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New Questions thread!

If you had threatening reach with a staff while having staff expertise, how would that work? The text for staff expertise reads: "When you make a melee weapon attack with a staff, the weapon's reach for that attack increases by 1." Would you have threatening reach out to 2 squares? Or would you only be able to make opportunity attacks within adjacent squares as normal as you actually need to attack for the reach to increase by 1?
Peter C. said: If you had threatening reach with a staff while having staff expertise, how would that work? The text for staff expertise reads: "When you make a melee weapon attack with a staff, the weapon's reach for that attack increases by 1." Would you have threatening reach out to 2 squares? Or would you only be able to make opportunity attacks within adjacent squares as normal as you actually need to attack for the reach to increase by 1? You would have threatening reach out to two squares. You may effectively count this feat as increasing your reach by 1, despite its strange wording. The alternative (that attacks are not valid until halfway through the power where you suddenly have reach) is counter-intuitive and over-complicated, so let's avoid that. Please keep in mind that this can only be used for melee weapon attacks (so no melee implement attacks).
1Lion's Den [Attack Technique] You jab, step to the side, then assume an offensive posture from which you can sting any foe that draws near. At-Will Full Discipline , Implement , Psionic Standard Action Melee touch Target : One creature Attack : Dexterity vs. Reflex Hit : 1d6 + Dexterity modifier damage. Until the start of your next turn, once per turn as a free action, you can deal damage equal to your Constitution modifier to any enemy that enters a square adjacent to you. Level 21: 2d6 + Dexterity modifier damage. Would the ridder of this attack be affected by claw gloves? Like it would be for FoB? If not so, what's the "limit" for the claw gloves for future refernce. Thanks for the time in answering in advance.
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Jean M. said: 1Lion's Den [Attack Technique] You jab, step to the side, then assume an offensive posture from which you can sting any foe that draws near. At-Will Full Discipline , Implement , Psionic Standard Action Melee touch Target : One creature Attack : Dexterity vs. Reflex Hit : 1d6 + Dexterity modifier damage. Until the start of your next turn, once per turn as a free action, you can deal damage equal to your Constitution modifier to any enemy that enters a square adjacent to you. Level 21: 2d6 + Dexterity modifier damage. Would the ridder of this attack be affected by claw gloves? Like it would be for FoB? If not so, what's the "limit" for the claw gloves for future refernce. Thanks for the time in answering in advance. It is damage dealt by an attack power, so as long as you have combat advantage against the target in question, claw gloves would apply to the rider. Edit: Also there is no 'limit' to claw gloves.  Every time the stipulations of the item are met, it functions.
Righteous Rage of Tempus Tempus guides your arm and lends weight to your strike. Encounter Divine Minor Action Personal Channel Divinity: You can use only one channel divinity power per encounter Effect: If you hit with the next weapon attack that you make before the end of your next turn and it isn't a critical hit, you roll the extra damage dice that you would roll if you scored a critical hit and deal the result as extra damage. If the attack is a critical hit, its extra damage is maximized. When the next weapon hits and is a critical hit, which extra damage is maximized? Is the "it's" referring to the weapon or the extra damage from this power?
Neveran22 said: Righteous Rage of Tempus Tempus guides your arm and lends weight to your strike. Encounter Divine Minor Action Personal Channel Divinity: You can use only one channel divinity power per encounter Effect: If you hit with the next weapon attack that you make before the end of your next turn and it isn't a critical hit, you roll the extra damage dice that you would roll if you scored a critical hit and deal the result as extra damage. If the attack is a critical hit, its extra damage is maximized. When the next weapon hits and is a critical hit, which extra damage is maximized? Is the "it's" referring to the weapon or the extra damage from this power? The extra damage you would deal from a crit is maximized. For instance, say that I had a power that did [[2d8+15]] damage and I have a +3 magic weapon. With this power, I would deal 2d8+15 damage, plus an additional 3d6 (from the weapon's crit dice) as extra damage. However, if I scored a crit after using this power, I would deal 2*8+15 damage + maximum crit dice (so 3*6), so a total of 49 damage. This damage would also apply to extra damage added from a High Crit weapon, e.g. an extra 1d8 for a normal hit or an extra 8 for a crit. Recall that extra damage (that is NOT crit damage from a magic weapon or high crit damage) is always maximized on a crit. So if you are a rogue and doing sneak attack damage and you crit, that sneak damage is automatically maximized. It is not affected by this power. Hope this helps/
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Ah gotcha thank you!
I've noticed that some players have equipped a spiked shield with a Rhythm Blade enchantment. The weapon description for spiked shield reads as: This light shield is constructed with a sharpened spike at its center. A spiked shield can be enchanted as a magic shield or a magic weapon, but not both. A spiked shield enchanted as a magic weapon does not occupy a character's magic item arms slot. Although a character cannot use two shields at the same time, a character wielding a spiked shield enchanted as a weapon can employ arms slot items such as bracers. If this is correct, then would a PC be allowed to get the normal light shield bonus in addition to the Rhythm Blade enchantment... AND wear arms slot item? Or would the PC only get the shield bonus from the Rhythm Blade when it is enchanted as a magic weapon and not spiked shield normal light shield property?   Could the PC still use it as a shield for feat and powers that require wielding a shield?
BossBedlam said: I've noticed that some players have equipped a spiked shield with a Rhythm Blade enchantment. The weapon description for spiked shield reads as: This light shield is constructed with a sharpened spike at its center. A spiked shield can be enchanted as a magic shield or a magic weapon, but not both. A spiked shield enchanted as a magic weapon does not occupy a character's magic item arms slot. Although a character cannot use two shields at the same time, a character wielding a spiked shield enchanted as a weapon can employ arms slot items such as bracers. If this is correct, then would a PC be allowed to get the normal light shield bonus in addition to the Rhythm Blade enchantment... AND wear arms slot item? Or would the PC only get the shield bonus from the Rhythm Blade when it is enchanted as a magic weapon and not spiked shield normal light shield property?   Could the PC still use it as a shield for feat and powers that require wielding a shield? Yes, the shield bonus is not lost when the spiked shield is enchanted as a weapon.
Mashallah said: Yes, the shield bonus is not lost when the spiked shield is enchanted as a weapon. Thank you, Mashallah for very prompt answer.  Wow, that combination will fit well with my shieldmaiden mulligan PC. Now, I have to decide what feat to sacrifice for this awesome feat swap.
BossBedlam said: Mashallah said: Yes, the shield bonus is not lost when the spiked shield is enchanted as a weapon. Thank you, Mashallah for very prompt answer.  Wow, that combination will fit well with my shieldmaiden mulligan PC. Now, I have to decide what feat to sacrifice for this awesome feat swap. Please remember (you implied that you knew, but it's worth reminding anyway), that in order to use the spiked shield at all, you must take Weapon Proficiency (Spiked Shield). The feat cost is a reason that some choose to go with a mundane heavy shield instead, which also gives a +2 shield bonus and leaves the arms slot open. Choose whatever you like best for your character!
Phasing: While a creature is phasing, it ignores difficult terrain, and it can enter squares containing blocking terrain, obstacles, and enemy creatures. The creature follows the normal rules for where it must end its movement (normally an unoccupied space). Would I be able to use phasing to escape grabs? If actions are allowed, would phasing allow me to escape a swallow?
Neveran22 said: Phasing: While a creature is phasing, it ignores difficult terrain, and it can enter squares containing blocking terrain, obstacles, and enemy creatures. The creature follows the normal rules for where it must end its movement (normally an unoccupied space). Would I be able to use phasing to escape grabs? If actions are allowed, would phasing allow me to escape a swallow? Short answer: No to both. It doesn't say you can, so you can't and you follow normal grab rules. Thematically, I envision it as you are "flickering" in and out of this dimension. So, as you flicker you can move through people and stuff but you can't stay that way forever and eventually you will have to pop out on one side or the other. When someone is grabbing you, they are expending effort to make sure you stay in one place, so your shenanigans don't work on them. Flavor-wise, for a special (DM-created) condition like "swallowed," that is 100% at the discretion of the DM running the adventure. They may go "HA! That is a cool idea to just phase through the stomach! I'll let you do it" or they may go "Nope, it's mechanically the same thing as a grab and it's really hard to phase through all that stomach acid as you're being peristalsis-ed along." As always, the DM running the game has the final say on rules for their games. Hope this helps.
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Oh that's a bummer. I was mostly afraid of the whole "removed from play" part with swallows as those are lame. The grab ruling is fine as it would suggest I can have actions during them even it's with penalties or restricted to minors. But when I'm completely incapacitated and other players can't interact with my character it feels like I'm not playing for a round or two assuming I get out in a round of two. And being that I'm "removed from play" I wouldn't know what would be happening outside so planning is pretty much outside of the question. But again tyvm.
In general dms use "can't act" in any form extremely rarely. 
Ah that's good to hear. 
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I have a question on the Infernal Strategist F11. Infernal Pincer (11th level) : When you and an ally are both flanking an enemy, you and that ally gain a bonus to melee damage rolls against that enemy equal to your Intelligence or Charisma modifier. As far as I understand the wording, the feature triggers whenever me and an ally are fulfilling the condition of flanking the same enemy, without requiring that we flank it with each other, e.g.., if four people flanked a creature in a criss-cross formation, all four would get the bonus. However, during a game today, a GM told me that it only works on the people I personally provide flanking to, which is a significantly stricter interpretation. Which of the interpretations is correct for the purposes of the Guild?
Mashallah said: I have a question on the Infernal Strategist F11. Infernal Pincer (11th level) : When you and an ally are both flanking an enemy, you and that ally gain a bonus to melee damage rolls against that enemy equal to your Intelligence or Charisma modifier. As far as I understand the wording, the feature triggers whenever me and an ally are fulfilling the condition of flanking the same enemy, without requiring that we flank it with each other, e.g.., if four people flanked a creature in a criss-cross formation, all four would get the bonus. However, during a game today, a GM told me that it only works on the people I personally provide flanking to, which is a significantly stricter interpretation. Which of the interpretations is correct for the purposes of the Guild? The GMs agree with your reading, Mash. I will add it to the minor rulings. As always, the DM running the game has ultimate judgment in on-the-fly rulings.
Matt W. said: Mashallah said: I have a question on the Infernal Strategist F11. Infernal Pincer (11th level) : When you and an ally are both flanking an enemy, you and that ally gain a bonus to melee damage rolls against that enemy equal to your Intelligence or Charisma modifier. As far as I understand the wording, the feature triggers whenever me and an ally are fulfilling the condition of flanking the same enemy, without requiring that we flank it with each other, e.g.., if four people flanked a creature in a criss-cross formation, all four would get the bonus. However, during a game today, a GM told me that it only works on the people I personally provide flanking to, which is a significantly stricter interpretation. Which of the interpretations is correct for the purposes of the Guild? The GMs agree with your reading, Mash. I will add it to the minor rulings. As always, the DM running the game has ultimate judgment in on-the-fly rulings. Thank you for the quick reply.
I'm confused on how FoB is read here in the guild so I'd like a final reading so I know where to head from now onward on my monk. Centered Flurry of Blows Your fists become a blur as you follow up your initial attack with another, shifting your foes' positions to your advantage. At-Will Psionic No Action Melee 1 Trigger : You hit with an attack during your turn Target : One creature Level 11: One or two creatures Level 21: Each enemy adjacent to you Effect : The target takes damage equal to 2 + your Wisdom modifier, and you slide it 1 square to a square adjacent to you, or 1 square in any direction if the target wasn't targeted by the triggering attack. Special : You can use this power only once per round. I've read in some posts with different readings:  1) That since this is when you hit with an atk, if the atk or the enemy moves away or disappears then it can be done as it hits but before the effect goes. (similar to immediate actions) 2) That you can use it at any point in your turn after you hit with an atk, not necessarily right after it. From where I stand, it makes sense for the 1 one since it's like hitting with a rush of hits then hitting with the says punch or kick that delivers the effect of the atk. I'd like to get a final reading please and thank you for the time.
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Jean M. said: if the atk or the enemy moves away or disappears ...What? How can the attack move away? Jean M. said:  it can be done as it hits but before the effect goes. (similar to immediate actions) Immediate Interrupts interrupt, immediate reactions do not. Both are types of immediate actions. Jean M. said: 2) That you can use it at any point in your turn after you hit with an atk, not necessarily right after it. Uh, no. There is a specific trigger, and you do this ability when the trigger is fulfilled . Not "oh I hit someone with an attack on my turn 4 turns ago. I'm going to use it now." Even doing it later on the same turn has the same illogical conclusion. I am honestly not sure what you are even asking, but if you are asking what I think you are asking the answer is "use the flurry of blows immediately after the attack that triggers it." Obviously if you have multiple attacks on your turn, you could use it after any one of them.
Matt W. said: Jean M. said: if the atk or the enemy moves away or disappears ...What? How can the attack move away? Jean M. said:  it can be done as it hits but before the effect goes. (similar to immediate actions) Immediate Interrupts interrupt, immediate reactions do not. Both are types of immediate actions. Jean M. said: 2) That you can use it at any point in your turn after you hit with an atk, not necessarily right after it. Uh, no. There is a specific trigger, and you do this ability when the trigger is fulfilled . Not "oh I hit someone with an attack on my turn 4 turns ago. I'm going to use it now." Even doing it later on the same turn has the same illogical conclusion. I am honestly not sure what you are even asking, but if you are asking what I think you are asking the answer is "use the flurry of blows immediately after the attack that triggers it." Obviously if you have multiple attacks on your turn, you could use it after any one of them. I am fairly certain the question asked is about something that came up in several games I played with him. He is asking whether the following sequence: Attack someone with a slide rider, before the slide rider of the original attack happens, use flurry of blows to slide the enemy, then use the original slide rider to slide the enemy further away, effectively double-dipping slides. is legal. My answer during those games was "no".
Mashallah said: Matt W. said: Jean M. said: if the atk or the enemy moves away or disappears ...What? How can the attack move away? Jean M. said:  it can be done as it hits but before the effect goes. (similar to immediate actions) Immediate Interrupts interrupt, immediate reactions do not. Both are types of immediate actions. Jean M. said: 2) That you can use it at any point in your turn after you hit with an atk, not necessarily right after it. Uh, no. There is a specific trigger, and you do this ability when the trigger is fulfilled . Not "oh I hit someone with an attack on my turn 4 turns ago. I'm going to use it now." Even doing it later on the same turn has the same illogical conclusion. I am honestly not sure what you are even asking, but if you are asking what I think you are asking the answer is "use the flurry of blows immediately after the attack that triggers it." Obviously if you have multiple attacks on your turn, you could use it after any one of them. I am fairly certain the question asked is about something that came up in several games I played with him. He is asking whether the following sequence: Attack someone with a slide rider, before the slide rider of the original attack happens, use flurry of blows to slide the enemy, then use the original slide rider to slide the enemy further away, effectively double-dipping slides. is legal. My answer during those games was "no". Yes, that's exactly the reason I asked. I completely understand where that read comes from. I'm confused by the trigger: You hit with an attack during your turn. If i confirm a hit for say drunken monkey which has a rider of sliding then making an atk, it slides more than my range so i can't use FoB cause it goes off. As i was told no actions can have reaction type "response" i thought i was able to hit with FoB right after the confirmed hit i.e. " Confirmed hit > FoB > Damage and rider" like a Monk would do i.e. "rush atk then final hit".Cause otherwise some completely negate FoB which is an intrgral part of dps for a monk (as far as i see it). As for the second interpretation i meant it in the same turn as the atk that hit, not like wait 3 turns to do, that would really be cheating. Esscentially I'm looking to see when FoB can and can't be used as per guild rules since I'm considering getting a feat that lets me do another FoB with action point usage and a power that lets me shift and atk that i could, depending on the ruling, use FoB after each hit but before the next shift. Yes, I'm aware that it is massively broken that way but I wanna make a monk that live up to their "real" counter part. Looking for a compromise with a final ruling (if possible of course).
Jean M. said: Mashallah said: Matt W. said: Jean M. said: if the atk or the enemy moves away or disappears ...What? How can the attack move away? Jean M. said:  it can be done as it hits but before the effect goes. (similar to immediate actions) Immediate Interrupts interrupt, immediate reactions do not. Both are types of immediate actions. Jean M. said: 2) That you can use it at any point in your turn after you hit with an atk, not necessarily right after it. Uh, no. There is a specific trigger, and you do this ability when the trigger is fulfilled . Not "oh I hit someone with an attack on my turn 4 turns ago. I'm going to use it now." Even doing it later on the same turn has the same illogical conclusion. I am honestly not sure what you are even asking, but if you are asking what I think you are asking the answer is "use the flurry of blows immediately after the attack that triggers it." Obviously if you have multiple attacks on your turn, you could use it after any one of them. I am fairly certain the question asked is about something that came up in several games I played with him. He is asking whether the following sequence: Attack someone with a slide rider, before the slide rider of the original attack happens, use flurry of blows to slide the enemy, then use the original slide rider to slide the enemy further away, effectively double-dipping slides. is legal. My answer during those games was "no". Yes, that's exactly the reason I asked. I completely understand where that read comes from. I'm confused by the trigger: You hit with an attack during your turn. If i confirm a hit for say drunken monkey which has a rider of sliding then making an atk, it slides more than my range so i can't use FoB cause it goes off. As i was told no actions can have reaction type "response" i thought i was able to hit with FoB right after the confirmed hit i.e. " Confirmed hit > FoB > Damage and rider" like a Monk would do i.e. "rush atk then final hit".Cause otherwise some completely negate FoB which is an intrgral part of dps for a monk (as far as i see it). As for the second interpretation i meant it in the same turn as the atk that hit, not like wait 3 turns to do, that would really be cheating. Esscentially I'm looking to see when FoB can and can't be used as per guild rules since I'm considering getting a feat that lets me do another FoB with action point usage and a power that lets me shift and atk that i could, depending on the ruling, use FoB after each hit but before the next shift. Yes, I'm aware that it is massively broken that way but I wanna make a monk that live up to their "real" counter part. Looking for a compromise with a final ruling (if possible of course). Quoting the rules: Reactions: An immediate reaction lets a creature act in response to a trigger. The triggering action or event occurs and is completely resolved before the reaction takes place. An immediate reaction waits for its trigger to finish, not necessarily for the action that contains the trigger to finish. Example: An elder dragon's claw attack power is a standard action that allows two attack rolls against the same target. The dragon faces Fargrim the fighter, who has an immediate reaction (veteran gambit) that is triggered by being hit with a melee attack. If the dragon uses claw and hits Fargrim with the first attack roll, he can use veteran gambit in response to that hit. In that case, the immediate reaction waits for that hit to be resolved, but does not wait for the entire power to be resolved. No Action powers have reaction timing. Thus, you wait for the hit to entirely resolve. Damage and slide are part of the hit.
Mashallah said: Quoting the rules: Reactions: An immediate reaction lets a creature act in response to a trigger. The triggering action or event occurs and is completely resolved before the reaction takes place. An immediate reaction waits for its trigger to finish, not necessarily for the action that contains the trigger to finish. Example: An elder dragon's claw attack power is a standard action that allows two attack rolls against the same target. The dragon faces Fargrim the fighter, who has an immediate reaction (veteran gambit) that is triggered by being hit with a melee attack. If the dragon uses claw and hits Fargrim with the first attack roll, he can use veteran gambit in response to that hit. In that case, the immediate reaction waits for that hit to be resolved, but does not wait for the entire power to be resolved. No Action powers have reaction timing. Thus, you wait for the hit to entirely resolve. Damage and slide are part of the hit. Ok, understood. Thanks for the time and clearing it up completely.
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As mash said, hit triggers have reacation timing unless they must logically occur as an interrupt to function.  FoB happens after all hit effects
Jean M. said: Mashallah said: Quoting the rules: Reactions: An immediate reaction lets a creature act in response to a trigger. The triggering action or event occurs and is completely resolved before the reaction takes place. An immediate reaction waits for its trigger to finish, not necessarily for the action that contains the trigger to finish. Example: An elder dragon's claw attack power is a standard action that allows two attack rolls against the same target. The dragon faces Fargrim the fighter, who has an immediate reaction (veteran gambit) that is triggered by being hit with a melee attack. If the dragon uses claw and hits Fargrim with the first attack roll, he can use veteran gambit in response to that hit. In that case, the immediate reaction waits for that hit to be resolved, but does not wait for the entire power to be resolved. No Action powers have reaction timing. Thus, you wait for the hit to entirely resolve. Damage and slide are part of the hit. Ok, understood. Thanks for the time and clearing it up completely. I'd note the extremely good Cat & Mouse Monk Utility 2 has the exact same trigger as FoB, so you can hit someone with Drunken Monkey, slide them and have them make their attack, move adjacent to them with Cat & Mouse, and then hit them with Centered Flurry of Blows. Same trigger, pick which one goes first.
Is there any games in the upcoming future that will be run a few hours before 1pm BDT? Because when it is 1pm BDT I'm only able to play 3 hours.
Magnus B. said: Is there any games in the upcoming future that will be run a few hours before 1pm BDT? Because when it is 1pm BDT I'm only able to play 3 hours. As always, check the Upcoming sessions post for information. Some may not be planned well in advance, so watch for announcements in the Skype chat as well. Keep in mind that the Upcoming Sessions post also contains a time estimate for how long each game will run. As it says in the basic rules, if you cannot make it to the whole session, do not roll to get in.
Entrancing Mystic Paragon Path 11F Mystic Rapture (11th level) : Each enemy that enters a space within 3 squares of you or that starts its turn there takes a -5 penalty to saving throws against charm effects and a -2 penalty to all other saving throws. As written, the penalty never falls off.
Keledrath said: Entrancing Mystic Paragon Path 11F Mystic Rapture (11th level) : Each enemy that enters a space within 3 squares of you or that starts its turn there takes a -5 penalty to saving throws against charm effects and a -2 penalty to all other saving throws. As written, the penalty never falls off. The penalty lasts until the start of that enemy's next turn. Adding to minor rulings.
I have 2 quick questions. First, when is a good time to jump in and make my macros? Any time as long as a session is not running? Second, I saw we can make an alt so we have 2 characters to pick from, should/can I roll a 2nd character so I have someone else to pick from when I try for a session?
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Shortstack said: I have 2 quick questions. First, when is a good time to jump in and make my macros? Any time as long as a session is not running? Second, I saw we can make an alt so we have 2 characters to pick from, should/can I roll a 2nd character so I have someone else to pick from when I try for a session? 1. Any time is fine. Not during a session likely a good idea, but as long as you use /talktomyself you should be fine. 2. You may make your alt at any time. If you want to wait until after you've played your first character a bit, you can. If you want to make one right away, you can do that too. PS A good place to ask these types of questions is the Guild Skype Chat, as you will likely get a faster response.
Hey I don't have Skype but I have discord can I play with discord or it just have to be Skype.
Akar T. said: Hey I don't have Skype but I have discord can I play with discord or it just have to be Skype. You can easily get Skype for free to fix this issue. Most of our DMs use Skype. Some use Discord or TeamSpeak, but Skype is the main Guild interactions, so you're going to want it.
I am brand new to all things D&D, Roll20, etc.  I am super excited to learn all I can though.  Over the past 24 hours or so I have been creating a character and learning how character sheets/skills/feats/etc work.  Been quite a fun experience.  However, I have run in to a problem.  I have downloaded the Portable Compendium (since I obviously do not have a DDI subscription).  I have also applied the compendium patch I found in these forums.  No matter what I do I cannot get the program to operate correctly.  I have Windows 7 (on a MacBook with bootcamp).  I open the program and it shows the icon on the task bar but when I click on it, no program opens at all.  I even figured it was just updated or downloading data so left it running in the background for a couple of hours and that didn't do anything either.  I guess it's okay to not have it but I was looking for items to buy for my character and am unable to find a decent online source to look through them all.  Does anyone have any suggestions or have any resources for items/skills/feats/etc?  Thanks in advance for the help.. I appreciate it!
First thing, contact me on Skype so you can get quick responses on problems and help with things.  My contact name is Gravymattingly. Secondly, is it not displaying or not opening?  In order for it to run at all, it needs Java Runtime Environment.  If it is opening, but you see it nowhere on the screen, try hovering over the icon in the task bar.  If you see a preview window pop up, you can right click that and hit 'maximize' as it has a problem of opening off screen.  If neither of these options works, ask about problem solving steps beyond these in guild chat by getting added to it on skype (contact me).
A while ago I played Andrews "The Nydus Touch" Starcraft based session and the story award was as follows "The Nydus Touch: Zergling: You get a zergling pet, he is your friend. Consumable (free action): Trigger: You are hit by a melee or ranged attack. Effect: The attack targets the zergling instead and it dies. OR Nydus Worm: You get to call on the nydus worm. Daily (No Action): Trigger: You roll initiative. Effect: You do not deploy with everyone else. Instead you use your first move action to deploy anywhere on the map. (Lasts for 5 levels)" I brought it up in the guild chat and I got the response that the Nydus worm might end up getting nerfed since it seemed unbalanced.  With all that info out of the way the question is whether or not it has/will in fact be nerfed, not terribly urgent but I would like to know before I actually play with that character again so I have my full list of available powers
The Nydus Worm option has been changed to consumable. Source: I was there when Matt hit it with the fiat.
erwin said: The Nydus Worm option has been changed to consumable. Source: I was there when Matt hit it with the fiat. thanks
Using War Pick as an example. It has both Versatile and Small. I am interpreting this to mean that my small svirfneblin can use the weapon as 2-handed and still get the +1 bonus from versatile since the small property makes me be considered a medium creature. Is this correct?
If a race lists 2 languages in addition to Common, does this mean I get 3 starting languages or still just 2? Svirfneblin as a reference again. Languages : Common, Deep Speech, Elven
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Jason said: Using War Pick as an example. It has both Versatile and Small. I am interpreting this to mean that my small svirfneblin can use the weapon as 2-handed and still get the +1 bonus from versatile since the small property makes me be considered a medium creature. Is this correct? Versatile ( Versatile weapons are one-handed, but you can use them two-handed. If you do, you deal an extra 1 point of damage when you roll damage for the weapon. A Small character such as a halfling must use a versatile weapon two-handed, and doesn't deal extra damage. ). (SvG.  You do actually get the +1 from Versatile as that is how small + Versatile works) [Editted] Jason said: If a race lists 2 languages in addition to Common, does this mean I get 3 starting languages or still just 2? Svirfneblin as a reference again. Languages : Common, Deep Speech, Elven Yes you get those 3 languages for that race.
For the feat Beast Protector it has the following Benefit : If an adjacent enemy makes a melee attack against your beast companion, doing so provokes an opportunity attack from you. If you are adjacent to your beast companion, you can make this attack even if you can't reach the attacker (you attack the attacker's reaching limb, for instance). I read this as requiring the enemy needs to be making melee attack on m beast and satisfying 1 of 3 scenarios. 1. Adjacent to me only (i.e. attacking beast with reach or something) 2. Adjacent to beast only, but I am also adjacent to beast. 3. Adjacent to both beast and myself. Is this correct?
Yes
In the Post "Basic Rules/FAQ for all players" under the Additional Resources section it talks about using the offline character creator tool to make your character.  I have that and have used it several times to make other characters.  Previously in the same post it talks about using Myth-Weavers to create your character for posting here, and in subsequent areas of the post, including the referenced videos, the mythweavers link is asked for so you can post your finished character sheet.  I've looked at the Myth-Weavers site and created a profile there, and I cannot find a way to import the character I've created under the offline WotC character generator (which I have updated with the most current packs and downloaded the offline compendium) into that site.   My question is basically if there is a way to post the completed WotC Generated character here for the GMs to see and approve/disprove?  I know that as a new player here I disobeyed the rules and used a tool I already have to make my character, and if I have to  I will do all the work again to hand input it into the Myth-Weavers format.  I don't see this point addressed anyplace in any of the FAQs.
You are technically not required to do so. Also not doing so drastically reduces the chances a dm will quickly check off your character because our is harder for us to check other character sheet. Generally twice as long, so a dm will get to it eventually but you are putting up to a week of extra wait time in by not making it easy on us. 
To add to Gary's statement, prior to making macros it is important that you understand the basic math that forms the foundation of your character. By manually having to add the figures into a mythweaver sheet, you are forced to understand this math. Why does my character have a 17 Reflex defense, what adds to it after the half level and the Dexterity modifier? Why do I have a bonus in Athletics?  etc. I am perfectly willing to check a sheet different than mythweavers, I do not have any faith in a new players ability to progress correctly from there.
baldhermit said: To add to Gary's statement, prior to making macros it is important that you understand the basic math that forms the foundation of your character. By manually having to add the figures into a mythweaver sheet, you are forced to understand this math. Why does my character have a 17 Reflex defense, what adds to it after the half level and the Dexterity modifier? Why do I have a bonus in Athletics?  etc. I am perfectly willing to check a sheet different than mythweavers, I do not have any faith in a new players ability to progress correctly from there. Part of the reason I asked is that I have played 1st and 2nd edition most of my life, and I've played a few games of 3.5 and 4th editions recently, so while I am "new" in the strictest sense with 4th, I'm not a novice at all.  So I'll do the math and work from there.