Sound Striker - Wierd Words Ability questions


Rules Questions

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The Exchange Owner - D20 Hobbies

kinevon wrote:
Any word yet from the PDT on what the Weird Words ability should be errataed into?

My money is on exactly what they proposed, since there wasn't any consensus on how to make a similar power version of it.

Grand Lodge

James, can you direct me to the proposal? My search-fu has failed me.


TriOmegaZero wrote:
James, can you direct me to the proposal? My search-fu has failed me.

Sean's Post.

While there may be no consensus on what it should be, there seems to be a pretty clear consensus on what is shouldn't be, and which is that the proposal is not what it should be.

It's simply not cost effective. The damage it deals is not worth the cost of 1 bp per word.

The Exchange Owner - D20 Hobbies

Tels wrote:
While there may be no consensus on what it should be, there seems to be a pretty clear consensus on what is shouldn't be

What we thing it shouldn't be has no effect on what it will be.

We either get onboard and think of something in the same power level without considering things that are way too good (as SKR said here) or we get a change that no one liked.

I don't see why everyone has dug their heels in with "no I won't accept it" instead of trying to work toward something useful.

Liberty's Edge

James, I am going to be sounding like an a****** here, but the only one who is being truly "no I won't accept it" is you. Everyone else has given a multitude of different abilities with scaling power levels from insanely good to useless, but none have been completely accepted. I stick by my last post, but I think more people would agree with you if you would simply agree that all the words hitting one opponent isn't overpowered, or that there needs to be less than one B.P. rounds spent to a maximum of ten, each one for a rather weak attack.

Oh, and I must say this, if what we think the ability should be has no effect on what it WILL be, then why does this thread exist, and why are you still posting to it?

Designer, RPG Superstar Judge

I've removed an unhelpful post. There's no need to be confrontational and insulting. Observe the message board rules.

Liberty's Edge

I apologize for my last post, and realize that I what I said could have been phrased in many different and better ways, but I remain steadfast that our biggest issue is the problem of having weird words use one round of bardic performance per word AND be unable to hit any opponent twice. I believe that by ridding the ability of one of the drawbacks should increase public acceptance of said ability.

Designer, RPG Superstar Judge

I've removed another unhelpful post.

The Exchange Owner - D20 Hobbies

Viridian Dusk wrote:
ridding the ability of one of the drawbacks should increase public acceptance of said ability.

I'm very certain that you are right.

But public acceptance doesn't mean it will happen.

I think the problem is that the public won't accept that we are stuck with those two drawbacks. At least until SKR or some other dev comes along to so "haha, just kidding, we are going to do what you want and make it the same power as Thunderstriker".

Liberty's Edge

But that's the thing, it won't be as strong as the Thunderstriker unless we rid it of both the drawbacks. First, if it still costs ten rounds, then the drawbacks will be as such:
-Standard action to use.
-Each word uses one round of bardic performance.
-One target can be hit by all of the attacks, but damage is not reduced.
-Due to high cost, can only be used to around a maximum of five times normally, and would take nearly TWO feats in order to use it an extra time per day at full strength, with eleven uses about the maximum by level nineteen.

The saving grace of the ability would then be:
-Can deal unbelievable amounts of damage in one shot without much optimization.

Now we look at the downside of Thunderstriker:
-Lower damage against oponnent.

And Thunderstrikers bonuses?
-Move or swift action to use.
-One round of bardic performance used each time.
-Possible condition inflicted to everyone hit.

All in all, it still wouldn't be anywhere near as powerful as the Thunderstriker, and it wouldn't be close to overpowered!

The Exchange Owner - D20 Hobbies

Viridian Dusk wrote:
it won't be as strong as the Thunderstriker unless we rid it of both the drawbacks.

Comparing it to Thunderstriker in any way other than "it is miserable compared to Thunderstriker" is a trap.

Sean K Reynolds wrote:
thundercaller's thunder call is WAY too good

Look, please understand. I don't like the proposed change. Any of these would be better:

  • I think it could be better if it didn't deal damage, but a status instead save negate
  • No attack roll, no save, deal less damage (half) always but as sonic
  • One attack roll but applied to all targets individually (cuts down on rolls when 10 targets)

None of us can rally around a change that doesn't involve the two drawbacks removed. So we are in quicksand.

Designer, RPG Superstar Judge

2 people marked this as FAQ candidate. 5 people marked this as a favorite.

Actually, the downside of the thundercaller is "this archetype needs to be errata'd."

Liberty's Edge

...Actually, Sean, can we have your honest opinion of the ability, that way we can actually rally or not? At this time it's the indecision that is making this thread linger on. Until we get a definitive opinion on how strong the ability should be, we can't come up with an organized opinion because of the two camps we have created.

1st camp: the errata already given is the be all and end all to the abilities strength, and it won't/can't get stronger than that.

2nd camp: The errata doesn't truly matter, and should only be kept in mind as a bottom line for the powers strength.

If you can glean light into which one you support more/what the ability should be reaching in general, we might have this finished. Until then, we're not going to find an answer.

The Exchange Owner - D20 Hobbies

Viridian Dusk wrote:

...Actually, Sean, can we have your honest opinion of the ability

1st camp: the errata already given is the be all and end all to the abilities strength, and it won't/can't get stronger than that.

His last restating of the ability happened just before he locked the thread for "bickering". So I think it is very fair to say the power of the ability needs to be similar to the ability as he has posted multiple times in this thread.


1 person marked this as a favorite.

Are wizards way too good sean?

If thundercaller is way too good then how good is a wizard? Stratospheric?

Liberty's Edge

James Risner wrote:
I think the problem is that the public won't accept that we are stuck with those two drawbacks. At least until SKR or some other dev comes along to so "haha, just kidding, we are going to do what you want and make it the same power as Thunderstriker".
James Risner wrote:
Viridian Dusk wrote:
it won't be as strong as the Thunderstriker unless we rid it of both the drawbacks.
Comparing it to Thunderstriker in any way other than "it is miserable compared to Thunderstriker" is a trap.

Umm, if you are going to use Thunderstriker as an example first, isn't it only natural to use it as an example myself? Also, I specifically said that it WASN'T as strong as the Thunderstriker, and that the ability in and of itself would be beneath both the Thunderstriker and overpowered in general.

Liberty's Edge

James Risner wrote:
Viridian Dusk wrote:

...Actually, Sean, can we have your honest opinion of the ability

1st camp: the errata already given is the be all and end all to the abilities strength, and it won't/can't get stronger than that.

His last restating of the ability happened just before he locked the thread for "bickering". So I think it is very fair to say the power of the ability needs to be similar to the ability as he has posted multiple times in this thread.

Hence why I am asking him instead of relying upon my own opinion of the rules, because I am not a developer and have no immediate contact with them. I want to get a firm answer rather than a firm assumption, but that's all we've had so far.

The Exchange Owner - D20 Hobbies

CWheezy wrote:
If thundercaller is way too good then how good is a wizard? Stratospheric?

Let's try to consider the focus. Bards have not been designed as a damage dealing focus.

Viridian Dusk wrote:
beneath both the Thunderstriker and overpowered in general.

Think of it this way. If Thunderstriker should be say 50% as powerful as it is. Then this ability needs to be below Thunderstriker's 50% power rating (mathmatically.)

Viridian Dusk wrote:
firm answer rather than a firm assumption

That would be useful, because I believe until we are inform "talk about the ability that is similar in power to the one we proposed only" we will continually consider it a "low water mark" and naturally build things more powerful to push the envelope.

Liberty's Edge

James Risner wrote:
CWheezy wrote:
If thundercaller is way too good then how good is a wizard? Stratospheric?
Let's try to consider the focus. Bards have not been designed as a damage dealing focus.

No, we don't need to focus on that. You do not pigeon hole a class due to personal preferences, you try to let them stretch their wings as far as possible, and by saying that Bards must be support only is cruel to the class itself.

James Risner wrote:
Viridian Dusk wrote:
beneath both the Thunderstriker and overpowered in general.

Think of it this way. If Thunderstriker should be say 50% as powerful as it is. Then this ability needs to be below Thunderstriker's 50% power rating (mathmatically.)

And again, this is comparing it to Thunderstriker, yet you constantly say that it needs to stop being compared to Thunderstriker? That is a conter-productive argument that, by using only what you said, collapses in on itself.

The Exchange Owner - D20 Hobbies

Viridian Dusk wrote:

cruel to the class itself.

it needs to stop being compared to Thunderstriker?

Cruel or not, this game isn't a MMORPG where every class only deals damage and "all DPR must be equal."

Sure, I'll stop comparing it to TS despite the fact that it is hard to do. TS is something that according to devs needs errata, and it doesn't do anywhere remotely as much as the original sound striker did. How about we just compare it to the proposed version. Trying to stay close to it in terms of power.

Liberty's Edge

James Risner wrote:
Viridian Dusk wrote:

cruel to the class itself.

it needs to stop being compared to Thunderstriker?

Cruel or not, this game isn't a MMORPG where every class only deals damage and "all DPR must be equal."

Sure, I'll stop comparing it to TS despite the fact that it is hard to do. TS is something that according to devs needs errata, and it doesn't do anywhere remotely as much as the original sound striker did. How about we just compare it to the proposed version. Trying to stay close to it in terms of power.

....did you even read my first post?

Also, the reason I'm trying to make the ability stronger isn't about making every class a high DPR dealer, it's about NOT MAKING A CLASS STUCK IN ONE AREA! I have seen Paladins who have been better buffers than bards or wizards. I have seen a fighter who was better at controlling the battlefield than the druid. I have played this game and learned, first hand, that classes aren't meant to be stuck in only one category. Every class should be allowed to do what they want, so, please, stop judging the bard in the mindset that it [bold]MUST[/bold] be a buffer only. Instead, think of the possibilities it might give and then judge the ability based on that mindset.

Also, if you find it hard to not relate it to the Thunderstriker, then don't ask others not to. If everyone is going to relate Sound Strikers to that archetype, then let them and simply join on in.


CWheezy wrote:

Are wizards way too good sean?

If thundercaller is way too good then how good is a wizard? Stratospheric?

I believe that wizards are supposed to be better. They are masters of magic after all.

The Exchange Owner - D20 Hobbies

Viridian Dusk wrote:
did you even read my first post?

I did, but I utterly failed to get my point across.

I'm trying to get us focused on a solution and away from continually pushing for removing the two major drawbacks that everyone wants removed.

Why? Because I'm fundamentally convinced they are not going to be removed. I'm trying to help us all. To get us focused on the right path.


Off topic from last ten-or-so posts but on-topic for thread:
We ran with the proposed changes last Monday and will again be playing with them tonight. I am running "Wake of the Watcher" from Carrion Crown and the Soundstriker is in fact 10th level. She seemed to like the trade off for a higher damage potential (especially by not bogging it down with saves) for the expenditure of an often untapped resource. Really, its given her a lot more versatility without overshadowing the Nova capabilities of the Magus player. Overall (and I may be in the minority, I can't really tell from the back and forth above) I like the changes.

Liberty's Edge

Okay, I'm giving up now. The ability is suffering because people don't like how there are two huge drawbacks, making the ability useless. Getting rid of one of them is the only way for the ability to get any kind of backing.

The Exchange Owner - D20 Hobbies

Rakshaka wrote:
I like the changes.

Each of these are different questions? Pick the one you like best.

Would you have liked it better if the attack roll was rolled once and applied individually to each target's AC? (less dice rolled)

Would you have liked it better if it dealt 1d4 plus half CHA modifier, but didn't apply DR, didn't have an attack roll, and didn't have a save. But is sonic damage?

Would you have liked it better if it didn't deal damage at all but rather save negates to apply a harmful effect (mind-affecting) such as Nausea, Daze, or similar for 1 round?


James Risner wrote:


Let's try to consider the focus. Bards have not been designed as a damage dealing focus.

Actually, it matters a lot!

I would like to know what "too good" is being compared to. If it is being compared to a wizard, what?

If it is just being compared to a regular bard, why not compared it to the strongest things around? Is it too good compared to a standard summoner?

Even if the archetype is better than flat bard, it isn't actually a problem because the sound strike and base bard are very different styles of play, so they don't "steal" players from each other, if that makes sense. People who want a more offensive bard would go this or thundercaller, while people who want a more out of combat bard can just go regular or a different archetype


James Risner wrote:
Sure, I'll stop comparing it to TS despite the fact that it is hard to do. TS is something that according to devs needs errata, and it doesn't do anywhere remotely as much as the original sound striker did. How about we just compare it to the proposed version. Trying to stay close to it in terms of power.

Not comparing it to Thunderstriker is easy. Let's all just stop mentioning The Archetype That Must Not Be Named.

About the Bard and a damage role, unless a developer posts in the thread and states that Bards are not permitted to have a damage-dealing type role, then I don't see a problem with theories about how Bards can accomplish that and how an archetype can be made to allow that.

For Bard, the Dervish archetypes essentially make them stronger melee damage dealers. I don't think the premise of Sound Striker is different, basically "more combat power", but the author of Sound Striker was trying to use bardic performance as the source instead of melee bonuses.

As for where to go from here, I think that would be a playtest of the PDT proposed change to Weird Words. As far as I know, Neume's posts in this thread are the only playtests of the PDT proposed change (my apologies to anyone else who posted a playtest report that I missed). I believe that a reasonable discussion about Neume's playtest reports (and any other playtest reports that can be included) is the next step.

So... I guess I would suggest asking input from Mr. Reynolds, specifically his analysis of Neume's playtesting of the PDT proposed Weird Words ability.

The Exchange Owner - D20 Hobbies

RAuer2 wrote:
I believe that a reasonable discussion about Neume's playtest reports (and any other playtest reports that can be included) is the next step.

Rakshaka posted one just above here also.


James Risner wrote:
RAuer2 wrote:
I believe that a reasonable discussion about Neume's playtest reports (and any other playtest reports that can be included) is the next step.
Rakshaka posted one just above here also.

I missed it, happened while I was typing. More playtest experience the better, so this is excellent.

The Exchange Owner - D20 Hobbies

I've been unable to find beta test subjects here locally.

If anyone is up to test some versions of the abilities, I'd be interested in running some games over roll20.net.

Liberty's Edge

Well, I'm not exactly impartial to this discussion, but I wouldn't be against being a beta-tester for the ability. Which version would be used?

The Exchange Owner - D20 Hobbies

Viridian Dusk wrote:
Well, I'm not exactly impartial to this discussion, but I wouldn't be against being a beta-tester for the ability. Which version would be used?

I could prep 5 hrs worth of combat, say 3 different combats per 3 different build (9 combats ~ 30 mins a combat assuming experience players to help with speed.).

We would need 3 other people to play Fighter/Cleric/Wizard roles.

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?

The Exchange Owner - D20 Hobbies

JDWoldridge wrote:
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?

10th level, optimized build if possible (fighter - I have several optimized fighters / Cleric - I know much of nothing / Wizard - I never played this)

The purpose of 3 combats is to simulate "a day's work" so start all resources.

Liberty's Edge

Then I shall begin creating a few bards for the sake of this. Not all will be completely optimized, but they will all be built for different aspects.


oh, I can play stuff for you.

I have like a billion different classes I want to try out in combat, send me a pm!

The Exchange Owner - D20 Hobbies

We need to set a day.
I can do most Weds/Thurs after 5 PM to midnight EST and most Sun noon to midnight EST.


Sean K Reynolds wrote:
Actually, the downside of the thundercaller is "this archetype needs to be errata'd."

Agreed.

The Thundercaller and Dawnflower Dervish bard archetypes are the reason I don't list any campaign setting books in my list of allowable source books anymore. Instead, I allow material from these books on a case by case basis if the player can justify that their concept cannot be met any other way with core rulebook sources. Even then, if I were to allow material from these sources, I would feel free to modify it if it seemed necessary, as would be the case for both the Thundercaller and Dawnflower Dervish bard archetypes.


I am free those nights!


I’m not sure if I’d mentioned it before, but I’ve actually been playing with the PDT proposal since it was introduced. We’ve played about 9 sessions in that time period. Unfortunately I haven’t yet run across a situation where I've decided to use Weird Words despite the fact that I've been actively looking to use it. I would have liked to use Weird Words in one battle where we faced a bunch of archers who had already been hurt with an Empowered Fireball, but the 30 foot range wasn’t quite long enough. I also thought about using it in a battle with a bunch of elementals, but I didn’t have a way to beat their DR with Weird Words, so it seemed kind of weak. In most other battles I didn't have enough foes in range to make using my standard action to do 1d8+7+1d6 damage worthwhile (+1d6 from discordant voice)

As far as comparisons go, I can understand people’s desire to compare the Sound Striker to the Thundercaller due to the thematic similarity and was even doing so myself. Sean has made it pretty clear that Thundercaller shouldn’t be used as a baseline though. For what it’s worth, I’ve always thought it would be overpowered if Thunder Call could be used more than once per round. In light of Sean's comments I think the Arcane Duelist might be a more appropriate archetype for comparison though. I'll probably post some math and facts contrasting the two archetypes later on, but for now I'll just say that in addition to getting a bunch of useful feats and powers the AD gives up Suggestion to get Bladethirst, which is a potentially quite useful combat performance (great for beating various types of DR, good for hurting incorporeal creatures, decent for damage dealing in general after around levels 10-13).

Anyhow, if a 3 word power kind of like a short range Scorching Ray isn't in the cards then I think that spicing up the PDT proposal with a perk or two might make it a little more palatable. For instance, if I could use Weird Words with a reduced action cost like other bardic performances I'd probably use it a lot more often when I have a spare move action. If it did sonic damage I also might use it to beat tough to avoid DR (kind of like Bladethirst can be used). If it had a rider effect like staggered that could also make it fairly attractive (I think dazed and stunned are probably too strong). I think the idea of killing foes with deadly words is fun, but in a campaign with 3 PCs I can't often afford to spend a round showboating when I could be doing something more effective.

Most of all I'd just like to see a final ruling on the power though. That way I can plan appropriately for how I want to use (or not use) it in the coming levels.


Devilkiller wrote:
...For what it’s worth, I’ve always thought it would be overpowered if Thunder Call could be used more than once per round...

I think it might be fixed at 1/round, at least if the following from D20PFSRD hasn't been changed in an FAQ or errata. It is the first paragraph under "Bardic Performance", bold is mine.

PFSRD wrote:
A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.

Unless an archetype ability specifically calls out multiple uses in a round, wouldn't this set a limit of 1/round on all performances regardless of the type of action used to create the performance?


Would changing the range of Weird Words (as per the proposed change by the Paizo Design Team) to 25 feet + 5 feet/every 2 sound striker levels make the archetype viable for most players? This would give it the same range as the suggestion spell.

Alternatively, the ability could be written to function as a bardic performance that can be activated as a swift action AND only used during another bardic performance (an exception to the normal rules), assuming everything else about the proposed change is kept the same. That way, while the damage may not be extraordinarily high (which I do not believe it ever should be that way), at least the sound striker can still continue performing the other traditional bardic performances, albeit at a high cost of bardic performance rounds.

How feasible/reasonable do people think of my suggestions? (pun intended)

CB out.

EDIT: a glaring grammatical error in the second paragraph


@RAuer2 - I think the idea of bardic performance being limited to one type per round barring special circumstances like Virtuoso Performance seems sensible, but a lot of other folks don’t agree. I don’t have strong feelings on the issue either way except that spamming Thunder Call seems excessive to me.

@Canadian Bakka - Longer range might be a nice perk and would have resulted in my PC using Weird Words at least once in the past 9 sessions, maybe more. If nothing else it might make Weird Words more convenient than whipping out a bow or javelin for ranged attacks, and the easier it is to get lots of foes in range the better the damage potential becomes.

Regarding your other suggestion, combining Weird Words with other bardic performances would certainly make it appealing, but it seems kind of strong to me since instead of trading your buff/debuff potential for direct damage you’d just pile the damage on top. Combining performances also usually requires a 4th level spell.


@Devilkiller, I concur that perhaps simulanteously serving damage (however modest) and buffing/debuffing is probably a bit too good. I suppose it helps that a higher level bard eventually can start a bardic performance (which is what Weird Words functions as) as a swift action. Luckily, I think it is o.k. to start one bardic performance as a swift action (such as Weird Words) and then follow it up with inspire courage as a standard or move action. Doing so does not violate the rules about only having one bardic performance in effect, or so I gather, if I am reading the description of bardic performances accurately.

Granted, Weird Words does consume a hefty proportion of rounds available for a bard (even a high level bard), but you do not have to use all available 10 rays (for a 10th level or higher sound striker). You pick and choose.

I think I will houserule in the distance to be close (25 feet +5 feet/every 2 sound striker levels). At least the sound striker can then make long range attacks to help determine what weapon damage type bypasses the DR, if any, of the target(s), since I think the sound striker can choose what damage type for each ray individually (this reminds me heavily of the Kung Fu Hustle film, where the blind musicians are attacking with sound attacks that mimics weapon attacks).

Hopefully a final decision by the Paizo Design Team on Weird Word (and the sound striker archetype itself) sometime this year. I would like to see it sooner than later because I am using the archetype for the Sisters of Lamentation in the Savage Tide adventure path I am running for my players, ;)

CB out.

Liberty's Edge

I'm truly sorry, but I have to pull out of being a play tester. As much as I think it would be good for Pathfinder as we test the builds out, I have to recognize that I am not impartial to the build, so me testing it out will have highly skewed results. I know that this is far from proper, but I can't be a playtester without ruining the results, so I wish you luck and hope that you can find a good solution to this dilemma

Sovereign Court

@Devilkiller and @Canadian Bakka - I've always understood that bards can only do 1 Bardic Performance per round as described in the Core Rulebook. So that's already a thing. Also, @Canadian Bakka, the PDT proposal doesn't seem to change the clause in Sound Striker making it impossible to use Word Strike or Weird Words faster than a Standard Action.

That being said, if my understanding of the Bard's ability to use one performance a round is wrong (and it seems I'm not the only person on these boards that read it that way), that changes my perception of this ability altogether. Meaning, if a Bard can use this AND Inspire as 2 separate actions in one round, than I'm not sure there is a problem with the power of PDT's proposal. The cost may be slightly high, but that is less of an issue, if this is the 2nd time in one round you're using BPR.

So maybe the PDT can clarify that for us as well? Can a Bard use more than one performance per round as separate action? Example: Weird Words as a Standard and Inspire Courage as a Move action.


@Neume, according to page 35 of the Core Rulebook (6th Edition), it states that "Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time."

Emphasis mine on the two relevant sentences. Furthermore, it continues to state that by 13th level, a bard can start a performance as a swift action.

What this tells me is that a bard cannot have two simulanteous performances going on - if he tries to start a 2nd performance, he must end the first and start the second performance as a standard action. So it is perfectly reasonable that a 13th level sound striker can initiate weird words as a swift action (which ends once he finishes making his attack rolls) and then initiate a 2nd performance as a standard action (since you can only use 1 swift action per round). Because the 1st bardic performance has been completed, and thus not in effect at the time you start the 2nd performance, the bard is not violating any of the restrictions of bardic performance. Weird Words substitutes/replaces the suggestion bardic performance but it does not change how bardic performances overall are started/maintained and its relevant upgrades and restrictions.

Granted, I could be mistaken on this, but strictly speaking in terms of RAW, I think I'm correct. Also, in terms of RAI, I fail to see how using Weird Words like I described above is somehow over-powering (considering the damage output is low and the cost of rounds of bardic performances is high), especially when you compare to what the 5th bard spells are capable of (bards get access to them at 13th level).

Naturally, these are my opinions, but until the Paizo Design Team indicates otherwise, that is pretty much how I intend to run Weird Words at my gaming table. If I was participating in the PF Society, I would abide by whatever the GM at the table believes is the correct interpretation. To be honest, the specifics of Weird Words isn't going to ruin the game for me. :)

CB out.

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