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Zombie

1970Zombie's page

Goblin Squad Member. Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Card Game, Companion, Modules, Pawns, Roleplaying Game Subscriber. FullStarFullStarFullStar Pathfinder Society GM. 268 posts. 2 reviews. No lists. No wishlists. 11 Pathfinder Society characters.


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Grand Lodge ***

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Starting with Season 5 this is allowed.

According to the Change Log for the Guide to Pathfinder Society Organized Play: Removed the following text: “There are no Day Job checks when playing a sanctioned module or Adventure Path.” Day Job checks are now available after playing either of these sanctioned content.

Grand Lodge ***

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Prestige Awards and Vanities have appeared in the following:
• Occasionally available on a chronicle sheet.
• Guide to Pathfinder Society Organized Play
• Pathfinder Campaign Setting: Pathfinder Society Field Guide
• Pathfinder Player Companion: Pathfinder Society Primer

Grand Lodge

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2nd set of characters …

Character Name: Harsk
Role Card: Sniper
Skill Feats: Dexterity +2, Wisdom +2
Power Feats: +1 hand size, You may recharge a card to add 1d4+2 to a combat check at another location, When you play a weapon with the Ranged trait, you may recharge it instead of discarding it.
Card Feats: Weapon +1, Armor +1, Item +1
Weapons: 2x Dagger +1, 2x Heavy Crossbow, Longbow +1, Shock Longbow +1
Spells: None.
Armors: Magic Studded Leather, Snakeskin Tunic
Items: Amulet of Fortitude, Staff of Minor Healing, Thieves’ Tools, Sihedron Medallion
Allies: Crow
Blessings: 2x Blessing of Erastil, Blessing of Iomedae, Blessing of Irori, Blessing of the Gods

Character Name: Merisiel
Role Card: Acrobat
Skill Feats: Strength +1, Dexterity +2, Wisdom +1
Power Feats: Proficient with Weapons, If you are the only character at your location, you may recharge a card to add 1d6+3 to your combat check or discard it to add an additional 1d6.
Card Feats: Weapon +1, Spell +1, Blessing +1
Weapons: Deathbane Light Crossbow, Light Crossbow +1, Returning Throwing Axe +1
Spells: Aid
Armors: Magic Studded Leather
Items: Crowbar, Masterwork Tools, Potion of Healing, Sihedron Medallion, Spyglass, Thieves’ Tools
Allies: Jakardros Sovark, Sheriff Hemlock
Blessings: Blessing of Calistria, Blessing of Irori, Blessing of Norgorber, Blessing of Sarenrae, Blessing of the Gods

2-player game. No deaths so far.

Grand Lodge

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Callous Jack wrote:

Thanks Liz! And thank you guys, I hope this set proves useful. :)

Itchy, the set does include a Viper, Goblin Dog, Hyena, Grizzly Bear and Ape. I'll talk to Liz about adding the ones that are missing. Thanks for the help!

I see the Viper, Grizzly Bear and Ape but I do not see the Goblin Dog or the Hyena in the figures. Goblin Dog does appear on the cover but not within the content.

Grand Lodge

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Character Name: Valeros
Role Card: Weapon Master
Skill Feats: Strength +1, Dexterity +2, Charisma +1
Power Feats: +1 hand size, Add 1d4+2 to another Character’s combat check at your location, You may use Melee in place of Ranged when using a weapon with the Ranged trait.
Card Feats: Weapon +1, Ally +1, Blessing +1
Weapons: Bastard Sword +1, Frost Longbow +1, Venomous Dagger +2 x2, Warhammer +1, Impaler of Thorns
Spells: None.
Armors: Elven Breastplate, Magic Full Plate, Snakeskin Tunic
Items: Staff of Minor Healing, Sihedron Medallion
Allies: Black Arrow Ranger, Father Zantus, Vale Temros
Blessings: Blessing of Calistria, Blessing of Gorum, Blessing of Iomedae, Blessing of Lamashtu

Character Name: Seoni
Role Card: Celestial Sorcerer
Skill Feats: Dexterity +1, Charisma +3
Power Feats: For your combat check, you may discard a card to roll your Arcane die +1d6+2 with the Fire trait and the Attack and Magic traits. This counts a playing a spell, You automatically succeed at your check to recharge a spell or item with the Arcane trait, If you would fail a check by1, you may bury a card to succeed.
Card Feats: Spell +3
Weapons: None.
Spells: Frost Ray, Invisibility, Lightning Bolt x2, Scorching Ray, Fire Sneeze
Armors: None.
Items: Masterwork Tools, Sihedron Medallion, Wand of Enervation
Allies: Black Arrow Ranger, Shalelu Andosana, Yap the Pixie, Poog of Zarongel
Blessings: Blessing of Lamashtu, Blessing of Pharasma, Blessing of Shelyn, Blessing of the Gods, Blessing of Zarongel

2-player game. No deaths so far.

Grand Lodge ***

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Should Uori's wand be added to the chronicle sheet if the characters manage to acquire it (while crossing off the cloak)? I saw some talk of that upthread but I did not see anything official.

Grand Lodge ***

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Mason, thanks again for all your hard work in the past and your future contributions.

Grand Lodge

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I think that the title of the FAQ entry should reference bane rather than boon. Is the defeating a monster reference required for this entry?

Grand Lodge ***

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Congratulations Bill. It was nice to meet you at U-CON and a blast to have you as a GM. I think you will do a fine job.

@Mason - Thanks for all of your past efforts. You did a great job.

Grand Lodge

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Mike said this.

Grand Lodge

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Thinking ahead on how to combine the sets ...

Will the cards from the new base set and AP have the same backing as the RotRL set? I hope the answer is yes so that the cards could be combined to make custom adventures without "marking" cards in decks.

I fear that because not all of the characters one the current back will be in the new set that a new card back might be produced. If this is the case, I guess the problem can be mitigated by using card sleeves.

Another couple of questions. Will the cards use the same B,C,P,1,2,3,4,5 & 6 designators. If so, will the cards also have a set designator?

Grand Lodge

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I am not sure that I have a preference for which AP would be 3rd. My requirement would be to try to do the one that best expands the pool of cards that can be used to create custom content.

What I mean by this is thhat RotRL already covers a lot of goblins, undead and giants.What set would bring more classics like orcs, kobolds, drow, oozes, slimes, etc.

As far as clases are concerned, I think it is ok to duplicate them as long as they have a new flavor. Maybe the base card is different with different stats and powers? I would expect that the expanded character card would also be different opening two additional options to expand the character at "higher level".

I think folks might be disappointed if their favorite character does not get included in a new set. My wife was disappointed to hear that Seoni was not included in the newest AP. I told her that the character should be compatable with the new set but we would have to see.

Grand Lodge

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Steve Geddes wrote:
Cool. Given the switch to monthly release, will an AP still have six adventures? Or will there be twelve expansion decks?

I was wondering the same thing? Will that be 12 Adventure decks with 6 for the AP and 6 others or are we talking 2 APs with base sets per year?

I am hoping we are not looking at 6 months without content.

Grand Lodge

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It never really hurts to pick up a blessing if you can (of course there are a few exceptons.) BoG is useful even if only to explore again.

If you are short a blessing when you reconstruct your deck, BoG will be the one that you have to take to fill things out. I see no drawback in acquiring it when encountered.

Grand Lodge

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I suppose it all comes down to game design and what you want these cards to do.

If you want these allies to be special cards introduced in specific scenarios, they should become Loot and be awarded as part of the scenarion reward. If the ally has a role in a later scenario, they would need to be introduced early enough to make sure that they have a chance to come into play.

If they are simply meant to be unique and different I do not see a problem with treating them as they are now. It is refreshing and cool to get a unique ally into your deck.

Aldern Foxglove presents a unique issue as his role in the Rise of the Runelords story is more complex than the rest of the allies. I can see where this can be seen as awkward but is it really that big of a deal?

Grand Lodge

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You may still use "additional" explores even if you substitute your free explore to use the cure ability. You cannot use an "additional" explore to explore prior to your free explore for the turn.

Grand Lodge

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During the original play test I was able to play Ezren solo through chapters 5 and 6 once I had the proper cards in his deck. Higher damage output arcane spells were a must. Much of the later game loot also works well for an arcane caster.

It was difficult at times but I think it is very possible to defeat the game solo with a single character.

Grand Lodge

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Difficulty is a subjective thing. Playstyle even for the same character may change drastically depending on how many characters are in play. i.e. in a 6-player game (5 turns) you will likely be more "reckless" with your resources than you might be in a 2-player game (15 turns).

Grand Lodge

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If there is a list of skill and a single target number, you may pick the skill to roll for the check from that list.

If there are multiple lists of skills with different target numbers, you pick the skill that you would like to roll and need to achieve the corresponding target number.

If you do not have a skill, you may always roll a d4 to try to complete the check.

Almost all of the Villains from the Burnt Offerings deck are examples of cards which have two checks to defeat.

Grand Lodge

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Mike Vacco wrote:
Polyphemus wrote:
This is addressed on the Rise of the Runelords Adventure Path card.

Thanks!

So remove from game basically means remove it from the box permanently or just for the current game?

Just want to be sure.... I'd hate to find out at the end of the campaign we did it wrong!

Permanently for that AP with the characters you are playing. If you are playing with different groups you may need to add them back in. (That would mean you might want to track which cards have been removed.)

For example, you would continue to remove the appropriate cards after they have been encountered all the way until the last scenario in Adventure Deck 6. You would not add them back in until you start over or play with another group of players.

Grand Lodge

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Because there is often another check involved, cards are recharged after the original check has been resolved. I believe that reveal, display, discard and bury actions all happen immediately during the appropriate check.

Grand Lodge

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CookingOrc wrote:
xris wrote:

The problem is that the "At this location" effect of a location isn't a power. The rulebook just tells us on page 14...

"At This Location: These are special rules that are in effect while the location is open."

What? Wait. Are we saying that "At this location" rules effect every character and not just the ones at that location?

No, only characters at the location. At this location effects only apply to that location.

Grand Lodge

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CookingOrc wrote:

Sorry if this has been covered before.

The General Store allows you to explore again if you don't encounter certain card types. Does this apply to any number of explorations that you do in that turn.
For example, if I use my free exploration to explore, encounter a monster, defeat it, explore again as per the location card rule, and then encounter a weapon and acquire it. I then play BOTG to explore again and encounter another bane and defeat it. Could i then explore yet again for free using the location card rule?

Yes.

CookingOrc wrote:


Next question:
The Spectre monster says that is the check to defeat it does not include the magic trait then it is undefeated. Does that also apply to the wisdom check to defeat it? I don't see how to add the magic trait to a non-combat check.

Yes, in that case the Spectre is undefeated. I believe that the RPG mechanic which is being replicated is clerical turning. You scare the monster away but you did not kill it.

Grand Lodge

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The original answer is correct but possibly incomplete. If you Strength is 1d6+2 and your Melee is Strength +2, you melee value would be 1d6+4 plus and additions from the shortsword.

Grand Lodge

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Here is the relevant FAQ link.

Grand Lodge

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If it helps, think of each character as having the USe Magic Device skill. In the RPG, if you make the roll you can cast the scroll regardless if you have Arcane or Divine ability. Doing so also consumes the scroll.

Whether it makes sense to you or not, it has already been clarified that if a character acquires any boon, they are able to use it during the game it is found. After the game, if the card type is on their deck list, the card can be added to the deck regardless if it is an ideal fit. In either case, you could still share the boon with a companion either in game or post game when the decks are being rebuilt.

Lastly, the banish portion of the card is only invoked when you use the power to activate the card. Acquiring a card does not activate the card's power section.

Grand Lodge

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Vic Wertz wrote:
There are situations in future adventures where you may wish to avoid acquiring certain cards, as doing so can trigger something you may wish to avoid.

I believe that there is already a location or scenario in the first adventure deck which does damage for each failed check. A check to acquire is still a check. Not attemping the check is not a check.

To answer the original poster's question, there are two answers:

1)If you evade the boon, it would be shuffled back into the location deck.

2) If encountered the boon and did not acquire it (with or without a check), the boon would be banished.

Grand Lodge

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Charles Scholz wrote:

I have 5 players in my group, so we always have 7 locations to explore. Some of the first scenarios from Burnt Offerings are the same as The Lost Coast, so we have played the same locations many times.

Are we allowed to substute the location for when there are 6 players for one of the locations we have already played many times before? Or could we shuffle the locations and choose the top 7?

The locations are tailored to the scenario both in level of difficulty and in story flavor. Using random locations might work but would likely have unintended consequences on the experience for the scenario.

Grand Lodge

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FAQ noted. In my eyes, this card is considerably more powerful depending on the situation.

Grand Lodge

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Chad Brown wrote:
This question is only tangentially related, but I think it's interesting: If you play Pathfinder, do you typically play past 20th level?

Not typically but none of the adventure paths currently take a character up to 20th level. I think the issue that was raised is why you would add "experience" and loot to a character that has no means to be played again? What is the point of a reward for completing an adventure path and by extention the 6th adventure if there is no content beyond?

Grand Lodge

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Chad Brown wrote:

QUESTION: How do you all feel about having characters depend on very specific cards? Good, bad, complicated, or other?

I would think that you would want to avoid specific cards unless those cards were always available to the character. i.e. reduce you hand size by one and add Charger the Horse to your hand. You could choose to "dismiss" this card to send it to your discard pile or bury it to bring your hand size back up to normal. These cards would have to be special and be outside of the normal deck for its type.

You could also simulate the animal companion/ mount with traits on the animal ally cards themselves. i.e. power x is only usable when revealing an ally with the companion and animal traits or power y is only usable when revealing an ally with the mount trait.

Grand Lodge

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There are certainly cards which are immune to fire, acid, posion, electricity and mental. I do not believe that anything is immune to magic but some can be immune to spells.

Further, I do not believe that defense cards apply against the monster but rather against the damage. Monsters deal a type of damage which should have nothing to do with its immunities.

Grand Lodge

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Calthaer wrote:
Am I the only one here that isn't confused by the villain's card and finds the instructions very straightforward? I really think you guys are making this a lot harder than it needs to be.

Do you care to share your clarity?

Grand Lodge

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Captain Bulldozer wrote:

The phrase "start over" is virtually never used for a completely new action; just sayin. When you "start over" with an explanation, you are explaining the same thing, but making another attempt. When you "start over" in a relationship, you are making a second/third/etc attempt at that relationship (not beginning a new one entirely). When you "start over" in life, you are not gaining an additional life. When you "start over" in a video game, you are not playing a different game, just taking a second/third/etc. pass at the same game you've already attempted.

Each of the examples above mean either literally or metaphorically (usually metaphorically) replacing that which came before with a new attempt.

As such, it really would be a very strange wording to use if it is meant to constitute an entirely new check. I therefor maintain that it would have to be the "same" check, made from the beginning, but without any cards you would have wasted on your previous attempt per the phrasing of the card. As such, the ruling passed down for the Hermit crab would seem to apply here.

I see your point about “start the check over” but the card does go on to further say “Cards played on the previous check do not affect the new check.”

The words previous and new seem to indicate two separate checks; the original and a new check.

Grand Lodge

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This is a tricky and dangerous card.

I belive that what it is saying is:

1) Encounter a Zombie Minion.

2) Make a check to Defeat either Combat 14 or Arcane 10.

3) After making the check, roll a d6.

3a) if the result is 3-6, keep the results of the original roll.

3b) if the result is 1-2, start the check again (return to step 2). All cards previously invested to modify the check which were discarded, revealed or buried have been lost. New cards must be invested to modify the new check.

4) Resolve the encounter as appropriate.

What is not clear is if the 1 card of each type per player limit per check is reset for the new check. I would guess that the answer is yes but if not it will make defeating this villain considerably harder.

The other thing that is not crear is if you resolve any recharge checks before you start the check again or once the combat is finally resolved.

Ouch, poison damage on top of everything else.

Grand Lodge

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I do not think that is is impossible to complete additional adventures after an AP but I think the current expectation is that these adventures would have to be fan created. Maybe we will eventually see "higher level" content decks published.

Completing another AP without it being a cakewalk would require the use of "higer level" challenges which may not be available in an AP. Things (banes and boons) would not scale well. The current versions of the characters would eventually run out of feats.

Grand Lodge

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I would think that a "bury from the discard pile" effect should be slightly less powerful than a "bury from your hand" power. The bury effect has the same result. The card becomes unavailable for the rest of the game. You can argue that the discarded card has less value than one in your hand as it has already been used but the generated effects should be comparable. Since Amiri gets a d10 when burying a card (5.5 added to a check on average) then a similar effect from the discard pile should grant a d8 (4.5 average) or a d6 (3.5 average). If it is only combat checks I might go with a d8 and if it is multiple types of checks a d6 per card.

Grand Lodge

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You would combine the new deck with the existing cards.

The special rules on the Rise of the Runelords Adventure Path card covers how and when to remove older cards from the box.

The new decks will contain an adventure card, 5 new scenarios, several locations, new villains, new henchmen, new monsters, new barriers, new spells, new allies, magic weapons, magic armor, new items and loot. In all but one deck it looks like there will also be a new type of blessing.

Grand Lodge

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mostman79 wrote:

So one thing here still confuses me. We say that all damage caused by failing a check with a monster is now combat damage. Unless the monster says otherwise. So, if a monster doesn't specify (Ghost), it can be blocked by cards that stop combat damage or all damage. If it does specify, it can only be blocked by cards that block that SPECIFIC type and NOT combat damage.

So now we end up with a situation where a breast plate can stop a ghost but can't stop acid. That doesn't make thematic sense.

The breastplate never could stop/reduce acid damage.

This just brings cards like Ghost, Siren, Satyr, etc. more in line with the rest of the monster cards and the combat mechanics of the game.

Grand Lodge

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TClifford wrote:
1970Zombie wrote:

For my 2 cp I would think that the Blessing could only be used on spells which allow you to make a check.

Adding a bonus to a skill which indirectly impacts a check and then adding dice to the check seems against the spirit of the blessing cards. Any blessing can be used to add a single die to a check. Every instance of a blessing seems to indicate a specific type of check for the use of the second bonus power.

To put it another way, if there is no check required to cast a spell then no dice can be added. It is similar to cards that let you auto succeed or defeat. No check is rolled and no blessing can be used.

That is pretty much a no brainer. If there is no check to make then there is no dice to use, so there is no reason or ability to use any blessing.

The part you are missing is that the spells in question do not require checks so there is no target check for the BoP to add dice toward. It does not make sense that you would add 2 dice to Valeros's combat chect becasue Ezren cast Strength on the fighter. The check being modified in that example is likely a Strength/Melee Combat Check not a spell. The card does not say "Discard this card to add 2 dice to a check which has had a spell played upon it."

All the basic blessing seem to have a focus on one type of check. Blessing of Lamashtu works on any check to defeat a monster. This could be added to a Strength/Melee, Dexerity/Ranged, Arcane, Divine or other unusual combat check against a monster.

The second power of BoP says:

"Discard this card to add 2 dice to a check when playing a spell."

It seems to me that this is saying that the blessing only adds bonus dice to a check that is initiated by playing a spell. i.e. The Combat check when Ezren casts a Scorching Ray. BoP would also apply to Seoni's blast power as it counts as playing a spell.

Grand Lodge

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We did not have that card in our deck 5 & 6 playtest. That would be a potentially useful power.

Based on the card from the playtest, Raise Dead brings a character back from the dead with a portion of their deck buried.

Grand Lodge

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In this game, hit points are simulated by a combination of hand size and deck size. The banish and bury mechanics (whether from your hand, deck or discard pile) impact you total potential hit points. These are card that you cannot get back during the course of a single game.

There are several cards and powers that return cards from the discard pile to your hand or deck. To my knowledge, there are no cards that allow you to return a buried card. I would be very cautious of a power that depleted the discard pile without a significant advantage. A +1 bonus to a check per card seems really underpowered.

Grand Lodge

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For my 2 cp I would think that the Blessing could only be used on spells which allow you to make a check.

Adding a bonus to a skill which indirectly impacts a check and then adding dice to the check seems against the spirit of the blessing cards. Any blessing can be used to add a single die to a check. Every instance of a blessing seems to indicate a specific type of check for the use of the second bonus power.

To put it another way, if there is no check required to cast a spell then no dice can be added. It is similar to cards that let you auto succeed or defeat. No check is rolled and no blessing can be used.

Grand Lodge

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Does "Resolve the Encounter" need a cross reference to "Henchmen" and "Encounter a Villain" sections of the rules?

Maybe something like this?

"Resolve the Encounter: If you succeed at all of the checks required to defeat a bane, banish it; if you don’t succeed, it is undefeated— shuffle the card back into its location deck. (For Henchmen also see page 15 and Villains page 16 for additional rules.)

If you succeed at a check to acquire a boon, put it in your hand; otherwise, banish it."

Grand Lodge

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Should the "Take Damage, If Necessary" be added to the "Apply any effects that happen before the encounter" and the "•Apply any effects that happen after the encounter" bullets?

Should "Take Damage" and "Taking Damage" be "Resolve Damage" and "Resolving Damage" instead? This topic concerns both damage prevention and assigning damage.

Grand Lodge

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Should the statement "Each player may play no more than one of each card type to affect damage to the same character from the same source" be "Each player may play no more than one of each card type to affect damage to the same character from the same source unless a card states otherwise" instead? I know that Magic Shield works this way and I think that Ring of Protection will too.

Grand Lodge

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I believe that there are cards and situations later in the game that allow you to evade an encounter even after you have failed a check. The Summon Monster loot (spell) card and the Sign of Wrath spell both come to mind.

I know that this is an exception but whatever clarification that is published should keep this in mind.

Might I suggest adding an "Evade the card (situational):" as a new 4th bullet under the Encountering a card section.

Grand Lodge

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Card Game, Companion, Modules, Pawns, Roleplaying Game Subscriber

With the next expansion deck you will likely get access to the Haste spell. If it works like the playtest version, it allows for an extra exploration. This is a great card for Ezren.

Grand Lodge

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Card Game, Companion, Modules, Pawns, Roleplaying Game Subscriber

All of the following are in the Basic Set (B) but not all of them have the basic trait.

Holy Water - Liquid, Magic, Divine, Basic
Potion of Fortitude - Liquid, Alchemical, Basic
Potion of Glibness - Liquid, Alchemical, Basic
Potion of Hiding - Liquid, Alchemical, Basic
Potion of Vision - Liquid, Alchemical, Basic

Potion of Gracefulness - Liquid, Alchemical, Elite
Potion of Ruggedness - Liquid, Alchemical, Elite

Potion of Energy Resistance - Liquid, Alchemical
Potion of Ghostly Form - Liquid, Alchemical
Potion of Healing - Liquid, Alchemical, Healing

There are also versons of some of these in the Character Add-on Deck (C).

Do not forget, once the adventure has progressed far enough, banishing the basic boons is optional.

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