Captain Elreth

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Goblin Squad Member. Pathfinder Card Game Subscriber. FullStarFullStarFullStarFullStarFullStar Venture-Captain, California—Los Angeles 96 posts (101 including aliases). 1 review. 1 list. No wishlists. 28 Organized Play characters. 1 alias.


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Sovereign Court

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Gorignak227 wrote:

I noticed the Heal touch attack on an undead opponent didn't list a save for half like the 2 action ranged attack does.

I wonder if they've applied the no save vs to hit spells for cleric spells now? (i hope so...:)

Yeah it looks like this is 1 d20 roll now and the roll is by the caster.

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Yolande d'Bar wrote:
My vote also goes Gnomes +INT, Halflings +WIS, and Goblins +CHA. I fondly remember the gnome illusionists and halfling druids from ancient AD&D days.

I concur. I get that each ancestry is going to have a physical and mental bonus. I think this break down does fit the three races much better.

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While I may just be a cis-gay-boi, much love goes out to my transgender brothers and sisters. The struggle is real and has always been led by you showing the rest of us the way. Never dull your light!

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GentleGiant wrote:
thflame wrote:
I'm not sure I like the fighter doing minimum damage when he "misses". The way I read this, because there is no "critical failure" blurb, he even does minimum damage on a critical failure too? (Or is it that because there is no critical failure blurb, that there is no effect?) I feel like a fighter should still be able to miss, no matter how high a level he is.
That's a special attack, like Sudden Charge, so probably something you have to take a feat to do and might have to spend two actions on doing.

I just want to support this, because as written, if a critical failure uses the failure line if there is no critical failure line, then, for this action, they will always deal minimum damage on a failure. I can see myriad power gamers lining up to exploit that loophole.

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OMG this is so boss! I'm totally doing this!

CHALLENGE ACCEPTED!!!

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I'm so happy that made it in. I love these and I don't even own them yet (but I will soon... SOOOO SOOOON!!!!)

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I like this thread. Honestly, I love both Pathfinder and D&D 5ed. But one thing I wish Pathfinder had is the Short Rest. That function is so great.

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Mark Seifter wrote:
skill rank increases

Honestly, that right there alleviates a lot of concern I was having listening to the pod cast. I was terrified you all went the way for 5ed - not that there's anything wrong with 5ed, it's just, customizing my skills is one of the many things I love about Pathfinder. This was one of the three hills I was ready to die on for 2ed.

Sovereign Court ***** Venture-Captain, California—Los Angeles aka Neume

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Dustin Knight wrote:

I'm all for environmentalism, but the chronicles as individual sheets of paper is something I've really grown to love. The flavor of having to chronicle one's adventures and having physical sheets representing your character is something I really value.

Without going into the math, we'd have a net-zero loss if one out of every 100 PFS players decided to just recycle all their junk mail. Admittedly, they should be doing it anyway, and each individual contributing is what contributes to a cohesive positive coinsciousness shift yaddayadda...

I doubt that. One twelfth level character will have at least 33 Chronicle sheets, plus character sheets, ITS and Faction Journal Cards (one from season 6, 7, 8 and 9). That puts me at about 40 pages. With almost 30 characters that's a lot more than 1 in 100 recycling. And again, that says nothing about the fact that the cost for all these pages getting printed is on me, the organizer.

Dustin Knight wrote:
But keeping track of half-pages of paper handed out as boons is a real hassle. There are binders for it, I suppose. But in that case, why not just use playing-card sized boons and store them in 9-card binder slots? Heck, that'd make physically "slotting your boons" a little simpler, but it'd require GMs to spend the night prior cutting out these playing-card sized boons (pity the convention volunteer).

We were able to deal with half sheets in ACG and in AL. Somehow mankind survived.

The other bonus here is a lot less hassle for GMs. You tell players what they got and then all you do is verify what they wrote and sign and date it.

Sovereign Court ***** Venture-Captain, California—Los Angeles aka Neume

Wei Ji the Learner wrote:


As someone who has played through a couple of campaigns of Swords and Spreadsheets, I'm very much not in favor of TPS reports that need to be filled out, and going all digital will SEVERELY hamper locations that do not have reliable internet connections/people who can't afford WiFi.

I'm confused, everything on the character journal you're required to fill out right now on Chronicle sheets.

Sovereign Court ***** Venture-Captain, California—Los Angeles aka Neume

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So, I don't like the fact that after a time, I can no longer play my character. No matter how cool he is, how much work I've put into him. At a certain point he's gone. The addition of high level play would help, however, I feel like, even with playing at half speed, I only get to play any character for 1 year before being forced to make a new character (I got to this calculation by saying if I play once or twice a week and need 33 XP to level 12 that would be 66 sessions when going slow. With 52 weeks in a year and a few conventions thrown in, in about a year the character is dead to me).

My proposal here isn't to make leveling a nightmare. No, it is more to say, that 3 XP per level below 10 seems fine. But maybe at level 11 it becomes 5. Or, maybe I can freeze my character level at a certain point an no longer earn XP/gold. I honestly don't know, but I know that at the moment, my second biggest concern with PFS is that my character's lifespan is so limited.

Sovereign Court ***** Venture-Captain, California—Los Angeles aka Neume

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End Chronicle Sheets

The waste of paper and environmental cost is staggering, let alone the cost to volunteers to print them. I print about 2000 sheets of paper per 3-day convention. It is appallingly gross and is something we can easily avoid or at the very least, significantly reduce.

Instead or chronicle sheets, we should utilize character journals. Each journal can keep record of about 2 levels of play on 1 page (so 2-sided gets you 4 levels or 12 games). The character journal has the following information:

Character Name, Player Name, OPF#, Character #

Below that are the 6 chronicle entries that include:

Starting XP, XP earned, total XP, starting prestige/fame, prestige/fame earned, prestige spent, total prestige/fame, starting, gold earned, day job, gold spent, total gold and a notes section where things like character death or statuses gained can be written. Below that is a line for GMs to write date, event, event #, sign and write their OPF #

In a world with this character journal, players utilize the Inventory Tracking Sheet to track ALL spending (not just things over 25 gold). They'd also probably have their Faction Journal Card as well. This brave new world sets out to say that boons are rarely used, just like magic items on chronicle sheets are rarely purchased - except when they are things that have 24/7 use or are clearly dynamically different from magic items that can be purchased. In those specific instances, a boon sheet (which may also include special magic items) should be created to give to the players. Preferably this is a half sheet at most that the player can keep with their character and character journal materials.

But I forgot about GMs. The amount of XP, PP and Gold to hand out (as well as any boon sheets) should be included at the end of the adventure. Like players, GMs should add those things to their selected character's journal.

Doing this would DRASTICALLY reduce the amount of paper use across the campaign. Even if every adventure has a boon sheet, if they are half a sheet of paper, we've cut paper use in half.

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Drat I missed first! I am very much excited for this.

Sovereign Court ***** Venture-Captain, California—Los Angeles aka Neume

BigNorseWolf wrote:
Black blade dex magi would be high and dry as far as I know.

Ah, yes, this is true. But then again, they get an intelligent weapon.

Sovereign Court ***** Venture-Captain, California—Los Angeles aka Neume

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pjrogers wrote:
As someone who is thinking about rolling up a magus, without dervish dance, a dexterity-based magus is impossible, right?

I'm lost as to why people think this... Agile and Weapon Finesse are real things that exist.

As someone who plays a class much more feat starved than the Magus, I'm always amazed that it has become a Dervish Dance or bust class. It is a very powerful class as STR based and with a small nuance of determination it is a very powerful class as DEX based.

So you go a few levels without adding DEX to damage until you pay for Agile, boo-hoo, you get a free attack at level 2. You should be able to swing Agile by level 5 when everyone else gets their extra attack. AND GOOD LORD don't get me started on shocking grasp.

I think many of us roll our eyes at this because of all classes, the Magus and the Gunslinger are the most powerful and those players tend to be the most cheesy and vocal about being denied their cheese.

Sovereign Court ***** Venture-Captain, California—Los Angeles aka Neume

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The advent of Two-Weapon Grace makes me pretty sure Dervish Dance doesn't work the way people want it to. There is no way 1 feat = 2 feats that were created AFTER the first.

Spoiler:
You can gain the benefit of the Fencing Grace, Slashing Grace, or Starry Grace feats while fighting with two weapons. Your penalties from two-weapon fighting increase by 2 on all attack rolls you make when doing so, and you can’t decrease the penalties to less than –2 even if other abilities would reduce the penalties further. Add 1/2 your Dexterity bonus to damage with your off-hand weapon instead of 1/2 your Strength modifier. If you attack without using your off-hand weapon, you can use the aforementioned feats despite your other hand being occupied.

In addition, Two-Weapon Grace counts as Double Slice for the purposes of qualifying for the Two-Weapon Rend feat.

Sovereign Court ***** Venture-Captain, California—Los Angeles aka Neume

Obviously Orccon's entry is special cuz we're the most special-est! :D We're super excited to host John next week!

Also, THANK YOU for letting us know about the GenCon badge issue. I'll pick mine up tonight before the lottery.

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What CrystalSeas said!

This is so flippin' amazeballs! but yeah having a way to identify each face would be awesomesauce.

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I need this in my life. PLEASE!!! I heard about this after the fact at GenCon and was sadfaced that I missed out. I would totally pay for a "Season of the Kobolds".

#MAKEITHAPPEN

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MWAHAHAHAHAHAHAHAHAHA!!!

I see many dead Pathfinders in my future!

Sovereign Court ***** Venture-Captain, California—Los Angeles aka Neume

I'M SO EXCITED!!!!

Sovereign Court ***** Venture-Captain, California—Los Angeles aka Neume

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W00T! I for one cannot wait!

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So very early on I determined how to reign in the Gunslinger. I have a simple rule: You may only take a number of free actions in a turn equal to half your character level. While you have cover from all known enemies, reloading a crossbow or firearm does not count toward the limitation on free actions. Also, while you have cover from all enemies, a Gunslinger can concentrate on their shot better reducing their misfire chance by 2.

This has been a really great rule as it forces the Gunslinger to find cover and fire from cover as much as possible. It's led to some really fun and exciting combats as the party tries to think tactically about how to eliminate their foes. This also has the added benefit that the Gunslinger is taking a -4 to all attack rolls. Though as they level up they can reload in the open more and find line of sights to avoid it, or their BAB is high enough to just eat it.

Regardless until level 10 Gunslingers in my game either miss more often or don't fire as much. Which give other players something to do.

Now I should point out, I'm pretty lenient on this rule. I only really snap it into place if I think someone is taking too many actions or I have a character in the game like a Gunslinger. That said, even then, I am more likely to allow the Gunslinger to use all their free actions to reload and then still allow them to say to an ally to move out of the way (or into it). Or shout a one line quip or taunt at the enemy (RP ALWAYS WINS). But I probably wouldn't allow the Gunslinger to fire and then take a 5ft step.

I've found that players find this much fairer than changing how Touch AC or Misfire works. It also boosts cover which should logically be a Gunslinger's friend, yet it comes with HUGE penalties. Adding the bonuses to cover makes it something the Gunslingers want to find a way to do if they can.

Sovereign Court ***** Venture-Captain, California—Los Angeles aka Neume

W00T, W00T! Orccon 2017 in the hizzouse!!!

#ShamelessPlugsForTheWin

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If you're doing Sound Striker be sure to pick up PBS and Precise Shot.

That said, I would pick up things like Ear Piercing Scream (this is like a required spell). Timely Inspiration and Gallant Inspiration are really good spells. All the "finale" spells (they are great with Lingering Performance).

In looking at the group make up I would say be sure to grab the "cure" spells. Maybe think about Arcane Healer. It sounds like there may not be a lot of healing going on.

Blood of the Beast offers a new Advanced Versatile Performances which can be a lot of fun (this won't stack with Arcane Healer but will with Sound Striker). This will open up the chance to gain Masterpieces without needing to sack spells or feats, both of which are scarce resources for bards. I highly recommend this. Lullaby of Ember the Ancient (Sing) is a REALLY GREAT masterpiece under level 10. Melody of Frightful Death is a fun one with Lingering performance as well.

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As always, Paizo continues to deliver as one of, if not the, best companies in the gaming space. Happy Thanksgiving to you and yours!

Sovereign Court ***** Venture-Captain, California—Los Angeles aka Neume

I'm so excited for the new 3-7 evergreen. Too much good stuff, indeed!

Sovereign Court ***** Venture-Captain, California—Los Angeles aka Neume

Nils, I fail to see how your previous expanded narrative boons are worthless. They still recharge your stars. The only thing happening now is everyone has access to this season's version.

Sovereign Court ***** Venture-Captain, California—Los Angeles aka Neume

I am looking for an Ifrit boon.

I have:

Vishkanya
Tiefling/Ganzi (needs Aasimar boon)
Aasimar
Sylph
Undine
Expedition Manager
Share The Wealth (Companion)
Hypnotic Therapy
Pathfinder Apprentice
Xenophobia
Xenophile

Please PM me if interested.

NOTE: I'm willing to trade more than one of the boons listed to get an Ifrit boon...

Sovereign Court ***** Venture-Captain, California—Los Angeles aka Neume

You click the arrow to add ranks. You can now add multiple ranks at one level (see level 3 and level 7).

EDIT: I fail at refreshing. One suggestion, have the arrow be a + sign. I initially didn't understand the pointing down

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Open, Open, Open, Open...

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OMG OMG OMG OMG OMG OMG OMG!!! THIS IS GONNA ROCK!

Sovereign Court ***** Venture-Captain, California—Los Angeles aka Neume

Congarats to all! And Hail to our new lord and chief Eric Brittain!

Sovereign Court ***** Venture-Captain, California—Los Angeles aka Neume

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Hi all, I wanted to take a moment and congratulate our two newest 5-star GMs from the Greater LA area.

The first is some random dude in LA named Jon Merriex (LOOK MA I HAVE 5 STARS!!!).

The second is one of my all-time favorite GMs: Gary Norton! When he's not gallivanting about GMing at the big shows like PaizoCon and GenCon, he's my dependable work-horse volunteering to GM 5+ tables for LA's triannual conventions (Come join us at our next con in February) or one of our myriad game days.

Gary is an absolute pleasure of a GM to play with - even when he's eating your bard with a dinosaur (not that I have first-hand experience with that or anything...). He's well versed in both the lore and the rules, using both to masterfully spin a yarn so entertaining you'll want to pony up to his table every chance you get. And honestly, I do!

I couldn't be happier to see him join the ranks of our most elite GMs.

Congratulations Gary!

Sovereign Court ***** Venture-Captain, California—Los Angeles aka Neume

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You get 1 for every chronicle sheet as I recall. So each level in the Emerald Spire gets you a check mark.

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Also, to note, I've ran (GM'd) Murder's Mark and Dragon's Demand with a group that had 3 vigilantes (Avenger, Warlock and Stalker) so I've seen them in action. I've played my level 5 Zealot once so far (playing again this weekend).

Sovereign Court

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So, I want to like the Zealot but it still feels off. I want to start by saying I played a Celestial Divine Power Zealot. So a lot of my feedback comes from that viewpoint.

Today in reviewing the Warlock I noticed something I hadn't noticed before. A lot of their abilities have really cool knock-on effects.

  • You get Combat Casting and can cast in light armor with no penalties and later it upgrades to waving medium armor penalties.

  • You get an elemental armor that gives you resist 5 and deals 1d6 damage. Those numbers upgrade as you level.

The Zealot doesn't get a lot of stuff like that. It feels like if you don't take Divine Power and Smite, you lose. And if you take Channel Energy you're a fool. I know there are other threads on the spell casting thing, so I won't rehash it here (because with only 10 options 6 of them will be that - and that's even less in PFS).

I was thinking about ways to boost some of the lackluster abilities. Below are my thoughts so far.

Channel Energy
For me, I think Channel Energy has become so connected to healing in PFS that any healer that doesn't have it at level isn't worth their salt. So seeing a minimum level of 6 with a -4 penalty really makes this a fool's choice. On top of that it's further limited by alignment. Basically you're saying don't take me. So I propose the following:

Quote:
Heavenly Blaze : Your Heavenly Fire ability is enhanced to 2d4 points of damage +1 for every 2 Vigilante levels you possess. At level 7 and every 3 levels thereafter, your damage increases by 1d4. Additionally, Neutral creatures are always healed by your Heavenly Fire ability. At level 8 and every 4 levels thereafter you may target an additional creature within 30 feet of you. Roll once for attack and damage then apply those rolls to each target in range. A Zealot Vigilante must have the Celestial Divine Power and be level 4 before taking this talent.

This keeps basically the same power curve (7d4 +10 healing or damage compared to the current 8d6 healing at 20) but allows the Vigilante to do something unique and different. On average they'll heal / damage an individual target more than a Cleric of the same level but they can do it to significantly fewer targets AND need to land a hit. Also it builds on the Celestial Divine Power. It does mean the other Domains can no longer heal... but really, no one was picking this anyway.

Celestial Bastion

With the change above I suggest this ability be opened up to all Zealots. It's not super powerful either but it can be very useful when up against Combat Maneuver artists. Maybe change the name to Bastion of Faith or something?

Discern Lies

This one needs a boost. Maybe have it allow the Vigilante to Detect Alignment (as the Detect Good, Evil, Chaos, Law spells) as well. Or maybe have this start at level 1 and start with Detect Magic and grow into the others.

Those were the ones that struck me as lacking. Depending on how the spell casting situation goes the others are all about on par.

Sovereign Court ***** Venture-Captain, California—Los Angeles aka Neume

Gary Bush wrote:
Mark Stratton wrote:

I understand the desire to avoid carrying around tens of pounds of books. I do. And, someone upthread (Thurston, I think it was) said something about players making "choices."

As I see it, and this is only my opinion, if player chooses to use something from a book, then he or she is choosing the cost of doing so which requires two things: (a) the purchase of that book (either physical copy or .pdf) and (b) bring that source to the game table with the character who uses the material from it.

If the cost of doing so is too great, can not that player say, "you know, I'll choose something from a source I do own"? Why is it going be the GM's job (which, effectively, is what this proposal does) to pay a cost for the player's choices?

The cost of such choices rest squarely with the player who incurs the cost - that cost shouldn't be transferred to anyone else. And lest you think it's easy, if a GM has to suddenly go through and look through the resource sheet for 6 players to make sure it's all on the up and up, that's less time that GM has for other game-related tasks.

The cost of making those choices must rest with the player, and this proposal seeks to transfer that cost from the player to the GM. I cannot support that.

Again I don't see how this is shifting anything to the GM. Please see Mike Linder's post. He did a very good, better I have been doing, summary.

The proposal says 'I don't want to carry books, so I'm now going to charge GMs their free time so I don't have to carry books.'

Ultimately, I am vehemently against anything that makes GMing harder. We have a massive lack of GMs as it is and adding more load to their work is just as bad as doing it to me or my VO team.

To put this in perspective. Let's say this takes about 3 minutes per player. Our local con has about 150 unique players every convention. That's 450 minutes of other peoples time. With only 30 GMs to do it, that means 15 minutes worth of additional work for them every con. Which translates to a 30 minute break turning into just enough time to not get food before the next slot. Even IF that means they miss one meal a con, that's not a fair trade-off to make.

All this assumes it takes 3 minutes per player, I'm confident it would take longer - especially the first time. This isn't a one time deal either. Every time they get new books they'll need those as well. So this is just a new task that adds 15 minutes of work to the volunteers who are the most needed and the hardest to get.

This is just a bad idea.

Sovereign Court ***** Venture-Captain, California—Los Angeles aka Neume

So apparently the California VO team is commenting here, I guess I will as well.

There seems to be this disconnect where people assume that VOs don't really do anything. I say this as someone who's made that same mistake. I recently took over the VC position from Robyn Nixon (I was a VL before and knew that job was a lot of work) and I've been floored at the level of additional work that has cropped up.

Asking me to now start verifying people's books? That's just not going to work. I spend about 10-12 hours a week doing PFS stuff - not playing or GM prep mind you, but planning, scheduling, writing emails, meeting store owners, corraling kittens for new locations, printing fliers, going to meetings for conventions (we have 3 a year here in LA and I stupidly decided I wanted to add 2 more).

That's just the things I do BEFORE landing at an event. Once there - even if it is NOT my event - I'm still in high demand for questions about society. So I'm always in a "No" position when people start suggesting that VOs or GMs take on MORE tasks. That's a non-starter for me.

Switching gears a little bit, I've noticed a lot of people talking about buying books supports the FLGS. To be honest, the stores that have closed in my area have ALL made the crucial mistake of focusing on book sales. The War House in Long Beach is my home store. They are the longest running game shop in Los Angeles county (and according to the OC Register in Southern California, I don't know that they did their due diligence on that one though). They do carry PFS books, specifically you can always get the Core Rulebook and the APG. But when new books come out, they only have maybe 2 or 3.

Basically, they know, when the Pathfinder crew comes in, we're not really there to buy books. We buy lots of HeroClix, Magic the Gathering, Warhammer, miniatures, paints, dice... and yes, when a new book comes out we have a few hardcore peeps who like a physical copy and will pick one up (my brother is the big one there). Every store I talk to always starts by saying they'll buy a bunch of Pathfinder stuff and I always tell them, no, don't do that. Keep the CRB in stock and the core stuffs but otherwise focus on the stuff that sells for you already. We buy that stuff too.

I don't really thinks this hurts Paizo because A.) We seat 2-3 tables every Sunday and another table Monday and then one on Friday. People come in and want to know what we're doing and that's how we get new PFS players who then pick up the books either PDF or physical. And B.) Everyone still buys the books from them (I'm a bit of a stickler on ownership). The difference is, all the other stuff we need, we get that from our FLGS.

I'll give another example. We added a second store on Sundays earlier this year. This has helped thin the herd a bit at the War House. The other store: The Guild House (yes, that DOES get confusing) focuses on boardgames. They sell basically every board game you can think of. They stock I think just the CRB for Pathfinder. They love us because we come through and buy board games. I spend about $50 every time I'm in there because they have some new game they're telling me about.

This concept that the genre will die if we stop buying books needs to stop. This isn't the case at all. I used to run the local Games Workshop and we KNEW that books were NOT the bread and butter. Any GW store that tries to survive off selling books fails. The bread and butter are the miniatures, tools, paints, novels. All the things AROUND the books. Those are the things you make money on. The same applies for Pathfinder.

Our group can't buy enough of the Pathfinder Battles boxes. The War House literally cannot keep them in stock. One of us comes in and buys their lot regularly. And pretty much every store in my area that is successful is the same way. They have very few books but lots of everything else.

Sovereign Court ***** Venture-Captain, California—Los Angeles aka Neume

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John Compton wrote:

Regarding the Expanded Narrative boon, that's something I'm willing to explore making more commonly available. One advantage of convention boons is that they allow the campaign to test out an idea, use it more if it works, or discontinue it if it doesn't without causing too much damage. So far the feedback I've heard about the Expanded Narrative boon is "This shouldn't be a convention boon" or "This should be a GM boon," which by omission seems to say "Otherwise, this boon works fairly well with the exception of those issues."

Is that accurate?

Yes. On more than one occasion this season this boon has saved a table by having someone jump in to GM it because they wanted to get a star recharged. To be fair each time it was the same person, but I still count that. That person could have just played the game they were at but instead were inspired to jump up and GM.

I am a HUGE proponent of anything that gets more people to GM.

Sovereign Court ***** Venture-Captain, California—Los Angeles aka Neume

Got the code. Thanks! Can't wait to check it out!

Sovereign Court ***** Venture-Captain, California—Los Angeles aka Neume

I would be interested in a code as well.

Sovereign Court

Pathfinder Card Game Subscriber

I just want to point out 2 things.

1. The CRB says a Bard can start any one TYPE of performance. This could be a turn of phrase or it could be limiting. Either way, it doesn't apply in this situation since both the Bard and the Familiar are both using the same type of performance.

2. Weird Words us still limited to not being able to be faster than a standard action. This is a part of the ability that has not changed.

Personally I cannot imagine this is intended (though way awesome if it is). 16d6 at level 8 even at a cost of 6 rounds of performance seems out of whack.

Then again there are other abilities just as powerful like the sleep anyone masterpiece.

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Pathfinder Card Game Subscriber

So at Gamex this weekend I built a new GM baby who happens to be a Duettist / Sound Striker. In playing this character I found a few... things that seem... well... truly awesomsauce in a way that I fear is not correct.

Weird Words says:
At 6th level the bard can start a performance that is always a standard action to speak up to one word per 4 bard levels laden with sonic energy. Each word deals 4d6 points of sonic damage as a ranged touch attack with a range of 30 feet. The bard adds his charisma modifier on damage rolls with weird words. Multiple words that strike the same target stack into a single powerful attack, applying energy resistance and bonuses on damage rolls only once. The bard can target all words at the same or different targets, but he unleashes all words simultaneously. Each word costs 1 round of bardic performance.

Duettist says:
At 4th level, a duettist's familiar learns how to create supernatural effects with its performances, just like its master. The familiar can use any of its master's bardic performances, but only the familiar or the duettist can have a performance active at any given time, not both. If one is performing and the other starts a performance, the previous performance immediately ends. Each round that the familiar performs consumes 2 rounds of the duettist's bardic performance.

Can I and my Familiar do Weird Words in the same round?

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Pathfinder Card Game Subscriber

Edit: After further investigation I believe the link below supports your stance that you need PBS and PS and they would apply even if, confusingly, the CRB says otherwise.

SKR ruling on Ranged Touch Attacks firing into melee

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Pathfinder Card Game Subscriber
James Risner wrote:
Neume wrote:
1. Point Blank Shot, Precise Shot and Inspire Courage will not apply to the attack roll.
You would still add PBS/PS/IC (from a different bard than you) to the effect.

As I recall, PBS and PS require a weapon and ranged touch is not a weapon. Rays are weapons, but not all Ranged Touch spells are rays. By the reading of this FAQ, Weird Words is not a ray. So no PBS and PS. Bard Song would apply to attacks but not damage. Again, they are not rays so they are not weapons.

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Tels... STOP STEALING MAH BUILD!!!

#GreatMindsThinkAlike

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Pathfinder Card Game Subscriber
Pathfinder Design Team wrote:

Thanks to everyone in this thread for discussing the previous proposal. Thanks to you and your ideas, we have come up with a FAQ entry on weird words that speeds up gameplay compared to the original with several advantages over the previous proposal!

FAQ wrote:

Bard: The sound striker’s weird words ability is confusing. Does it work more than once on the same target? And does it require 30 rolls to adjudicate?

Change the text of weird words to the following “At 6th level the bard can start a performance that is always a standard action to speak up to one word per 4 bard levels laden with sonic energy. Each word deals 4d6 points of sonic damage as a ranged touch attack with a range of 30 feet. The bard adds his charisma modifier on damage rolls with weird words. Multiple words that strike the same target stack into a single powerful attack, applying energy resistance and bonuses on damage rolls only once. The bard can target all words at the same or different targets, but he unleashes all words simultaneously. Each word costs 1 round of bardic performance.” This change will be reflected in future errata.

I like this, it is very Bardy without being Scorching Ray. A few things I do notice.

1. It is not a ray meaning that it is NOT a ranged weapon and things like Point Blank Shot, Precise Shot and Inspire Courage will not apply to the attack roll.

2. The trade off for #1 gives us the awesome bonus of applying energy resistance 1 time on multiple words. #HappyDance So the Sonic Resist mobs still take it in the teeth.

3. I've never been so happy in my life :) Arcane Healer/Sound Striker here I come!

Sovereign Court ***** Venture-Captain, California—Los Angeles aka Neume

Hellos all,

I have the pleasure to introduce a new Venture-Lieutenant for the Los Angeles area: Ashley Shields!

Ashley has been a big organizer for us in the Long Beach area and will now be taking over the position for the Long Beach area.

Join me in congratulating her!

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