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(M half-orc Dungeon Master lvl 17)

Andoran (male half fiend half dragon half orc half elf and TWICE the man for it! bard 6 scientist 5)

Has the game crashed do you think or are we just having a slow couple days??

(M half-orc Dungeon Master lvl 17)

Slow couple of days, I hope. I know Anmuspi is rough for Mondays and Fridays, and I still don't know if Demon's internet is back to normal. The only person I'm really worried about is Madresh, since it's been a week since he posted anything.

We're about to get back into some combat and we'll see how that goes. I'm ok if we lose 1 person, but if two or more are gone, I'll post for new players.

(Male Human Expert 2)

Hi again,

Mondays and Fridays read as attempting to keep clients happy while also entertaining my 3.5 year old daughter. I get close to nothing done those days. She is in preschool Tues-Thurs, so those are usually easier to find the free time to read-digest-post, though Tues is often a catchup day.

Rob

Andoran (male half fiend half dragon half orc half elf and TWICE the man for it! bard 6 scientist 5)

your daughter is 3.5?! Then you better not let her see you play 4e :^D
(I have way too much time on my hands)


My Daughter Turned 2nd edition today.

(male Human Producer 3 director 2)

congrats! i went 3.0 last month with mine.

(M half-orc Dungeon Master lvl 17)

Metagaia - I have a f2f game in 15 minutes so I'll give you another day to post. If you don't show up neither will Madresh. I'll start without you. As 5 is the suggested party size, I won't replace you. You're welcome to keep playing.

Andoran (male half fiend half dragon half orc half elf and TWICE the man for it! bard 6 scientist 5)

Meta hasn't been on the boards in 10 days but was actively posting PbP till then so something must be up other than lack of interest IMHO. One of us could make up a Madresh-alias-clone and post for both PCs or he could guard the door in case we were surrounded. Bit of a bummer not to have him tactically too as he was our leader/defender healing and melee. Still we will prevail.

With all the jobs I've got lately I'm feeling a little GURPS myself

Andoran (male half fiend half dragon half orc half elf and TWICE the man for it! bard 6 scientist 5)

Glowing green sludge?! Wonder what kind of radius light it gives off ... if we bottle it we can use it as a lamp ... could retire from adventureing and make a fortune in the neon sign business!!

(M half-orc Dungeon Master lvl 17)

I don't know, you live in a world where wizards can cast light at will. Glowing mud isn't a huge improvement on that.

Andoran (male half fiend half dragon half orc half elf and TWICE the man for it! bard 6 scientist 5)

but just think of the Blue Moon tavern with a glowing green sign above it! ... hmmm ... that's not right ... they'd have to change their name of course to the Green Moon. Darn! Thwarted again!

after seeing Dark knight I think Demon needs a cape :^D


Prankster wrote:


after seeing Dark knight I think Demon needs a cape :^D

And a new computer.

Madresh is MIA and Demon is Sporadic. Are these guys committed to this game?

Andoran (male half fiend half dragon half orc half elf and TWICE the man for it! bard 6 scientist 5)

The game talk is pretty funny. I'm trying to keep it to a free action in my turn except for the occasional spurious asside. But I'm more than happy to turn it into a Spiderman comic XD
I don't think that it's too out of control yet ;^) but I did get my share of talks too much in class on my report card

Let me know if Kava starts getting in the way of the game with her saving the world and I can tone her down. I can't see that happening though. She'll just "ahem" the lawful & good angles every now and again like a good Pally. That being said I can justify just about anything (now that I'm writing a 2 man comedy show about the last days of Hitler).

(M half-orc Dungeon Master lvl 17)

cybergoat7 wrote:


Madresh is MIA and Demon is Sporadic. Are these guys committed to this game?

Sometimes I doubt your commitment to Sparkle Motion.

Ok, here's the deal. I've never done a PBP before and maybe I'm going too fast, but it seems like I've got 4 players that are keeping up, so maybe I'm not.

Mittean, I hope I don't sound like a jerk, but is this the PBP game for you right now? Maybe you don't have time for it, or maybe you're waiting to get your internet working properly. This is the second battle that you've dissappeared during. And during the in town section you didn't really contribute much.

If you think this will pass and you still want to play, then we're cool. You're going to need to try to check in at least once a day, especially during the combats where having all the party members will matter.

If right now isn't good and you think you should step down, that's ok too. Just let me know. I don't want to have to have Demon blackout during every fight. And if you decide to come back later we can do that. So let me know.

Again, I'm not trying to be a jerk; I just want to keep the game flowing.

(M half-orc Dungeon Master lvl 17)

Speak of the Demon. Just saw your post. Still, let me know.

(male Human Producer 3 director 2)

I'm working on increasing the regularity of my posts. If it continues, I'll reevaluate. :) Thanks.

Andoran (male half fiend half dragon half orc half elf and TWICE the man for it! bard 6 scientist 5)

Just checking Mr Wedge (etal.) Lets imagine a corridor:
___________________________________________
Goody1 --- Goody2 --- Baddie1 --- Baddie2
___________________________________________

1) G1 range attacks B1. Does B1 have cover from G2?
2) G1 or G2 range attacks B2. Does B2 gain cover from B1?

reading the PhB it seems 1) is NO and 2) is YES. Enemies give each other cover but allies don't get in your way. And no worry about firing into melee anymore?

(M half-orc Dungeon Master lvl 17)

Prankster wrote:

Just checking Mr Wedge (etal.) Lets imagine a corridor:

___________________________________________
Goody1 --- Goody2 --- Baddie1 --- Baddie2
___________________________________________

1) G1 range attacks B1. Does B1 have cover from G2?
2) G1 or G2 range attacks B2. Does B2 gain cover from B1?

reading the PhB it seems 1) is NO and 2) is YES. Enemies give each other cover but allies don't get in your way. And no worry about firing into melee anymore?

That's correct.

(M half-orc Dungeon Master lvl 17)

So Prankster, how did opening night go?

Andoran (male half fiend half dragon half orc half elf and TWICE the man for it! bard 6 scientist 5)

Awesome! Had some writers and producers in the audience that loved it and I managed to squeeze a few tears out onstage :D All in all a good opening night.
Now I just have to focus on two songs for a musical audition saturday and knock over this voice over this afternoon (pretending to be a guy from the Bronx) haha.

Andoran (male half fiend half dragon half orc half elf and TWICE the man for it! bard 6 scientist 5)

Brianna wrote:
You don't have to use Action Points before a milestone if you don't get a good situation to do so. A milestone adds 1 to whatever you have, it doesn't reset them. I'm also down 3 hps and did not use a surge after encounter one.

Thanks for the tips Amelia. I was thinking that with ...

a)You can only spend 1 Actions Point per encounter and
b)Actions Pionts resent after an extended rest and
c)4ED&D Game day is about 4 encounters
... this might be a good chance to think about action point spending
You are right of course that it's not nessesary. It is good to have that extra free surge up your sleeve or a "shift and run" for a wizard or warlock. :)

As I'ma 4E n00b I'm happy for all and sundry to lay their wisdom on me.


Ghetto can you add yellow squares where there is light on the battlemap

(M half-orc Dungeon Master lvl 17)

cybergoat7 wrote:
Ghetto can you add yellow squares where there is light on the battlemap

It's marked, but there's only your one light spell and the sunrod which Demon is holding. Although, the sunrod does give light out to 20 squares.

(M half-orc Dungeon Master lvl 17)

Hey, a friend of mine from a f2f game has asked about joining this game. I told him probably, but if he did he'd have to play a leader-type. Anyone have any qualms with that?

BTW, is this working out for everybody? I have no experience with a pbp, and I hope everybody is getting what they want out of this game.

Andoran (male half fiend half dragon half orc half elf and TWICE the man for it! bard 6 scientist 5)

Yep someone with healing would be good :/ :D and if they can arrive before Kava dies from another dart to the face from inaction that'd be good too (hehehe)

Yep I think that it's going pretty well. We are in the hard work bit of the game now but the fights are RPing pretty well. Treasure time and leveling up will be an extra burst of excitement too. I think it's a success GW. 2 thumbs up. And because this game we play is colaborative thumbs up to all.

(male Human Producer 3 director 2)

ditto


Hey, GW, what's happening? So how do I get my icon to display like everyone else?

(M half-orc Dungeon Master lvl 17)

john.lucus wrote:
Hey, GW, what's happening? So how do I get my icon to display like everyone else?

Here is some background information for you:

Spoiler:
You served wit the Fallcrest Guard, a group of about 60 trained warriors that also act as constables. Whatever your motives are, you have retired from the guard (maybe because most of the time you were watching a gate). Recently a group of sellswords working for the halfling traders entered the city. They had been attacked on the road by kobolds, whose activity in the area has grown bolder and more frequent. The day after the sellswords arrived the attained an audience with Lord Markelhay and immediately departed the city to hunt down the kobold menace. They made for the woods west of Fallcrest where a well-known kobold haunt lies. For years various tribes of kobolds have warred over an abandoned keep in the woods, which is now only known as Kobold Hall.

And info on the town and region. (It's huge and you don't have to memorize it; it's just for your reference.)

Spoiler:
Fallcrest stands amid the Moon Hills at the falls of the Nentir River. Here travelers and traders using the old King’s Road that runs north and south, the dwarven Trade Road from the east, and the river all meet. The surrounding ridges shelter several small valleys where farmers and woodsfolk live; few are more than six or seven miles from the town. In general the people outside Fallcrest’s walls earn their living by farming or keeping livestock, and the people inside the walls are artisans, laborers, or merchants. People with no other prospects can make a hard living as porters, carrying cargo from the Lower Quays to the Upper Quays (or vice versa).

Fallcrest imports finished goods from the larger cities downriver and ironwork from the dwarf town of Hammerfast, and exports timber, leather, fruit, and grain. It also trades with the nearby town of Winterhaven. The surrounding hills hold several marble quarries that once produced a good deal of stone, but the area has little demand for ornamental stone these days, and only a few stonecutters still practice their trade.

Fallcrest lies near the middle of the broad borderland region known as the Nentir Vale. The vale is now mostly empty, with a handful of living villages and towns scattered over this wide area. Abandoned farmsteads, ruined manors, and broken keeps litter the countryside. Bandits, wild animals, and monsters roam freely throughout the vale, threatening anyone who fares more than few miles away from one of the surviving settlements. Travel along the roads or river is usually safe—usually. But every now and then, travelers come to bad ends between towns. The Nentir Vale is a northern land, but it sees relatively little snow—winters are windy and bitterly cold. The Nentir River is too big to freeze except for a few weeks in the coldest part of the year. Summers are cool and mild.

The “clear” parts of the map are covered in mixed terrain—large stretches of open meadowland, copses of light forest, gently rolling hills, and the occasional thicket of dense woodland and heavy undergrowth. The downs marked on the map are hilly grassland, with little tree cover. The hills are steeper and more rugged, and include light forest in the valleys and saddles between the hilltops.

Five-Arch Bridge
Dwarf artisans from the citadel of Hammerfast built a fine stone bridge over the Nentir two hundred years ago. Although the bridge was destroyed when Fallcrest fell, the great stone piers supporting it remained intact, so a few years back the people of the town laid a new timber trestle over the old stone footings.
A small toll house guards the western side of the bridge. Five Fallcrest guards under the command of Sergeant Thurmina watch this post. They collect a toll of 1 cp per head (and 1 sp per mount) making use of the bridge in either direction.

Nentir Inn
A fine new building constructed of fieldstone and strong timber, the Nentir Inn stands on the west bank of the river. Merchants from Winterhaven or Hammerfast make up the clientele, along with travelers who happen to be passing through. A good room with two single beds goes for 5 sp per night. The Nentir Inn also boasts a lively taproom, which is popular with the folk who live in the vales on the west bank of the river.

Knight’s Gate
Fallcrest’s northern city gate is known as Knight’s Gate, because the Lord Warden’s riders normally come and go from the city by this road. The gate consists of strong outer doors of iron-reinforced timber and an inner portcullis between a pair of small stone towers. The portcullis is normally lowered at sunset, and the gates close only in times of danger.

Silver Unicorn Inn
For many years, the Silver Unicorn has billed itself as “the Pride of Fallcrest,” charging high rates for its attentive service and well-appointed rooms. The recent opening of the Nentir Inn put a big dent in the Silver Unicorn’s business, and the owner, a stern halfling matriarch named Wisara Osterman, strongly disapproves.

Halfmoon Trading House
The Halfmoon family is a large, far-flung clan of halflings who keep small trading posts in several settlements throughout the Nentir Vale. This is the largest and most important of those establishments. It’s under the care of Selarund Halfmoon, a friendly halfling who dispenses a never-ending stream of advice to his customers, such as, “It never rains but as someone gets wet!” or “A nail ain’t afraid of a hammer with no handle!” No one knows what he’s talking about most of the time.

Moonstone Keep
The seat of Lord Warden Faren Markelhay, Moonstone Keep is an old castle that sits atop a steep-sided hill overlooking the town. The outer bailey includes barracks housing up to sixty Fallcrest guards. At any given time about twenty or so are off-duty. Other buildings in the courtyard include a stable, an armory, a chapel, a smithy, and several storehouses. The keep is the large D-shaped building at the north end of the castle. Faren Markelhay is a balding, middle-aged human with a keen mind and a dry wit. He is a busy man and sees to local matters personally.

House of the Sun
When Fallcrest was a larger city, it supported several good-sized temples located in the Hightown districts. With the town’s depopulation, several of these were abandoned, including the House of the Sun, a temple dedicated to Pelor. The place also includes shrines to Kord and Bahamut. Recently, a zealous dwarf priest of Pelor named Grundelmar came to Fallcrest from Hammerfast and reestablished this old temple. Grundelmar is loud and opinionated, a real fire-breather who goes on and on about smiting evil wherever it might lurk.

House Azaer
A small, well-off trading company, House Azaer is owned by the tieflings of the Azaer family. They import goods (including arms and armor) from Hammerfast, Harkenwold, and the lands to the south, and organize caravans up to Winterhaven several times a year. House Azaer is an excellent place to purchase nearly any mundane equipment from the Player’s Handbook, although its prices are a little on the high side.

Temple of Erathis
This large, impressive stone temple is finished with Fallcrest’s native marble. Its chapel is a large rotunda with a 30-foot-tall dome. The temple of Erathis is the largest and most influential temple in town. The place also includes shrines to Ioun and Moradin. High Priest Dirina Mornbrow oversees two lesser priests and several acolytes—townsfolk who spend part of their day tending the temple. Dirina is a woman of about sixty who is convinced of the superiority of Erathis’s dogma.

The Catacombs
The limestone bluffs between Hightown and Lowtown hold a number of caves, which the folk of Fallcrest have used as burial crypts for centuries. As caves fill up, they are walled off and forgotten about. Naturally, stories abound in town about treasure hoards hidden away in the crypts, and the restless undead that guard them.

Moonsong Temple
The third of Fallcrest’s temples is devoted to Sehanine. It also includes shrines to Corellon, Melora, and Avandra. The Markelhays regard Sehanine as their special patron, and over the years they have given generously to the temple. The temple occupies a commanding position atop the bluffs, and its white minarets can be seen from any corner of Lowtown. The leader of the temple is High Priest Ressilmae Starlight, a wise and compassionate elf who finished adventuring decades ago and retired to a contemplative life. He is a musician of great skill who happily tutors the local children, even those who are poor and can’t afford to pay for their lessons.

Fallcrest Stables
Lannar Thistleton owns this business, providing travelers with tack, harness, stabling, shoeing, wagons, and just about anything dealing with horses, mules, or ponies. He keeps a larger corral about a mile outside of town, and at any given time Lannar has several riding horses, draft horses, or mules in his paddock near Wizard’s Gate.

Wizard’s Gate
Fallcrest’s eastern city gate is known as Wizard’s Gate, because it’s the gate most convenient to the Septarch’s Tower. The road to the east travels a few miles into the surrounding hills, linking a number of outlying farms and homesteads with the town.

Naerumar’s Imports
Considered the finest of Fallcrest’s retail establishments, Naerumar’s Imports deals in gemstones, jewelry, art, and magic trinkets. The owner is Orest Naerumar, a tiefling who displays impeccable manners and discretion.

Blue Moon Alehouse
This brewhouse on the banks of the Moonwash Stream is the best tavern in Fallcrest. The owner is a nervous, easily flustered fellow of fifty or so named Par Winnomer. The Blue Moon is popular with halfling traders whose boats tie up along the Lower Quay, well-off town merchants, and the farmers who live in the countryside south of Fallcrest.

Teldorthan’s Arms
The dwarf Teldorthan Ironhews is the town’s weaponsmith and armorer. He is a garrulous old fellow who spends his time trading stories with his customers with a pipe clenched in his teeth, while his apprentices (two of whom are his sons) do the work.

King’s Gate
Fallcrest’s southern gate was destroyed in the attack that devastated the city long ago, and it still has not been entirely rebuilt. One of the two paired towers is nothing but rubble, and several large gaps remain in the town walls south of the bluffs through which anyone could enter the city. Despite its lack of functionality, the King’s Gate is still used as a guardpost by the Fallcrest guards.

The Market Green
The majority of Fallcrest’s folk live above the bluffs in Hightown and walk down to do business on the streets of Lowtown, which bustle with commerce. This wide square is an open, grassy meadow where Fallcrest’s merchants and visiting traders do business in good weather. The town’s children gather here for games of tag or kick-stones.

Sandercot Provisioners
The largest general store in Fallcrest, Sandercot’s deals in just about anything—food, clothing, stores, rope, tools, gear, leather goods, and more. Compared to the Halfmoon Trading House, Sandercot’s has slightly cheaper prices but goods of somewhat lower quality.

Lucky Gnome Taphouse
The Lucky Gnome is widely regarded as the cheapest and coarsest of Fallcrest’s drinking establishments. It caters to the porters and laborers who work the nearby docks, and fistfights are a nightly occurrence. The owner of the Lucky Gnome is an unsavory character named Kelson.

And some links -
Map of the Nentir Vale

Battle Map

Map of Fallcrest
1. Tower of Waiting
2. Upper Quays
3. Five-Arch Bridge
4. Nentir Inn
5. Knight's Gate
6. Silver Unicorn Inn
7. Halfmoon Trading House
8. Moonstone Keep
9. The Tombwood
10. House of the Sun
11. House Azaer
12. Nentir Falls
13. Temple of Erathis
14. The Bluffs
15. The Catacombs
16. Moonsong Temple
17. Fallcrest Stables
18. Wizard's Gate
19. Naerumar's Imports
20. Kamroth Estate
21. Moonwash Falls
22. Septarch's Tower
23. Blue Moon Alehouse
24. Teldorthan's Arms
25. King's Gate
26. The Market Green
27. Sandercot Provisioners
28. Lucky Gnome Taphouse
29. Lower Quays

And finally, here is a dice rolling site. I need you to post 50 rolls for each type of die in this thread.
Invisible Castle


Here they are:
1d20's
1d12's
1d10's
1d8's
1d6's
1d4's

Andoran (male half fiend half dragon half orc half elf and TWICE the man for it! bard 6 scientist 5)

Hey there JL.
Welcome to our dungeon :^)


Thanks. I'm new to messageboards. I'll do my best to keep up.


Just want to give everyone a heads up. I'll be in Maine for the next few days. I'm not sure of how much internet access I'll have.

And welcome John Lucas


cybergoat7 wrote:

Just want to give everyone a heads up. I'll be in Maine for the next few days. I'm not sure of how much internet access I'll have.

And welcome John Lucas

Thanks CG. Just want to point out that it's "Lucus". I'm not related to anybody affiliated with the Star Wars Fanchise.

-John

Andoran (male half fiend half dragon half orc half elf and TWICE the man for it! bard 6 scientist 5)

thank god for that!

BTW - I think your AC needs a 1 in front

(M half-orc Dungeon Master lvl 17)

Map page is working fine for me.

(M half-orc Dungeon Master lvl 17)

Mittean -

Spoiler:
I'm sorry and I hope there are no hard feelings, but I'm dropping you from the campain. The infrequency is the primary problem and I feel that I've given it more than enough time to be fixed. I know that real world issues and things like travel pop up, but the recent gap is the end for me. You didn't give us any sort of heads-up about not being able to post or any time frame. Again, I'm sorry and I hope you find another pbp that fits your schedule better.

(M half-orc Dungeon Master lvl 17)

I called Wizards (1-800-324-6496) and asked them. At first "Mark" said yes, Close attacks do provoke based on the same reasoning Amelia has presented. My response was "Really, because Close and Area are presented as two different keywords on p.56 and the definitions on p.272 don't list OA's for Close powers. He then asked me for an example of a power and I presented Sweeping Blow from p.279 (which I found in an effort to counter Amelia's most recent argument of melee weapons). Then he put me on hold, and I assume he asked somebody else.

He then came back and and said Close powers do not provoke. Only powers with the keyword Ranged or Area provoke, the area of effect doesn't matter, only the keyword. Having had somebody agree with me, I was content, but feel free to call them or we can discuss it further. I also sent an email, so hopefully I'll get a response I can paste onto the thread. But seeing as the person I talked to flipflopped, I don't know if this will settle anything.

For now, Close powers do not provoke. Not because I'm trying to protect the monsters, but because that's my interpretation of the RAW. And for now (at least once I argued with the guy), WotC supports that interpretation.

(M half-orc Dungeon Master lvl 17)

Here's a copy of the email WotC sent:

Subject
Powers and Opportunity Attacks

Discussion Thread
Response (Support Agent) 10/10/2008 02:48 PM
Joshua,

The short answer to your question is no.

For a bit more explanation, ranged powers and area powers do, but any power marked melee or close does not provoke an Opportunity attack.

Hope that helps! Let us know if you have any other questions!

We would appreciate your feedback on the service we are providing you. Please click here to fill out a short questionnaire.

To login to your account, or update your question please click here.

Josh
Online Response Crew
Wizards of the Coast
1-800-324-6496 (US and Canada)
425-204-8069 (From all other countries)
Monday-Friday 9am-6pm PST / 12pm-9pm EST

Customer (Joshua Courtney) 10/10/2008 02:01 PM
Area powers provoke opportunity attacks. Do Close powers provoke opportunity attacks if they have an area of effect?

********************
Page Number: 271
Book Name: Player's Handbook


I also assumed it to be the way josh sees it. My thunderwave spell is a close burst which means its an area attack but because its close it doesn't provoke AoO


it's more fun this way. If we were playing 3rd e I'd vote the other way. For some reason too much fun can actually break a 3rd ed game.

Andoran (male half fiend half dragon half orc half elf and TWICE the man for it! bard 6 scientist 5)

I think the idea is to get burning hands and the touch spells as viable options in the game where they were dependant on the 5'step before. Hence Close and Melee not provoking and Ranged and Area doing so. It's a bit of a mind bend (flavour bend) though now that spells don't automatically AoO but it seems to work math wise

(M half-orc Dungeon Master lvl 17)

Prankster wrote:
I think the idea is to get burning hands and the touch spells as viable options in the game where they were dependant on the 5'step before. Hence Close and Melee not provoking and Ranged and Area doing so. It's a bit of a mind bend (flavour bend) though now that spells don't automatically AoO but it seems to work math wise

It also means paladins can mark in melee, as Divine Challenge is a Close Burst.


what's the deal with Amelia? She hasn't been posting.

(M half-orc Dungeon Master lvl 17)

I think she quit. I hope not, but she's been active in another pbp. I'm pretty sure she's done.

I guess now is a good time to see if the rest of you would like me to advertise for another player. We have all 4 roles filled, and a 4 person party wouldn't be hard to deal with. On the other hand an extra striker or defender would help, and 5 is the standard for 4E. Please post your thoughts.


Might as well get another involved... if she comes back she comes back... having 6 won't be bad.

Andoran (male half fiend half dragon half orc half elf and TWICE the man for it! bard 6 scientist 5)

I feel the same ... another anything would be good. We've a controller and a defender and a leader and a striker. Luxury :)
Pitty that it ended like that over a rule reading, but incapacitated is a good a place to put a character on hiatus as any.

I'm just UBER happy that my string of bad luck was quashed by a string of good W007!!

Andoran (male half fiend half dragon half orc half elf and TWICE the man for it! bard 6 scientist 5)

(Male Human Expert 2)

1d20=10, 1d20=2, 1d20=8, 1d20=4, 1d20=7, 1d20=15, 1d20=11, 1d20=12, 1d20=12, 1d20=8, 1d20=13, 1d20=7, 1d20=20, 1d20=3, 1d20=6, 1d20=4, 1d20=5, 1d20=8, 1d20=18, 1d20=7, 1d20=18, 1d20=15, 1d20=8, 1d20=8, 1d20=14, 1d20=1, 1d20=19, 1d20=2, 1d20=11, 1d20=20, 1d20=19, 1d20=19, 1d20=19, 1d20=5, 1d20=9, 1d20=13, 1d20=3, 1d20=1, 1d20=6, 1d20=7, 1d20=17, 1d20=11, 1d20=6, 1d20=17, 1d20=1, 1d20=16, 1d20=13, 1d20=12, 1d20=19, 1d20=4

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