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Now you're thinking with Portals! Abusing Arcane Gate
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<blockquote data-quote="Jack Fremont" data-source="post: 4267006" data-attributes="member: 67392"><p>I'm assuming I'm missing something that prevents this from working, or that it will eventually be erattaed, but for the purpose of having fun with the rules, lets just imagine that this works.</p><p></p><p>Arcane Gate, a level 10 Wizard utility spell. Pick two empty squares within 20 squares of you and anyone can move between them as if they were next to eachother, and it only takes a minor action to sustain. Sure there are the tactical possibilities of running away or getting your party into perfect flanking position, but what about using it as a means of damage?</p><p></p><p>Falling damage does 1d10 damage for every 10 feet you fall. Assuming you can open the portal in the air 20 squares up, and the previous version's concept of 1 square equals 5 feet, that's 100 feet for 10d10 damage after pushing a baddy into the gate. With so many abilities that move people around, this could be devastating. </p><p></p><p>One concern is getting an ability that moves them more than one square as you need to both get them into the ground portal square, but then push them a second square through the portal into the square in the air. This is easy enough to rectify by getting the right powers or taking feats like Spear Push to make sure you get that second square</p><p></p><p>The second concern is the saving throw. When you're about to go over the edge you get a saving roll. The kicker however is that even if they make it, they get knocked prone.</p><p></p><p>That's a hell of a combo. Knock someone into a gate and they get knocked prone and possibly take 10d10 damage. Either way you're at an advantage.</p><p></p><p>This is a double edged sword however, baddy's can push you in as well. First point of discussion, how can we help prevent ourselves from falling victim to this? Being a dwarf sounds like a good start. Are there any other ways? </p><p></p><p>Second point of discussion; what are some other interesting ways to use arcane gate? Perhaps aiming the portals such that you can keep a monster trapped in a falling between both gates so he takes several more d10's of damage when the effect ends? With a cliff nearby you could make use of the good ol Portal property of "Speedy thing goes in, speedy thing goes out" to launch yourself across a gap, or if the cliff is high enough, make your own very limited catapult but dropping boulders through the one portal and launching them out the other. A mansized hunk of adamantine dropped on a poor soul could be amusing. Anything else?</p></blockquote><p></p>
[QUOTE="Jack Fremont, post: 4267006, member: 67392"] I'm assuming I'm missing something that prevents this from working, or that it will eventually be erattaed, but for the purpose of having fun with the rules, lets just imagine that this works. Arcane Gate, a level 10 Wizard utility spell. Pick two empty squares within 20 squares of you and anyone can move between them as if they were next to eachother, and it only takes a minor action to sustain. Sure there are the tactical possibilities of running away or getting your party into perfect flanking position, but what about using it as a means of damage? Falling damage does 1d10 damage for every 10 feet you fall. Assuming you can open the portal in the air 20 squares up, and the previous version's concept of 1 square equals 5 feet, that's 100 feet for 10d10 damage after pushing a baddy into the gate. With so many abilities that move people around, this could be devastating. One concern is getting an ability that moves them more than one square as you need to both get them into the ground portal square, but then push them a second square through the portal into the square in the air. This is easy enough to rectify by getting the right powers or taking feats like Spear Push to make sure you get that second square The second concern is the saving throw. When you're about to go over the edge you get a saving roll. The kicker however is that even if they make it, they get knocked prone. That's a hell of a combo. Knock someone into a gate and they get knocked prone and possibly take 10d10 damage. Either way you're at an advantage. This is a double edged sword however, baddy's can push you in as well. First point of discussion, how can we help prevent ourselves from falling victim to this? Being a dwarf sounds like a good start. Are there any other ways? Second point of discussion; what are some other interesting ways to use arcane gate? Perhaps aiming the portals such that you can keep a monster trapped in a falling between both gates so he takes several more d10's of damage when the effect ends? With a cliff nearby you could make use of the good ol Portal property of "Speedy thing goes in, speedy thing goes out" to launch yourself across a gap, or if the cliff is high enough, make your own very limited catapult but dropping boulders through the one portal and launching them out the other. A mansized hunk of adamantine dropped on a poor soul could be amusing. Anything else? [/QUOTE]
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