Warlock - Shadow Walk

Blizzardb

First Post
Could someone that has been to the Experience explain the Shadow Walk ability to me, please?

It says: "move 3+ squares away on your turn, gain concealment until the end of your next turn".

So do I have to move 3 or more squares to gain concealment? If so, what means to "move away"?

Or is this some special action that I activate to move and gain concealment? If so, what action should I use to activate it?
 

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I suspect it means "move away from your current square," presumably to ensure that the warlock doesn't simply dance in place and actually does move.
 

So if he finishes his turn 3+ squares away from where he started it, he gains the effect?

Edit: And another question - what benefits concealment grants in 4E?
 

Blizzardb said:
So if he finishes his turn 3+ squares away from where he started it, he gains the effect?

Edit: And another question - what benefits concealment grants in 4E?

I believe you have to be at least 3 squares away from you starting sqaure. The intent is to cover all forms of movement and to not allow you to just run in place or run in a circle. The warlock has a teleport power if the monster they've cursed dies, so that would count.

I don't recall the exact benefit of concealment. It is NOT a percentage miss chance like 3E is. I think it's a flat bonus to AC but I am not 100% sure.
 

bgardner said:
I believe you have to be at least 3 squares away from you starting sqaure. The intent is to cover all forms of movement and to not allow you to just run in place or run in a circle. The warlock has a teleport power if the monster they've cursed dies, so that would count.

I don't recall the exact benefit of concealment. It is NOT a percentage miss chance like 3E is. I think it's a flat bonus to AC but I am not 100% sure.
Yep, I agree with bgardner's interpretation.
In the minis game, having Concealment N apparently means that an attacker must make an additional d20 roll when they hit, and anything below N turns into a miss. Not sure why the warlock has no number; perhaps in the rpg, it is always 11?
 

I'd expect concealment to grant a +2 bonus to AC and Reflex defense, or a -2 penalty to the attack roll, rather than a miss chance. I have a feeling that miss chance is gone (after all, if they have a good handle on the underlying math of the system, they can probably pretty easily equate a bonus or penalty to some equivalent miss chance).
 

I suspect eladrin will be apoular class with warlock with its teleport racial feat tree complementing the warlocks own teleportation abilities.

So rangers are mobile because they dart about, warlocks are mobile because they pop in and out of existance.
 

I am also curious what exactly concealment means in 4e? Does anyone who was at DDXP have any insight on this? I know what Concealment "X" means, but not just straight concealment. Any info on this would be great. Sorry if this was already answered somewhere else.
 

Altamir said:
I am also curious what exactly concealment means in 4e? Does anyone who was at DDXP have any insight on this? I know what Concealment "X" means, but not just straight concealment. Any info on this would be great. Sorry if this was already answered somewhere else.
When I saw it, concealment for the Warlock gave him a straight +2 to his AC. Being blinded gave a character a -5 to attack. No second roll in either case.
 

As someone mentioned before, the miniatures game sets it up as a creature having Conceal X, and whenever a melee or ranged attack hits them, the attacker must roll a d20 and equal or exceed X to confirm the hit. In the case of Invisibility, the creature gains Conceal 11, which basically means a 50/50 chance of hitting or missing due to the invisibility. It looks a lot like 3.5 concealment, doesn't it? Exactly the same in function, actually, but instead of rolling d%, you divide the percentage by 5 and roll d20.

They way I'd run it for now is that the warlock's ability grants Conceal 5, meaning when a Melee or Ranged attack hits the concealed warlock, the attacker rolls a d20, and if they roll a 1, 2, 3 or 4, the attack misses. This is, statistically, the same as 3.5's default concealment value of a 20% miss chance, again, just simplified onto a d20.

It's actually a house rule I've been using in my campaigns to simplify things for a few years now.
 

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