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2

A pure warlock will be using EB a lot most likely. But with very little work, you can build a Warlock that is a melee monster. https://docs.google.com/document/d/1s7vTgl1KRuR78BDTmMIdJDLbWaRs3RTLhx3CE6QLrDE is the one I've worked out. Pretty solid at range (low CHR), but can nearly keep up with the melee classes in the long haul, has a few pretty solid ...


2

You are absolutely right, an Eldritch Blaster is usually stronger After the 2nd level, when you get Agonizing Blast you can do d10+Cha damage, the same as a Longsword two-handed, if you are Strength primary. You can attack twice with both on level 5. At level 11 Eldritch Blast pulls ahead with 3 attacks, and the Charisma bonus on the Pact Weapon damage on ...


10

Yes, it means enemies and allies Creature A being in the game world. Both adventurers and monsters are creatures. See also adventurer and monster. - Published in Rules Compendium, page(s) 310. There are options for avoiding friendly fire while still laying down a burst/blast zone that includes friendlies War Wizard's Staff feat lets you slide an ...


3

According to this discussion, Unless otherwise stated, a summoned creature's maximum hit points equal your bloodied value. If it drops to 0 hit points, it is destroyed and you lose a healing surge. If you have no surges to lose, you take damage equal to half of your bloodied value. Its defenses equal your defenses when you summon it, not ...


13

Yep, allies are hit too, otherwise it would say "each Enemy in the blast", as is the case on plenty of attacks (For example, Fire Shroud, contrast with Shock sphere).


4

So there are a few things which you are not correctly taking into account. You get a limited number of invocations. So while you can specialize all your invocations into Eldritch blast, you are really missing out on versatility. Same with choosing Armor of Shadows over Light Armor. Eldritch blast is 1d10. (avg 5.5) A summoned longsword is 1d8+dex/str and ...


3

There is a "Defensive Duelist" feat which uses a reaction to potentially cause an attack to miss you. You can use it all day long, which the exception that you can only use one reaction per round (core rule). Only works with finesse weapons. It has a minimum Dex pre-req. to take, and obviously you cannot pick it up until your class grants you an Ability ...


1

The way my group does this is by superimposing lines over the squares to approximate who gets hit. If the line goes over an icon at all, they get hit. Granted this is mostly for online play, but it works on tabletop as well, if you are willing to delay the game to get the exact cone shape overlayed. As long as you use consistent rulings, it won't make much ...


11

Right now there isn't an official rule. According to Mike Mearls and the Wizards Team that will be an option spelled out in the Dungeon Master's Guide. However this has been an issue for 3.5, Pathfinder, and 4e. You can use this diagram from the Pathfinder SRD to make a ruling on applying a spell's area of effect to a grid until the DMG is released. ...


5

The D&D Basic Rules v0.1 and later include a "Dodge" combat action (p. 72), available to all characters, which gives you advantage on dexterity saving throws and disadvantage to anyone who attacks you. This is a similar effect to the optional "parry" rule from 2nd edition, or the "fighting defensively" rule in 3rd.


9

Yes, there is a feat (Martial Adept) that any character can take, which allows you to take two combat maneuvers and gain one superiority die. If the character is not a Battlemaster Fighter, they will not have other superiority dice, in which case the one they gain is a d6. One of those combat maneuvers is parry: Parry. When another creature damages ...


3

I love @KRyan's post, but I think some numbers really help illustrate the effect here. 2nd-level party vs. 15 Goblins Your Sorcerer catches them in a Color Spray. Every Goblin who fails is basically out of the fight for 3d4+1 rounds or so. Sorcerer's DC is 15, the Goblins have a Will save of -1. On average 75% (11) of the Goblins drop. But the ...


12

The first and third points aren’t really big deals; actually, the third point would be a disadvantage of save-or-dies. Would be, if the numbers were more reasonable. By the numbers: you can probably make someone fail a saving throw Ultimately, caster classes have every reason to pump their save DCs as much as they can. The ability score that sets the ...


1

Pyramid #3/61: The Way of the Warrior features a dedicated critical hit and miss table for grappling attacks. That might be a decent proxy for attacks by wolves (bites are mostly grapples for animals, rather than strikes, though the wolf's trademark hamstring attack probably comes closest to a pure strike), but not ON wolves.


8

Natural attacks work completely different than attacks with manufactured weapons. You get one attack per "natural weapon", but you do not get iterative attacks for high BAB. [...] You do not receive additional natural attacks for a high base attack bonus. Instead, you receive additional attack rolls for multiple limb and body parts capable of making the ...


16

That very much depends on what you mean by "in game." During a game? Certainly: PC: "I fall on my sword." DM: "Okay. You die." Using standard combat options? No. At least, not guaranteed at every table by a common understanding of the rules. Coup de grace requires that the target be helpless before it's an option, and whether you're helpless to ...


4

No, by logical paradox. The conditions for being helpless against yourself are interesting. In one hand, you are completely at your own mercy, giving you the advantage over yourself, allowing for a Coup de Grace to occur. However, because you have the advantage over yourself, you aren't considered helpless against yourself. Traps, area spells, or ...


9

Under the PHB's version of Dominated, yes, since there's pretty much no restrictions. Some extra restrictions were added in PHB3, and the Rules Compendium fleshed out the Dominated condition quite completely. If you don't have the Rules Compendium, you should probably pick it up, since it has the final versions of the game's rules like this one. Under the ...


3

Rules Compendium, Page 230: Dominated: The Creature can't take actions voluntarily. Instead, the dominator chooses a single action for the creature to take on the creature's turn: a Standard, a Move, a minor, or a Free action. the only powers and other game features that the dominator can make the creature use are ones that can be used at will, such as ...


1

Part 1: They use 'bonus damage', 'energy damage' and 'normal damage' interchangeably in this spell description, which is a tad infuriating. The important part to note is that the section that describes the damage that the spell does contains the phrase, You also deal energy damage and the related special effect when you attack with your hands using an ...


5

An alternate interpretation perhaps, I have been told multiple times that while free actions can interrupt full-round actions, since the requirement for spell combat is having a free hand (not specifically for the casting but for the entire action ), changing your grip on the sword will immediately cause spell combat to end because you are no longer meeting ...


0

I think the problem is that they are too powerful to put against low level characters (hence CR 7) but rubbish vs high level characters. SR 13 and resistance 10 to all energy types will make a level <=6 wizard pretty useless, but isn't going to give a level 11 wizard pause. 8 to hit is fine to be attack level <=6 characters, but will start to look ...


3

They don't justify the EL as written As written? They're not that dangerous for your party. 26 HP and +8 attack? That's not going to threaten a level 11 party unless you line up a lot of them and all use the poison attack at the same time (someone is likely to fail a DC 20 check if you have enough attempts). The trouble with body swap is that they can't ...


1

I had this problem. I think the trick is that any keeper who is injured even slightly will be be replaced, meaning that to kill a keeper, you have to deal enough damage to kill it in one blow, or it will be replaced by a colleague standing by before anyone can strike again. Because you're using initiatives outside of the round system, you can just assume the ...


13

Flip back to pages 54 and 55 of the Start Set's adventure booklet, at the beginning of Appendix B: Monsters. This section explains how to read the monster's stats. I want to bring your attention in particular to the text in the heading Actions (p. 55, bolded phrase my emphasis): Hit. Any damage or other effects that occur as a result of an attack hitting ...


1

The 'hit' part you're referring . So you roll a D20 and add your attack. If you hit then the enemy takes that amount of the hit points. So it's saying - on a hit in the above example you do 1d6+2 damage. the number next to it (in the example, your five) is if your dm wanted to skip rolling for damage, then rather than roll it, you just deal 5 damage. Does ...


1

The number under the "To hit" column on the character sheet, (and followed by the phrase "to hit" in monster blocks). Represents what we call the "To hit modifier". To use this, when you make an attack (melee or spell), you roll 1d20 and then add the modifier to the result. You compare this total to the target's AC and if it's greater than equal, you have ...



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