New answers tagged

5

By the rules, no... By the rules, the only way you get skills and weapon/armor proficiencies are through your classes at character creation and through feats (and possibly through one or two themes and paragon paths). In-world the feat you invest to become proficient in a skill represents the time & effort spent to train it. ...and there's a reason for ...


0

This is not as game-breaking as you might expect. This is due to Iron Fist using the character's WIS modifier as the amount of DR gained. Because a Battlemind is usually CON primary, unless the character expends points into WIS, but really would be better off putting it into CON, considering most of the Battlemind's powers are CON based (to hit modifier on ...


1

Yes Most conditions, including Dazed, end whenever the effect that created them says they do. If Player dazes Enemy until the end of Player's next turn, then the condition ends at the end of Player's next turn. It could also end if another, more specific effect ends it, like one of Enemy's or their allies' abilities. It would also end if Player delays ...


13

The answer is partly explaining English vocabulary, and partly explaining how D&D 4e has used that English vocabulary to mean something game-specific. In English, vice means moral depravity or corruption, wickedness; a moral fault or failing Vices are behaviours and personality features that make someone spiritually and morally bad, in the ...


10

I have searched the compendium and I think you were looking at the Farslayer Weapon: (Source: Adventurer's Vault) As you swing this weapon through the air, wounds magically appear on enemies beyond your normal reach. […] Power (Standard Action): Make a melee basic attack with this weapon against a target up to 5 squares away from you.


2

No. Let's compare a top-level Fighter. 4th Edition: +22 to hit (or +28 with magical weapon), and about AC35 (maybe AC47 with epic-level magic armour and shields) 5th Edition: +11 to hit (or +14 with magical weapon), AC20 or 21 with a shield (maybe up to AC26 with epic armoury) We're not just talking about optimization, or PvP. It's worse than that. ...


2

No. Shadow Walk still affects creatures with Blindsight and Tremorsense. According to the descriptions of both Blindsight and Termorsense, they ignore concealment granted by illumination and invisibility, but says nothing about other sources of concealment. So, unless the effect specifically say it alter the light on your square (eg, Drow's Cloud of ...


5

Using a Google search for "The Rules of Hidden Club," I found the document you're looking for as the first result. It's essentially an explanation of the rules for the Stealth skill (found in the Rules Compendium or on the Compendium website) with a guide to applying them wisely. The basics, heavily summarized, are: The First Rule Of Hidden Club: Stay ...


1

It depends on how you were restrained. Whatever power inflicted the restrained condition on you should indicate how it ends. Until you save against the condition or until the end of the next turn of whoever inflicted restrained on you are by far the most common durations, but others are possible. Note that you always know the details of a power that ...


8

This would probably be a little too powerful, for the cost of a feat (Armor Proficiency: Chainmail) it would grant classes that normally use Leather or Hide armor a +4 - +8 to AC (depending on level), most feats that boost AC seems to usually only give a +1 or +2. In general classes that use light armor are able to have an adequate AC with some combination ...


0

It is easy enough to extend your melee reach to 2 by using a Reach weapon. There are other tricks that can extend your melee reach to 3, 4 or even 5 by Epic but you really need to build for it. Alternatively you could use a thrown weapon and use ranged basic attacks. With the Intelligent Blademaster feat you could throw Heavy Thrown weapons using you ...


3

There isn't any feat quite like that, but more limited versions might exist. There is definitely no feat that lets you make all your melee attacks as ranged 5 attacks or as melee 5 attacks; that would be seriously overpowered. I'm wanting to say there's a feat that lets you make a ranged basic attack instead of a melee basic attack when you make an OA, and ...


1

It was not updated with the errata It is really hard to prove a negative, but the most recent official document (which insider is not) states that it was changed to no action. So the Insider is wrong, and a hybrid Paladin|Fighter makes sense now.


0

Anything a Hexblade can do, a properly optimized Warlock can do better. The problem is that not every Warlock is properly built and thus, for some, a Hexblade may be better than a non-optimized Warlock. Generally speaking, Hexblades are probably better for newer players (particularly in the Heroic tier) although the one Hexblade kit that does necrotic ...


1

All Living Forgotten Realms modules have adjustments for playing with 4 players (as well as adjustments for playing with 6 players). See the Living Forgotten Realms site.


0

First of all, I disagree that they are "encounter" powers. I don't see that term (or even the red colour) anywhere near alchemical items. "All alchemical items are consumable. An item is expended when put into use, although its effects might last well beyond the time when it is applied or otherwise employed." - MME That was a perfect opportunity to state ...


1

wax eagle's answer is correct if you want the rulebook answer. However as a Dungeon master, I house-ruled some mechanics for it: I compared the weight of the pixie to the weight of a human, then used those proportions to scale down the Pixie's carry load. It meant that pixies weren't able to carry much more than their own weight unless they shrunk these ...


3

With the Updated feat Description: Battle Song Expertise You gain a +1 feat bonus to attack rolls you make with any weapon with which you are proficient and with a wand or another item designated as a bard implement. This bonus increases to +2 at 11th level and +3 at 21st level. You also gain a +1 feat bonus to the number of squares that you can ...


0

I would suggest starting with the Player's Handbook 1, Dungeon Master's Guide 1-2, and the Monster Vault. Dungeon Master's Guide 2 should be helpful as well. Then, to give more variety in player character creation, get Player's Handbook 2 and 3. If your player's want more variety I also highly suggest Arcane Power, Divine Power, Martial Power 1-2, Primal ...


5

Your assumption is correct. The virtue of 4e's rules is that they work exactly how they say they work. So when Enlarge Spell says that you “take a −2 penalty to each die of damage rolled with the power”, that's exactly what you do: reduce the result of each damage die physically rolled by 2. This penalty also applies to any dice added by an implement ...



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