Bard

First World Bard's page

Goblin Squad Member. RPG Superstar 9 Season Star Voter. Pathfinder Card Game Subscriber; Starfinder Charter Superscriber. FullStar Pathfinder Society GM. 762 posts. No reviews. No lists. No wishlists. 19 Organized Play characters.


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gustavo iglesias wrote:
Mark Seifter wrote:


In the beta alone, there is a way to be legendary with a heavy armor + shields that doesn't involve paladin in any way, and of course there's at least one class that is legendary with something else in the AC department.
Monks have legendary unarmored proficiency, confirmed by Mark. :P

I came away with a different conclusion: Wizards being legendary in Mage Armor.


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Heh, this blog post reminded me of that one PFS mod where my Cleric of Shelyn was given a faction mission from the Silver Crusade that was anathema to Shelyn's beliefs.[It involved destroying a work of art].


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This looks awesome!


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Great blog post. I like how you plan to solve the save or suck problem with a unified mechanic.


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Neo2151 wrote:

Ignoring the bastard sword (it's a smaller great sword, ofc it will do less damage!), are you saying that two-handed great axe is going to remain inferior to a great sword? Or are they going to be comparable?

I'm reaaaally not interested in continuing to live in the "swords are always the best, suck it other weapons!" trope any longer. :P

This quote was in a thread talking about magic weapons. A +1 weapon rolls an extra weapon die (so 2d8 damage for a longsword, for example). The poster was worried that a +1 greatsword (if it still does 2d6) would only do 3d6 on a hit. There was a whole lot of inferring going on, and Mark confirmed that the greatsword user wasn't left behind. Maybe that's because greatswords no longer do 2d6, or maybe that's because a +1 greatsword does 4d6. In any case, that's the context for Mark's quote, so I wouldn't read anything more than the above into it.


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Fuzzypaws wrote:
That does seem strange. Even if they're giving it to every single class because of how important it is, it's still functionally a skill and presumably can be improved like a skill and pick up feat improvements like a skill; just call it a skill.

I suspect it's *not* a skill for that reason. My guess is that since it's not a skill, improving it requires General feats, instead of Skill Feats.


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As for playing another campaign, do you mean with the same base set, or a different base set? Basically, whatever base set you have, if you want to play Hayato, just add the Ultimate Combat deck into your base set, and you'll have appropriate samurai weapons, armor, and gear to potentially find during your adventures. When you are done, you can pull those cards back out and put them into another set, if you'd like.


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ChibiNyan wrote:
How do these decks work? I'm kind of new to the ACG but wondering about the add-ons. I figure it's a bunch of extra cards but do you just add them to your campaign box mixed with everything else? Or are they used separately for some purpose?

Both. If you are playing with your box at home, you can mix in the boons according to their adventure deck number. So, just the 'B' cards when you are starting out, then add in the '1' cards when you get to Adventure Deck 1, and so on.

You can also use the Ultimate Combat deck in Organized Play. The ACG Organized Play program is described here. So you could play Hayato out of that deck, or combine that deck with e.g. the Fighter deck and play Valeros with a bunch of awesome new cards that weren't around when the Fighter Class Deck came out four-ish years ago.


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PossibleCabbage wrote:
Shifting the focus on doing damage from "accumulating a bunch of static bonuses" to "rolling more dice" is a positive change. I had one character who by the end of the campaign was rolling like "1d8+45" for damage and at that point, the die is pretty much superfluous.

I hope he rolls low.


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RumpinRufus wrote:
Could we at least get Dex-to-damage at level 1? It's such a prevalent concept in fiction (Arya Stark!) that it's really disappointing to have to tell people, "You can do that by level 5, but the first four levels you'll be basically dead weight..."

Dex to Damage sounds more like a Rogue to me. Same with Arya Stark.

Edit: Ninja'd while talking about Arya Stark. Sounds fitting.

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Looks like you also forgot Magus.


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So, I'm speculating that there are two types of skill feats.
a) Increase your proficiency level (with character level being the prerequisite)
b) gain a skill unlock (with proficiency level in the skill being the prerequisite)
Alternatively, maybe it's some sort of hybrid where the skill feat increases your proficiency and gives you a minor bonus. How's my guesswork?


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I'm pretty happy about this announcement. As background, I've played organized play for all of 3.5, 4E, Pathfinder, 5E, and SF; I've enjoyed them all. These days, when i'm at a con, I play a mix of Pathfinder, 5E, and Starfinder. While I appreciate the greater customization options that PF brings to the table, I find that higher-level play breaks down somewhat. I'm hoping that PF 2.0 can expand the "sweet spot" of the system to all levels of play, and I've got some faith that the PDT can pull it off (with our input during the playtest, of course)


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Mark Seifter wrote:
Yeah, Pharasma is for sure a better fit. Did you join the Dark Archive with the backstory that Zarta Dralneen agreed to help protect your home village from an attack so you could be working for a morally questionable patroness?

Hey, this thread isn't called "Mark Seifter Asks You Questions" :P

Snarking aside, no, the closest nation fit to the book series is clearly Taldor, so I went with Sovereign Court.


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Mark Seifter wrote:
First World Bard wrote:
Mark, what's your favorite Starfinder iconic pregen to play at first level, and why?
I have actually not played any of them; I played my own characters. I've run for them before, though, and Keskodai seemed like fun for the players, plus bug dad is a fun story concept, and mystic is one of my babies. But Obo is awesome too, and Iseph is nearly as awesome and also one of my class babies. And can't forget Navasi, Quig, or Raia either. Starfinder iconics are pretty stellar!

I see what you did there.


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Mark Seifter wrote:
First World Bard wrote:
Mark, have you read the Codex Alera series by Jim Butcher? Because I think I've finally decided what to do with my Crypt of the Everflame credit: create Isana (the series' protagonist's aunt) as a Hydrokineticist. She'll probably be a Taldan that secretly worships Saranrae as a goddess of healing (partly because it's good RP for the Indomitable Faith trait shoring up a Kineticist's poor save, and partly because of what went down in the Crypt when I ran it. :P)
I have read them, as part of my elemental-themed research for the kineticist (which also included watching Legend of Korra). If you're playing Isana, just remember that using water powers to <spoiler redacted> a child is probably not a great choice for PFS, even if you think it's a good idea.

Heh. I finally played her a few months ago at a Child's Play fundraiser game-day that Lucas helped coordinate. I realized that, story-wise, Pharasma made more sense as a patron deity, given her having domain over both healing and water. I even took a rank in Profession(Midwife). Pharasma's domain over death gets more attention than birth; I figured i should share the love.


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Vic Wertz wrote:
Added Ukuja to FAQ.

Yes, but which is correct? The FAQ just left me hanging. :)


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ryric wrote:
Also, strangely enough, she'll have big problems at "swimming" locations or other forced Con checks.

Not strange at all, from a lore perspective: Dhampyrs still need to breathe, and have a racial -2 CON penalty. Also, it's unlikely her daddy taught her how to swim growing up, given that whole "Vampires vs running water" thing.


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Charisma blessings to make up for their absence in the Bard class deck.
A Ruby of Charisma, as it's lacking in the Sorcerer class deck (also would be useful for Talitha in the Magus class deck, and perhaps other off-stat characters).

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I noticed that there aren't any PACG Play-By-Post games listed. While I I don't have the time to participate (I'm LARPing and therefore AFK for the two middle weekends in October), I know some folks have done some pbp PACG over on the PACG org play forums.

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I GMed 1-03 a week and a half ago. I called the starship combat 2 hours into the scenario. It was clear that the PCs had the upper hand, but finishing the fight would take another 30-60 minutes.

Scenario details:
The PCs managed to wreck the drone launcher from the orbital defensive emplacement and get it down to only 15 hull points left, but were out of torpedoes and the platform was able to get its shield points back to full.

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Ahh, thanks! I'll assume that's still the case, then. I was somewhat busy with the wedding last year, so I didn't make it to any big summer cons and didn't keep abreast of The Cosmic Captive.

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Pirate Rob wrote:
Answer to final question: once.

Pirate Rob, are you sure about this one? PACG scenarios typically allow replay, and while I haven't checked the Guide, I don't know that this is an exception. This is the Card Guild forum, so I assume Calthaer is talking about PACG and not the RPG.

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Next question: If I played the Card Game version of the special at Gen Con, can I play the RPG version elsewhere?


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If this is for PFS, there are campaign clarifications that do what you want.

PFS Campaign Clarifications wrote:
—A character who receives spiritual weapon as a bonus spell (such as an oracle mystery spell or witch patron spell) may use her primary spellcasting ability score in place of her Wisdom score when calculating the spell's attack bonus.

If it's not PFS, try suggesting to your GM they adopt the same guidance.

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First World Bard wrote:
No fusion, but there's the backup generator armor mod. 10 minutes per charge, only works while the PC is moving around (so doing jumping jacks are OK, but resting is not).

As an aside, that item is one of the things that most strains my suspension of disbelief/science incredulity in all of Starfinder (specifically the bit about it using kinetic energy to charge batteries). In my headcannon, it's just a nuclear fusion generator that would work all the time, but the recharging station cartel somehow made the designers cripple it (lobbying for regulations in with the Pact Worlds government, maybe?) by gating the power output with an accelerometer that detected movement.

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Rysky the Dark Solarion wrote:
Well PC weapons don't have an assembly plant that rebuilds/recharges their weapons for them (is that a Fusion that they can get?).

No fusion, but there's the backup generator armor mod. 10 minutes per charge, only works while the PC is moving around (so doing jumping jacks are OK, but resting is not).

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My advice: make the character that you want to play (but be open to picking up a pregen if the table is lacking in skills and it seems like it will be a skills-focused scenario). Or: make 2 characters, a combat Solarian and a more skillful character, and pick between them, as above.

I am not familiar with Solarian builds so I can give only general advice. If you are trying to be more skillful: Your theme can give you another class skill, and there's a feat that can give you two more. You'll be skill-point poor (and MAD so boosting INT will be hard); going Human for the extra feat and skill points can help.

In Starships: Solarians have full BAB, so as long as you didn't dump DEX you'll be a passable gunner. Having Diplomacy also makes you an OK captain.

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Herbalist is a suggested profession, and seems Medicine-adjacent, flavor-wise You could put a point in that for Day Job checks, if you wanted.


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captain yesterday wrote:
In fairness, in their initial GenCon pitch last year, they DID say you'd be able to use the Pathfinder Bestiaries with minimal effort. :-)

Sure, and that's true. There were some mathematical acrobatics done to make the monster math line up pretty well. The flip side of that is that the PC math is rather different, making PC conversion much more involved than Bestiary conversion.s

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Glad you had a good time. I'd love to make it down to a Hawkcon at some point. (Not counting Hawkcon I was at least triple-booked on the weekend of September 9th, though).I need to find some occasions to play Talitha in Guild scenarios; I played her in a couple sessions of Faction's Favor as well as the ACG Special at Gen Con and fell in love. She was... very good at sending Reinforcements to other tables.

Someone on the rules forum had mentioned a first turn win before; I believe they encountered a Goblin Keelhaulin' on the first turn of that adventure where you win when you collect enough plunder.


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Sparowl wrote:

61) The ship has multiple rooms full of junk and debris, including areas where major power conduits run. Selling a ship where it is impossible to check even the main power relays is extremely difficult, if not impossible, and wouldn't get you very much.

This would also allow the players to use down time to clean out the rooms, which could be used to upgrade the ship, and the random debris could include upgrades and items (apparently someone was trafficking weapons through this room... some of them would work with a little bit of TLC!)

Heh, this sounds like maintaining the Avenger in XCOM 2.


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Cyrad wrote:
I love the direction of Factions Favored, but oh my gosh. The scenario I played at Gen Con was really annoying and unfun.

Cyrad, which scenario did you play? I played Scenarios 2 and 3 of Adventure 1 of Faction's Favor. One of them (I forget which) had a monster get added to a random location deck at the end of every turn. The key to that one was that it didn't go into a random *open* location, and hopefully you'd be able to close some locations early and start dealing those monsters into closed locations.

We started playing that one wrong, and near the end of the blessings deck I realized on average we weren't making any progress, so I checked the wording and realized the mistake we had made. (Thankfully, Keith was also around to confirm the intent).

Otherwise, I thought the 2 scenarios I played were pretty fun.


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citricking wrote:
After level up stat boosts and personal item stat boosts it stays at +2.

I agree about the stat boosts from leveling, but not the stat boosts from personal items. You get at most, one +6, one +4, and one +2, and those need to be in different abilities. So the first boost will go to Dex, and then you upgrade Dex to +4 before getting the +2 secondary stat boost; same applies when you upgrade the +6 to DEX before you take +4 in the secondary. So, once you start buying personal items your dex checks will be above your secondary checks by +1 or +2 as a result of personal items.

Edit: I see where I got my math wrong: first leveling means you have 19 Dex, 16 Secondary, 2nd leveling means you have 20 Dex, 18 secondary. Though if you are actually a character that really cares about your secondary (maybe a Hacker playing up the Computers/Engineering element?) you might start out with a 16 Dex / 16 Int, and that helps even more with Trick Attacks.


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There is some speculation that the +4s should go to specializations that use non-Dex based skills, and that the Ghost probably shouldn't have the +4. Nothing official has been said yet, however.


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Stephen Trone wrote:
...I believe that an in-system jump carries with it a 1% chance of an encounter in the Drift. Now many people would undoubtedly carry weapons to defend themselves but let us assume for the sake of argument that 1% of all encounters end in the death of some or all members of a ships crew. I feel that this is not an unreasonable rate considering the threats presented and how the universe is portrayed. Basically 1/10,000 ships that enter the drift never make it to their destination.

You go from suggesting 1% of encounters lead to death of some/all of the ship's crew, to stating that that same 1% of encounters lead to ship TPKs.

Also, I don't think it's fair to compare Starfinder to O'Hare. Starfinder is a setting that still has vast swaths of unexplored space. For a real world example, you should think of seafaring explorers, or *maybe* the birth of aviation. I have no idea what the statistics there are, but it's probably closer to losing 1 in 10,000 ships/planes.


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Spacelard wrote:
As INT and CHA tend to be dump stats for a ZAM I personally think a dip in wizard/sorcerer unlikely.

I have a ZAM with a 1 level dip into Empyreal Bloodline sorcerer, to get WIS as the casting stat.


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I don't see an odd ability score bonus in this build (from Theme). Assuming your theme doesn't give Con or Cha, you can get yourself Str 13 with the above build and just not worry about it.


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Page 98, Sample Build for Hackers suggests taking Skill Focus (Computers). However, since Computers and Engineering are the associated skills for a Hackers, they get skill focus in those skills as bonus feats at level 1.


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Wei Ji the Learner wrote:


** spoiler omitted **

Hope things aren't as swingy as PF, or this will end really quick.

I believe you can buy up from an 8 to an 18 in Starfinder, it will just take all 10 of your points, meaning you are stuck with 12/12/11 (or 13/12) with your racial and theme bounses in the relevant ability scores.


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Paladinosaur wrote:
Captain Kuro wrote:
Brother Fen wrote:
Sold out already? Well done, Paizo.
Agreed, Bravo. But will more be printed soon for those people who didn't preorder?
I don't remember if any has ever AP got a reprint (well, except for the hardcovers, that I believe won't be a thing in SF)

They've said that they plan to reprint them and have new stock ready in a matter of months. There's even a way for subscribers to get the cost of the PDF refunded, if they subscribe but don't want to wait for the shipment to get their PDF. Check the New Releases Thread of the Customer Service forums.


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Ranger-Rogue is a classic combo. TWF style works better with sneak attacks.

How far do you expect the game to go, level-wise? The two classes have a bit of overlap (with respect to Evasion at Ranger 9), but if you don't think you'll get that far it's a good mix. I'd probably either treat the Rogue as a dip (for trapfinding) or advance the classes somewhat evenly.


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Brew Bird wrote:
As written, how does the Debilitating Sniper ability work with the sniper weapons in the book? Does it override the limitation that you can't use Trick Attack with unwieldy weapons? And is it intended that you can't use the "Sniper" ability with Trick Attack? The fact that a Laser Pistol has a greater range and can be used for trick attacks without any limitations makes me think you were supposed to be able to use the Sniper feature, otherwise there wouldn't be a much of a benefit.

Looks like this hasn't been answered yet. There's a 6th level Operative ability you can choose that lets you make Debilitating Shots (but still no trick attack damage) with sniper rifles.


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Sara Marie wrote:
The code roll for the fix on Gen Con orders is not going to happen until Wednesday. I am going to be ensuring that subscribers choosing to get their items at Gen Con get their PDFs today as soon as I am in the office (currently waiting on a service appointment at home). I apologize for the delay.

Thank you so much for this. I'm sure I speak for many of us when I say we really appreciate the extra work/overhead that is needed to make this happen.

Good luck with your service appointment. They can be pretty pesky.


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Buffalo Dave wrote:
That was my first screwup! I'd assumed the order would process here, I'd get my PDFs, and I'd get the physical books as Gen Con but it now looks like the PDFs don't release to me until after that pickup.

I think you misunderstood what the last poster said. Those of us doing GenCon pickup should get our PDFs soon. Sara Marie's last public estimate was yesterday or today, but they still had some software problems last Friday, and it's unclear if/when those got resolved.

Edit: Wow, I ninja'd Hawkmoon. Pretty sure that's an achievement. :)


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Another Icon party-composition idea: everyone in the party is an Icon, except for one person. Sort of like the unknown actor in Tropic Thunder, or the redshirt/extra that made it onto the adventure in Galaxy Quest. "And we have... another crewmember!"


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So, reading this thread was sort of a bummer for me. Since I'm doing Gen Con pickup, I don't have my PDF yet; hopefully it drops today or tomorrow. I'd been planning to create an Envoy based on my homegame character (We're playing Dark Heresy 2nd Ed at the moment) and play him in a couple of Gen Con SFS sessions. The opinions here seemed to indicate it was weak to the point of needed to go back to the drawing board. That sentiment actually made pretty disheartened.

I was glad to see Mark here defending the class, and explaining that because of math/system differences between PF and SF, it was still a solid choice. So I expect to continue with said plan and actually make and play an Envoy. (Or at the very least, play some tables with the iconic, Nevasi.

The bit about envoy exploits only going up to 8th level does seem a little weird, but I'm not going to sweat that just yet. I've been playing PFS on and off since 2013, and I've only got 2 characters above 8th level; my -1 is still only 5th. I expect that by the time I actually get him to 10th level or so, some more options will have been released. Who knows, maybe it's something they could put in volume ~5 of Dead Suns; it sounds like they want to use the AP line to develop the game more so than in Pathfinder.


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My Starfinder subscriptions (for Gen Con pickup) only show the first item from each subscription: CRB, GM Screen, Basic Terrain Map, AP Vol 1. Is this a known bug?


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Luna Protege wrote:
Only really need a yes or no; I'm really hoping to port Kitsune.

If you don't want to do the work to convert it yourself, a third party publisher has got you covered.


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I really like the sentence fragment "they can feed Amiri's burial customs".

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