></p><p>Ok, that's all for now. I suppose if I had my books here they might say something glaring that I missed, but, well, I don't, so forgive any blatant problems with my answers!</p><p>Later!</p><p>Gruns</p></blockquote><p></p>
[QUOTE="Gruns, post: 5135878, member: 10312"] [b]Etc...[/b] Most of these were already answered, but some weren't completely answered, so I will be a tad redundant due to my anal retentiveness. :P The Multiclass version of Hunter's Quarry lasts only until the end of your next turn. This means you usually have two attacks(three if you use an Action Point) to hit and deal the extra damage. And yes, the damage scales with level. First things first, At-Will Attack powers are only level 1, making it impossible to trade down to a lower level At-Will. There are some Utility powers that can be used At-Will, but I'm pretty sure you're talking Attack powers, since those were the examples you gave for the Encounter powers. Anyway... No, you can only have a given power one time. This is specifically stated in the PHB (which I do not have handy at the moment to quote the page). Again, no. When you trade powers for other powers you have to trade Attack Powers for Attack Powers or Utility Powers for Utility Powers. Hunter's Quarry is a Class Feature power and is thus not eligible for swapping in this way. The DMG mentions a bit about using skills to do, well, just about anything. A lot of it is up to the DM, following a few guidelines. I don't know of any specific guides out there, but here's my 2 cents for your examples. Again, how I rule it is by no means official, and a dozen DM's could make up a dozen different ways to handle these situations! [B]Acrobatics to knock someone down.[/B] [I]You slide under a creatures legs, tripping him on the way through.[/I] Standard Action. Move through an enemy's space, provoking Opportunity Attacks as normal, and ending in the space opposite him. DC: (Depends on level) Base DC 15 Success: The enemy is knocked Prone Failure: You are Prone. [B]Athletics to hold a monster down so he cant move.[/B] Actually, this is nothing more than a normal Grab... [B]Hit opponent in the face to Blind them.[/B] [I]You throw a handful of dirt in your opponent's face.[/I] Minor Action to scoop up some Dirt. Standard Action to throw dirt. Attack: Basic Ranged Attack vs Reflex. Hit: Target is Blind until end of your next turn. [B]Bluff to scare weaker monsters to anger them, causing them to have less AC.[/B] [I](Ok, I didn't quite grok how this Bluff thing was going to make weaker creatures angry and have less AC so...)You inform the orc warrior that you have had intimate relations with his sister.[/I] Minor Action. Bluff vs Will Hit: The orc gets -2 to AC and +2 to Attacks and Damage rolls vs you. Ok, that's all for now. I suppose if I had my books here they might say something glaring that I missed, but, well, I don't, so forgive any blatant problems with my answers! Later! Gruns [/QUOTE]
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