Arveiaturace, close quarters and haste

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Arveiaturace, close quarters and haste

Postby chunkyvacuus » Thu Feb 12, 2015 9:45 am

similar to the thread about Balaygos but i jsut want to cofirm i read this right because of the huge amount of dice this can generate.

Arveiaturace spends a charge token and has haste active lets say they have recieved an extra action via leadership or Vakka (points through the roof!)
Arveiaturace attacks at melle range 1

the 1st attack is bite 5 base attack minus 1 for haste plus 1 for charge total 5
2nd attack close quarters 5 (base) - 2 (CQ) +1 (charge) +1 (named ability) = 5
3rd same as second = 5
4th same as first = 5
5th same as 2nd = 5
6th same as 2nd = 5
total attack dice rolled this turn 30!
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Re: Arveiaturace, close quarters and haste

Postby dndrulesteam » Fri Feb 13, 2015 6:24 pm

Correct. This is why Ray of Enfeeblement is a good spell. :)

Other anti-multiattack defenses include: Weakening Breath (Wave 4), Confusion (Wave 5)
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Re: Arveiaturace, close quarters and haste

Postby thenextmikeike » Wed Feb 18, 2015 6:22 am

dndrulesteam wrote:Correct. This is why Ray of Enfeeblement is a good spell. :)

Other anti-multiattack defenses include: Weakening Breath (Wave 4), Confusion (Wave 5)


Which is why Legendary Resistance is a must on expensive dragons ;) . Also if you want to make that combo even better take Jarl Horn and get battlecry on him for 6 6 die attacks.
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Re: Arveiaturace, close quarters and haste

Postby jxcorso » Mon Apr 13, 2015 9:58 pm

Question: So if I use Evil Sorcerer with this that says "you may place 3 timers on this upgrade to perform the action on one of your arcane spell upgrades as a FREE action" to activate HASTE then use close quarters to attack two creatures (with appropriates bonuses and costs), can I then use my "normal" attack to use my breath weapon or do another melee attack? I can't find anything in the rules to decide either way as some cards say "this attack does not count towards your attack this turn" etc. THANK YOU!
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Re: Arveiaturace, close quarters and haste

Postby dndrulesteam » Wed Apr 15, 2015 3:49 pm

I think you are confusing the terms Action and Attack. Evil Sorcerer simply lets you activate Haste without spending an Action. It doesn't affect the Combat Phase.
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Re: Arveiaturace, close quarters and haste

Postby cogzombie13 » Mon May 11, 2015 10:31 pm

Doesn't Haste effect close quarters also?
These attacks are considered Primary weapon claw attacks

shouldn't it be:
the 1st attack is bite 5 base attack minus 1 for haste plus 1 for charge total 5
2nd attack close quarters 5 (base) - 2 (CQ) -1 (haste) +1 (charge) +1 (named ability) = 4
3rd same as second = 4
4th same as first = 5
5th same as 2nd = 4
6th same as 2nd = 4
total attack dice rolled this turn 26!
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Re: Arveiaturace, close quarters and haste

Postby dndrulesteam » Wed May 13, 2015 1:48 pm

No. It only affects the Bite attacks directly. The Claw attacks are simply follow-ups.
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Re: Arveiaturace, close quarters and haste

Postby chunkyvacuus » Thu Aug 06, 2015 10:59 am

In a related idea can haste be used in conjunction with Tiamats named ability to make 4 3 dice bite attacks?

ta
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Re: Arveiaturace, close quarters and haste

Postby dndrulesteam » Mon Aug 10, 2015 1:05 pm

No. Both abilities say "instead of attacking normally", and neither of these abilities is considered a normal attack.
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Re: Arveiaturace, close quarters and haste

Postby ichaerus » Fri Feb 12, 2016 12:09 pm

The bite attack that triggers the CQ IS a normal attack. Otherwise "normal attack" jas no meaning. Wouldn't that mean you can't combo CQ and Haste?
What is considered a "normal attack?"
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