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New Questions thread!

Quentin R. said: I have a question about two items-- for reference, the item text is reproduced below (emphasis mine). Steadfast Amulet Use this power when you are dazed or stunned by an attack. Make a saving throw against the condition. On a failure, you don't expend the use of this power and no daily use of a magic item power occurs. Circlet of Arkhosia When you are dazed or stunned, you can make a saving throw against one of those conditions at the start of your turn. If you save, you can act normally on your turn. The wording of both of these lines are consistent with both the effects they pertain to, and that neither specifies whether the effect ends regardless of whether the effect being saved against is save ends (like, for example, the Superior Will benefit line). However, the latter of these items has a minor ruling that clarifies that the save ends the effect whether or not the effect itself is save ends, but the former does not have a minor ruling.  Given that the power text and property line, respectively, are so closely worded, shouldn't the Steadfast Amulet power work the same way as the Circlet of Arkhosia with respect to the minor ruling? EDIT: In the interest of full disclosure, one of my characters has a Steadfast Amulet, which is what motivated my asking this. I'd personally like for Steadfast to work the same way as CoA, but I'd prefer that they're both consistent with each other, regardless of what the answer is. This question has been addressed.
To my understanding, ki focuses are not compatible with whetstones when you are using them for a weapon attack. However I do not understand why. The entry for ki focuses says, "If you use a magic ki focus, you can add its enhancement bonus to the attack rolls and the damage rolls of weapon attacks you make using a *weapon* with which you have proficiency." The minor ruling on dragonshards and ki focuses says that, "Dragonshard augments... count as part of the weapon’s magic complement," which makes sense as dragonshards explicitly say they augment the weapon. However, the whetstones (with the exception of the whetstone of venom, augmenting whetstone, and whetstone of combustion) say that, "Any successful attack with the weapon deals x." This implies that the whetstone is not augmenting the weapon, and the whetstone is a magical effect separate from the weapon. This also falls in line with the ki focus entry's previous mention of still using the weapon to make the attack, as well as not contradicting the clause of choosing between the magic of the weapon and ki focus. Can you explain exactly why you cannot use whetstones when making weapon attacks with a ki focus enhancing it?
For Ring of the Dragonborn Emperor's Daily power, this wording is vague: Power   Daily (Immediate Reaction) Use this power when you become bloodied. Use one of your encounter powers. If you've reached at least one milestone today, you can use an encounter power that you have already expended. If you use a power that has not already been expended, you don't expend the use of that power. Does the 3rd sentence here also depend on you reaching a milestone, or does it apply anytime you use it? As in, either: 1) You become bloodied and use an encounter power. If you've hit a milestone, then: - You can use a power you've already expended - If you use a power you haven't already expended then you don't expend it OR 2) You become bloodied and use an encounter power. If you use a power you haven't already expended, you don't expend it, and if you've hit a milestone, you can also choose to re-use an expended power.
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I read that powers are (in bold, no less, if I remember right) either unable or not allowed to be used outside of sessions. Is that the case for all powers period (I imagine to prevent guild drama/combat), or would more roleplay-driven utilities (like the Seer theme's Cast Fortune) be acceptable?
Defiantnight said: I read that powers are (in bold, no less, if I remember right) either unable or not allowed to be used outside of sessions. Is that the case for all powers period (I imagine to prevent guild drama/combat), or would more roleplay-driven utilities (like the Seer theme's Cast Fortune) be acceptable? Powers like Cast Fortune or Dice of Auspicious Fortune can be used at the very beginning of a session. When the session begins (during or after character introductions), hit your macro, roll your rolls, and let people know what's going on.
Matt W. said: Defiantnight said: I read that powers are (in bold, no less, if I remember right) either unable or not allowed to be used outside of sessions. Is that the case for all powers period (I imagine to prevent guild drama/combat), or would more roleplay-driven utilities (like the Seer theme's Cast Fortune) be acceptable? Powers like Cast Fortune or Dice of Auspicious Fortune can be used at the very beginning of a session. When the session begins (during or after character introductions), hit your macro, roll your rolls, and let people know what's going on. So the purpose of this ruling is to prevent things from being down outside of session that will change the resources available to characters in session.  An excellent example is the use of Scroll of Protection .  You can't cast scrolls until you run out of surges, then Comrade's Succor all the surges from someone else and then go on an adventure (Leaving you with near infinite scrolls for the whole party and be at full surges).  If you want to use powers, rituals, etc for RP chat but it does not have any mechanical impact on the next gaming session, that is also acceptable.
Gary M said: Matt W. said: Defiantnight said: I read that powers are (in bold, no less, if I remember right) either unable or not allowed to be used outside of sessions. Is that the case for all powers period (I imagine to prevent guild drama/combat), or would more roleplay-driven utilities (like the Seer theme's Cast Fortune) be acceptable? Powers like Cast Fortune or Dice of Auspicious Fortune can be used at the very beginning of a session. When the session begins (during or after character introductions), hit your macro, roll your rolls, and let people know what's going on. So the purpose of this ruling is to prevent things from being down outside of session that will change the resources available to characters in session.  An excellent example is the use of Scroll of Protection .  You can't cast scrolls until you run out of surges, then Comrade's Succor all the surges from someone else and then go on an adventure (Leaving you with near infinite scrolls for the whole party and be at full surges).  If you want to use powers, rituals, etc for RP chat but it does not have any mechanical impact on the next gaming session, that is also acceptable. Ah, thank you both, using them for RP with no mechanical benefit was exactly what I had in mind.
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Following on from discussion in #theorycraft-chat in Discord, can I ask whether the Half-orc racial Furious Assault counts against the free action attack limit or not? This power is classed as a "Half-orc racial power", so not specifically a Utility power like Dark Reaping (and also not specifically an Attack power like Dread Smite). It has no attack roll or hit line. It increases the damage of an existing attack as Dark Reaping does. It doesn't have its own separate damage instance like Infernal Wrath. I'd like to request the GMs consider ruling Furious Assault to behave in the same way as Dark Reaping, mainly to promote build diversity. Half-orcs are not the best-supported race and they don't really need another reason to be passed over. I'll be playing my HOrc regardless of what is decided here, but I feel that Furious Assault should not count against the FAA limit because: a) It is not specifically defined as an attack b) It increases the damage instance of an existing power's hit, as opposed to having its own separate damage instance (like Rampage, Two-Weapon Opening, Whirling Lunge, Press The Advantage etc), and so does not constitute a separate attack. c) It makes sense to me that this power should behave this way by RAI. The fluff text for the power reads "Your monstrous wrath burns inside you, giving strength to your attack" - this power is intended to make the half-orc's attack stronger, not to be regarded as the half-orc making an additional attack. d) Finally, the relevant bit of the Free Action glossary text reads as follows: "A creature can take a free action to use an attack power only once per turn. Creatures don’t normally have attack powers that can be used as free actions, but some powers and other effects grant the ability to use an attack power (usually a basic attack) as a free action. For instance, a character might have two different abilities that let him or her make a melee basic attack as a free action when their respective triggers occur. If both abilities are triggered on the same turn, the character can make only one of the melee basic attacks during that turn." To me the intention of this rule is to limit the triggering of whole additional attacks and attack powers - not powers that increase the damage of the existing attack. Thanks for your time :)
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Q: as a fighter with the combat challenge feature, would pairing the feats 'keep them close' and 'overwhelming impact' allow me to daze a target that i hit with a melee attack? combat challenge: Every time you attack an enemy, whether the attack hits or misses, you can choose to mark that target. The mark lasts until the end of your next turn keep them close: Benefit: Any enemy marked by you is also slowed until the mark ends. overwhelming impact: Benefit: Whenever you use a hammer to hit an enemy with a melee attack, and that attack would slow the enemy, you can instead daze the enemy for the same duration. Q: how does Defender's Armor's daily power work for a fighter? defender's armor: Until the end of your next turn, any attack that hits and marks an enemy also dazes that enemy (save ends). like, does it only daze if the attack's hit would mark the target? or does it daze if the attack marks the target and you hit it? or both???
I might as well get a ruling on Dimensional Thunder early. Is it teleport next to an enemy > attack > everyone nearby takes ongoing thunder? Or attack > teleport away > everyone nearby takes ongoing thunder? If the first, the first Effect line should be before attack...if the second, the first Effect line should come after damage, as part of the second Effect. I favor the first interpretation; it just seems more logical of how an offensive Daily should work. Dimensional Thunder As you pass unseen through dimensional space, you leave in your wake a thunderous roar that bombards enemies upon your arrival. Daily             Arcane ,   Teleportation ,   Thunder ,   Weapon Standard Action        Melee   weapon Target : One creature Attack : Intelligence vs. Fortitude Effect : Teleport a number of squares equal to your Constitution modifier. Hit : 2[W] + Intelligence modifier thunder damage. Effect : Each enemy adjacent to you gains ongoing 5 thunder damage (save ends).
Barry F. said: I might as well get a ruling on Dimensional Thunder early. Is it teleport next to an enemy > attack > everyone nearby takes ongoing thunder? Or attack > teleport away > everyone nearby takes ongoing thunder? If the first, the first Effect line should be before attack...if the second, the first Effect line should come after damage, as part of the second Effect. I favor the first interpretation; it just seems more logical of how an offensive Daily should work. Dimensional Thunder As you pass unseen through dimensional space, you leave in your wake a thunderous roar that bombards enemies upon your arrival. Daily             Arcane ,   Teleportation ,   Thunder ,   Weapon Standard Action        Melee   weapon Target : One creature Attack : Intelligence vs. Fortitude Effect : Teleport a number of squares equal to your Constitution modifier. Hit : 2[W] + Intelligence modifier thunder damage. Effect : Each enemy adjacent to you gains ongoing 5 thunder damage (save ends). Things which happen in a series on the same line you can choose to do in any order.  Things which happen in order on different lines happen in the order they appear.  So you Teleport Con mod, hit and deal damage, then each enemy adjacent takes ongoing 5 thunder.
Hey everyone I am new to the guild and was wondering if aynone els was having issues with the compendium? I cant seem to get it work properly.  
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Mikhail C. Davorian said: Hey everyone I am new to the guild and was wondering if aynone els was having issues with the compendium? I cant seem to get it work properly.   Reading what you wrote on discord, I believe the answer is that you were trying to run the .exe file in the folder without unzipping it.  I hope this has been resolved.  Also these sorts of questions are typically better handled via discord.
New to the guild, trying to get specifics for my character figured out. I've run into a bit of a niche question that I can't find answers to in the compendium, or the original source book where the information comes from. This item also brings up a question from the "New Player Checklist" thread, so I'll start there. For reference the item in question is the Violet Phosphor: Violet PhosphorLevel 1 Common Vigorously agitating this small, transparent vial causes the liquid inside to emit a soft purple glow. Lvl 1        20 gp Alchemical Item    Formula Cost: 70 gp Key Skill: Arcana or Nature    Time: 30 min. Utility Power  Consumable (Minor Action) Effect: You shake the container, and it sheds bright light in a 5-square radius. The light lasts up to 4 hours. The New Player Checklist rule in question is: "Note: All Mundane items (non-magic less than 50gp) items are free for the sake of making everyone's life easy." This item is not necessarily "magic" in that it's not an "enchanted (fill in the blank)", but it is alchemical. Also, it's gold value is 20gp (if I'm reading this right), which puts it in the "less than 50gp" category. So, is this an item that I can say my character had brewed for him at the guild, and have him carry around a few as he might candles or torches, or is this an item I should expect to buy a few of if I expect to use them? The next question, and one that might change whether or not buying them might be worth it, is where I start getting really niche and a little picky (sorry in advance). I'm working on developing a Sparrow Hengeyokai character. So the question is, is a sample of violet phosphor kept in a tiny tincture vial (that a sparrow could carry in flight), or a fist sized potion bottle (that a sparrow might very well fit inside)? Thanks for taking the time to look at this. Grey_Moment
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Grey_Moment said: New to the guild, trying to get specifics for my character figured out. I've run into a bit of a niche question that I can't find answers to in the compendium, or the original source book where the information comes from. This item also brings up a question from the "New Player Checklist" thread, so I'll start there. For reference the item in question is the Violet Phosphor: Violet PhosphorLevel 1 Common Vigorously agitating this small, transparent vial causes the liquid inside to emit a soft purple glow. Lvl 1        20 gp Alchemical Item    Formula Cost: 70 gp Key Skill: Arcana or Nature    Time: 30 min. Utility Power  Consumable (Minor Action) Effect: You shake the container, and it sheds bright light in a 5-square radius. The light lasts up to 4 hours. The New Player Checklist rule in question is: "Note: All Mundane items (non-magic less than 50gp) items are free for the sake of making everyone's life easy." This item is not necessarily "magic" in that it's not an "enchanted (fill in the blank)", but it is alchemical. Also, it's gold value is 20gp (if I'm reading this right), which puts it in the "less than 50gp" category. So, is this an item that I can say my character had brewed for him at the guild, and have him carry around a few as he might candles or torches, or is this an item I should expect to buy a few of if I expect to use them? The information you are looking for is in Rule 2 of the Rules on Items thread: "Crafting alchemical items follow the same rules as consumables and have the same discount applied to their creation." Violet phosphor is an alchemical item, so you can have it made for you (or make it yourself if you have the alchemist feat) following Guild crafting rules. Alchemical items are also considered magic items, so you could alternatively buy it at the list price, but most people just get sunrods as they are cheaper and shed more light. Grey_Moment said: The next question, and one that might change whether or not buying them might be worth it, is where I start getting really niche and a little picky (sorry in advance). I'm working on developing a Sparrow Hengeyokai character. So the question is, is a sample of violet phosphor kept in a tiny tincture vial (that a sparrow could carry in flight), or a fist sized potion bottle (that a sparrow might very well fit inside)? The answer to this question lies within the Hengeyokai racial power, nature's mask.    None of your game statistics change in human or hybrid form. While in animal form, you cannot use any attack powers, although you can sustain such powers. Your equipment becomes part of the form, and you continue to gain the benefits of the equipment you wear, except for shields and item powers. While equipment is part of the form, it cannot be removed, and anything in a container that is part of the form is inaccessible. You otherwise retain your game statistics. So while theoretically your game stats do not change (and you would therefore have sufficient strength to carry such an item), any items in your possession would become part of your sparrow form and be inaccessible and unusable. Hope this helps. Don't forget you can also ask questions on our Discord!
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Elemental Escalation Trigger: You use a sorcerer at-will attack power. Effect: You can make one additional creature a target of the triggering attack. If the attack's range is melee or ranged, the additional target must be within 5 squares of you . If the attack's range is area or close, the additional target must be adjacent to the burst or blast. If the at-will attack's range is Melee Weapon, does the bold part effectively 'extend' the range of the additional target to melee 5, or, is the bold part simply limiting the range to 'within 5' if the melee range happens to be able to target beyond 5 and so retains the original range? edit: it didn't bold
It is possible to extend the range of a melee attack, so the bolded part is an additional limitation for target selection.
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Brawling Warrior [Multiclass Fighter] Benefit: [...] Once per encounter while you wield a weapon in one hand and have nothing in your other hand , you can use a free action during your turn to gain a +1 bonus to an attack roll you just made or a +1 bonus to AC until the start of your next turn. Is wielding a light shield considered having nothing in your hand? (due to being an Arm or having a free hand for non weaps or for whatever other reason) edit: Another question, can you use this free action as if with immediate interrupt timing? to gain the AC bonus after seeing an attack roll but before damage would/could be applied.
Fuum Q. said: Brawling Warrior [Multiclass Fighter] Benefit: [...] Once per encounter while you wield a weapon in one hand and have nothing in your other hand , you can use a free action during your turn to gain a +1 bonus to an attack roll you just made or a +1 bonus to AC until the start of your next turn. Is wielding a light shield considered having nothing in your hand? (due to being an Arm or having a free hand for non weaps or for whatever other reason) edit: Another question, can you use this free action as if with immediate interrupt timing? to gain the AC bonus after seeing an attack roll but before damage would/could be applied. Is wielding a light shield considered having nothing in your hand? No  can you use this free action as if with immediate interrupt timing? to gain the AC bonus after seeing an attack roll but before damage would/could be applied. No