DracoSuave
First Post
Hell, with a good and hard roll on Arcana, I'd allow the player to blast the caltrops into enemies! (provided they're in range).
Cheers, LT.
This answer brings win.
Hell, with a good and hard roll on Arcana, I'd allow the player to blast the caltrops into enemies! (provided they're in range).
Cheers, LT.
This answer brings win.
Heheh, I agree.
The idea was that the party would be in combat, as strikers would be trying to pull them through the trapped hall. But before the fighter could go spending his HP on the traps down the hall, the wizard noticed the caltrops and thunderwaved them. Since it was a narrow hallway, it was pretty easy to assume where the caltrops would go.
As a wizard? What -else- are you doing with your minor actions at that point? Light? Prestitidigitation? This trap is an opener, not a closer, so you're not sustaining anything.
Spending a minor action to remove an obstacle for your melee seems like a great use of a minor action.
But that's just me. YMMV.
There's what, at least 20 caltrops per 5' square? If you've got that much time to remove them in combat, you probably don't need to remove them at all.
The broom is the new 4e 10-ft pole!More adventuring parties need brooms is all I'm sayin'
My palm does not have to follow the rules that Mage Hand has to follow. You're free to house rule it, but the Mage Hand in the book manipulates things up one at a time as a minor action, moves them one at a time as a move action, and drops them one at a time as a free action.
Well, even after sweeping them away, the caltrops end up somewhere, so it's more like caltrop moving than caltrop sweeping. And while thunderwave allows you to control the place where enemies end up, controlling dozens of caltrops is a bit harder. I'd say the player should roll for Arcana (pg. 42 for DCs) to exactly place them, otherwise I'd some end up around the blast.
Hell, with a good and hard roll on Arcana, I'd allow the player to blast the caltrops into enemies! (provided they're in range).