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If you have a question about 4E, feel free to ask it here. Things like actual play experiences, how the system reads vs. how the system plays, will my character/monster/world concept work, ect. are good topics to explore.

P.S. You're welcome, Stefan Hill. :)

Shadow Lodge (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

Awesome idea, similar to the "Ask A Stupid Question" thread on the WOTC board, I like it!


Rock on.


Whats to Question? The 'Points of Light' memo concludes in less than a page that broken down ruin is the Average state of play and everything tends toward that state; even the over-populated cities that dont seem to be supported by the resource traffic necessary for survival.

Little descrepencies like two hundred and forty-five wagon loads of firewood per day for a city of twenty thousand people apparently dont matter.


yellowdingo wrote:
Whats to Question? The 'Points of Light' memo concludes in less than a page that broken down ruin is the Average state of play and everything tends toward that state; even the over-populated cities that dont seem to be supported by the resource traffic necessary for survival.

This is why we can't have nice things, Paizo boards.


Scott Betts wrote:
yellowdingo wrote:
Whats to Question? The 'Points of Light' memo concludes in less than a page that broken down ruin is the Average state of play and everything tends toward that state; even the over-populated cities that dont seem to be supported by the resource traffic necessary for survival.
This is why we can't have nice things, Paizo boards.

OK here is a Question: How much money does your Wizard need in 4e to enchant a Flying Sailingship? How long will it take to enchant?


yellowdingo wrote:

Whats to Question? The 'Points of Light' memo concludes in less than a page that broken down ruin is the Average state of play and everything tends toward that state; even the over-populated cities that dont seem to be supported by the resource traffic necessary for survival.

Little descrepencies like two hundred and forty-five wagon loads of firewood per day for a city of twenty thousand people apparently dont matter.

Sigh....1h 46 mins is all it took. This thread was SPECIFICALLY posted on request on people who are not interested in the petty edition war b@!&@ing that permetes nearly everything else on this forum.

Thank you, thank you very much.

Im beginning to think this forum should be shut down.


yellowdingo wrote:
Scott Betts wrote:
yellowdingo wrote:
Whats to Question? The 'Points of Light' memo concludes in less than a page that broken down ruin is the Average state of play and everything tends toward that state; even the over-populated cities that dont seem to be supported by the resource traffic necessary for survival.
This is why we can't have nice things, Paizo boards.
OK here is a Question: How much money does your Wizard need in 4e to enchant a Flying Sailingship? How long will it take to enchant?

It will take one hour to enchant (after the raw materials are assembled and the reagents for the ritual acquired) and will cost 85,000 gold pieces.

Sources: Enchant Magic Item (Player's Handbook pg. 304), Airship (Adventurer's Vault pg. 18)

Shadow Lodge (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

Ok Swordmage question:

The Daily power Whirling Blade says:

Miss: Repeat the attack against a second target within 5
squares of the first. If you miss, repeat the attack against
a third target within 5 squares of the second. If you miss
again, repeat the attack against a fourth target within 5
squares of the third. Your weapon then returns to your
hand.

So let's say I use this and miss the BBEG and no other baddies are available does it target my allies within reach? If so I feel bad for any party members that are nearby.


Lazaro wrote:

Ok Swordmage question:

The Daily power Whirling Blade says:

Miss: Repeat the attack against a second target within 5
squares of the first. If you miss, repeat the attack against
a third target within 5 squares of the second. If you miss
again, repeat the attack against a fourth target within 5
squares of the third. Your weapon then returns to your
hand.

So let's say I use this and miss the BBEG and no other baddies are available does it target my allies within reach? If so I feel bad for any party members that are nearby.

Yes, that's what happens. If you use Whirling Blade it's probably a good idea to only target enemies more than 5 squares away from your allies, or who have three of their own allies within 5 squares of each other just in case you keep missing your attacks.

Feats like War Wizardry can help reduce the chance that you'll injure your friends this way.


is Adventurers Vault a 4e Rulebook by WOTC? IF it aint, then it aint valid in this conversation...Too quick a build and too small an enchant cost. With Skyships Rules from the Alphatian/Thyatian D&D Boxed set combined with 3E it takes 100 years, and costs up of 25 million gp.

Enchant Hullframe Cost: (Minor Creation (wood) + fly) x 3000gp x #frame sections x levels of spells, time: 1 week x total spell levels
Minimum Wizard level (18)

Qadira (Pathfinder Adventure Path Charter Subscriber; Modules Subscriber)

yellowdingo wrote:
is Adventurers Vault a 4e Rulebook by WOTC?

It is.


yellowdingo wrote:
is Adventurers Vault a 4e Rulebook by WOTC?

Yes.

yellowdingo wrote:
IF it aint, then it aint valid in this conversation...Too quick a build and too small an enchant cost. With Skyships Rules from the Alphatian/Thyatian D&D Boxed set combined with 3E it takes 100 years, and costs up of 25 million gp.

That's nice. This is about 4th Edition. It's probably a good idea to stay on-topic.

Shadow Lodge (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

Adveture's Vault is a WOTC sourcebook

Shadow Lodge (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

Thanks Scott, apperciate it. Now to tell Rev... I may train out that power


yellowdingo wrote:
said stuff about skyships

Spoiler:
Yeah that is a bit much but hell recall the stuff from the mystra boxed set, wow I mean...odd....I did find the FR skyships to much and took to long to make.....The 4e skyship rules are silly however

Lazaro wrote:
Thanks Scott, apperciate it. Now to tell Rev... I may train out that power

I have a feeling you'll still get plenty of use out of it, unless your DM has a habit of throwing very small encounters at you. It's a daily power, so you really only need a situation to come up where it'll come in handy once (maybe twice) per day.

That said, I think it's probably the weakest 1st-level daily power if you're acting as the party's primary defender. Burning Blade has better damage against BBEGs and Frost Backlash has a lot more utility for defenders.


Dunno. As a DM, I'd be inclined to rule that as a swordmage rose in level, they'd also rise in their ability to control the power. It's a funky daily, but not so great if you have to turn your allies into chowder to use it.

I've been toying with building a sliding scale for this and other area effect spells that take down everything in range. Along the lines of roughly every two levels, your chance of hitting an ally reduces.

It's not a lot of fun either for the players or the DM if the cooler powers can't get used.

Hi Scott. I'm the DM Laz is talking about. Mixed encounters. Many, many mixed encounters.


seekerofshadowlight wrote:
yellowdingo wrote:

is Adventurers Vault a 4e Rulebook by WOTC? IF it aint, then it aint valid in this conversation...Too quick a build and too small an enchant cost. With Skyships Rules from the Alphatian/Thyatian D&D Boxed set combined with 3E it takes 100 years, and costs up of 25 million gp.

Enchant Hullframe Cost: (Minor Creation (wood) + fly) x 3000gp x #frame sections x levels of spells, time: 1 week x total spell levels
Minimum Wizard level (18)

** spoiler omitted **

Please take it elsewhere.


I used a spoiler man as to not derail your thread. so no. I am not hurting the thread with a freaking spoiler about a topic that came up IN THIS thread.


Rev Rosey wrote:

Dunno. As a DM, I'd be inclined to rule that as a swordmage rose in level, they'd also rise in their ability to control the power. It's a funky daily, but not so great if you have to turn your allies into chowder to use it.

I've been toying with building a sliding scale for this and other area effect spells that take down everything in range. Along the lines of roughly every two levels, your chance of hitting an ally reduces.

It's not a lot of fun either for the players or the DM if the cooler powers can't get used.

Such a "rule" is already built into the system - the Forgotten Realms Player's Guide (the same book that holds the Swordmage class) has a Paragon-tier feat called War Wizardry that significantly reduces your chance to hit your own allies with your arcane powers (and causes such powers to only deal half damage when they do hit your allies). A Wizard/Swordmage/Bard/Warlock/Artificer/Whatever concerned about collateral damage can pick this feat up and feel reasonably safe about his spell-flinging.


seekerofshadowlight wrote:
I used a spoiler man as to not derail your thread. so no. I am not hurting the thread with a freaking spoiler about a topic that came up IN THIS thread.

You were replying to an off-topic post. Regardless of whether or not you spoilered your own post (which doesn't make it any less off-topic), you still managed to quote the original off-topic post in your own.


Though I had edited down smaller really, was not trying to derail but it is pointless to make another thread just to comment on one thing, that's silly and I wont do it


Of course it does. Thank you - you did mention it before, but the thread is whizzing along at the moment and I missed it.

I also have a question.

One of my players is a gnoll. None of the gnoll feats/powers/attacks that I've seen so far allow her to use her gnollish nature to grant pack status to her party.

In your opinion, would it possible to do such a thing within the rules as they stand? Gnolls-as-monsters tend to have pack attack, which lets them deal extra damage when they have two or more adjacent pack members next to an enemy.

Would it be a game breaker to create a ritual which allowed her to mark her party as her pack for a limited time?


seekerofshadowlight wrote:
Though I had edited down smaller really, was not trying to derail but it is pointless to make another thread just to comment on one thing, that's silly and I wont do it

Then don't. But please don't instead choose to encourage someone who is obviously making a concerted effort to thwart the purpose of this thread by acknowledging and replying to the off-topic portions of their posts.


Scott I dont recall them old ship rules often, and gods where they complex, I know he is prob just messing with yall but it did make me want to comment, so I put it in a spoiler so it should not bug the thread, ya made the big deal out of it not me.


Scott Betts wrote:
Lazaro wrote:

Ok Swordmage question:

The Daily power Whirling Blade says:

Miss: Repeat the attack against a second target within 5
squares of the first. If you miss, repeat the attack against
a third target within 5 squares of the second. If you miss
again, repeat the attack against a fourth target within 5
squares of the third. Your weapon then returns to your
hand.

So let's say I use this and miss the BBEG and no other baddies are available does it target my allies within reach? If so I feel bad for any party members that are nearby.

Yes, that's what happens. If you use Whirling Blade it's probably a good idea to only target enemies more than 5 squares away from your allies, or who have three of their own allies within 5 squares of each other just in case you keep missing your attacks.

Feats like War Wizardry can help reduce the chance that you'll injure your friends this way.

Actually Scott, im not sure you are correct. When you use a power, you have to define all targets BEFORE you make the initial attack role. If you dont have 4 targets to define, then you wont make 4 attacks.


Rev Rosey wrote:

Of course it does. Thank you - you did mention it before, but the thread is whizzing along at the moment and I missed it.

I also have a question.

One of my players is a gnoll. None of the gnoll feats/powers/attacks that I've seen so far allow her to use her gnollish nature to grant pack status to her party.

In your opinion, would it possible to do such a thing within the rules as they stand? Gnolls-as-monsters tend to have pack attack, which lets them deal extra damage when they have two or more adjacent pack members next to an enemy.

Would it be a game breaker to create a ritual which allowed her to mark her party as her pack for a limited time?

I'm not sure if it would be a game breaker or not. I know that most rituals shy away from in-combat benefits of any kind, so I'd be cautious if you decided to implement this.

Something you may want to look at is the Primal Power playtest featuring tribal feats - feats that increase in strength depending on how many of your companions also possess the feat. Tribe of the Bloodied Spear in particular sounds like a good way to represent your characters learning to hunt like a pack of gnolls.


Ratchet wrote:
Scott Betts wrote:
Lazaro wrote:

Ok Swordmage question:

The Daily power Whirling Blade says:

Miss: Repeat the attack against a second target within 5
squares of the first. If you miss, repeat the attack against
a third target within 5 squares of the second. If you miss
again, repeat the attack against a fourth target within 5
squares of the third. Your weapon then returns to your
hand.

So let's say I use this and miss the BBEG and no other baddies are available does it target my allies within reach? If so I feel bad for any party members that are nearby.

Yes, that's what happens. If you use Whirling Blade it's probably a good idea to only target enemies more than 5 squares away from your allies, or who have three of their own allies within 5 squares of each other just in case you keep missing your attacks.

Feats like War Wizardry can help reduce the chance that you'll injure your friends this way.

Actually Scott, im not sure you are correct. When you use a power, you have to define all targets BEFORE you make the initial attack role. If you dont have 4 targets to define, then you wont make 4 attacks.

You're correct that the targets of a power need to be defined before the attack rolls, but in this case an examination of Whirling Blade's target field gives us our answer: despite the fact that the power gains extra targets if you continue to miss with it, you still only target "One creature" when you first use the power.


Scott Betts wrote:


You're correct that the targets of a power need to be defined before the attack rolls, but in this case an examination of Whirling Blade's target field gives us our answer: despite the fact that the power gains extra targets if you continue to miss with it, you still only target "One creature" when you first use the power.

ah ok I was just thinking about the what the target field said, and whether that made a difference.


Scott Betts wrote:

...

Something you may want to look at is the Primal Power playtest featuring tribal feats - feats that increase in strength depending on how many of your companions also possess the feat. Tribe of the Bloodied Spear in particular sounds like a good way to represent your characters learning to hunt like a pack of gnolls.

The link keeps bringing me back to this thread, but the feats sound like the exact flavour I'm looking for.


Prithee, good madam DM, I am no gnoll.

*glares daggers at Whiteclaw*


Rev Rosey wrote:
Scott Betts wrote:

...

Something you may want to look at is the Primal Power playtest featuring tribal feats - feats that increase in strength depending on how many of your companions also possess the feat. Tribe of the Bloodied Spear in particular sounds like a good way to represent your characters learning to hunt like a pack of gnolls.

The link keeps bringing me back to this thread, but the feats sound like the exact flavour I'm looking for.

That's weird, it brings me right to the article. Try this link maybe?

EDIT: Ah, it's subscribers-only. If you don't have a DDI subscription you won't be able to check out the article.

I'll give you the feat's info anyway. Tribal feats operate the same as any other feat - they don't have any special prerequisites, so anyone can take them.

Tribe of the Bloodied Spear [Tribal]
Benefit: You gain a +1 bonus to attack rolls and
damage rolls on all opportunity attacks. This bonus
increases by +1 for each ally with this feat that is
within 10 squares of you to a maximum of +5.

You know, when I read that article a while back I thought the feats were cool but always imagined them as more of a formal fighting style sort of thing. The idea of a gnoll teaching the rest of the party how to hunt prey like a pack actually fits these tribal feats better than anything I was able to come up with.


It's true I can't imagine Arianwyn (or Vel, Reason and Kia for that matter) joining any kind of pack, but The Rogue Knight and Gobi would probably like it.


Scott Betts wrote:
... The idea of a gnoll teaching the rest of the party how to hunt prey like a pack actually fits these tribal feats better than anything I was able to come up with.

It is flavourful certainly and I personally like it. I'll run it past my players and see what they think. Thanks Scott.

Shadow Lodge (Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion Subscriber)

Rev

Spoiler:

What's your email I can send you the information on tribal feats (9 in all).


Laz

Spoiler:

rev dot rosey at googlemail dot com

Taldor (Pathfinder Adventure Path Subscriber)

how many classes are there in 4E now? and can someone do a breakdown of each power sources role classes

I.E. [b]arcane]
Arcane Defender: blah, and blah
Arcane Striker: blah, and blah
Arcane Controller: blah
Arcane leader: none yet

etc.

I'm just trying to see how each power source breaks down to rules and If I can only get one suplement for 4e what should it be (I play in 4e when able but don't run, when running I prefer 3e)


lastknightleft wrote:

how many classes are there in 4E now? and can someone do a breakdown of each power sources role classes

I.E. [b]arcane]
Arcane Defender: blah, and blah
Arcane Striker: blah, and blah
Arcane Controller: blah
Arcane leader: none yet

etc.

I'm just trying to see how each power source breaks down to rules and If I can only get one suplement for 4e what should it be (I play in 4e when able but don't run, when running I prefer 3e)

Martial

Defender - Fighter (PHB)
Striker - Rogue (PHB), Ranger (PHB)
Controller - None
Leader - Warlord (PHB)

Divine
Defender - Paladin (PHB)
Striker - Avenger (PHB2)
Controller - Invoker (PHB2)
Leader - Cleric (PHB)

Arcane
Defender - Swordmage (FRPG)
Striker - Sorcerer (PHB2) Warlock (PHB)
Controller - Wizard (PHB)
Leader - Bard (PHB2)

Primal
Defender - Warden (PHB2)
Striker - Barbarian (PHB2)
Controller - Druid (PHB2)
Leader - Shamen (PHB2)


Has anyone tried out the product "Witch Doctor," a controller role offered by One Bad Egg (and available at Paizo)? My experience with it has been VERY good, although I haven't tried the shaman class, either.


As you can see, PHB2 is a worthy resource for your consideration.

Taldor (Pathfinder Adventure Path Subscriber)

hm I thought I had heard of more classes than just the swordmage other than those offered by the PHBII guess it must have been 3rd party stuff. Anywho, I guess if theres a players supplement to get it should be the PHBII, although isn't there a martial and arcane sourcebook? are there plans for a divine along the same lines?

Cheliax (Pathfinder Superscriber)

Yes, you're thinking of Martial Power and Arcane Power. Both offer new powers, feats, paragon paths, and epic destinies. They don't have new classes in them, though.

http://paizo.com/store/byCompany/w/wizardsOfTheCoast/byProductType/roleplay ingGames/dungeonsDragons/4thEdition/sourcebooks/v5748btpy86kx

Divine Power isn't out yet but should be coming in July.

Qadira (Pathfinder Adventure Path Subscriber)

lastknightleft wrote:
hm I thought I had heard of more classes than just the swordmage other than those offered by the PHBII guess it must have been 3rd party stuff. Anywho, I guess if theres a players supplement to get it should be the PHBII, although isn't there a martial and arcane sourcebook? are there plans for a divine along the same lines?

You may also be thinking about the previews in Dragon as well. Most of those previewed are in PHB2, but the Artificer will be out in (I believe) the Eberron Player's Guide.


Which 4e adventures are urban and/or non-dungeon crawls?


The Punjar series from Goodman Games.


FabesMinis wrote:
The Punjar series from Goodman Games.

Really? Thanks. I just assumed the Dungeon Crawl Classics would be...I don't know...dungeon crawls. :)

I will check them out.


CourtFool wrote:
Which 4e adventures are urban and/or non-dungeon crawls?

You may also want to check out "Dark Heart of Mithrendain" in Dungeon #157. Basically, the party becomes embroiled in the politics of an eladrin city in the Feywild. There is a dungeon crawl section, but you could play for months just having fun with city intrigue.


This is one I have been wondering for a while. It hasn't come up in my game too much but there is only 3 PCs.

1)Can you ignore allies when drawing Line of sight? What about line of effect?
2)Can you use a pole arm to attack through an allies space to a creature?


Zex wrote:

This is one I have been wondering for a while. It hasn't come up in my game too much but there is only 3 PCs.

1)Can you ignore allies when drawing Line of sight? What about line of effect?

Yes, and yes. Allies are never considered to hinder ranged attacks. Enemies, on the other hand, can interfere with ranged attacks by providing cover (but do not completely block line of sight or line of effect). You should read the rules for determining cover on page 280 of the Player's Handbook.

Sources: Seeing and Targeting (Player's Handbook pg. 273), Cover (Player's Handbook pg. 280)

Zex wrote:
2)Can you use a pole arm to attack through an allies space to a creature?

Yes. Allies are never considered to hinder reach attacks. Enemies, on the other hand, can interfere with reach attacks by providing cover (as can any other terrain feature that would normally provide cover). Under the rules for cover on page 280 of the Player's Handbook there is an entry for reach; that's what you want to check out to handle situations like this.

Source: Cover (Player's Handbook pg. 280)

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