Anthropomorphized Rabbit

Keith Richmond's page

Lone Shark Games. Pathfinder Card Game, Class Deck Subscriber. Organized Play Member. 1,449 posts (1,751 including aliases). 1 review. No lists. No wishlists. 7 Organized Play characters. 2 aliases.


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I did test it out with Occult Adventures Mavaro, for something different, and it worked out pretty awesomely.

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As a solid disclaimer - Jen actually did a ton more awesome work on the Open than even the people playing it got to see. In the interest of time and proxies, I had to cut out a metric ton of custom locations, banes, and conditions when I did my Development pass.

Glad it went well! If anyone has feedback, please also send to me.

Thanks again to Jen and Jonathan and the rest of the PFS folks who took care of the ACG area this year. It's the first year I've been so busy I couldn't make it for the events, and I missed being there to congratulate the winners and see how the Special went.

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It's also expected that occasionally Aric will run into a combat he can't deal with, and just evade or take the damage then come back swinging as Red Raven.

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Sounds good to me! Make it so. (That's how this works, right?)

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It can definitely be played with the goblins with their decks and promos. In fact, if you can, it's best played shuffling the boons from the goblin decks right into the Runelords box to maximize Goblin flavor.

It also assumes that any characters playing it who aren't already Goblins suddenly become Goblins.

There's a PbP playthrough of it here that's been great fun, if you have any other questions.

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Generally speaking, we tend to assume Organized Play draws a more dedicated fanbase that will try to optimize their characters and want more of a challenge.

If that's not the case, of course, it's always good to hear.

I'd also encourage anyone playing the seasons at home and not part of organized play to tailor the difficulty to their own sensibilities, whether that's harder or easier.

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Deane's PACG Character wrote:
Its an auto-fail for me;

It's not actually auto-fail. Because it's a Finesse weapon, "For your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2" so you have 1d8+4 to get it. Not sure if you _want_ it, but that'll come in handy some day for a cooler weapon I'm sure :)

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Please work with Customer Service to get any such deck addressed. In the meantime, the blog post contains all of the Reiko information and here are the two cards you're missing, if I understand correctly:

Board Game
Item B
Object
Check to Acquire: Intelligence Knowledge 6

Reveal this card to shuffle any number of character decks and/or location decks, then you may recharge, discard, or bury this card.

Rings of Bondage
Item B
Accessory Magic Basic
Check to Acquire: Charisma Diplomacy 4

Reveal this card and recharge an ally to examine the top card of your location deck.

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You roll Transmogrify for each check, so you'll roll it 3 times this encounter.

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Couple problems:
1) Transmogrify isn't a check itself. It reduces the difficulty by your skill+d6 each time, so you roll that expression (whatever it is - ex: 1d12+6+1d6) alongside your normal check. It doesn't even get your mythic bonus, since it's not a check.
2) Rasping Rifts cannot be closed until you clear out all the other cards, so defeating Deskari just means he escapes back into the deck. Which is mostly detrimental.

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Mask of the Forgotten Pharaoh:
Reveal this card to add 1 to your Intelligence or Wisdom check. If you have a role card, add 2 instead.
Recharge this card to add a die to your check that invokes the Undead trait.
Recharge this card to reduce Poison damage dealt to you by 2.
Recharge this card to banish a card that has the Curse trait displayed next to your deck.

Try it out. It's good stuff.

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Yep, Radovan likes being set on fire.

Well, not _likes_. And not really Radovan, more Norge. But, hey, what's a pitborn to do?

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Poog took Strength!

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Spell 5: 1d1000 ⇒ 29
Armor 5: 1d1000 ⇒ 537

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There are quite a lot of ACG boons out there right now - a large set available to anyone, and a special boon for each of PaizoCon, Origins, and Gen Con.

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The Druid Item 1 that would be good for you is Pearl of Wisdom. For Item B I'd have suggested Feather of Maat.

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I'd go with the following:
Spell (6): Burst Bonds, Cure, Fireblade, Frigid Blast, Hide From Animals, Sanctuary, Viper Strike
Item (2): Conch Shell, Potion of Beast Skin
Ally (3): Crow, Frog, Vulture
Blessing (4): Blessing of the Gods x 4

Should be a fairly well rounded character. 3 Attack spells (all of the ones available) and the only Cure. Sanctuary and Burst Bonds aren't bad utility until you get something more appealing.

It is a totally valid option to change one of your items into an Amulet of Mighty Fists and roll 3d4 (or 1d10+2d4 with a discard) for combat. None of the items are perfect choices for you here.

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Rivani remembers back to shortly before entering the Pyramid, when she used Charm Person to convince Azaz Arafe and Zazu to join the expedition.

Charm Person snagged Random Ally 1 above.

She'll also accompany Ridaiya to the Alchemical Laboratory, since the Aspis leader can help her navigate it safely.

Changing my starting location, since I just saw where she'd been displayed and nothing's happened yet.

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Yewstance wrote:
And I personally hope that it's a boon given out again in the future, particularly via online conventions. Or, alternatively, something else happens that makes her legal to play, like a Character Deck that includes a character with the Spy trait. (I can totally see a character deck with a Spy, an Investigator and a new Vigilante)

I've already requested Arueshallae be made publicly available to OP, in a different manner.

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Rivani is interested in that Stone Skin spell, after her previous misadventures with exploding oozes.

She's fine shepherding a most trustworthy Aspis Agent, for her usual "I can see into their mind to know when they plan to betray us" reasons, but is happy to defer to someone else.

Rivani

Hand: Mind's Eye Blade, Charm Person, Blessing of the Elements, Fiery Glare, Game of Afterlife, Cleric of Nethys,
Deck: 9 Discard: 0 Buried: 5
Notes:
Displayed:

Skills and Powers:
SKILLS
Strength d4 □+1
Dexterity d6 □+1
Constitution d6 □+1 □+2
Intelligence d12 ■+1 ■+2 □+3 □+4
. Arcane: Intelligence +2
. Knowledge: Intelligence +2
Wisdom d8 □+1 □+2 □+3 □+4
Charisma d6 □+1 □+2 □+3

Hand Size 6

Powers:
For your Perception or Ranged (■ or Acrobatics, Craft, or Disable) check, you may recharge a card to use your Knowledge skill instead.
You may discard (■ or recharge) a spell (□ or a boon) to add 1d4 to your Arcane check.
□ During your move step, instead of moving, you may examine the top card of your location deck, then you may shuffle the deck.

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Alas, I was unable to make it to Origins this week. I brought back a cold from PaizoCon which turned into bronchitis and sinusitis for my wife :(

Chad Brown, however, is totally taking my place!

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Mine too :)

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I'd lean off course a little bit and just suggest Seelah. Go Str/Cha while she goes Dex/Wis-ish, you're heavy armor and melee, she's light armor and ranged, animal allies vs diplomacy allies, etc. And Seelah provides great buffs, especially as a Mythic Marshal.

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Shame.

Also, I think Salim would have needed to do a Con 4 check at start of turn or get a Curse of Withering from the Mumia Lab. Even if he fails, though, he had Remove Curse ready in hand so no need to change the turn at all.

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Rivani takes advantage of the distraction to hurl her blade, guided by the power of the Ancients, into the ghoul's back.

Combat 14: 1d12 + 4 + 1d4 + 2 + 1d12 ⇒ (1) + 4 + (1) + 2 + (10) = 18

Through her Mind's Eye, Rivani sees that a Key of the Second Vault can be found further in the Lab. She follows the Signs to attempt to get it.
Arcane 10: 1d12 + 4 ⇒ (8) + 4 = 12

Rivani

Hand: Mind's Eye Blade, Sign of the Pack, Key of the Second Vault, Game of Afterlife, Embalmer, Blessing of Milani,
Deck: 5 Discard: 4 Buried: 7

Skills and Powers:
SKILLS
Strength d4 □+1
Dexterity d6 □+1
Constitution d6 □+1 □+2
Intelligence d12 ■+1 ■+2 □+3 □+4
. Arcane: Intelligence +2
. Knowledge: Intelligence +2
Wisdom d8 □+1 □+2 □+3 □+4
Charisma d6 □+1 □+2 □+3

Hand Size 6

Powers:
For your Perception or Ranged (■ or Acrobatics, Craft, or Disable) check, you may recharge a card to use your Knowledge skill instead.
You may discard (■ or recharge) a spell (□ or a boon) to add 1d4 to your Arcane check.
□ During your move step, instead of moving, you may examine the top card of your location deck, then you may shuffle the deck.

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Accolades all around!

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You guys have it right: 11 card locations

The "before" language is exactly as Frencois guessed - to ensure there are enough Traps in the box. Or at least make sure it's not entirely too frustrating to find enough of them.

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There is no blanket rule, no.

That said, there are definitely scenarios in which you are hard pressed to find locations that aren't Abyssal, especially in 1-4.

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1-5D actually happens in a paladin stronghold, so it's very much not abyssal.

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Still good to continue. Do please opt out when you need to reclaim time, though; running these boxes is a major time sink!

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Yewstance wrote:
Do not mix these boons in with the Adventure Path box at any time.

It is perhaps worth note that Season of the Goblins is the one exception where I encouraged everyone to shuffle the 2 Goblin Class Decks into the box, even when people are using the class decks for their own characters. It gets you a more fun and appropriate set of boons to acquire :)

Otherwise - thanks, Yewstance, for the great and helpful posts!

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Once you add an Ultimate deck to your character, that Ultimate is associated with that character.

That said, we are cognizant that this staggered release schedule is not ideal for making an informed decision for your Organized Play characters, so we are discussing options for a one time reassessment once the last of the decks is out.

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Yep!

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I think the only thing that's different is your last encounter would be with a Blowgun. Up to you if you want it or not.

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Honestly not sure. Looks like Erasmus dealt with the top 2 cards of Towering Obelisk, examined the 3rd, and then went for a random card. I didn't actually check for how he got a random card, just that it wasn't the portable sarcophagus.

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Erasmus - that Portable Sarcophagus was actually in the Howling Sands. There's a Poison Blade Trap at the Towering Obelisk.

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Qualzar 1006 wrote:
She blushes and rushes to retreat.

For amusing reference, Shamira is a succubus near-Demon Lord (and rumors suggest possible daughter of Sarenrae) who rose to her position by seducing Nocticula, Demon Lord of Lust.

She's also never been pictured in pants.

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Erasmus's turn, for reference.

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ObsessiveCompulsiveWolf wrote:
The Finicky Bureaucrat isn't finicky enough. "Knowlege".

It's out of frame, but after the encounter, if no one pointed out the error everyone has to discard a card.

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The staff does have the Melee trait, but it's not intended to be particularly useful to you if you're not a spellcaster. It's primarily used for its spells to create toothy maws to bite or swallow your opponents and is otherwise largely decorative. I mean, awesomely decorative out of your favorite metal music video. But, decorative.

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Poog finds an elf. "Good, you carry Poog stuff. Poog's other elf missing." (auto-acquired)

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Poog is also mythic god of tree slaying, even if it did beat him up some.
Combat 13: 1d20 + 3 + 2 + 1d6 + 1 + 1d6 ⇒ (13) + 3 + 2 + (5) + 1 + (1) = 25

Hand: Captain Oparal, Cleric of Nethys, Flaming Heavy Pick +1,

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I suspect that Ezren with Ultimate Intrigue would nicely fit your style of playing him, Hawkmoon.

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Sorry the ACG boons are taking so long. I actually have a meeting tonight to discuss getting them live soon.

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Boon?: 1d20 ⇒ 8 No boon.

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JohnF wrote:
I'm not sure that "When Permanently Closed" clause should activate - the closing was a result of the deck being empty, not a result of somebody managing to close the location by succeeding at a closing check.

It turns out that how the location is closed doesn't matter too much for that clause - similar to when a villain does it, bypassing the closing check. It's a little odd when it happens to damage, then gives you a good thing, like here, but it's much like being able to salvage something from the collapsing room.

Later on, there are some worse things that happen, like more damage, or scourges. There's one instance where you can change your role card if you let a siege location get emptied.

Quote:
Keith, was the list you posted above a list of boons we acquired? Because I thought we hadn't been able to acquire anything during this mission.

Reward for the mission (and every siege mission so far) includes that we get what's left. I was just eyeballing what it looked like was left, though. John will have a better list.

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Oh, when Salim took damage from the box - assuming you couldn't reduce it to 0 (Elemental Treaty got 1 point of the 2), the last boon in Warehouse 3 died (as well as top in Warehouse 2 and Precinct), so "When Permanently Closed: On closing, draw a random weapon, armor, or item from the box and attempt to acquire it." - Salim has a chance to find a weapon or something in the remains, which could be cool.

Quick skim, which might be off, I see:
Armor 2 x 2
Item 2
Ally 2 x 2
Weapon 1
Item 1 x 3
Armor B
Ally B
Item B
Spell B
Weapon B
Didn't bother listing multiple of the Bs.

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Longshot11 wrote:

"This is especially true for Attack spells, which are represented in every single adventure deck number. "

This was just beneath the Pyrotechnic Blast. So... is PB *really* intended NOT to have the Attack trait?

Ugh, no. It should have the Attack trait. Blog curse strikes again.

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Happy to give advice, but agree that it'd be good to know your group makeup.

In testing, things which helped the most - not all required, but each build up towards success:
Taking as many curse removal options as possible, and ways to cycle them back into play.
Being able to mitigate small amounts of group damage (Elemental Treaty, Safety Bubble, some character powers, or each of you having a golden serpent armband, khepresh, or similar resist 1-2 any)
Being able to heal, even a steady small amount (Shaman provided all the healing one table needed)
Ability to deal with a variety of barriers (or some luck on the draw on which you get)
Ability to move cards down in the deck to put the villain on the bottom (augury, scrying) or ability to evade (especially ability to grant evades to others), so you don't have to go through the villain costs multiple times.

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