Anthropomorphized Rabbit

Keith Richmond's page

Lone Shark Games. Pathfinder Card Game, Class Deck Subscriber. Organized Play Member. 1,437 posts (1,680 including aliases). 1 review. No lists. No wishlists. 7 Organized Play characters. 2 aliases.


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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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That line is there exclusively for weird edge cases that prevent it from evading, so that you still have a method of defeating it and displaying it. (Andrew is remembering correctly that I've previously said it, but I also have no idea when or where)

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OP has a bunch of forced groupup scenarios.

I've previously admitted that Wrath roles was one of my biggest first projects on this game, and I am 100% willing to believe that I erred in not including may. Given the theme, it may have even been considered optional.

I don't believe it's much of a game feature for it to work as mandatory, so I'll ask for a FAQ (which Vic can approve or deny), and I'd encourage people to rule appropriately for the way that is fun for them (or avoid the feat) in the meantime.

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1d20 ⇒ 17 2 x 19 and 2 x 17. Dice are taunting me.

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1d20 ⇒ 19
1d20 ⇒ 19
1d20 ⇒ 17

Wow, I want those rolls for some attacks or saves.

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Awesome!

This link worked better for me, I guess because I don't have a tumblr account.

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I think this is my list:
Aunty (Ally C)
Augury (Spell B)
Blessing of Khepri (Blessing P)

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It is intended, yes.

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You're playing a power on your character for the Camel, not actually playing an ally, so you're good.

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Sorry, I couldn't beat it without resources, so I failed to acquire it.

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The immunity to Piercing and Slashing means you can't play your crossbows at all, but you can default Combat checks to raw Strength/Melee without a weapon.

So, without playing anything, you're rolling 1d6 for your combat check as a Strength check.

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Hmm. I assure you that these adventures were tested/successfully won - including by 5 and 6 player groups. That said, it's certainly the case that the desired difficulty level of this game varies pretty widely.

So, if anyone wants to playtest something for me, try adding this as an adventure rule for 6 (instead of just being a scenario rule in 6D):

"You may bury a blessing to reduce all damage dealt to you by 2."

Let me know how it goes, and if it feels like it improves your options for success? It's a pretty small/subtle bump, but it may be enough.

...

Parody wrote:
I don't know how those have appeared to other groups, but we're into Adventure 5 and these powers have been barely more than flavor text in my experience.

That's pretty good - Alchemical Laboratory, Scorched Obelisk, and Usij Cultist are all good ways to trigger that text, while Guardian Vault and Five-Pointed Sun are great for triggering splash damage of other types. The Elemental Arachnid is a more random bane to run into, but is also a really big deal with no Elemental Treaty.

Quote:
especially if we continue to be forced to have someone play Mnesoset

Nope, nothing like that in AD6.

Quote:
"Let's shelve this for a few months" is a great way to lose any campaign group

Given that Season of Factions Favor uses the exact same box, it doesn't require shelving anything at all. I may be more used to doing multiple different campaigns in parallel, sometimes taking a bit to get back together (FirstWorldBard and I took over a year to get through a season with one group), but it's definitely worth remembering that it's a game and the goal is to have fun. If that means skipping a particular scenario, playing some scenarios out of order, or whatever it takes to have fun, I firmly advocate it.

Quote:
"Afterwards, buy more stuff and waste even more time replaying until you can use it" adds insult to injury.

I don't really advocate replaying, in general. There's so many scenarios and characters that I always want to move forward.

If you enjoy the game, especially in Organized Play, I recommend checking out the Ultimates, even if you just need to borrow someone else's to get a feel for it. I think they add a ton of fun and card options that make it a lot more fun for me to gather boons in Organized Play. Your mileage may vary.

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Confirmed. That is in fact what I typed this morning and apparently never submitted. Sigh.

1st: Spell B
2nd: Blessing B
3rd: Item B

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