Where are the feats?


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Spiked Chain, Combat Superiority, surprise. A question for each.

1. The feat Spiked Chain Training gives to the weapon defensive or not? It seems strange that all other double weapons have defensive and Spiked Chain isn't. I cant't blame though since IMO it would be too powerful with so many properties (reach, double weapon, light blade, off-hand, and defensive)

2. If the target tries to shift and the fighter hits with his opportunity attack, the enemy will end his movement adjacent or 1 square away?
Combat Superiority
You gain a bonus to opportunity attacks equal to your Wisdom modifier. An enemy struck by your opportunity attack stops moving, if a move provoked the attack. If it still has actions remaining, it can use them to resume moving.

2. How can a party surprise its enemies? I understand that the enemies can surprise a party while it is exploring the area, but I don't see how the opposite can happen? Since it is so difficult, aren't the feats that give you bonuses against surprised opponents worthless?
 

2. If the target tries to shift and the fighter hits with his opportunity attack, the enemy will end his movement adjacent or 1 square away?
Combat Superiority
You gain a bonus to opportunity attacks equal to your Wisdom modifier. An enemy struck by your opportunity attack stops moving, if a move provoked the attack. If it still has actions remaining, it can use them to resume moving.

Shifting does not provoke opportunity attacks, you may use combat challenge when someone shifts, only combat superiority when someone moves and provokes a OA.

2. How can a party surprise its enemies? I understand that the enemies can surprise a party while it is exploring the area, but I don't see how the opposite can happen? Since it is so difficult, aren't the feats that give you bonuses against surprised opponents worthless?

No, send in the rogue to scout and lure out an enemy while other party members are sneaking around it or waiting for a ambush..

...
 

perhaps you should fork your questions to a new thread to get all the answers but i can give you some of them:

since shifting does not provoke i tell about other movement options:
the opportunity attack is resolved before the triggering action is resolved
like: someone says he will move, grabs his mini, then first gets hit by an opportunity attack and then can move his mini
if you hit they can't move, but when they try again (with their standard) in the same round you don't get another opportunity attack and so they can shift freely away

if you refer to the fighter ability: he makes an immediate interrupt against the target not an opportunity attack if he shifts or attacks someone else

for surprise i heard there are very good rules in the dmg; i didn't understood them yet (since i never read them) but in the last 6 encounters we surprised our enemies twice, since we where exploring some woodareas and heard groups of enemies before we were heard
 
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1. The feat Spiked Chain Training gives to the weapon defensive or not? It seems strange that all other double weapons have defensive and Spiked Chain isn't. I cant't blame though since IMO it would be too powerful with so many properties (reach, double weapon, light blade, off-hand, and defensive)

2. If the target tries to shift and the fighter hits with his opportunity attack, the enemy will end his movement adjacent or 1 square away?
Combat Superiority
You gain a bonus to opportunity attacks equal to your Wisdom modifier. An enemy struck by your opportunity attack stops moving, if a move provoked the attack. If it still has actions remaining, it can use them to resume moving.

2. How can a party surprise its enemies? I understand that the enemies can surprise a party while it is exploring the area, but I don't see how the opposite can happen? Since it is so difficult, aren't the feats that give you bonuses against surprised opponents worthless?
you have 2 # 2's ;)

Surprise is one side being aware of the other while the other side is not aware. Stealth vs Perception in both directions basically.

I don't particularly like the rules for surprise in 4e. Especially for spell casters. The 1 action rule can be very constraining. can you stand up from behind a rock and fire your bow/spell? can you 5' step (not a 4e term) into a door and unleash a spell? technically no. melee types can charge but there's no similar mechanic for most ranged types. rogues have the move 2 and strike at will.

If your init is low gaining surprise can actually hurt you. If you move with your warlock or wizard to line up an attack, the bad guys might better be able to swarm you before you actually go. Almost better in many cases for an arcane type to use surprise to delay until the top of the init order so you can move and unload a big spell.

Personally I kind of think you should get a half move followed by one action, to allow for a little shifting in the ranks
 




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