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Organized Play Member. 9 posts (33 including aliases). No reviews. No lists. 1 wishlist. 16 Organized Play characters. 2 aliases.


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Liberty's Edge

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Congratulations mom! Now I guess I really do have quite a bit to live up to with PFS, but ah well, guess that comes with having awesome parents!

Liberty's Edge

Sounds fine by me. What would be the level, and should we randomly generate how much bardic performance is left for the day? Also, should I build my character?

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Okay, I just have to throw my two coppers in.

If everyone is seeking for a fair ability by everyone's standards, it isn't going to happen. That being said, the only problem still seems to be running rampant is the problem with the bard doing massive amounts of damage for only one round of BP.

If we really wanted to make it a fair ability I have only two suggestions to what the PDT wrote, and one debatable change.
1) Make the words automatically connect and have no save for reduced damage.
2) Change the damage to sonic in order to reduce chances for DR.
3?) Allow for all the words to hit one opponent. If a bard is willing to spend a third of their BP rounds in one go, then why not reward them with the ability to devastate an enemy?

If these rules were employed, then despite each word costing a round of bardic performance each word would be automatically be worth it, if only for the automatic damage that would be inflicted. I know this will get negative feedback, but I think that these simple changes would make it a worthwhile power while still keeping it from becoming anywhere near 'too powerful'.

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Thank you!

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When I read the Hunters Bond class feature for the Ranger, it said that the Rangers Animal Companion shared his Favored Enemy and his Favored Terrain bonuses with his AC. If you have Adaptation instead of Favored Terrain, would your AC gain your Adaptation bonus, or are you just out of luck?

Liberty's Edge

Indeed, for you must have a favored enemy or else it doesn't have a creature for you to adapt into.

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David Bowles wrote:

The three attacks of the cat animal companion plus the rake ability are really, really nice at low level. Having the three attacks makes the cat much more consistent at dealing damage than many other melee based characters at that level. I'm just saying this seems really, really strong for a class feature.

.....You do know that rake is only gained by a Cat upon reaching level 7, right? If they have rake right now, either they've taken some really weird feats that probably aren't PFS legal, or are simply cheating to make themselves stronger. Hell, that would explain the damage, you have a medium sized cat with the strength of a Lv 7 animal companion running around, of course it would outclass your party members, they're about half its effective level! Double check that before anything else, you might just have a cheater at the table rather than any of the other problems.

P.S. I know this thread was from long ago, but I still wanted to post this, just in case.

Liberty's Edge

Robert Young wrote:
Velderan wrote:


I was saying, perhaps a solution for immediate defense spells would be to take up ones turn. For example, if the opponent won initiative and you used EFS, but then couldn't perform a standard action when your turn came around.
I think that's an elegant solution, and well worth exploring!

Umm, that would have already been done, and it's your swift action that is taken, making immediate actions the bane of all high level bards. Also, now you're being cruel to people who are using the immediate actions that you have already labelled as good ones, such as feather fall.

EX:

[A player, George, is playing a cleric who is taking a five foot step backwards in order to cast a spell without provoking an attack of opportunity from the goblin war-chief right in front of him. His friend, Chris, is playing a wizard who is already fifteen feet away.]

GM: Okay, George, roll me a perception check.

George: (rolls a d20 and gets a 15 total) I got a fifteen, what do I see?

GM: (checks his notes and realizes that the DC needed to see the pit trap Duncan just set off is 20) You see the sky suddenly rush away from you as you feel the floor beneath your feet give way, dropping you into a pit.

Chris: I cast feather fall!

GM: Okay then. You slowly drift down from the pits entrance to the floor thirty feet below, safe from your relatively pleasant drop.

George: Okay, I cast C.M.W. (rolls 2d8 and gets a total of 12 healing) Man, my roll sucked!

GM: Okay, Chris, it's your turn.

Chris: Nice! I go to cast fireb~

GM: Nope, you just cast feather fall, you can't use a standard action now.

Chris: And my turns just ends?

GM: Yep.

Chris: Damn...

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Ravingdork wrote:
0gre wrote:

Huh. That's kind of funny, essentially the most common thing I see feather fall used for is out of combat pit traps (when you are flat footed).

This may be the most common house-ruled item in the game (and most people don't know it).

So you are one of those people who would rule that everyone is flat-footed against all traps and thus all traps with attack rolls always attack flat-footed AC.

I'm not entirely certain that was the intent of the developers as an out of combat trap wouldn't be using the initiative rules anyways.

In the end, there is no evidence either way (that I'm aware of).

I have just one question; if you don't make a perception check to notice the giant scythe swinging out of the wall at you, why would you still be using dexterity, equivalent to real world dodging, to avoid it cutting into your body? At this point the blade is pretty much facing a battle against your armor, not your armor and how quick you can move out of the unknown threat.