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PostPosted: Fri Dec 13, 2013 12:51 am 
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You hear that kids?

Jealousy

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PostPosted: Fri Dec 13, 2013 7:59 am 
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Sure, but doWarforged get Bat Sonar Sense? Sounds useful to me! Sure wish I were a bat!

Then again, natural armor sounds good to me right now too.


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PostPosted: Fri Dec 13, 2013 5:30 pm 
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Don't worry about the initiative miscalc - I should've caught it last night when you posted turn order. Does the /dice function automatically calculate +/- mods if I include it in the brackets, like: 1d20+3 ?

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PostPosted: Fri Dec 13, 2013 5:40 pm 
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Deruvid wrote:
Don't worry about the initiative miscalc - I should've caught it last night when you posted turn order. Does the /dice function automatically calculate +/- mods if I include it in the brackets, like: 1d20+3 ?


Yeah it does. So it would be [dice] 1d20+4 [ /dice]

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PostPosted: Fri Dec 13, 2013 5:50 pm 
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ok I wont need to split it on different lines from now on then. That's nice.

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PostPosted: Fri Dec 13, 2013 7:21 pm 
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Out of character who has the torch?
I wonder if there's a trap somewhere we can activate to kill all these skeletons or if the torch will do anything when we get close to them with it.

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PostPosted: Fri Dec 13, 2013 7:23 pm 
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Jack has the torch.

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PostPosted: Sat Dec 14, 2013 1:12 am 
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Sorry, yes. I meant to drop it in my post, should fix tomorrow. Light is still cast on my staff, though. Has Sunshine's light spell expired, or are we still good on light?


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PostPosted: Sat Dec 14, 2013 1:14 am 
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It lasts an hour, so.... up to the DM.

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PostPosted: Sat Dec 14, 2013 7:22 pm 
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Wondering when the boss is gonna come running. Lol

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PostPosted: Sun Dec 15, 2013 7:48 pm 
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FYI - Wizards will be shutting down the website for DDNext playtesting soon so if you still need to get any of the playtest materials from the site do so soon.

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PostPosted: Sun Dec 15, 2013 9:40 pm 
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^Aye, snag it up now. Otherwise you'll have to be a dirty pirate like me.

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PostPosted: Sun Dec 15, 2013 10:19 pm 
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Deruvid wrote:
FYI - Wizards will be shutting down the website for DDNext playtesting soon so if you still need to get any of the playtest materials from the site do so soon.

Thanks for the warning, I just re-downloaded it in case there's any changes.

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PostPosted: Mon Dec 16, 2013 11:54 pm 
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Okay, post edited for accuracy sake. And also since the DM hasn't check in yet. ^_^

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PostPosted: Tue Dec 17, 2013 10:01 am 
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I'll let you restate your turn, as this line is part of the Phantasmal Force spell that you quoted. I checked my own copy of the Spells PDF and it's in there, too.

"This spell has no effect upon undead or constructs."

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PostPosted: Tue Dec 17, 2013 11:16 am 
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Well crap. Changed.

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PostPosted: Wed Dec 18, 2013 8:19 pm 
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Silverghost since we both rolled 11 initiative, you can go first.

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PostPosted: Wed Dec 18, 2013 9:57 pm 
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Kill them! Kill them all!!

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PostPosted: Thu Dec 19, 2013 12:48 pm 
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Is my bat even able to make attacks in DDN?

Edit: Nope, it can't. Well damn.

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PostPosted: Thu Dec 19, 2013 1:48 pm 
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Right, it has no attacks of its own. Its turn should be used to move to an advantageous position in order to give you the opportunity to see from a different vantage point or deliver touch spells (e.g. Chill Touch, etc.) for you.

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Finally, while within 100 feet of your familiar, you can have it deliver a spell on your turn that requires touching a creature. The familiar touches the creature on your behalf, provided nothing is preventing it from taking actions. If the spell requires an attack roll, you use your attack modifier for the roll.


That said, there's a lot you can do with a well-placed Thunderwave here, should the opportunity arise.

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