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Hawkmoon269's page

Pathfinder Card Game Subscriber. Pathfinder Society Member. 6,096 posts (6,374 including aliases). No reviews. 7 lists. 2 wishlists. 7 Pathfinder Society characters. 3 aliases.


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There are other possibilities...

I'd love a flexible "non-power" box. The "header" text could change based on need. And it would only appear when needed. Some could say "When Played" other could be "After Playing" but the idea would be to put powers in one section and other things in another section.

I'm traveling for work early in the morning. Once I get on the plane I should be able to check back in and see how things are.

Using physical cards isn't so bad as a player. But when the person managing the scenario has to use physical cards and wait for you to say "I explore the Dam" so they can post "Ok, card 1 there is Longsword" it gets tedious and really slows down since you are dependent on one single person.

That is the big thing we are testing. Not so much the player's deck management, but the scenario management of it.

Adding a tag to every locations various counts would be a pretty big overhaul, but one I'll keep on the list of ideas when I get around to wanting to do a big overhaul.

There is currently a notes field for each location. We can use that to list cards you've spotted. That would look like this:

Thassilonian Dungeon
At This Location: If you play a spell with the Arcane trait, you may immediately draw a card.
When Closing: Succeed at an Intelligence or Arcane 7 check.
When Permanently Closed: No effect.
M:2 Ba:1 W:0 Sp:2 Ar:1 I:1 Al:0 Bl:0 ?:1
Notes: Goblin Warchanter (Monster 1)

It is always bolded, but the text can be whatever you want it to be.

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Also, if it is possible to have these added as avatar options (or at least their heads) that would be great for play by post. Some of them already exist, so in those cases if the character name and/or "Adventure Card Game" could be added that would be great. It would help with card game play by post.

Thanks again!

Ok. I was able to fairly easily add the turn number and the expected character to the blessings deck list. Let me know if you think that will help.

Leaun Arduz wrote:
Hawkmoon269 wrote:
Yup. I just wrote the code for it. Check out my next update post.

I like the idea of spoilering the complete blessings deck a lot. :)

To avoid accidentally picking the wrong blessing, is it possible to name the nested spoilers (not literally) according to the turn they will be on top of the deck? Something like this?

** spoiler omitted **
Top of Blessings Discard Pile turn 12:
(18 blessings remain)
** spoiler omitted **...

That might be possible. it would take a bit more work, since I'd need to have it factor in the turn counter, which it doesn't do right now. But let me see what I can do.

I think you'd only take that damage if you'd failed the check to defeat. Have you been playing too much Mummy's Mask and read it as "If you do not defeat the barrier by 4 or more"?

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Thanks Erik. The "you've made too many requests" function isn't a problem. I can get to the posts in the thread by other means. I hadn't ever really even clicked on those links before, but was looking for the last post by a character and didn't want to go scrolling through the thread to find it. Simply going to the Gameplay thread still works just fine.

Thanks again.

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Getting some of my accessories up to date. I think we need Summoner and Warpriest class decks, plus Reeepazo.

Also, we need the unique characters from Mummy's Mask somehow: Ahmotep, Channa Ti, Drelm, Simoun. Not sure if this is the product for them or not.


Yup. I just wrote the code for it. Check out my next update post.

Can I get some feedback from you all? I'm tweaking the scenario manager a bit. It is something I do as I use it and discover things that would be helpful. This is the first time I've used it with players across such a wide range of time zones, so I'm discovering that sacrificing some of the "cleaner" look for more info might be helpful. What I'm thinking of doing is listing the whole blessings deck. The trade off is that it will be a long list of card (typically 30 at the beginning).

How "bad" would that be? Is it a bother to have large parts of the post be useless to you? You already don't look at most of the cards, since you aren't exploring every location. Would 30 more cards just clutter things up?

I wish there was a way to do nested spoilers, but I don't this there is.

EDIT: Hmm... maybe there is. You just can't name the nested spoiler.

MorkXII has it. The prohibition of the dam overrules the scenario, despite the scenario being higher in the hierarchy. (We've even got a nice example of our actual situation.)

So, we messed that up. We'll just make sure to get it right from now on.

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The Five-Pointed Sun was FAQ'd. You can now close it if all the other locations are permanently closed. So, in a scenario where you must close all the locations to win, you are forced to save it for last.

Good question. No. Once you play the blessing to explore, you have to finish exploring (and therefore encountering). You can't interrupt it or pause it to do something else.

You can play it between the two explorations, but of course you had nothing in your discard pile at that point, so that wasn't really an option.

You guys are welcome to mess around with what I made. You can get it here. It requires MS Access, bit if you don't have that there is a free runtime for it from Microsoft.

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Based on the line of thinking here, I would​ say yes, she was still dealt damage. Whether or not you discard cards as damage, you are still dealt damage.

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I think we are probably going to fill the Chronicle Sheet out and send you a pdf scan of it. Just hand on to that email or the pdf.

And yeah, we can definitely run the alternate path. We'll just record our decks as is, play the other path, then put our decks back to how they should be for Part 3.

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I have it as this:

Fire Shield wrote:

Display this card. While displayed, you may add 1d8 and the Fire or Cold trait to a combat check attempted by a character at your location.

At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, you may attempt an Arcane 12 check. If you succeed, recharge this card; if you fail, discard this card.

So, yes, it can last a whole "round" (not an official PACG term) if you play it on the turn after yours. Pretty sweet. There are other cards that have a similar duration.

Irgy wrote:
I based what I said on this image of it from the web, maybe there's different versions out there?

That image is a community card from Drive Thru (and a pretty neat looking one at that). It looks like someone's attempt to convert "Fire Shield" from the RPG to the card game. But it isn't the official version of the card.

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That thread about ignoring immunity was here. It lasts for the duration of you dealing with that card.

Pathfinder Card Game Subscriber

So, thinking about the Zadim question more. I'm wondering if it ever actually matters. Can anyone find a bane that requires 2 combat checks to defeat and where a specific trait is required? I have not been able to as of yet. If anything, I've found one villain where Zadim would benefit from the "traitless" second check. The Defiled One from WotR deals everyone at your location damage if your check has the Melee trait. Zadim would avoid that on the second check. Which seems fitting, since he basically kills the villain so quickly it can't even retaliate.

But are there any real examples where Executioner Zadim's second check not having a trait is a hindrance?

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Also, I wanted to say, you are way exceeding the "1 post per day" expectation that we set. Thanks for being so active. It really helps and makes the game more fun (at least for me).

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I've just discovered a way to view a deleted post. It would seem to be pretty rare, and only of a limited applicability, but thought you'd wan to know.

In an Online Campaign, there is a tab for players. As a handy feature of this tab, the last post by each of the player's characters in the campaign is linked below the character. If you hover over the date/time of the last post, you get helper text that shows you the text of the character's last post.

I'm sure you know all of that. But, if the character's last post was deleted, it still shows in their helper text.

For example: s

The last post under my Hawkmoon269 name (the same as the one I'm posting this message from) was deleted. But if you hover over it, you can see it. Clicking the link asks me to sign in, then puts me into an endless refresh cycle and ultimately the Paizo Golem tells me "you've made two many requests" and ends the cycle.

I'm not sure if posts deleted by moderators would be any different, and since this only seems to apply to Campaigns, it isn't likely to give access to anything that was deleted for any major reasons, but I thought you'd want to know.


Leaun Arduz wrote:
Like when a wizard can display Strength and then hit the monster with a Club, but he can't display Brilliance and then hit the monster with a Force Missile. But the same wizard can cast a Toxid Cloud when he encounters a monsters and then choose whether to hit it with a Club (unlikely) or with a Force Missile.

This because of this rule:

MM Rulebook p9 wrote:
Encountering a Card ... Characters may only play cards or use powers that relate to each step (or relate to cards played or powers used in that step). Each character may play no more than 1 card of each type during each step; for example, a character may play no more than 1 blessing while attempting a check, though multiple characters could each play 1 blessing.

Once the encounter starts, those rules are in effect. So, then you start going through the steps of the encounter:

Encountering a Card
Apply any effects that happen when you encounter a card.
You play Toxic Cloud here because it says "Display this card when a character encounters a bane" so it is play "when you encounter". It counts as your 1 spell during this step. You can't play Brilliance because it doesn't say "when you encounter" (or something similar) to trigger that it relates to this step.

Apply any evasion effects.

Apply any effects that happen before you act.

Attempt the check.
Like the other steps, you can play only 1 card of each type. If you play Force Missile, you can't play another during this step because that would be 2 spells. But if you play a Club, then you can play Strength since that would be 1 weapon and 1 spell during the step. And playing the Club means you are making a Strength check, so the Strength spell relates to the check.

Attempt the next check, if needed.

Apply any effects that happen after you act.

Resolve the encounter.
--end encounter--

The Alase/Tonbarse problem is one of order. The first part of the turn is this:

Advance the Blessings Deck: At the start of your turn, discard the top card from the blessings deck faceup onto the top of the blessings discard pile. ... After advancing the blessings deck, apply any other effects that happen at the start of your turn.

So, in a normal turn, Alase discard the top card from the blessings discard pile then is apply to apply any effects that happen at the start of the turn (i.e. draw Tonbarse). But our scenario says this: "When Oracle of Iovo is discarded from the blessings deck, summon and encounter it."

Let's insert that into the Advance the Blessings Deck paragraph and see what we get.

Advance the Blessings Deck: At the start of your turn, discard the top card from the blessings deck faceup onto the top of the blessings discard pile. (When Oracle of Iovo is discarded from the blessings deck, summon and encounter it.) After advancing the blessings deck, apply any other effects that happen at the start of your turn.

Since the scenario power is triggered the moment the Oracle of Iovo is discarded from the blessings deck, it happens before the sentence about applying other effects that happen at the start of your turn. So, it happens before Alase can pick up Tonbarse.

I hope that makes sense and is helpful. These are the kinds of things that become tricky to understand. But in PACG there is usually a pretty rigid order where it is important to go step by step. Most of the time, the steps are simple and intuitive. But some times things get inserted in the middle of a step, like in this case. And that is when they get tricky to understand.

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Yeah, as written right now, Zadim doesn't seem to carry over traits, just the number. I'm just saying I wonder if maybe he should carry over traits too.

For the part about traits, I guess it depends on whether you can use a power that only partially applies. Do you ignore the impossible part (adding dice) or does not being able to add dice make the power not affect the check? I'm not sure I know.

As for Ausetitha, I forgot she said "after the roll" that does give me pause. Though, here is the thing: When you go through attempting the check, do you still do all the parts? Here is how they are named:

Attempting a Check
Determine which skill you’re using.
Determine the difficulty.
Play cards and use powers that affect the check (optional).
Assemble your dice.
Attempt the roll.
Take damage if you fail a check to defeat a monster.

The only one that is called out as optional is "Play cards and use powers that affect the check." Everything else seems to happen, even if you don't do anything during that part. i.e. "Assemble your dice" is still part of the check even if you have no dice to assemble. "Attempt the roll" is actually where you get a result. So that really seems to happen. So, I'm thinking Ausetitha sill applies. Maybe.

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Doppelschwert wrote:
Hawkmoon269 wrote:
And I don't even know what a shifter does!
The shifter is described as being the same to a druid what a paladin is to a cleric. So they lose spellcasting prowess in favor of melee based combat prowess. That means shifting into animal forms / maintaining some enhancements based on animals (like claws), and they can take on various enhancements of different animals simultaneously with increasing levels.

Well that sounds fantastic! I definitely want one of those.

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Yeah. That is where it gets tricky. Since the card telling you you can reuse the result isn't the card that gives you the result, you get weird with the traits.

I'd think that the desire would be the traits get reapplied too. I can't argue that is true for the rules, except maybe to say that "result" means not just dice but a few additional thing. But that is a stretch. So, to your specific questions I'd say:

Does the second check to defeat have any traits if only the Executioner power is used, thus meaning the monster is undefeated if you only use the Executioner power to determine the result of the second check?
Techncially, no. But maybe it should.

Can you add any traits to it? Eg, can Zadim use a Charm Bracelet to add the Magic trait to it?
Yes. I don't remember what Charm Braclet does. I think it just adds the Magic trait. Assuming so, yeah, that works.

Can you add dice _and_ traits to it? Eg, can Damiel add 1d6 plus the Fire trait?
I don't think so. I don't think you can add dice. If you do, you aren't suing the result. But... I don' think you can use thing that adjust the result. i.e. "add 5 to your result". Ausetitha, for example. Ezren can add 5 to the result when he uses displayed Chain Lightning.

Pathfinder Card Game Subscriber

Thanks Vic (and Mike). Its great that you guys found a way to fill in the gap. Even that you spent time contemplating ways to feasibly do it shows the awesome way you think about the customers.

I remember Mike saying at some point that many of the cards in Iconic Heroes were obviously designed without plans for that character to be available. It made me sad to think that somewhere in some computer sat a designed cards for these characters that would perhaps not see the light of day. So, glad to hear they'll get into something.

I'm also excited for when the vigilante and shifter become card game characters. And I don't even know what a shifter does!

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My RotR printed rulebook has it. And, yeah, I think Summon Monster might be the only thing. But as you said, it was much more obvious. I don't think I ever questioned when I should play Summon Monster. But as soon as I read your question I thought "Well, I know when I'm personally playing it, but I don't know if I've got a good reason to be playing it then."

And yes, I would agree with that on Potion of the Ocean. It turns the check into a success. You sill have to determine the skill (either by playing a card, using a power, or just going with any skill option listed by the bane) before you use Potion of the Ocean. So all the things about determining the skill apply.

Correct. Eloquence wouldn't benefit. While you could play it during the check, you display it to play it during the check.

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Well, even though it has been around since RotR, I'm not sure there were many things that "specify the result of your die roll" applied to until much more recently.

So, I wouldn't feel stupid about it. I didn't realize it was all the way back to RotR. I just went to the Mummy's Mask rulebook thinking "surely Vic, Mike, Keith, etc had to have thought of this." Even I'm surprised they thought of it so long ago.

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In a vacuum, I'd think the same way. But, for spells you are basically moving from "might be recharged" to "will be recharged" which is only a slight improvement, especially if you are making your recharge checks. Now, allies sounds awesome. But how many allies do you have that you'll be discarding during a check? If it isn't a lot, you aren't going to get much mileage out of that. And I'd want to know how we got into that vacuum.

Plus, the faster the table finds the villain/henchmen, the further ahead of cartmanbeck's table we get!

Man. Those are both great. I think I'd go with the first one too. The big help from the second would be automatic spell recharge, but I don't think you are struggling much with that. Being able to not shuffle a few times would would have been helpful when you spotted a henchman or villain. I think that happened a few times during the first scenario.

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Here we go...

MM Rulebook p11 emphasis mine wrote:

Determine Which Skill You’re Using ...

A few cards that can be used on checks don’t use any of your skills; they instead specify the exact dice you need to roll or the result of your die roll.

That is at the end of the second paragraph for "determine which skill you'r using." So, you are playing a displayed Chain Lightning during "Determine Which Skill" you are using. Sort of like Wand of Force Missile, you aren't using a skill. But, since it is playing during that part of the check, all the traits apply.

So, for Ezren, the already displayed Chain Lightning is an Arcane check due to the traits, but it is not an Intelligence check, since it doesn't use a skill at that point.

And a lot of the combos you were mentioning can't happen, since you are using it to determine the skill.

I'd also say that, while you still can "play cards and use powers to affect the check" what you can play and use has to be relevant. i.e. you can't play a card to add a die, because your check doesn't have dice to add to.

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Hmm.. well I have played it as activating when you determine the skill. I have treated it as having the traits and being an Arcane check.

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The phrasing is not intended to imply any difference.

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Is there a post of Vic's in this thread that keeps disappearing and reappearing?

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It does. I have run it when I could and could not reach the site, with the same results.

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rooneg wrote:
Guy St-Amant wrote:
Charles Scholz wrote:
Tallow wrote:

Charles, this is feedback so they know what we are experiencing. I think its valuable information. If they don't want or need it, then they can tell us that.

But walking in here and saying, "Stop telling them things," is not helpful.

I was talking to the people who keep saying "I could not get on for x hours today". If they have something helpful to say, they can do that.

Pot, meet Kettle.

- - - - -

I couldn't access the site for close to 18 hours.

I just got home, and as far as I can tell everything is just as broken as it was this morning. Traceroute dies at the same opticfusion server. Ping fails completely. This does not feel like a web server problem to me, it feels like "your ISP can't get its network to function".

I have run Traceroute when the site was up and it always ends at opticfusion. That is either the host, or the rest of the route is set to not reply.

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Only able to connect to https pages right now on my home ISP. Http pages won't connect.

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I think Alahazra has a power that cares that she is the one banishing the card with the Curse trait. So, if someone else was playing Hand of the Guilty Man, they could make Alahazra be the "banisher" so she could activate her power.

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Vic Wertz wrote:
WizKids had too many logistical issues getting the cards inserted, and have decided not to include them in the upcoming Iconic Heroes sets.

Aw man.

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Experiencing the same problem again. Only able to access https pages, http won't load on my home ISP. Mobile ISP functions normally.

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This product should be showing up here under the Class Decks section, as Preorder, but it is not.

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zeroth_hour2 wrote:

The Pathfinder Minis site has two new sets of Iconic Heroes minis up.

I'm hoping these also have promo cards in them. The Occult characters do line up very nicely...

Oh, my goodness! This is awesome!

Yeah, the Box 7 characters are basically the Mummy's Mask Occult characters. The Box 8 characters give your Rivani and Meligaster from the Occult class deck. So really just Red Raven/Aric and the as yet unnamed shifter are the ones that don't exist in PACG yet.

I found it for pre-order on a site that claims MSRP was $29.99. So, looks like maybe WizKids is still trying to find the right price point. For some context:

Sets 1-3 had 6 characters, MSRP: $29.99.
Sets 4-5 had 6 characters, MSRP: $34.99
Set 6 had 7 characters, MSRP: $34.99

Sets 7-8 have 5 characters, MSRP: $29.99.

Granted, the characters vary in size and the first 6 all had at least one small character, which would seem (at least to me) to impact cost. It looks like 7 and 8 will each have one small character.

I'm just so glad to see these. Can't wait for more.

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Frencois wrote:
Hawkmoon269 wrote:
So, you guys are suggesting that there be an official licensed turntable as an accessory, right? Oh! Or maybe an official licensed table that is the perfect size that has a turntable built right in.

(Good) joke aside, the issue with turntable is that you need a lot of room on your table if you play with 6 persons. Especially if you want to have room on the turntable to be able to display a few cards near every locations.

We tried (following your fantastic contest win), was fun and great but ultimately not practical.

That's true. It solves one problem at the cost of another. I'm still committed to determining the exactly perfect table size for PACG, with a turntable.

Hey! Are you copying my turn order at the top idea? Actually, I was peaking at some of the RPG threads for the special and saw it there. I also decided to put a few cards behind spoilers there, like some spells for Flenta and a couple of random monsters for the Watchtower. I update them anytime monsters/spells would be added to the box.

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wkover wrote:
Hawkmoon269 wrote:
So, you guys are suggesting that there be an official licensed turntable as an accessory, right?

This is an interesting point. I don't know how y'all play, but we never put the locations in a circular arrangement. In that configuration, no one can read *any* of the locations. Instead, we always put the locations in a single horizonal line. I'm pretty good at reading upside down, so I'm always on the opposite end. :)

Anyway, you'll never catch me using the officially licensed "circular" location mats. That set-up would drive me bonkers.

Though you were half-joking, I like the Lazy Susan idea - but that would only work on a tiny table. The location cards are just too small, which makes them unreadable at almost any distance.

Well, I was only joking in the sense that there is no way they could really include it. I wasn't joking about it be a totally awesome thing to have when you have 3 or more players. You can see the one Calthaer and I created together here. It is contest level winning awesome.

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So, you guys are suggesting that there be an official licensed turntable as an accessory, right? Oh! Or maybe an official licensed table that is the perfect size that has a turntable built right in.

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Yeah, I just based my grouping off what I found in the Adventure Finder under the "By Region" link. Still, I think the idea is clear. And really, it doesn't have to be region. As long as an adventure path makes sense to use a certain base set, it could be matched with that base set.

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