D&D 4E Official Unofficial 4E Rules FAQ

Underage AOLer

First Post
A lot of people (myself included) have requested some central place where all the answers to frequently asked questions and customer service inquiries could be compiled, as to help out with more complicated mechanics and the like. So, here it is.

Be sure to read the official PHB , DMG , and/or MM FAQs, the errata thread, and the Gleemax thread before posting anything. Bink of Xanth has also put together a website with some neat features, one of which is a database of collected questions, like this one.

I'll edit the post with questions and official answers as they are posted, the newer ones will have a <new> tag. It would be helpful when posting to let us know which customer service representative responded (as well as the date and time of the response), so that we can keep track when there are conflicting answers (which will have an <under review> tag). All the responses will be in sblock tags under the heading in order to keep the post concise and readable (thanks to heffroncm for letting me use their post format).


-=Races=-

p.36; Stand Your Ground
[sblock]Q: Dwarves have the racial ability to make a saving throw to avoid being rendered prone by an attack. If a dwarf is rendered unconscious by an attack, does she get to make the saving throw to avoid going prone?

A: No, the dwarf still falls prone.[/sblock]
-=Powers=-

p.55; Keywords <new> <under review>
[sblock]Q: If a power deals a certain type of damage does it have that keyword? For instance if a power deals fire damage does it have the fire keyword?

A: Even though powers that deal a particular type of damage will often have the appropriate keyword to that damage, it doesn't necessarily have to have that keyword.[/sblock]
-=Cleric=-

p.61-62; Channel Divinity
[sblock]Q: If I am playing a cleric and I use Channel Divinity: Divine Fortune in an encounter, can I use Channel Divinity: Turn Undead in the same encounter?

A: You may only use one Channel Divinity power per encounter.[/sblock]
p.65; Consecrated Ground
[sblock]Q: Does the cleric recover hit points in any case, or only if he is bloodied?

A: You only regain hit points as long as you are bloodied.[/sblock]
-=Fighter=-

p.76; Fighter Weapon Talent
[sblock]Q1: A human fighter chooses one-handed weapons as his Fighter Weapon Talent. If he uses a longsword in both hands, does he still get the +1 bonus to hit?

Q2: A human fighter chooses two-handed weapons as her Fighter Weapon Talent. If she uses a longsword in both hands, does she still get the +1 bonus to hit?

Q3: A halfling fighter chooses one-handed weapons as his Fighter Weapon Talent. If he uses a longsword (in both hands necessarily since he is a halfling), does he still get the +1 bonus to hit?

Q4: A halfling fighter chooses two-handed weapons as her Fighter Weapon Talent. If she uses a longsword (in both hands necessarily since she is a halfling), does she still get the +1 bonus to hit?

A1: Yes.

A2: No.

A3: Yes.

A4: No.[/sblock]
-=Paladin=-

p.91; Divine Challenge
[sblock]Q: If a paladin challenges a new target on his turn, is he exempt from the requirement of engaging that target by the end of his turn?

A: No, the new target would have to be engaged by the end of his turn.[/sblock]
p.91; Lay on Hands; answered by Tony, 06/13/2008 01:12 PM
[sblock]Q: Can a paladin use this power on himself?

A: The Paladin is indeed able to use Lay on Hands on himself.

(still debated, see this thread)[/sblock]
-=Ranger=-

p.104; Hunter's Quarry; answered by Joe, 06/15/2008 04:35 PM
[sblock]Q: Is it necessary to make an attack on the Quarry each round in order for it to take the extra damage, or does the damage occur regardless (like an Ongoing Damage effect)?

A: You must successfully hit the Quarry with an attack and choose to apply the extra damage from Hunter's Quarry.

Q: Is each additional Quarry subject to the extra damage each round? IE: does only one Quarry take the damage, which is one reading of the rules on page 104, or does each Quarry that you attack that round take the extra damage?

A: If you have multiple Quarries, and you hit multiple Quarries, you choose which one takes the extra damage.

Q: Page 104 states that you can designate the enemy nearest you as your Quarry (errata modifies that to "nearest enemy you can see". In order to designate additional Quarries per page 113, is it necessary to adjust position before doing so, so that the new Quarry is the nearest enemy target, or is it sufficient to designate quarries in order of proximity from the character?

A: This appears to be a minor over sight but order of proximity will cover it.[/sblock]
p.105, 219; Thrown Weapons and Ranged Powers; answered by Joe <new>
[sblock]Q: Ranger powers such as Twin Strike list as requirements "two melee weapons or a RANGED weapon". The weapon table on p219 appears to listed Ranged Weapons as a particular set, and heavy thrown weapons (hand axes, javalins) aren't part of that list. Can heavy thrown weapons or light thrown weapons be validly used as part of ranged Ranger powers? Do thrown weapons qualify as "Ranged Weapons" wherever that keyword is listed, despite not falling under that category in the weapon table?

A: Throwing weapons are not ranged weapons, they are melee weapons that can be thrown. Though the Thrown weapon property does not specifically say so, these weapons may be used in ranged attacks as well as melee attacks.[/sblock]
-=Rogue=-

p.117; First Strike
[sblock]Q: Does the Rogue First Strike ability only work in the Surprise round? Because even if the Rogue beats an enemy creature on initiative during the first non-surprise round, can’t the enemy creature take a free action during the Rogue’s turn and thus mess up the chance to get Sneak Attack from First Strike?

A: First strike works as worded. It allows you to gain combat advantage against enemies who have not acted. That means if an enemy beats a rogue in initiative, obviously that enemy can act before the rogue and negate first strike. However, what "acted" means in the first strike reading on page 117 means when they "take their turn" not when they first use an action of any type.

Make sense? So no, using a free action before the rogue in a normal round of combat would not negate the rogue using first strike against them if the rogue wins initiative.[/sblock]
p.119, Fleeting Ghost, answered by Charles, 06/22/2008 <new>
[sblock]Q: Fleeting Ghost, p119, says you can move & make a stealth check.

Does this mean that use of this power allows the rogue to ignore the normal rule that moving through open space during combat negates stealth, and allow them to make a stealth attack immediately after moving, while in plain view?

Or does the rogue have to end their turn in concealment/cover for the stealth check to be valid?

A: This ability allows you to move at your full speed and not take a penalty to your stealth check, as described on page 188. All other rules for stealth, cover, and concealment still apply.[/sblock]
-=Warlock=-

p.131; Shadow Walk
[sblock]Q: Does Shadow Walk's Concealment allow you to make a Stealth Check?

A: Yes, you can make a stealth check after using Shadow Walk.

Q: If the previous is true, then if a Warlock has successfully hidden himself in his concealment, can he attack then move 6 to reroll the Stealth check to hide again? Its assumed he would take the -5 penalty for moving more then 2 squares without the Secret Stride feat.

A: Yes, he can attack and then move, making another stealth check in the process.

Q: Does teleportation distance count as a part of the move needed to activate Shadow Walk's Concealment?

A: Teleportation will count towards the movement requirement of Shadow Walk.[/sblock]
p.140; Doomsayer's Proclamation
[sblock]Q: Is Doomsayer's Proclamation accurate? For the Warlock only has 2 powers that can benefit from it, itself. Dreadful Word, a level 1 Encounter power and Hurl through Hell a level 29 Daily power(After the errata June 11th). Outside sources that may benefit would only be 1 Wizard power, 1 Paladin Paragon Power, and a Terror Weapon.

A: Doomsayer's Proclamation is written as intended.[/sblock]
-=Wizard=-

p.158; Spellbook
[sblock]Q: How does a wizard's spellbook factor in with power replacement at higher levels?

A: A 14th level wizard has two level 1 daily spells, two level 5 daily spells, and two level 9 daily spells in his spellbook. When he gains a level, he gets to replace one set of those aforementioned daily spells with two level 15 daily spells (listed on page 164-165). Normally he'd choose to replace his level 1 daily spells with the two level 15 ones, however, if he wanted to, he could replace his level 5 or 9 daily spells (if he wanted to keep his level 1 daily spells for some reason, ie: for sleep, which is a pretty good spell)

The set of spells he chose to replace vanish from his book and are now replaced by the two 15th level spells. His daily attack power lineup might look like this:

✦ two level 5 daily spells
✦ two level 9 daily spells
✦ two level 15 daily spells[/sblock]
p.167; Elemental Maw; answered by Tony <new>
[sblock]Q: For the teleportation effect of Elemental Maw (in addition, you teleport that creature to a square within 20 squares of you), can you teleport the target vertically? For instance, can you in that case teleport the target 20 squares into the air, causing them to fall and take another 10d10 falling damage?

A: Yes, you may teleport that creature vertically.[/sblock]
p.169, 205; Bolstering Blood and Psychic Lock
[sblock]Q: Does the extra psychic damage caused by the Bolstering Blood's ability (whenever a target is damaged by your power, they take extra psychic damage) activate the ability of the Psychic Lock feat, should you have that feat? I wasn't sure whether psychic damage would add the psychic keyword to the power used to do damage.

A: The extra psychic damage caused by the Bolstering Blood ability would not trigger the Psychic Lock feat if your character had it. Psychic damage does not add the Psychic keyword to the power you use to do damage.[/sblock]
p.171; Corellon's Implement
[sblock]Q: The Corellon's Implement ability says to "choose an implement you specialize in." What about the case of a character with the Arcane Initiate Feat, who does not specialize in any implements? Can they still use a longsword as an implement (albeit without the mastery ability) and thus benefit from its enhancement bonus? Or do they simply not get the ability?

A: The initiate would simply not get the ability. You must specialize for this to work.[/sblock]
p.171; Shape the Dream
[sblock]Q: This power says that the attack which triggers it occurs "as if the creature that attacked you chose to do nothing with its action." Two questions regarding this: is the attacker's (non-at will) power expended in this case? If the attack is an area effect, does it simply negate the whole effect?

A: The creature's power is not expended, so it can use it at a later time. If its an area effect, the entire effect is negated.[/sblock]
-=Skills=-

p.179; Cooperation
[sblock]Q: It says "up to 4 allies can help you, for a maximum bonus of +8." Does that mean that only 4 allies maximum can even try to help you (so a fifth ally would not even get to roll the d20), or does it mean that more than 4 allies can try to help you, but no more than 4 allies' successes will be counted (so all 5 allies roll a d20, but you only count 4 successes even if all 5 allies make the DC 10)?

A: It means only 4 allies maximum can even try to help you. A fifth ally would not get to roll. Only 4 extra rolls are allowed, not 5. The best thing to do is if everyone in the part wants to "help" have people raise their hand and volunteer the help, get a 4 clear helpers and then have them roll. This way everyone does not roll their dice and the party simply counts the best 4 of 5 or 6 players.

Only 4 people can roll to help. Not 5 people roll and you take the best 4![/sblock]
p.185; First Aid
[sblock]Q: Does a damaged character have to be conscious for a healer to allow the damaged character to use the Second Wind via the healing character's DC 10 Heal check?

A: The First Aid ability will allow an unconscious or dying character to use their second wind.[/sblock]
p.188; Stealth; answered by Evan, Joe, 06/19/2008 <new>
[sblock]Q: Can ranged attackers, eg. rogues and rangers, use cover (eg, walls, pillars) or concealment (eg. bushes, darkness) to make stealth attacks during combat?

A: You can make a stealth attempt with any action that you do. So, if you have cover or concealment, you can attempt to hide yourself as part of your attack. If you are successful, then you are given combat advantage against your opponents who can not see you.

Q: Is it part of the design intention of 4E that players are encouraged to make use of tactics that can grant Combat Advantage, and using terrain to make stealth attacks is intended and encouraged by the rules?

A: This stealth system was implemented to make cover and concealment useful to players, and make the environment more interactive.

Q: Each time a player attempts a stealth attack during combat what determines his stealth check DC: a) the passive perception of their target? b) an active perception roll for the target? c) the passive perception of all monsters in range, whether they're involved in this attack or not? d) the active perception checks of all monsters in range?

A: The Stealth check is opposed by a Perception check from each observer. To gain combat advantage on the attack, the attacker only needs to succeed vs the target, though the DM can of course play around with this. Unless characters are actively being perceptive, use the passive value. The DM will always make the final ruling on any issue that arises.

Q: A PC has Concealment or Cover and an enemy sees the PC. If the PC succeeds on a Stealth Check on his next movement action while maintaining cover/concealment during the entire move, is the enemy aware of the PC's exact location and is the enemy able to still see the PC?

A: The enemy would have to make a successful Active Perception check that beats your Stealth Result in order to still see you unless your stealth roll was below the enemy's passive perception.[/sblock]
-=Feats=-

p.198, 131; Improved Fate of the Void
[sblock]Q: Does Improved Fate of the Void give +1 cumulative for each enemy that fell before the player's turn, or just +1 on top of the cumulative bonus that would occur. Say 3 enemies under the Warlock's Curse die before the Warlock's next turn. Do he get +4 bonus, or +6 bonus on a d20 roll?

A: Improved Fate of the Void will give a cumulative +1 bonus, destroying 3 monsters will give you a +6 bonus.[/sblock]
p.208; Initiate of the Faith; answered by Tony
[sblock]Q: The Initiate of the Faith multiclass feat says that you can use the Healing Word power once per day. The Healing Word power has a Special line that says that it can be used twice per encounter. Can you: a) use the power only once total for the day? b) use the power twice during the day, basically shifting the "twice per encounter" wording to the daily time frame? c) use the power only during one encounter per day, but use it twice during that encounter?

A: With the Initiate of the Faith multi class feat, you can use the Healing Word power exactly one time per day.[/sblock]
p.208; Warrior of the Wild
[sblock]Q: Can a character with the Warrior of the Wild feat take any of the Ranger paragon paths? They all require a particular fighting style. Would the appropriate feat (Toughness for two-weapon style, Defensive Mobility for ranged) suffice to meet the requirement?


A: You can not take a Ranger paragon path unless you are a ranger, even if you have Warrior of the Wild.[/sblock]
-=Items=-

p.217, 271; Light Thrown Weapons and Powers; answered by Joe, 06/25/2008 <new>
[sblock]Q: Rogue area attack powers such as Blinding Barrage work with the crossbow, sling, or light thrown weapons. Sling and hand crossbow are "Load Free". Normal crossbow is not. p217 says "If a power allows you to hit multiple targets, the additional load time is accounted for in the power." This doesn't appear to apply to light throwing weapons. If shuriken or daggers are used with Blinding Barrage, are they limited by the requirement to use a minor action to draw each item, making Quick Draw a necessity to use these items with this type of power?

A: If you are using a Magic throwing weapon, it will hit all the targets and return to your hand (yeah Magic is that awesome). If you are using mundane throwing weapons, you will need one for each attack roll made and you will need three Quick draw feat to be able to draw and use them all.[/sblock]
p.226, 234, 201, 203; Powers, Magical Weapons, and Keywords; answered by Joe <under review>
[sblock]Q: Does attacking (melee or ranged, using an at-will power) with a weapon with the Frost Weapon enchantment constitute "hitting with a power that has the cold keyword" for the purpose of the Wintertouched/Lasting Frost feats? That is, will using an Frost Weapon enchanted sword with its at-will cold power enabled, trigger Wintertouched/Lasting Frost?

A: As PHB page 226 states, using a weapon with a keyword in an attack made with a racial or class power, the power you are using does gain the weapon's keyword.

Thus making using attack with a Frost Weapon makes that power be Cold as well as whatever other types of damage it was. If you use the weapon's free action power, all damage will be cold.

This will function with both the Winter Touched and Lasting Frost feats.[/sblock]
p.226; Magic Item Daily Power Uses
[sblock]Q1: If Evil Erik uses the daily power of his Hat of Awesome and then is killed by Garth the Good, assuming that Garth has not used any magic item daily power yet, does Garth get to use the daily power of the Hat of Awesome that same day, or does Garth have to wait until the next day?

Q2: What if the next day Garth the Good uses the daily power of the Hat of Awesome and then gives it to Larissa the Lawful Good? Assuming that Larissa has not used any magic item daily power yet, does Larissa get to use the daily power of the Hat of Awesome that same day, or does Larissa have to wait until the next day?

Q3: What if Garth uses the Hat of Awesome's daily power, but dies in that battle and thus is not able to take an extended rest to "recharge" the Hat of Awesome's daily power use (unless Rest In Peace counts).

Q4: 10 years later Ulrick the Unaligned finds the Hat of Awesome on Garth's corpse, and puts the hat on. Assuming Ulrick has not used any magic item daily power yet, does Ulrick get to use the daily power of the Hat of Awesome that same day, or does Ulrick have to wait until the next day.

A: Items are limited by their different recharge features. An item with a daily recharge feature can only be used once a day. Characters are also limited, but in a different way. Each character can only use a certain number of items with daily recharges each day - one for Heroic, two for Paragon, three for Epic. Each time you reach a milestone, you gain one additional use of a magic item daily power.

Once an Item's Daily is used, it is used and that item power cannot be used again until the next day.

So example 1 Garth the Good cannot use it that day, example 2 Larissa the Lawful Good cannot use it that day, and example 4 Ulrick the Unaligned can use it that day.[/sblock]
-=Combat=-

p.263, 277, Magical Sleep, answered by Marc <new>
[sblock]Q: If someone is knocked unconscious by a sleep spell, is that a magical effect that can only be ended by a successful saving throw, or is it merely regular unconsciousness like non-magical sleep, so that the victim can be shaken awake by a buddy, or awoken by shouting, etc.?

A: Thank you for contacting us. That is a good question. When someone is knocked unconscious by a sleep spell, it is a magical effect that can only be ended by a successful save.[/sblock]
p.276; Damage
[sblock]Q: Is it possible to have an attack that deals 0 damage? For example: a character with 8 Strength (and no other bonuses) rolls a 1 for damage with a melee attack power.

A: Unfortunately if you have a negative penalty, there is the potential to deal zero damage.[/sblock]
p.277, 212, 284, 287, 291; Slow and Other Movement Types <new> <under review>
[sblock]
Q: If one is slowed, does heavy armor further slow one’s movement to less than two?

A: No, your speed is set to 2

Q: If one is slowed, how many squares can one travel with a double move?

A: 4 (2 for one move action plus 2 for the other)

Q: If one is slowed, can one move two squares, take a minor action, and move two more squares (making one’s standard action a move action)?

A: Yes

Q: If one is slowed, can one charge? If so, how many squares does one travel?

A: Yes. 2.

Q: If one is slowed, can one run? If so, how many squares does one travel?

A: 4 (2 slow base speed plus 2 for running)[/sblock]
p.278; Critical Hits
[sblock]Q: On a critical hit, are the die rolls for Sneak Attack or Hunter's Quarry maximized as well?

A: Yes, both of those attack types are maximized. What is NOT maximized is the any damage that is assigned from a magical weapon on critical hits only. Those are listed with each weapon type and rolled each time a critical is landed. For instance if you take a look at Vicious Weapons it deals 1d12 per plus on a critical. A +4 vicious weapon deals max damage + random 4d12 roll.[/sblock]
p.278; Ongoing Damage
[sblock]Q: These rules state that two different effects of ongoing damage of the same type do not stack, but, are they saved against individually or together?

A: Together. The lower damage won't require a separate save. Once an afflicted creature or player saves against a given ongoing damage of some kind, they stop taking that ongoing damage.[/sblock]
p.279; Saving Throws; answered 06/15/2008 04:21 PM
[sblock]Q: Can you voluntarily fail a saving throw?

A: There is currently no rule allowing for a character to voluntarily fail a Saving Throw.[/sblock]
p.289, 200; Drawing or Sheathing a Weapon and Dual Wielding; answered by Evan, 06/18/2008 <new>
[sblock]Q: Rangers can use two weapons in combat, and many rogues may also wish to take the Two Weapon Fighting feat for the benefit it offers. Does drawing two weapons, one in each hand, count as one Minor Action, or two? Likewise, does sheathing two weapons take one minor action or two? If two, this would appear to mean that switching from dual-wielding to a bow/crossbow or vice-versa is a full-turn action (3 minor actions), correct?

Finally, the Quick Draw feat would appear to allow pulling two weapons out simultaneously, if they are used for the attack power. Would a rogue with Two Weapon Fighting be able to do the same in order to enjoy the benefit of having a weapon in each hand, even if they are using an attack power that makes use of only one weapon?

A: According to the rules, you can draw 'a weapon' as a minor action. There are not specific rules for drawing two weapons, so this would be up to your DM to make the call. Likewise, for quick draw, you can draw both weapons if they are both being used as part of an attack. If you are only using one weapon as part of the attack, it would once again be up to your DM to make a call on this ruling.[/sblock]
p.292, 277; Shifting while Prone <new>
[sblock]Q: Can one shift while one is prone, or must one stand up first?

A: Shifting represents careful, tactical movement, and you would not be able to move in such a way while laying on the ground. Although it is not specifically detailed in the rules, the spirit of the game suggests that you must be standing to be able to shift. Because it is not specifically stated, however, your DM will have the final say.[/sblock]
p.295; Death Saving Throw
[sblock]Q: During combat Norwegian Bloo is dying and fails 2 death saving throws. He is then healed and he re-enters the fray. Before the end of the encounter (he has not rested), Bloo is struck down unconscious again and fails a death saving throw. Does he die?

A: Yes. Since he failed his save for the third time in a row before resting, even though he has been conscious, he still dies.[/sblock]
p.295; Healing the Dying
[sblock]Q: If Bob was brought unconscious to -15 hit points, and then is healed 10 hit points during combat, does he: a) go to -5 hit points and remain unconscious? b) go to -5 hit points but become conscious, able to take actions, etc.? c) go directly to 10 hit points?

A: The answer is c, Bob is conscious at 10 hp.[/sblock]
-=Rituals=-

p.307, 313; Permanent Teleporation Circles; answered 06/13/2008 11:53 AM
[sblock]Q: How do you make a permanent teleportation circle?

A: Unfortunately, there are no rules for creating a permanent teleportation circle at the moment. Right now the closest rules we have would be the Rituals Linked Portal, found on Page 307, and True Portal on Page 313. It will be up to your DM for now to decide if you want to allow it, and if so how it will work[/sblock]
 
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Question: How do you make a permanent teleportation circle?

Question: How do you make a permanent teleportation circle?

custserv said:
Response (Support Agent) 06/13/2008 11:53 AM
Hi 'man with supersonic underwear',

Thank you for contacting us. Unfortunately, there are no rules for creating a permanent teleportation circle at the moment. Right now the closest rules we have would be the Rituals Linked Portal, found on Page 307, and True Portal on Page 313. It will be up to you for now to decide if you want to allow it, and if so how it will work. Sorry for the inconvenience! Please let me know if you need anymore help!
 
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Thasmodious

First Post
I was thinking about doing this same thing, wonder what the chances are of getting a sticky for this thread?

I asked: An implement must be held to get its benefits. A staff is a 2h weapon, but could be easily held in one hand. Can a wizard holding the staff in one hand still get all the benefits of the staff (other than those related to attacking with the staff obviously)? In other words, could a wizard/fighter hold his staff in one hand (to power his spells) and smash enemies in the face with a warhammer gripped in the other?

Answer:
You actually have to wield an implement to gain the bonuses of it. This is specified on the page that you have provided below. Therefore your Wizard/Fighter would not gain the bonus of his implement if he wasn't wielding it with both hands.


I asked a question about spellbooks and power replacement that takes place at higher levels:

1. So, does the wizard get two 15th level dailies, per his spellbook class feature, and two lower level dailies disappear from his book?

Let's say we have a wizard who just turns 15th level. He's got his L1 dailies attack powers, his L 5 daily attack powers, his L9 daily attack powers. At level 15 he gets to replace 1 set of those aforementioned daily attack powers with 2 15th level Daily Attack powers (listed on page 164-165). So logic says he'd choose to replace his 1st level daily attack powers with two brand new 15th level attack powers. However, if he wanted he could replace his L5 daily attack or his L9 daily attack powers if he wanted to keep his L1 powers for some reason. For example Sleep is pretty nice.

The 1st Level Daily Attack Spells vanish from his book and are now replaced by the two 15th level spells. His daily attack power lineup now looks like this:

2 Level 5 daily attack powers in his spell book (can choose 1 of the 2 per "extended rest")
2 Level 9 daily powers in his spellbook (can choose 1 of the 2 per "extended rest")
2 Level 15 daily powers in his spellbook (can choose 1 of the 2 per "extended rest")

I asked: The rules on pg 278 on ongoing damage leave me with a question. While I understand that with two different attacks that deal the same type of ongoing damage, the higher source supersedes the lower one, rather than stacking. However, does the lower damage effect require a separate save?

For example, both a deathrattle viper and a snaketongue initiate deal ongoing poison damage to a PC. Only the viper's ongoing poison of 5 damage the character each round, but if he makes his save against that, does the other poison effect remain and he starts taking damage from it on his next turn? If so, does he save against both each round while they are both in effect?

They answered:

The lower damage won't require a separate save. Once an afflicted creature or player saves against a give ongoing damage of some kind, they stop taking that ongoing damage.

I just asked, like half an hour ago: The lvl 9 fighter daily exploit Thicket of Blades is an area attack with the 'reliable' keyword. It is also the only area effect power with the reliable keyword (unless I missed one). Is this keyword an error? If not, how does it apply - does reliable only key if all attacks in the area miss or does it key if any of the attacks miss?

Less than 30 minutes later they answered:
Thanks for the great question! We’ve passed this along to the good folks that make the games and hopefully we’ll see some errata covering this situation soon.

Until then, it is up to your Dungeon Master to determine how he/she wants to handle this particular situation in their campaign.

So we'll have to wait on a final answer on that one.
 

Agamon

Adventurer
I call BS on the staff thing. First, you can hold a wand or orb in one hand, so you should be able to hold a staff in one hand, too.

Plus, the differentiation between "staff" the magical item and "quarterstaff" the weapon has been around since the beginning of D&D and is still there in 4e. Staff, the implement, is not a weapon, and therefore does not need to be wielded in two hands.
 

Underage AOLer

First Post
Thasmodious said:
I asked: An implement must be held to get its benefits... etc.

I would agree with Agamon that staffs and quarterstaffs are two different things. As a DM, I would allow a wizard to use their staff as a quarterstaff, but they would not need both hands on it to gain the benefits of the implement keyword. I think the person answering your question just went off of your "a staff is a 2h weapon" comment (which, as I said, may not be strictly accurate).
 


WOLead

First Post
1)Does Shadow Walk's Concealment allow you to make a Stealth Check?
[sblock]Response (Support Agent) 06/13/2008 03:35 PM
Greetings,

1. Yes, you can make a stealth check after using Shadow Walk.[/sblock]

2)If 1) is true, then if a Warlock has successfully hidden himself in his concealment, can he attack then move 6 to reroll the Stealth check to hide again? Its assumed he would take the -5 penalty for moving more then 2 squares without the Secret Stride feat.
[sblock]2. Yes, he can attack and then move, making another stealth check in the process.[/sblock]

3)Does teleportation distance count as a part of the move needed to activate Shadow Walk's Concealment?
[sblock]3. Teleportation will count towards the movement requirement of Shadow Walk.[/sblock]

Is Doomsayer's Proclamation accurate? For the Warlock only has 2 powers that can benefit from it, itself. Dreadful Word, a level 1 Encounter power and Hurl through Hell a level 29 Daily power(After the errata June 11th). Outside sources that may benefit would only be 1 Wizard power, 1 Paladin Paragon Power, and a Terror Weapon.
[sblock]Doomsayer's Proclamation is written as intended.[/sblock]

Does Improved Fate of the Void give +1 cumulative for each enemy that fell before the player's turn, or just +1 on top of the cumulative bonus that would occur. Say 3 enemies under the Warlock's Curse die before the Warlock's next turn. Do he get +4 bonus, or +6 bonus on a d20 roll?
[sblock]5. Improved Fate of the Void will give a cumulative +1 bonus, destroying 3 monsters will give you a +6 bonus.[/sblock]
 


Particle_Man

Explorer
Does a damaged character have to be conscious for a healer to allow the damaged character to use the Second Wind via the healing character's dc 10 Heal check?

[sblock=]The First Aid ability will allow an unconscious or dying character to use their second wind. Please let me know if you have any more questions![/sblock]

Does the extra psychic damage caused by the Bolstering Blood's ability (whenever a target is damaged by your power, they take extra psychic damage) activate the ability of the Psychic Lock feat, should you have that feat? I wasn't sure whether psychic damage would add the psychic keyword to the power used to do damage.

[sblock=]The extra psychic damage caused by the Bolstering Blood ability would not trigger the Psychic Lock feat if your character had it. Psychic damage does not add the Psychic keyword to the power you use to do damage.[/sblock]

If a Str 8 character hits an opponent with a 1d4 weapon and rolls a 1 on the die, what happens?

a) 1 - str mod = 0, so no damage.

or


b) 1 - str mod = 0, but everyone does minimum 1, so 1 damage.

[sblock=]Unfortunately if you have a negative penalty, there is the potential to deal zero damage.[/sblock]

1. A human fighter chooses one-handed weapons as his Fighter Weapon Talent. If he uses a longsword in both hands, does he still get the +1 bonus to hit?

2. A human fighter chooses two-handed weapons as her Fighter Weapon Talent. If she uses a longsword in both hands, does she still get the +1 bonus to hit?

3. A halfling fighter chooses one-handed weapons as his Fighter Weapon Talent. If he uses a longsword (in both hands necessarily since he is a halfling), does he still get the +1 bonus to hit?

4. A halfling fighter chooses two-handed weapons as her Fighter Weapon Talent. If she uses a longsword (in both hands necessarily since she is a halfling), does she still get the +1 bonus to hit?

[sblock=]1. Yes.

2. No.

3. Yes.

4. No.
[/sblock]

If I am playing a cleric and I use Channel Divinity: Divine Fortune in an encounter, can I use Channel Divinity: Turn Undead in the same encounter?

[sblock=]You may only use one Channel Divinity power per encounter. [/sblock]

Does the Rogue First Strike ability only work in the Surprise round? Because even if the Rogue beats an enemy creature on initiative during the first non-surprise round, can’t the enemy creature take a free action during the Rogue’s turn and thus mess up the chance to get Sneak Attack from First Strike?

[sblock=]First strike works as worded. It allows you to gain combat advantage against enemies who have not acted. That means if an enemy beats a rogue in initiative, obviously that enemy can act before the rogue and negate first strike. However, what "acted" means in the first strike reading on page 117 means when they "take their turn" not when they first use an action of any type.

Make sense? So no, using a free action before the rogue in a normal round of combat would not negate the rogue using first strike against them if the rogue wins initiative.[/sblock]

It says "up to 4 allies can help you, for a maximum bonus of +8" under cooperation in the skill section on p. 179.

Does that mean that only 4 allies maximum can even try to help you (so a fifth ally would not even get to roll the d20), or does it mean that more than 4 allies can try to help you, but no more than 4 allies' successes will be counted (so all 5 allies roll a d20, but you only count 4 successes even if all 5 allies make the DC 10)?

[sblock=]It means only 4 allies maximum can even try to help you. A fifth ally would not get to roll. Only 4 extra rolls are allowed, not 5. The best thing to do is if everyone in the part wants to "help" have people raise their hand and volunteer the help, get a 4 clear helpers and then have them roll. This way everyone does not roll their dice and the party simply counts the best 4 of 5 or 6 players.

Only 4 people can roll to help. Not 5 people roll and you take the best 4! [/sblock]

Dwarves have the racial ability to make a saving throw to avoid being rendered prone by an attack. If a dwarf is rendered unconscious by an attack, does she get to make the saving throw to avoid going prone?

[sblock=]No, the dwarf still falls prone.[/sblock]

Norwegian Bloo is dying and fails 2 death saving throws. In the middle of combat he is healed and enters the fray, but without a chance to rest. Bloo is struck down unconscious again and fails a death saving throw.

Am I right in assuming that, because (despite a period of being conscious) Bloo has had no chance to rest, he has now joined the choir invisible because of failing his 3rd death saving throw? He is now an ex-Paragon?

[sblock=]That's correct. Since he failed his save for the third time in a row before resting, even though he has been conscious, he still dies.[/sblock]

1) If Evil Erik uses the daily power of his Hat of Awesome and then is killed by Garth the Good, assuming that Garth has not used any magic item daily power yet, does Garth get to use the daily power of the Hat of Awesome that same day, or does Garth have to wait until the next day?

2) What if the next day Garth the Good uses the daily power of the Hat of Awesome and then gives it to Larissa the Lawful Good? Assuming that Larissa has not used any magic item daily power yet, does Larissa get to use the daily power of the Hat of Awesome that same day, or does Larissa have to wait until the next day?

3) What if Garth uses the Hat of Awesome's daily power, but dies in that battle and thus is not able to take an extended rest to "recharge" the Hat of Awesome's daily power use (unless Rest In Peace counts).

10 years later Ulrick the Unaligned finds the Hat of Awesome on Garth's corpse, and puts the hat on. Assuming Ulrick has not used any magic item daily power yet, does Ulrick get to use the daily power of the Hat of Awesome that same day, or does Ulrick have to wait until the next day.

[sblock=]Items are limited by their different recharge features. An item with a daily recharge feature can only be used once a day. Characters are also limited, but in a different way. Each character can only use a certain number of items with daily recharges each day - one for Heroic, two for Paragon, three for Epic. Each time you reach a milestone, you gain one additional use of a magic item daily power.

Once an Item's Daily is used, it is used and that item power cannot be used again until the next day.

So example 1 Garth the Good cannot use it that day, example 2 Larissa the Lawful Good cannot use it that day, and example 3 Ulrick the Unaligned can use it that day.[/sblock]

If Bob was brought unconscious to -15 hit points, and then is healed 10 hit points during combat, what happens?

a) Does he go to -5 hit points and remain unconscious?

b) Does he go to -5 hit points but become conscious, able to take actions, etc.?

c) Does he go directly to 10 hit points?

[sblock=]Bob is conscious at 10 hp.[/sblock]
 
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Nikosandros

Golden Procrastinator
[PHB page 65] Consecrated Ground: Does the cleric recover hit points in any case, or only if he is bloodied?

[sblock]You only regain hit points as long as you are bloodied.[/sblock]

[PHB page 91] Divine Challenge: If a paladin challenges a new target on his turn, is he exempt from the requirement of engaging that target by the end of his turn?

[sblock]The new target would have to be engaged by the end of his turn.[/sblock]

[PHB page 91] Lay on Hands: Can a paladin use the power on himself?

[sblock]No he cannot use it on himself.[/sblock]
 

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