Blakeg's page

Organized Play Member. 37 posts (124 including aliases). 1 review. No lists. 1 wishlist. 31 Organized Play characters. 2 aliases.


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I'm in the DC area and can't find any local games to save my life.

The local game stores pretty much only offer D&D and MTG, it's a real shame because the NOVA/DC area is over 3.16 million people in an extremely dense region.

I tried reaching out to the RVO but never heard back and the only games firing off are a good 45 minute drive.

It's weird to me that there isn't a bigger push for PFS/SFS in our area given the demographics.

Thankfully online gaming fills that itch fairly well especially if you're a night owl..

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Also noteworthy is that you have to pick one defensive, one offensive, one transport, and one utility each day and you can use each option ONCE per day.

I will say that the extra move action has already saved my characters more than once. The initiative ones are awkward because I typically remember I have it AFTER initiative is rolled (I sometimes forget it exists)

I do enjoy using the extra move action on my envoy to allow me an extra targeted intimidate or move or w/e I need when I'm not using a full attack but need 2 moves and a standard.

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Was there a reason Pathfinder characters get a free rebuild while those of us that also play starfinder had to spend 50 ACP to rebuild with the enhanced rules and didn't get a free rebuild?

I understand that the remaster might be more in-depth than the SF enhanced was but that makes it almost worse that we were told to just rebuild the character if we wanted to use the new SF enhanced rules..

I understand it is what it is but it put me 50 ACP away from playing Novians and that's like, the worst.

As recompense feel free to make the Novians free! >.<


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Mark Stratton wrote:
Tribal Lion wrote:
Aaron Shanks wrote:
kcunning wrote:
Wait wait wait wait, what are "interactive" scenarios? Those sound kind of cool...
Those are the massive specials we play at conventions—many tables playing the same game and the results have canon in-setting consequences.
what determines if a con "gets support?" I've always just bought my scenarios. It was fine when they were $4 each, but now they're $6 and soon they'll be $9 each. And the only solution is either (what I presume is) a large con, or the VO prints them up with their own money and hands it to the GM? Still not thrilled with it.
The person organizing the PFS/SFS component can request support for the con. If they get it, they can make arrangements with Paizo to get the scenarios into the accounts of each of the GM who is running a particular scenario. So if I was organizing PFS for a convention and you were one of my GM’s and you were going to run a particular scenario that you did not have I would turn in your name and your contact information and the scenario or scenarios, and then at some point they will push all those scenarios out to the GM’s that don’t have them.

I feel like this is kind of sending conflicted messaging to potential DM's...

Hey we're raising prices due to market concerns, buy anything you wanted now.

Also you don't need to buy it because if you GM at cons you can get modules for free.

But we're going to make it more expensive if you do want to support us going forward.

I hope the bundles for Season 5/6 work out so that we can get bundled content from previous seasons and for future seasons, to me that is worth $7.50 or even the $8.99 a module.


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With the price increases will there be more support for Foundry? I bought the Season 5 bundle which makes it a breeze to run on Foundry but there are no bundles for Seasons 1-4.

Is Paizo going to consider offering seasons 1-4 bundles? The same question goes for SFS as I'm hesitant to buy Seasons 1-5 and then have to manually add everything myself.


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Honestly the worst pathfinder module I've played thus far. I guess I can only leave a review if I buy the module?

Level ones should absolutely not be subject to underwater grab attacks that essentially allow you to be drowning on your first turn while half of your team instinctively is on shore and can't get to you.

The whole module is one long dragfest of fetching and boredom with railroads that even Europe would envy.

It's a terrible module for level 10's let alone level ones where they might be new to Pathfinder and the combats are complete crap.

If you're thinking of running or playing this with level one characters it should be a HARD PASS.

Grab and especially grabbed underwater needs to be reworked and shouldn't be introduced at level one where PC's are still extremely squishy.


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Caleb Garofalo wrote:
Rain of Rust Feat does not list a duration.

Interesting. Time to switch to metal/water.... Endless rain of rust everywhere you go LOL.

Just start spamming it and never stop.

Fresh Produce at level one heals 1d4+1
Heightened is 1d4+5.

Tremor base damage is 1d8.
Heightened increases it by 1d10.

Intentional or accidental?

Not as good as endless rain of rust :D

Cognates

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CG Ikeshti Resonating Biohacker | SP 6/6 HP 10/10 | RP 5/5 | EAC 14, KAC 15 | Fort +2; Ref +3; Will +0 | Init: +3 | Perc: +9, SM: +4 | Speed 30ft | Reroll: 1/1 | Active conditions: None.

"Yes, those bastards even shot the ceiling full of holes, what evil doers these must be to be so reckless in their attacks!"

Suresh quietly puts his pistols away and looks busy trying to help clean up the damage he probably caused.


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He's cherrypicking parts of the text. The FULL Entropic Shot Text reads as follows:

You can deliver your entropic strike with any small arm as though you were delivering an entropic strike with a melee weapon. You must treat the entropic strike as being made of the ammunition’s material (if any). Also, you must apply the small arm’s weapon special properties, critical hit effect, and weapon fusions to the entropic strike, so long as the effects could be applied to a small arm that deals acid or bludgeoning damage, and that doesn’t require information beyond that specified for your entropic strike to function. If the weapon special property, critical hit effect, or weapon fusion requires information provided for your weapon (such as the amount of a bleed critical hit effect), use the value for the weapon you’re gaining the effect from. You don’t add your Strength or Constitution modifier to your entropic strike’s damage when delivered through a small arm, and your weapon specialization adds only half your level to entropic strikes you deliver with a small arm. If the small arm is used to affect an area (such as with the blast or line weapon special property), the entropic strike delivered with that weapon deals 1 less damage per damage die.
When you gain entropic attunement at 5th level, add the weapon properties first arc (dealing acid damage instead of electricity damage) and guided to those you can add to your entropic strike, and remove the weapon properties feint and force. At 10th level, you don’t increase your entropic strike’s reach. Instead, when channeling your entropic strike through a small arms weapon, increase the weapon’s range increment by 5 feet, plus an additional 5 feet at 13th, 16th, and 19th level. At 16th level, when you gain the ability to channel your entropic strike to deal damage to an area, you can only channel the attack through a small arm you’re wielding; instead of attacking all targets within 20 feet of you, you make a ranged attack against all creatures in a 10-foot-radius burst with a range equal to your small arm’s range increment.
Entropic shot modifies entropic strike, entropic attunement, and weapon specialization.

I bolded the two parts that shoots down his ultra ranged cleave and str build. If you can't apply it to a small arms you can't apply it to an entropic shot. You can't just take the first sentence and then ignore ALL of the text that follows it.

OP's probably not trolling, people cherrypick what they want to believe by reading only part of the text all the time. Had one guy think going prone gave him a +4 to his ranged attacks lmao and I see people trying to stack insight bonuses ALL the time. Always check the player's math.

Acquisitives

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Yob will try to bash the goon in black twice in the helmet.

Baton Full Attack: 1d20 + 1 ⇒ (4) + 1 = 5
Baton Damage : 1d4 + 1 ⇒ (1) + 1 = 2

Baton Full Attack: 1d20 + 1 ⇒ (2) + 1 = 3
Baton Damage : 1d4 + 1 ⇒ (3) + 1 = 4