Sun Shaman

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**Venture-Agent, Online—VTT 2,859 posts (13,031 including aliases). No reviews. No lists. 1 wishlist. 19 Organized Play characters. 28 aliases.


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5/55/5 *** Venture-Agent, Online—VTT

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Warah wrote:
Despite all that, I feel guilty only being a player. It feels like I'm only taking and never giving

I just wanna chime in here since I've seen this sentiment before:

Players are just as important as GMs. The game doesn't happen without the players. GMs might be a linchpin, a point of failure, but players are not "taking".

GMing should be fun, it shouldn't be a chore required to not feel guilty.

That's just my two cents, and I understand and sympathize with it being intimidating.


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Jenny Jarzabski wrote:
keftiu wrote:
Maybe we can even harness the magic power of punctuation :p
Can confirm that the addition of an exclamation point makes a product name more powerful.

Taking advice from Zo!, I see.


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Thurston Hillman wrote:


-Changed Capacity to Magazine. Updated text so that it reference magazines now. Removed ambiguity about reloading (you don't reload per shot in SF2, you just reload the magazine).

Yup, Thurston already said so in this very thread! XD

But Reload 2 is at least confirmed to have mechanics working for it. I imagine that would be for big heavy weapons with a more complicated reloading process.


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All of the weapons in the Field Test have Reload 1. So they take 1 action to reload.

The Soldier also has a feat for one action for two Reloads as long as you've fired a Reload 2 weapon just before.


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I found the portraits: they're in the Campaign Info tab.


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I guess for me, there's a roleplay aspect but also a game aspect. It's nothing so abstract as allowing the system to fade into the background - I want the system front and centre. It's the part I get to interact with to influence my character - how and what they do is completely tied up in the system.

For me, I view systems as sets of incentives. This goes for game systems, but also societal systems, financial systems, and so on. The primary question I consider when evaluating any system is what are the incentives?, aka how does the system shape play?

And at least for me and the groups I've been in, PF1 incentivizes winning a given scenario before that scenario has begun through build choices. There was a time when I found that kind of gameplay thrilling. I definitely see the value in it as builds are always part of any TTRPG - they are how you express your character after all. But I feel in PF1 that once your build is set, there's very few choices left - you have an optimal solution available for most problems your characters can face.

Starfinder has this to a lesser degree. but I still prefer Starfinder's setting (Pact Worlds) to the Inner Sea and that helps take the edge off a little when I'm playing Starfinder (though I yearn for a Starfinder 2e).

Like you guys though, I think people should play what they like. There was a time when 3.5 and PF1 really really appealed to me so I can definitely understand wanting to stick with them.

Wayfinders

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Male Ikeshti Beaureaucrat Envoy 1 | SP: 6/6 HP: 10/10 RP: 2/2 | EAC: 14 KAC: 15 | F: +0, R: +5, W: +1 | Init: +3 | Perc: +3, SM: -1+1d6 | Speed 30ft | Active conditions: None.

Yarsox seals his Second Skin shut, activating the enviromental protections and activating the suit's lighting. His weapon is drawn as he nervously looks around the hopefully abandoned this facility.

"You know... I wonder if this is legal," he says nervously, waiting for someone else to take the lead.

Wayfinders

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Male Ikeshti Beaureaucrat Envoy 1 | SP: 6/6 HP: 10/10 RP: 2/2 | EAC: 14 KAC: 15 | F: +0, R: +5, W: +1 | Init: +3 | Perc: +3, SM: -1+1d6 | Speed 30ft | Active conditions: None.

Yarsox examines the scrawling argument on the wall with a bemused expression. "These are the same people that would claim that bureaucracy gets nothing done. If only they'd been a little more organized, maybe they could have hidden their illegal activities better from the Stewards and gotten away with it."

Wayfinders

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Male Ikeshti Beaureaucrat Envoy 1 | SP: 6/6 HP: 10/10 RP: 2/2 | EAC: 14 KAC: 15 | F: +0, R: +5, W: +1 | Init: +3 | Perc: +3, SM: -1+1d6 | Speed 30ft | Active conditions: None.

Yarsox flips his comm open to respond. "Maybe if you had an ounce of subtlety you could figure it out."

Wayfinders

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Male Ikeshti Beaureaucrat Envoy 1 | SP: 6/6 HP: 10/10 RP: 2/2 | EAC: 14 KAC: 15 | F: +0, R: +5, W: +1 | Init: +3 | Perc: +3, SM: -1+1d6 | Speed 30ft | Active conditions: None.

Yarsox sees the hostile ship barrelling down on the Pegasus and flips a few switches. "Hang on, this is gonna feel a bit weird!" He calls to the bridge as he suddenly fires all lateral thrusters, attempting to slide around the pirates.

Piloting Check, DC13 Slide Stunt: 1d20 + 7 ⇒ (13) + 7 = 20

As the ship smoothly slides on past the pirates, Yarsox gives an excited "WHOOP!"

"I've never done that one outside the Sim, I'm really glad I didn't crash right into them." he adds with pride.

Wayfinders

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Male Ikeshti Beaureaucrat Envoy 1 | SP: 6/6 HP: 10/10 RP: 2/2 | EAC: 14 KAC: 15 | F: +0, R: +5, W: +1 | Init: +3 | Perc: +3, SM: -1+1d6 | Speed 30ft | Active conditions: None.

Sense Motive #1: 1d20 - 1 + 1d6 ⇒ (7) - 1 + (3) = 9
Sense Motive #2: 1d20 - 1 + 1d6 ⇒ (5) - 1 + (5) = 9

Yarsox smiles at the curious little creature and nods. "Yes, though you should be careful about asking people about their physiology, as there are those who might take offense. Tact is a good skill to learn. But if you really want to see it, I can do that for you." Yarsox says with a smile, following along with Kirkath.

Yarsox has packed:

  • a small collection of e-readers with various periodicals loaded on them.
  • his crocheting needles, yarn, and current project (a blanket)
  • An akitonian classic board-game with intricate rules that he will try to convince his crewmates to play with him.


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    Hey everyone!

    I'm FireclawDrake, I'm a Venture Agent for the Online region of Organized Play. Welcome to the campaign!

    I'm going to be rolling up a new character to play with y'all so I'm looking forward to seeing what everyone is bringing to the table.

    Acquisitives

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    Male Vesk Envoy 7 | SP: 56/63 HP: 48/48 RP: 5/8, DR: 5/- | EAC: 22 KAC: 24 | F: +4, R: +6, W: +5 | Init: +1 | Perc: +4 (Low-Light Vision), SM: +13 | Speed 35ft | Active conditions: None.

    Srurdez smiles politely as the group gets down to business. He holds his tongue on how he thinks Axis sounds boring as hell. But Srurdez knows enough about the Emissary now that he can talk on his level. "We Starfinders are explorers and knowledge seekers. We find an ancient ruin and we are compelled to discover what we can." Srurdez tactfully omits that the Society is at least partly funded by the scientific research.

    "As for methods, we typically take aerial and sensory surveys before deploying an initial exploratory team to any sites of interest to ensure the site is secure enough for further delving. Care must be taken to preserve the initial condition of the site for proper research to be conducted." And all that is super boring. An errant thought crosses Srurdez's brain.

    Diplomacy: 1d20 + 15 ⇒ (19) + 15 = 34

    Acquisitives

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    Male Vesk Envoy 7 | SP: 56/63 HP: 48/48 RP: 5/8, DR: 5/- | EAC: 22 KAC: 24 | F: +4, R: +6, W: +5 | Init: +1 | Perc: +4 (Low-Light Vision), SM: +13 | Speed 35ft | Active conditions: None.

    Life Science Hireling: 1d20 + 13 ⇒ (14) + 13 = 27

    Srurdez glances around at the fungus as he enters... "Scotty! Whatcha got for me."

    Acquisitives

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    Male Vesk Envoy 7 | SP: 56/63 HP: 48/48 RP: 5/8, DR: 5/- | EAC: 22 KAC: 24 | F: +4, R: +6, W: +5 | Init: +1 | Perc: +4 (Low-Light Vision), SM: +13 | Speed 35ft | Active conditions: None.

    Sorry been a busy day today and yesterday. Hopefully more present going forward

    Acquisitives

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    Male Vesk Envoy 7 | SP: 56/63 HP: 48/48 RP: 5/8, DR: 5/- | EAC: 22 KAC: 24 | F: +4, R: +6, W: +5 | Init: +1 | Perc: +4 (Low-Light Vision), SM: +13 | Speed 35ft | Active conditions: None.

    Srurdez's botting spoiler should now be up-to-date! :D


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    I will hold off on Character introductions for now as I am here as No Credit to help the table fire. But Hi everyone!

    5/55/5 *** Venture-Agent, Online—VTT

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    I do have to say that the increased focus on One-Shots over scenarios when I get to play my own characters is sad. Pre-gens just don't do it for me as far as a gaming experience goes.

    I understand I'm probably in the minority since you have the data to back it up, just saddens me that Organized Play is moving away from what I like, even if only a little.

    5/55/5 *** Venture-Agent, Online—VTT

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    I'm interested to know how Bounty rewards will work in Starfinder, since that system doesn't use the 12 XP model.


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    Hey Lyn, no worries as always about the text stuff. I hope things keep getting better for you and yours as we leave this past year behind us.

    My thoughts are mostly that if you are feeling like it could be a burden and you want to bow out, then we should consider that if it'a just a scant few of us who remain, we should consider the format. If Avalon'a scope is too large, maybe we should consider a different format in the same Universe, or a character-trimming timeskip, or something of the like. Start fresh-ish as you guys did when you first migrated to Paizo in the first place.

    As much as we all loved Avalon for years, if it's going to cause unnecessary stress, maybe it's time to try something else? I don't even know if we could rally most of those who played major characters. Kryzbyn, Lurch, and others might be gone from beyond our grasp forever...

    These are my thoughts. I'd love to play again like the good ol' days, but in a way we can be happy to participate in. If we need to make drastic changes for that to happen, that's fine too.


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    I'll just start posting and if stuff happens, it happens. :)

    Radiant Oath

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    Also I had to make Vai for PFS, since I got into that at the start of COVID. Obviously I had to edit the backstory a bit to make her fit thematically into PFS and Golarion, but hey it turns out there's a "Utopian" Dragon "Empire" in there too (Hermea).

    Still a great character to play, both mechanically and thematically.


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    The Dalesman wrote:
    Methinks I shouldn't have started re-reading things....hm.

    You got me started on a re-read with this post, I'll have you know. Ahhh....


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    Midnightoker wrote:

    Are there even any agile weapons that also have the finesse trait and a maneuver trait?

    Edit: sickle does soooooo fingers crossed it gets missed in the crossfire ;)

    I mean, finesse is an absolute non-starter since it only works on attack rolls not attacks.

    But yes plenty of weapons have the Agile trait and a maneuver trait.


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    Cyrad wrote:
    Will the interactions with finesse and "maneuver" weapon traits also get clarified or fixed? Not being able to apply finesse on Athletics maneuvers is a pretty huge blow.

    Seems to be the intentional purpose of the change (to remove the ability to use Dex for Athletics). Here lay Whips, never to be used again.

    Unless... I just realized, but does the Agile trait still work for weapon manoeuvres? The original text of Agile trait just says "The multiple attack penalty you take with this weapon on the second attack on your turn is –4 instead of –5, and –8 instead of –10 on the third and subsequent attacks in the turn." Still seems to affect Athletics actions made with the weapon.

    5/55/5 *** Venture-Agent, Online—VTT

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    pauljathome wrote:
    Stephen Meadows Jr wrote:

    Because people keep missing it...

    This blog wrote:
    Learning Spells - Some members of the community raised questions about how their cleric and druid characters could use the new spells from the Advanced Player’s Guide. We’re happy to provide a solution! Any prepared spellcaster can use the Learn a Spell activity to learn any common spells they have access to from tutors at the Grand Lodge. This adds no additional material cost beyond the standard cost for the Learn a Spell activity.
    The BOLD is the only actual ruling made...

    You seem to be missing the fact that the change is that clerics and druids now HAVE to use the Learn a Spell activity AND spend money to access some Common spells. Which is a significant change from what a great many people thought the rules said and that, inarguably, the rules as written could easily be interpreted as saying

    They are saying that the ruling does not explicitly change the rule, and without an explicit statement to the contrary we can simply carry on as before, following the CRB and the text "from other divine/primal spells to which you gain access".

    5/55/5 *** Venture-Agent, Online—VTT

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    Jared Thaler wrote:

    You started this conversation saying that you were doing this as a form of protest. You shot your own credibility in the foot.

    And yet here you are, not engaging with any actual substance I do present. I've been nothing but honest and forthright with my intentions (which is to follow the rules to the letter on this matter), whereas you seem to be arguing for the sake of it.

    Protest doesn't have to disrupted play in this context you know, it can be to encourage players to engage with the community in discussions about the game.

    I do like that I'm getting hassled more for saying I'll follow the rules than those who have implied or stated that they won't follow the ruling.

    5/55/5 *** Venture-Agent, Online—VTT

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    Jared Thaler wrote:

    No, the worst thing that can happen is you give PFS a reputation for being un fun and rule obsessed, and drive away players form org play.

    You literally advocated this as a way to disrupt play to get the rule changed.

    Not to disrupt play, other than to follow the rules (just like many other small rules clarifications/adjudications which happen over the course of play).

    Unless you are advocating for not following and/or not enforcing the rules? Which is essentially the same as the rule not changing.


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    Another example of things which grant Access: the common rarity.


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    The blog post containing the clarification that Clerics and Druids have to Learn a Spell for APG spells: Right here

    And then Tonya's clarification that it is the Design Team's intention for the CRB, not something that is specific to PFS: Right here

    5/55/5 *** Venture-Agent, Online—VTT

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    I think what Clerics and Druids need if this change is going to go through is Spellbooks like Wizards. Call them Prayerbooks, Holy Texts, Natural Writings or whatever, but since ostensibly they also now have to keep a spellbook, it should be codified as a class feature. This will help people set proper expectations for the classes they pick.

    Sure, their books are much more complete than wizards to begin with, but they've also got anathema and such to deal with.

    5/55/5 *** Venture-Agent, Online—VTT

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    Rysky wrote:
    access (little a), poor choice of words there, but otherwise it's pretty clear. You use it to learn the spell.

    Nowhere in the cleric or druid descriptions does it say they have to learn a spell to be able to prepare it, merely that they need to have access. (Access is granted by the Learn a Spell activity, but can also come about in other ways).

    5/55/5 *** Venture-Agent, Online—VTT

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    Rysky wrote:
    You do have Access. You just don't get them for free.

    If you have access, you can prepare and cast them.

    Cleric Spellcasting wrote:


    or from other divine spells to which you gain access.

    All the Learn a Spell activity does is give you access.

    5/55/5 *** Venture-Agent, Online—VTT

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    Jared Thaler wrote:


    Tonya mentioned it earlier. That the design team explicitly said "this is how it is supposed to work." And that adding those spells via the learn a spell activity was introduced for PFS to allow clerics and druids to add those spells to their spell list.

    I think the biggest shock is how poorly I apparently have understood access rules. You don't have access to Common things by default.

    5/55/5 *** Venture-Agent, Online—VTT

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    Steven Schopmeyer wrote:


    That tool isn't useful to the designer. It is up to the individual GM to say 'all these spells are available'. And our GM has said 'no, these spells are not available with out Learn a Spell'.

    They have also said that they are available without needing to Learn a Spell, since they are Common spells of Standard availability, which means people have access, which is the requirement to prepare them.

    With the new rule, APG spells need to be marked at Limited availability for Clerics and Druids on the Character Options blog, with a note they can gain access by using Learn a Spell with the tutors.

    5/55/5 *** Venture-Agent, Online—VTT

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    KingTreyIII wrote:


    Where is this “direct explanation from the design team”? Are you just referring to the wording in the Core?

    If it's based on the wording of the Core, then access to Common spells is generally assumed, and access is what Clerics and Druids need.

    5/55/5 *** Venture-Agent, Online—VTT

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    I will endeavour to be precise here but I may fail:

    Clerics and Druids can prepare spells from the common in the CRB and from spells to which they have access.

    Common is the rarity level which is to indicate that all players have access to this. That is the purpose of the Common rarity. (footnote that GMs can adjudicate rarity/sources as they see fit).

    Therefore, without the GM saying otherwise, Clerics and Druids have access to Common spells and prepare them, which includes Common spells in the APG. These are the actual rules of 2e (at time of writing).

    "Without the GM saying otherwise" is a bit more fraught in the context of Organized Play, but luckily we have a solution. Standard, Limited, and Restricted availability as set forth by the OP team.

    Clerics and Druids have access to Common spells of Standard availability, like the ones in the APG. They do not need to use Learn A Spell to gain access to them, since they are Common and of Standard availability.

    If the OP team had intended for Druids and Cleric to have to Learn A Spell in order to gain access, those Common spells should be of Limited availability for Clerics and Druids, with the addendum that Tutors at the Grand Lodge can help them use Learn A Spell to gain access to them.

    5/55/5 *** Venture-Agent, Online—VTT

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    Richard Lowe wrote:
    I don't have any issue with this rule at all personally, it makes perfect sense to me that some prayers are not as well known and require extra study to learn them.

    Shouldn't those prayers be Uncommon then? Wasn't that the whole purpose of the rarity system to begin with?

    5/55/5 *** Venture-Agent, Online—VTT

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    TwilightKnight wrote:
    So if a cleric has to use Learn a Spell for common Divine (or whatever) spells that happen to appear in other books, does that mean a fighter has to take Weapon Proficiency if they want to use a common weapon from a new book? When a sorcerer gains new spells for increasing level, can they select a common spell from an alternate source even if it’s the same tradition as the cleric? If so, why is one class “punished” and the other not? Doesn’t make sense. Why would the access rules apply differently depending on your class?

    It goes further than this. The same text that would prevent druids and clerics from preparing APG spells also exists in Bards, Wizards, and Sorcerers.

    This means that Wizards cannot take APG spells at creation, OR upon level up. The only way to add them is to Learn A Spell.

    Similarly, Bards and Sorcerers CANNOT add any APG spells to their repertoires without first using Learn a Spell for those spells.

    Acquisitives

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    Male Vesk Envoy 7 | SP: 56/63 HP: 48/48 RP: 5/8, DR: 5/- | EAC: 22 KAC: 24 | F: +4, R: +6, W: +5 | Init: +1 | Perc: +4 (Low-Light Vision), SM: +13 | Speed 35ft | Active conditions: None.

    Will Save: 1d20 + 5 ⇒ (4) + 5 = 9

    Srurdez starts to feel hungry, and stares at Datch with a smile that bares his teeth.

    Acquisitives

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    Male Vesk Envoy 7 | SP: 56/63 HP: 48/48 RP: 5/8, DR: 5/- | EAC: 22 KAC: 24 | F: +4, R: +6, W: +5 | Init: +1 | Perc: +4 (Low-Light Vision), SM: +13 | Speed 35ft | Active conditions: None.

    Srurdez is there again in the depths of the ship, undoing Tall Sam's hard work in putting the ship back together again.

    Manual Realignment DC19: 1d20 + 15 ⇒ (6) + 15 = 21 success. Boosts the scan.

    Acquisitives

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    Male Vesk Envoy 7 | SP: 56/63 HP: 48/48 RP: 5/8, DR: 5/- | EAC: 22 KAC: 24 | F: +4, R: +6, W: +5 | Init: +1 | Perc: +4 (Low-Light Vision), SM: +13 | Speed 35ft | Active conditions: None.

    I'm a bit confused on Suzi's position, but Srurdez can throw his axe anyway, sooooo. I'll just throw it if I need to.

    Srurdez looks legitimately extremely happy that Suzi is focusing on him. "Yeah! This is what we live for! Now you have to get through my armour though!" He laughs and swings the axe again, his manner very unsettling.

    Standard Action to Expertise Attack.
    Move Action to refresh Get 'Em

    Expertise Attack Intimidate DC 15 + (1.5x Suzi's CR): 1d20 + 19 ⇒ (13) + 19 = 32 (Success if she is CR11 or less)
    Attack Roll for Dispelling Returning Throwing Sintered Greataxe, NL, Get 'Em: 1d20 + 11 - 4 + 2 ⇒ (20) + 11 - 4 + 2 = 29
    Greataxe Damage: 3d6 + 12 ⇒ (2, 3, 4) + 12 = 21
    Bonus Expertise Damage (only if Intimidate was a Success, which also causes Grim Trophies-modified Shaken conidtion): 1d6 + 1 ⇒ (4) + 1 = 5

    Holy Hera a crit!
    Critical Damage: 3d6 + 12 + 1d6 + 1 ⇒ (1, 2, 1) + 12 + (1) + 1 = 18
    Critical Dispelling Effect (Caster Level check for targetted Dispel Magic on Suzi): 1d20 + 6 ⇒ (12) + 6 = 18

    Total Damage (assuming Expertise succeeds): 44 non-lethal, Shaken (Grim Trophies makes Shaken also penalize damage by 2), Dispelled

    Acquisitives

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    Male Vesk Envoy 7 | SP: 56/63 HP: 48/48 RP: 5/8, DR: 5/- | EAC: 22 KAC: 24 | F: +4, R: +6, W: +5 | Init: +1 | Perc: +4 (Low-Light Vision), SM: +13 | Speed 35ft | Active conditions: None.

    Reflex Save: 1d20 + 6 ⇒ (16) + 6 = 22

    Half damage as well on a successful save?

    Srurdez manages to cover his ears just in time and saves his eardrums from the horrible ringing. "Down to business then." he says with a low growl and he rushes forward along the same path Gunnz took, unslinging his axe as he goes.

    He throws the giant axe at Suzi, a big overhand swing. It looks like there are actuators in his armour which help him put it on target.

    Move action to move and draw weapon while doing so.
    Standard Action to Expertise Attack.

    Expertise Attack Intimidate DC 15 + (1.5x Suzi's CR): 1d20 + 19 ⇒ (5) + 19 = 24 (Success if she is CR6 or less)
    Attack Roll for Dispelling Returning Throwing Sintered Greataxe, NL: 1d20 + 11 - 4 ⇒ (17) + 11 - 4 = 24
    Greataxe Damage: 3d6 + 12 ⇒ (5, 3, 3) + 12 = 23
    Bonus Expertise Damage (only if Intimidate was a Success, which also causes Grim Trophies-modified Shaken conidtion): 1d6 + 1 ⇒ (1) + 1 = 2

    "Stop playing around with your toys and try to hit me!" Srurdez bellows, a somewhat manic grin on his face.

    5/55/5 *** Venture-Agent, Online—VTT

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    The Cornered Rat boon was cut and does nothing in this scenario.