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New Questions thread!

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How does the Paladin u10 "Vengeful Vigilance" work? Wording is here: Vengeful Vigilance Your awareness expands to allow you to protect your allies in an instant, punishing those who would weaken your allies' resolve. Daily Divine,Stance Minor Action Personal Effect: Until the stance ends, any time an enemy within 5 squares of you makes an attack that does not include you, you can use divine challenge on that enemy as a free action. If the triggering attack is against Will and you mark the attacker, it immediately takes the damage your divine challenge mark normally deals. ---- Does the free-action Divine Challenge trigger DC damage (and therefore also Bitter Challenge, Weakening Challenge etc)? I'm assuming no, because that would be hideously overpowered, and also DC does its damage when the enemy targets my ally (before they actually make an attack) so that moment has passed. Also then the bit about attacks against Will would be totally redundant. However, if the enemy is marked as a free action on the attack, they should still suffer the -2 hit penalty for being marked shouldn't they? The power seems pretty pointless if it just lets you mark a bunch of enemies after they've hit your mates :s
Drewcifer said: How does the Paladin u10 "Vengeful Vigilance" work? Wording is here: Vengeful Vigilance Your awareness expands to allow you to protect your allies in an instant, punishing those who would weaken your allies' resolve. Daily Divine,Stance Minor Action Personal Effect: Until the stance ends, any time an enemy within 5 squares of you makes an attack that does not include you, you can use divine challenge on that enemy as a free action. If the triggering attack is against Will and you mark the attacker, it immediately takes the damage your divine challenge mark normally deals. ---- Does the free-action Divine Challenge trigger DC damage (and therefore also Bitter Challenge, Weakening Challenge etc)? I'm assuming no, because that would be hideously overpowered, and also DC does its damage when the enemy targets my ally (before they actually make an attack) so that moment has passed. Also then the bit about attacks against Will would be totally redundant. However, if the enemy is marked as a free action on the attack, they should still suffer the -2 hit penalty for being marked shouldn't they? The power seems pretty pointless if it just lets you mark a bunch of enemies after they've hit your mates :s All of that assessment is relatively correct. No normal punishment because you've missed the trigger, no weakening challenge because it is dealing damage equivalent to what the mark deals normally, not actually dealing mark damage. They do not, however, suffer the mark penalty, since the free action happens as a reaction to the attack. So yes, it is probably not great.
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Blooper said: All of that assessment is relatively correct. No normal punishment because you've missed the trigger, no weakening challenge because it is dealing damage equivalent to what the mark deals normally, not actually dealing mark damage. They do not, however, suffer the mark penalty, since the free action happens as a reaction to the attack. So yes, it is probably not great. Huh. What a terrible power. Thanks anyway :)
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Based on " If a feat adds an effect for a power, its effect(s) count as part of that power" from Minor Rulings - does Mark of Warding affect the Hammer Shield? Mainly asking as minor rulings says that Mark of Warding does affect the Foe Binder's Ring. Mark of Warding wording: "Whenever one of your powers adds a bonus to defense, increase that bonus by 1" Hammer Shield's Property: "When you hit an enemy with an attack power using a hammer while wielding this shield, you gain a +1 bonus to all defenses until the end of your next turn." So the attack power triggers the defensive bonus, and also has the feat property of increasing any defensive boost by 1, making a +2 in total. Hammer Shield's bonus is also untyped (ie not specifically an Item Bonus).
As currently written, the feat counts as part of the power, but the item property is not part of the power because it is not a feat, and the minor ruling applies only to feats. Thus, you could use mark of warding with Earth shield strike (bonus as part of power) or something like Red Cloak student (bonus to defense from feat counts as part of power), but not with Hammer shield (bonus to defense is from item property, not from the power or feat).
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Just a little question about guild chat. ( asked on  chat dunno for any answer didnt check after 3 hour lulz *no drama*) Can I add my secondary account to guild chat? Skype will not support Facebook accounts after 01.01.2018. Announcement text is Turkish cant send :( Thanks for any reply 
Warpriest said: Just a little question about guild chat. ( asked on  chat dunno for any answer didnt check after 3 hour lulz *no drama*) Can I add my secondary account to guild chat? Skype will not support Facebook accounts after 01.01.2018. Announcement text is Turkish cant send :( Thanks for any reply  Send a message to a GM from your secondary account. They will add it.
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Does the Avenger feat "Avenging Resolution" also affect critical damage dice of weapons? It says "all rolls of a 1 or 2 on the damage dice", which would seem to include all rolls made in that weapon attack: -- Avenging Resolution Heroic Tier Prerequisite: Avenger, oath of enmity power Benefit: When you attack a target of your oath of enmity with a weapon attack, treat all rolls of a 1 or 2 on the damage dice as though the result were a 3 on the die. -- PHB p225 says this about critical damage dice: "All magic weapons and implements deal one or more extra dice of damage on a critical hit. The number of extra dice is equal to the item’s enhancement bonus, and the die rolled depends on the particular weapon or implement. (The normal critical die is a d6.)"
Can I manually fill out a character sheet by hand? I feel this will be done much quicker as I've been used to doing this for a pretty long time. I can scan it and have the DM's analyze it.
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Raphael V. said: Can I manually fill out a character sheet by hand? I feel this will be done much quicker as I've been used to doing this for a pretty long time. I can scan it and have the DM's analyze it. Please use myth-weavers. For information why, see the third section of this post (concerning rules 3/4). Myth-weavers is actually pretty easy to use and helpful. Give it a shot.
Drewcifer said: Does the Avenger feat "Avenging Resolution" also affect critical damage dice of weapons? It says "all rolls of a 1 or 2 on the damage dice", which would seem to include all rolls made in that weapon attack: -- Avenging Resolution Heroic Tier Prerequisite: Avenger, oath of enmity power Benefit: When you attack a target of your oath of enmity with a weapon attack, treat all rolls of a 1 or 2 on the damage dice as though the result were a 3 on the die. -- PHB p225 says this about critical damage dice: "All magic weapons and implements deal one or more extra dice of damage on a critical hit. The number of extra dice is equal to the item’s enhancement bonus, and the die rolled depends on the particular weapon or implement. (The normal critical die is a d6.)" Yes. It affects crit dice, as well as any other extra damage dice, e.g. from Sneak Attack.
With a Bladesinger's Bladespells being no action attacks and the minor rulings state " No Action attacks: Unless stated otherwise, no action attacks are once per turn per game element." Does that mean the same Bladespell cannot be used more than once on the same turn, once per turn all together, or is it once per MBA?
Nikolai M. said: With a Bladesinger's Bladespells being no action attacks and the minor rulings state " No Action attacks: Unless stated otherwise, no action attacks are once per turn per game element." Does that mean the same Bladespell cannot be used more than once on the same turn, once per turn all together, or is it once per MBA? All bladespells have a section that says "Special: You can use only one bladespell power per triggering attack." This counts as "stated otherwise" for the purpose of the MR. Bladespells may be used with the specific frequency written in the power (once per MBA), rather than the general frequency for No action attacks as expressed in the minor ruling. tl;dr: You may use the same bladespell more than once in a turn, provided each instance is used with a different MBA.
I don't know if this has been addressed before, but I could find no reference to it in the guild reference index or minor rulings document. How does the Immolate the Masses feat apply, exactly? It seems meant to stack those temporary hit points, but doesn't explicitly state it. There is at least one problem with either interpretation. The first interpretation (that the given Temp. HP stack), given that the feat is for wizards, which have the largest selection of damaging zones to pop minions, might potentially be too powerful. The second interpretation (that the given Temp. HP do not stack) makes the feat almost worthless.
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Devigor A. said: I don't know if this has been addressed before, but I could find no reference to it in the guild reference index or minor rulings document. How does the Immolate the Masses feat apply, exactly? It seems meant to stack those temporary hit points, but doesn't explicitly state it. There is at least one problem with either interpretation. The first interpretation (that the given Temp. HP stack), given that the feat is for wizards, which have the largest selection of damaging zones to pop minions, might potentially be too powerful. The second interpretation (that the given Temp. HP do not stack) makes the feat almost worthless. The temp HP do not stack with any existing temps, but you do calculate all the temps you are going to get from the feat before applying it. So instead of saying "I hit 5 minions with that power, so I get 1 Temp, then 1 Temp which doesn't stack with that 1 Temp I already had..." etc (which I think is what you are trying to say), you would say "I hit 5 minions with that power, so I get 5 temps from Immolate the Masses ." This second version is correct. These temps would NOT stack with any existing temps you had, so if before the attack you had 3 temps and you hit 5 minions, after the attack you would have 5 THP, not 8. Hope that clarifies things. Frankly, even if you popped 15 minions (and good luck getting that many), 15 temps is pretty paltry as you level up. I am not concerned about it being overpowered.
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I was referring to things that make no attack rolls and simply deal damage, such as Acid Mire or Cloud of Daggers, which can endure longer than 1 round. How would that work? For example, if there are 5 minions in the area that are destroyed one round, and then 5 minions destroyed again in the second? I didn't properly phrase my question before, sorry.
Gday all, stupid question (probably) regarding macros.. I've sussed the basics, matts advanced guide, and the roll 20 macro page, but can't find ANYTHING regarding formatting.. i understand the /me does the bright orange stuff, and ** makes things bold, but trying to work out italics for flavour text and have also observed coloured backgrounds for text blocks. Apologies if this has already been queried and answered, but seems like a glaring omission if you really want to custom your macros. Cheers
We don't include a lot of this stuff because it is a ton of stuff to do as you first get started.  We want to make it clear that as long as your macros convey the information they need to convey easily and efficiently, everything else is up to you. The idea here is that when your token gets approved and your macros are all sorted out, you will be ready to play.  As you play you will want to change stuff.  Sometimes those will be big changes (I'll be a dragonborn fighter instead of a halfling rogue), they might be small things (I'll take Rain of Blows instead of Shield Edge Block), they might be changes to the inner function of your macros (I need a yes/no gate for Combat Advantage because CA changes so many things about my powers and class features) or they might be changes to the display of a macro (I don't really like having a set number of rolls on burst and blast attacks, I'll just make a separate tiny macro for the attack rolls of burst and blast instead). Each of these things doesn't have a lot of direction in the guides or FAQs.  The reason we don't do that is because these are things that we want you to learn and customize more organically as you play and interact with the guild members.  If you have an idea of a problem and you want a solution for it (Like the CA example above) you can talk about it in guild chat, maybe even taking it into a side area to suss out the details.  That is the interaction we want to have from guild members because we know the more you talk in guild chat and the more you work with and play with other people in the guild the more of a connection you are going to have with the other players and the better the experience will be for everyone.
Rayjaholiq said: Gday all, stupid question (probably) regarding macros.. I've sussed the basics, matts advanced guide, and the roll 20 macro page, but can't find ANYTHING regarding formatting.. i understand the /me does the bright orange stuff, and ** makes things bold, but trying to work out italics for flavour text and have also observed coloured backgrounds for text blocks. Apologies if this has already been queried and answered, but seems like a glaring omission if you really want to custom your macros. Cheers tl;dr: there's too much stuff for us to go through all of it. We cover all the stuff that beginners need or that makes mechanical differences to macros. Markdown formatting is fairly well-known and widespread, and we do link various roll20 wiki pages to help people find the more cosmetic solutions that fit them, but our key goal as DMs is to get people to have fun ctional characters before getting into all the details of tiny tweaks they could do to make things super perfect.
Couple of clarifications for Avenger powers, since the Avenging Echo question came up in-game last night and I'd like to get an official ruling on Fury's Advance as well (I did ask in chat about this power already, and it was agreed that it would be 2 separate damage instances - I just want to make sure this is correct): 1) Avenging Echo: Avenging Echo Your weapon sweeps in a deadly arc, leaving in its wake swirling radiant energy that keeps your foes at bay. Encounter Divine , Radiant , Weapon Standard Action Melee weapon Target : One creature Attack : Wisdom vs. AC Hit : 1[W] + Wisdom modifier damage. Until the end of your next turn, any enemy that ends its turn adjacent to you or that hits or misses you takes 5 radiant damage. - Does the extra damage taken by enemies result in multiple taps - eg, if an enemy moves adjacent to me, attacks me twice and ends its turn, is this 15 Radiant Damage in 3 separate taps? This seems the RAI as there's no mention of enemies only being able to take this damage once per turn etc. -------------------------------------------------------- 2) Fury's Advance: Fury's Advance A quick flick of your weapon forces the enemy to stumble backward. Encounter Divine , Weapon Minor Action Melee weapon Target : One creature Attack : Wisdom vs. AC Hit : 1[W] damage. You push the target 1 square, and it takes 3 damage for each of your allies adjacent to it after the push. You then shift 1 square to a square adjacent to the target. Censure of Unity : The number of squares you push and shift equals your Intelligence modifier. You still must end the shift adjacent to the target. WRT the damage taken by the target after the push: - Is this a second, separate instance of damage - and if so, would this additional damage also be typed if dealt through an appropriate weapon (eg Sunblade)?
Hello all, have been building characters for players in my own campaign, blah blah TL;DR.. Genasi Racial Power ""Earthshock"" is an attack, but deals no damage on hit, only knocks prone. The feat "Rumbling Earthshock" states.. Benefit: Your earthshock racial power deals extra damage equal to your Strength modifier. So the query for official consultation is: Is this damage a Hit or Effect Line? It can't deal ""Extra"" damage if it doesnt deal damage in the first place, and doesn't specify On Hit, like ""Earthshock Master"" does.
Rayjaholiq said: Hello all, have been building characters for players in my own campaign, blah blah TL;DR.. Genasi Racial Power ""Earthshock"" is an attack, but deals no damage on hit, only knocks prone. The feat "Rumbling Earthshock" states.. Benefit: Your earthshock racial power deals extra damage equal to your Strength modifier. So the query for official consultation is: Is this damage a Hit or Effect Line? It can't deal ""Extra"" damage if it doesnt deal damage in the first place, and doesn't specify On Hit, like ""Earthshock Master"" does. Given its not for our campaign **shrug**.  YMMV.  The intent appears to be that it deal damage equal to your strength mod on a hit and is designed to work with Earthshock Master but not create a second damage instance. Basically it is worded like that, albeit poorly, to avoid an attack that does 1d8 and Str mod damage instead of 1d8+Str mod damage.
Gary M said: Rayjaholiq said: Hello all, have been building characters for players in my own campaign, blah blah TL;DR.. Genasi Racial Power ""Earthshock"" is an attack, but deals no damage on hit, only knocks prone. The feat "Rumbling Earthshock" states.. Benefit: Your earthshock racial power deals extra damage equal to your Strength modifier. So the query for official consultation is: Is this damage a Hit or Effect Line? It can't deal ""Extra"" damage if it doesnt deal damage in the first place, and doesn't specify On Hit, like ""Earthshock Master"" does. Given its not for our campaign **shrug**.  YMMV.  The intent appears to be that it deal damage equal to your strength mod on a hit and is designed to work with Earthshock Master but not create a second damage instance. Basically it is worded like that, albeit poorly, to avoid an attack that does 1d8 and Str mod damage instead of 1d8+Str mod damage. I know it's not for **our** campaign, but attempting to streamline my campaign by Guild rules, so if by chance I wanted to DM in future, with this campaign, it is being run as close to Guild regulation as possible. Also getting ideas to for building new characters for the Guild, so figured a question like this would not only help me, but other's that might take the Genasi Earth manifestation route.
How much expectation is there that characters will be built primarily with effectiveness in mind? On a scale of 1-10 with 1 being an improv theater company and 10 being a tactical gaming club, where does this community generally fall? If I pick thematic powers and equipment rather than min-maxing, am I seriously jeopardizing the missions I join?
I wrote a really long, detailed response, but roll20 deleted it. Yay Tl;dr: as a whole, not too optimized. Probably low- to mid-level optimization, depending on the level you play. If you have high system mastery, do something interesting with it, but not something game-shattering. Best advice is to make a character you like, try it out, and take advantage of mulligans and retirements and retraining to tweak it to fit. Each group is slightly different, but as long as you are not willfully incompetent, you should be fine.
Matthew W. said: How much expectation is there that characters will be built primarily with effectiveness in mind? On a scale of 1-10 with 1 being an improv theater company and 10 being a tactical gaming club, where does this community generally fall? If I pick thematic powers and equipment rather than min-maxing, am I seriously jeopardizing the missions I join? Putting them on opposite ends of a spectrum is pretty dangerously close to the Stormwind Fallacy.  If you put 1 as 'actively making choices that are against the recommendations of the classes they are playing', then the guild maintains a 3 in order to start playing. Basically as long as you take magic items of some kind and have the suggested stat, you are good to go.  Barring weird build shenanigans, a druid with 12 wisdom is going to be told its not going to be a fun game for them when combat rolls around because they will never hit.  However a druid with 18 Wisdom instead of 21 who has taken feats that are non-combat or optimization related is not going to raise any eyebrows. That being said the people who stay around and play a lot usually, at some point in that player's career ask about how to do X better.  The lenient guild rules about retraining/retiring and easy access to people who will help you build whatever you want means that a lot of people take advantage of it to become better mechanically at whatever it is they want their character to be really good at doing.  By the time you get to high level you tend to see a lot of people being mechanically good at whatever it is their character is supposed to be good at as a byproduct of this.  That doesn't always equate to combat optimization, but sometimes it does.  In combat a character like Kuro or Liaxisys is unlikely to have the same optimization level of Ishtar or Althea but if you compare them to one another on terms of wanting to show that they are really awesome at X the variation becomes much smaller. This isn't because it is enforced in any way, but because the community is one that strongly believes and promotes the idea that being a good roleplayer and having a mechanically powerful character aren't mutually exclusive and the players who have played enough to be high level have been around people who like brainstorming ways to make their character mechanically better enough to just acquire some of the optimization by osmosis. As someone who was one of the regulars on the old WOTC CharOp boards (and we have several of the non-vitriolic old regulars on here) I would rate most of the characters who have been around for a long time as around a 6 or 7 on a 1-10 scale of combat optimization and a 8 or 9 on a scale of "I want to make my character known for X". Hope these responses helped.
They did help. Thank you for the response. I didn't mean to imply mutual exclusivity, although I can see how it came across that way. In fact, along the lines of being good at <something>, I intend to make my character very, very good at casting rituals. I don't see that winning a lot of fights and I was concerned that optimizing for that, while leaving my combat prowess unoptimized, I might be deviating from the community's expectations. If a "3" is the threshold of acceptability, then I think that just by getting an 18 in my key stat and picking skills that target a handful of different defenses, I think I'll qualify.
Matthew W. said: They did help. Thank you for the response. I didn't mean to imply mutual exclusivity, although I can see how it came across that way. In fact, along the lines of being good at <something>, I intend to make my character very, very good at casting rituals. I don't see that winning a lot of fights and I was concerned that optimizing for that, while leaving my combat prowess unoptimized, I might be deviating from the community's expectations. If a "3" is the threshold of acceptability, then I think that just by getting an 18 in my key stat and picking skills that target a handful of different defenses, I think I'll qualify. You will indeed.  I have a character who focuses a lot on rituals and throwing his shield at people.  It is not really well combat optimized at all (my accuracy is bad and many of my power choices support the witch feel I'm going for rather than being good leader powers), but I enjoy getting to play up the roleplaying aspect of a ritual caster.  I haven't had anyone complain about my character's goofy approach to the game and I've really enjoyed the character in the guild.
Does the Swarm Druid damage reduction while in beast form count as a resistance? I am unsure with the wording if they are considered the same.
Alex W. said: Does the Swarm Druid damage reduction while in beast form count as a resistance? I am unsure with the wording if they are considered the same. It reduces damage it is not resistance.  So if you have Resist 5 All and get attacked by a melee attack you will take that damage -5-con.
Thanks
I think I have a notification setting wrong or something. I had so many notifications from forum posts that I don't' know if I got any pms. Is there a way to fix the notifications?
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Rocket said: I think I have a notification setting wrong or something. I had so many notifications from forum posts that I don't' know if I got any pms. Is there a way to fix the notifications? Short answer: No. We have frequently complained to roll20 about notifications, but for now, you will get notifications every time someone posts in a thread in a campaign you are in and there is no way to unfollow specific threads. I strongly suggest you ignore any posts made in the "Post Character Sheet Here" thread (except ones responding to sheets you post) and the "New Items for Sale" thread. You can dismiss those notifications with no problems. If you're looking for PMs, click on your name at the top-right and click on "Private messages inbox."
Can a weapon enchantment, such as a cunning weapon, apply to implement attacks of a staff? Cunning Weapon Level 8+ Uncommon Finely crafted and ornately etched, this weapon makes its target succumb more easily to adverse conditions. Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp Lvl 18 +4 85,000 gp Weapon: Any melee Enhancement Bonus:attack rolls and damage rolls Critical:+1d8 damage per plus Property When your attack with this weapon delivers an effect that a save can end, the target of the effect takes a -2 penalty to the first saving throw it makes against the effect. Level 18 or 23: -3 penalty Level 28: -4 penalty
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TauNeutrino said: Can a weapon enchantment, such as a cunning weapon, apply to implement attacks of a staff? Cunning Weapon Level 8+ Uncommon Finely crafted and ornately etched, this weapon makes its target succumb more easily to adverse conditions. Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp Lvl 18 +4 85,000 gp Weapon: Any melee Enhancement Bonus:attack rolls and damage rolls Critical:+1d8 damage per plus Property When your attack with this weapon delivers an effect that a save can end, the target of the effect takes a -2 penalty to the first saving throw it makes against the effect. Level 18 or 23: -3 penalty Level 28: -4 penalty Yes. Keep in mind if you use a staff as a weapon (to hit people with, not to make implement attacks) it takes 2 hands.
Does Renegade Red Wizard 5: "Once per day at the end of a short rest, you can exchange one prepared power for another from your spellbook. The new power you prepare must be from the school you chose for your Apprentice Mage feature at 1st level." Allow any of a) exchanging an encounter power for a daily/utility or vice versa b) allow exchanging a power for one of a higher level c) allow exchanging an expended daily for an unexpended one? Mage's Spellbook for reference: "At the end of each of your extended rests, you can prepare encounter attack powers, daily attack powers, and utility powers from your spellbook. These are the powers that you can use during that day, in addition to your at-will attack powers, cantrips, and nonwizard powers, such as a racial power. If you do not prepare powers from your spellbook after an extended rest (for example, if you do not have access to your spellbook), you can use the same powers you had prepared on the previous day. Find your level on the Spells Prepared per Day table. The row corresponding to your level indicates how many encounter attack powers, daily attack powers, and utility powers you are allowed to prepare each day. You cannot prepare more than one encounter attack power, daily attack power, or utility power of any given level on the same day. For example, a 14th-level mage who has taken the enigmatic mage paragon path can prepare four encounter attack powers per day. Her spellbook contains multiple encounter attack powers at various levels. She can prepare four powers from any of the levels, as long as none of the prepared powers are of the same level. [--table--]" It seems too strong for a theme, but it also doesn't offer an encounter power so it *could* be possible.
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TauNeutrino said: Does Renegade Red Wizard 5: "Once per day at the end of a short rest, you can exchange one prepared power for another from your spellbook. The new power you prepare must be from the school you chose for your Apprentice Mage feature at 1st level." Allow any of a) exchanging an encounter power for a daily/utility or vice versa b) allow exchanging a power for one of a higher level c) allow exchanging an expended daily for an unexpended one? Mage's Spellbook for reference: "At the end of each of your extended rests, you can prepare encounter attack powers, daily attack powers, and utility powers from your spellbook. These are the powers that you can use during that day, in addition to your at-will attack powers, cantrips, and nonwizard powers, such as a racial power. If you do not prepare powers from your spellbook after an extended rest (for example, if you do not have access to your spellbook), you can use the same powers you had prepared on the previous day. Find your level on the Spells Prepared per Day table. The row corresponding to your level indicates how many encounter attack powers, daily attack powers, and utility powers you are allowed to prepare each day. You cannot prepare more than one encounter attack power, daily attack power, or utility power of any given level on the same day. For example, a 14th-level mage who has taken the enigmatic mage paragon path can prepare four encounter attack powers per day. Her spellbook contains multiple encounter attack powers at various levels. She can prepare four powers from any of the levels, as long as none of the prepared powers are of the same level. [--table--]" It seems too strong for a theme, but it also doesn't offer an encounter power so it *could* be possible. When you think of spells as slots, most of my answers make a lot of sense a) encounter attack powers cannot occupy daily attack power slots or vice versa. It will take some time to get an answer if you can exchange a encounterly utility power to a daily one (if you exchange a daily to an encounterly, the slot still wouldn't refresh until an extended rest has been taken) b) yes, but assuming your copy-paste is right, you still need to follow the rule of "You cannot prepare more than one encounter attack power, daily attack power, or utility power of any given level on the same day" so this doesn't affect you until LV15 for daily attack powers and LV13 for encounter attack powers, and then only if the powers you have in the book are split between all four daily/encounter attack power levels available to you at that time c) yes, but it doesn't do you any benefit since the slot is still expended and the power doesn't refresh until an extended rest has been taken Basically it doesn't break anything.  It gives you more options in those slots, but doesn't change any of them in a meaningful way.
I was wondering, are Druid summons able to make Opportunity Attacks? It doesn't say in the PHB / Primal Power if they can, and I couldn't find anything on a google search. One of the summons (Elder Wolf, level 29) has a specific Opportunity Action, but that one is triggered by a prone enemy standing up, not by the normal conditions. Nothing says anything specifically whether they can or not. Thanks in advance for answers.
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Deltadiamond said: I was wondering, are Druid summons able to make Opportunity Attacks? It doesn't say in the PHB / Primal Power if they can, and I couldn't find anything on a google search. One of the summons (Elder Wolf, level 29) has a specific Opportunity Action, but that one is triggered by a prone enemy standing up, not by the normal conditions. Nothing says anything specifically whether they can or not. Thanks in advance for answers. An OA must be a melee basic attack and most (if not all) summons lack a power that is defined as one The Sentinel Druid's Animal Companion is a different creature entirely and has one though
Juho G. said: Deltadiamond said: I was wondering, are Druid summons able to make Opportunity Attacks? It doesn't say in the PHB / Primal Power if they can, and I couldn't find anything on a google search. One of the summons (Elder Wolf, level 29) has a specific Opportunity Action, but that one is triggered by a prone enemy standing up, not by the normal conditions. Nothing says anything specifically whether they can or not. Thanks in advance for answers. An OA must be a melee basic attack and most (if not all) summons lack a power that is defined as one The Sentinel Druid's Animal Companion is a different creature entirely and has one though The thing is though is that the summons all have their instinctive effects say that they use their ability as a basic attack. So the attack itself doesn't say if it is, but the only time the creature uses it it does.
Deltadiamond said: Juho G. said: Deltadiamond said: I was wondering, are Druid summons able to make Opportunity Attacks? It doesn't say in the PHB / Primal Power if they can, and I couldn't find anything on a google search. One of the summons (Elder Wolf, level 29) has a specific Opportunity Action, but that one is triggered by a prone enemy standing up, not by the normal conditions. Nothing says anything specifically whether they can or not. Thanks in advance for answers. An OA must be a melee basic attack and most (if not all) summons lack a power that is defined as one The Sentinel Druid's Animal Companion is a different creature entirely and has one though The thing is though is that the summons all have their instinctive effects say that they use their ability as a basic attack. So the attack itself doesn't say if it is, but the only time the creature uses it it does. Do we have the same compendium? because on mine only five out of 21 say "using it's attack as a melee basic attack" and five out of those five do that as part of a charge (Fierce Boar, Stalking Panther, Savage Tiger, Razorclaw Behemoth and Proud Mastodon) Instinctive Effect is not the same as a basic attack
Juho G. said: Deltadiamond said: Juho G. said: Deltadiamond said: I was wondering, are Druid summons able to make Opportunity Attacks? It doesn't say in the PHB / Primal Power if they can, and I couldn't find anything on a google search. One of the summons (Elder Wolf, level 29) has a specific Opportunity Action, but that one is triggered by a prone enemy standing up, not by the normal conditions. Nothing says anything specifically whether they can or not. Thanks in advance for answers. An OA must be a melee basic attack and most (if not all) summons lack a power that is defined as one The Sentinel Druid's Animal Companion is a different creature entirely and has one though The thing is though is that the summons all have their instinctive effects say that they use their ability as a basic attack. So the attack itself doesn't say if it is, but the only time the creature uses it it does. Do we have the same compendium? because on mine only five out of 21 say "using it's attack as a melee basic attack" and five out of those five do that as part of a charge (Fierce Boar, Stalking Panther, Savage Tiger, Razorclaw Behemoth and Proud Mastodon) Instinctive Effect is not the same as a basic attack To elaborate, if any companion character or mount (while you are mounted on it) gets to make an OA they can, but they share your actions.  So a Fey Beast Companion or a Sentinel Druid's Companion or the Boar you are mounted on can take an OA, but since you share actions only 1 of you can take the OA.
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Gary M said: Juho G. said: Deltadiamond said: Juho G. said: Deltadiamond said: I was wondering, are Druid summons able to make Opportunity Attacks? It doesn't say in the PHB / Primal Power if they can, and I couldn't find anything on a google search. One of the summons (Elder Wolf, level 29) has a specific Opportunity Action, but that one is triggered by a prone enemy standing up, not by the normal conditions. Nothing says anything specifically whether they can or not. Thanks in advance for answers. An OA must be a melee basic attack and most (if not all) summons lack a power that is defined as one The Sentinel Druid's Animal Companion is a different creature entirely and has one though The thing is though is that the summons all have their instinctive effects say that they use their ability as a basic attack. So the attack itself doesn't say if it is, but the only time the creature uses it it does. Do we have the same compendium? because on mine only five out of 21 say "using it's attack as a melee basic attack" and five out of those five do that as part of a charge (Fierce Boar, Stalking Panther, Savage Tiger, Razorclaw Behemoth and Proud Mastodon) Instinctive Effect is not the same as a basic attack To elaborate, if any companion character or mount (while you are mounted on it) gets to make an OA they can, but they share your actions.  So a Fey Beast Companion or a Sentinel Druid's Companion or the Boar you are mounted on can take an OA, but since you share actions only 1 of you can take the OA. I don't know about other classes, but (non-sentinel) druid summons are independent of you. While you can  give them orders, they can and will do things on their own if you haven't. And also, new question: Primal Swarm reduces damage by CON, while there's a druid daily power that reduces damage by half for one turn. I'm just wondering which reduction comes first, the -CON or the halving, because obviously the second one is better.
Deltadiamond said: Gary M said: Juho G. said: Deltadiamond said: Juho G. said: Deltadiamond said: I was wondering, are Druid summons able to make Opportunity Attacks? It doesn't say in the PHB / Primal Power if they can, and I couldn't find anything on a google search. One of the summons (Elder Wolf, level 29) has a specific Opportunity Action, but that one is triggered by a prone enemy standing up, not by the normal conditions. Nothing says anything specifically whether they can or not. Thanks in advance for answers. An OA must be a melee basic attack and most (if not all) summons lack a power that is defined as one The Sentinel Druid's Animal Companion is a different creature entirely and has one though The thing is though is that the summons all have their instinctive effects say that they use their ability as a basic attack. So the attack itself doesn't say if it is, but the only time the creature uses it it does. Do we have the same compendium? because on mine only five out of 21 say "using it's attack as a melee basic attack" and five out of those five do that as part of a charge (Fierce Boar, Stalking Panther, Savage Tiger, Razorclaw Behemoth and Proud Mastodon) Instinctive Effect is not the same as a basic attack To elaborate, if any companion character or mount (while you are mounted on it) gets to make an OA they can, but they share your actions.  So a Fey Beast Companion or a Sentinel Druid's Companion or the Boar you are mounted on can take an OA, but since you share actions only 1 of you can take the OA. I don't know about other classes, but (non-sentinel) druid summons are independent of you. While you can  give them orders, they can and will do things on their own if you haven't. And also, new question: Primal Swarm reduces damage by CON, while there's a druid daily power that reduces damage by half for one turn. I'm just wondering which reduction comes first, the -CON or the halving, because obviously the second one is better. Yes, that's what the Instinctive Effect is, if you haven't given them an order they follow the Instinctive Effect-line Halving is always last, I find this very non-intuitive in cases where the attacker is weakened.
For clarity, you still share actions with your summon. Even if it has instinctive actions, it doesn't roll initiative and is not able to use a different set of actions than your own. 
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erwin
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couple questions: How does Dwarven Throwers interact with Farbond Spellblade? (Gain a +2 item bonus to thrown weapon damage rolls.)(would I get the +2IB to damage rolls for melee attacks? or just ranged attacks?) Would a Farbond Spellblade 2h weapon (Glaive in this example) meet the requirements for the Bloody Throw power? (Requirement: You must be wielding a thrown weapon in your off hand and a melee weapon in your main hand.)
erwin said: couple questions: How does Dwarven Throwers interact with Farbond Spellblade? (Gain a +2 item bonus to thrown weapon damage rolls.)(would I get the +2IB to damage rolls for melee attacks? or just ranged attacks?) Would a Farbond Spellblade 2h weapon (Glaive in this example) meet the requirements for the Bloody Throw power? (Requirement: You must be wielding a thrown weapon in your off hand and a melee weapon in your main hand.) Q1: Both ranged and melee, as the "can be used as" indicates equivalency in 4e. Q2: Gut instinct: no, will ask GMs.
With regard to the Effect line of the Paladin D15 "Knight's Defiance": Knight's Defiance You demand that your foes meet you in battle, then strike fiercely against one of them. Daily Divine , Weapon Standard Action Close burst 5 Primary Target : Each enemy in the burst Effect : Before the attack, you pull each primary target to a square adjacent to you, and each target is subject to your divine sanction (save ends). Make a melee secondary attack. Secondary Target : One primary target adjacent to you Attack : Charisma vs. AC Hit : 3[W] + Charisma modifier damage. -- My question is: are enemies who are not pulled adjacent for whatever reason still Sanctioned? The two conditions seem independent to me (compared to the wording of Come And Get It, for example).