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Mechalibur's page

Pathfinder Card Game Subscriber. Pathfinder Society Member. 971 posts. 3 reviews. No lists. No wishlists. 1 Pathfinder Society character.


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Pathfinder Card Game Subscriber
elcoderdude wrote:
Echo4 Romeo's interpretation poses a harsh scenario for a solo character. Each time you move to the Teleportation Chamber you would only have 1/3 of a chance to stay there.

S&S is already extremely harsh for solo characters. Nothing new there.


Pathfinder Card Game Subscriber

We have spoiler tags if you want to refer to any specific cards without spoiling for people who haven't received their cards yet.

Spoiler:
We're talking about ghost wizard, right? You'd just store the role card with your other character cards.


Pathfinder Card Game Subscriber

Ah, that's right, I forgot about the closing bonus.

So really, the reward is on the adventure text (better chance to get allies since you can acquire them post-closing). The reward box is just cleanup.


Pathfinder Card Game Subscriber

The standard wording for locations where you have to fight a monster to close a location is "summon and defeat." In the case of the Teleportation Chamber, you aren't summoning a card, so instead it just says "defeat."

I think it's supposed to be "encounter and defeat" but there wasn't enough room on the card for it (the card is incredibly cluttered already). As it is, there rules are currently set up so that the only time you attempt a check to defeat (or acquire) are card are while you're encountering it. So regardless of the intent of the Teleportation Chamber's closing effect, I think the text needs to be cleared up. As jones314 said, it's really not cut and dry.


Pathfinder Card Game Subscriber
Ryan Jensen --- NOG wrote:
ThreeEyedSloth wrote:

Oh man. I would've loved for a Risk: Legacy approach to her second power.

"Rip this card in half to gain a skill feat."

Chaos Orb anyone?

Hah. You know a card's messed up when it's banned in vintage.


Pathfinder Card Game Subscriber
Hawkmoon269 wrote:
Bill Racicot wrote:
In practice, really, that means this scenario has no reward. :(
Only if your practice includes not forgetting. :) The person that forgets about that will find this scenario quite rewarding.

But you wouldn't have to put away the allies you acquire if it weren't for the effect of the scenario in the first place. All scenarios are rewarding in the sense that you can get great boons in the location decks, but Rum Punch doesn't give anything besides that.

Funnily enough, there's another scenario like that in part 4: Red Rum. The reward is that you get to keep all cards you would have acquired anyway. I guess "rum" is keyword for lame reward :P


2 people marked this as a favorite.
Pathfinder Card Game Subscriber

Gaby, I think you win the award for most amusing blogs on Paizo's website :P


Pathfinder Card Game Subscriber

And suddenly this is so much easier. Awesome, thanks Hawkmoon.


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Orbis Orboros wrote:

I played this Saturday for the first time and found it simple.

With three Villains, locations get closed rather quickly (assuming, of course, you don't fail the villains' checks), and the villains naturally funneled themselves to the same location. It only took us twenty minutes or so (two player game, though, so YMMV - I understand that things would be different with villains at 3 out of 6 locations instead of 3 out of 4).

You know, I just realized, this doesn't work, does it? If the villains aren't in the same location, then they count as undefeated, which means you don't get to close the location they came from, right?


Pathfinder Card Game Subscriber
Joshua Birk 898 wrote:
Mechalibur wrote:
It's why I prefer the eyepatch. Half of her checks usually involve the SB trait anyway (and I take the power feat allowing her to roll twice on all ship checks) thanks to her weapons and allies. And a lot of the non-combat checks aren't really that important to make (like acquiring a weapon or spell that's useless for you). The eyepatch lets you pick exactly when you need the SB trait, gives you an additional bonus to the check, then recharges. You can also recharge it on practically any check if you feel like it's taking up space.
Personally, I find the power to reroll against ships a wasted feat, assuming you want to become a Pirate Queen. Pick up the power to "reveal a card that has the Swashbuckling trait to add the Swashbuckling trait to your check" after AP3 and you will be in a much better position.

My Jirelle is going for Duelist, actually, but I can definitely see how Pirate Queen could be amazing.

Edit: I actually do think Pirate Queen is better, for what it's worth. I just wanted to go for Duelist.


Pathfinder Card Game Subscriber

It's why I prefer the eyepatch. Half of her checks usually involve the SB trait anyway (and I take the power feat allowing her to roll twice on all ship checks) thanks to her weapons and allies. And a lot of the non-combat checks aren't really that important to make (like acquiring a weapon or spell that's useless for you). The eyepatch lets you pick exactly when you need the SB trait, gives you an additional bonus to the check, then recharges. You can also recharge it on practically any check if you feel like it's taking up space.


Pathfinder Card Game Subscriber
CourageousGecko wrote:
Dave Riley wrote:
You might be confusing Merisiel's power with evasion spells and powers that specify a "non-villain monster." Merisiel's power has no restrictions. As long as the card she's evading doesn't say "may not be evaded," she can skip right by it. :D
But doesnt the rule book state that villains may not be evaded?

No.


Pathfinder Card Game Subscriber
Dave Riley wrote:
We hadn't encountered any by that point. :(

That's one thing I love about the PACG. You really have to adjust your strategy based on what boons you're able to acquire. Everyone loves Kyra's ability to put blessings of Sarenrae on the top of her deck in RotRL, but in my group, we didn't encounter a single one of those blessings until part 5 (and by then we didn't want it). Damiel in one of my groups got his hands on nearly all of the explosives, but has yet to discover a potion of flight.

Believe it or not, I'm actually not that crazy about Old Salt's Bandanna for Jirelle. Every time I've had it in her deck, it felt like it's just been taking up space, since she has no way to cycle it. Instead of it, I've just stuck to Eyepatches, which add the SB trait, but also give a bonus, and are able to be recharged.


Pathfinder Card Game Subscriber

Sounds like there could have been an accidental switch... I don't think characters typically have their base stats or card feats updated.


2 people marked this as a favorite.
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Desant wrote:
During our adventure last night we stopped off at The House of Stolen Kisses and we encountered a "Crab Swarm". Yikes!

Oh geez, my boyfriend and I had a very awkward time in that location. We also found a Crab Swarm there, but also a Monkey, Crocodile (which was defeated with a cat-o-nine tails...), and Goose in the Rigging.


Pathfinder Card Game Subscriber

In other words, if you have a card that lets you make a combat check (weapons, spells, etc.), that's when you apply all the cards traits to your checks.

Quote:
(2) Is it legitimate to use the Ruby Of Charisma to substitute Charisma for Charisma?

I believe so. Can't see a reason why not, in any case.

Quote:
(3) Can you use a stat gem on a skill such as Divine, which is not one of the basic six stats?

Yep!

Quote:
(4) When using a stat gem to replace a stat that has skill feats, can you use the skill feats of the stat you replaced?

If you have dexterity d12, and wisdom d6 (+1), and use an Emerald of Dexterity on a wisdom check, you'll have a d12+1.


Pathfinder Card Game Subscriber

Hm, for current ship, do you want the one most recently used, or the one most frequently used? The most recent one my party used was Devil's Pallor, but we almost always use Man's Promise instead.


Pathfinder Card Game Subscriber
Hawkmoon269 wrote:
A banished card can potentially be removed from the game starting in adventure 3. A card that is returned to the box, but not technically banished, doesn't meet the criteria for removal.

Oh okay. I thought the question was about something else.


Pathfinder Card Game Subscriber
ryric wrote:
Hmm, that brings up a point I hadn't thought of before - are plunder cards you can't claim because you failed the scenario banished or just returned to the box?

I'm not sure I understand, if the scenario is lost, isn't banishing and returning to the box the same thing?


Pathfinder Card Game Subscriber
Hawkmoon269 wrote:
You can always choose the worst option. If you have Fortitude and it is based on Constitution and the bane offers you Constitution or Fortitude, choose Constitution. And if you don't have Fortitude, choose Fortitude.

Yeah, that's I've found to be useful. For some reason my boyfriend put every single one of Damiel's skill points into constitution, but without fortitude, all he had to do was roll 1d4 and automatically evade Scourge.

A bit difficult to justify story wise, but it works :P


Pathfinder Card Game Subscriber
Joshua Birk 898 wrote:

I'm surprised no one has brought this up before. I think that Man's Promise is a problematic card that makes the game less fun for everyone involved because it encourages you to funnel all of your explorations to a single "super character." It's effective, but how fun is it for everyone else to watch Ranzak, fueled by a potion of heroism, taking all* the turns for the party.

* I know it isn't literally all of the turn, but the card effectively lets you effectively siphon explores from one player to transfer them to another.

That's not usually how my group uses it. It just comes up if we have a potion of heroism, need to get through turns quick (like scenario 1 of part 2), or our location has a nasty before your turn effect. If none of those are really helpful, we use another ship.

I guess it's a bit off topic, but since we're evaluating characters, wemight as well evaluate ships, too :P


Pathfinder Card Game Subscriber

Since we're talking about Potion of Heroism, it's worth mentioning that it works really well with the Man's Promise. Then your explores aren't limited by the number of blessings/allies you have in your hand for exploration.


Pathfinder Card Game Subscriber
Andrew L Klein wrote:

"When your dice want you dead"

Are you implying there are times they DON'T want you dead?

My boyfriend's dice don't hate him. Sometimes I think he's trying to get himself killed, but the dice won't let him.


Pathfinder Card Game Subscriber

Generally speaking, I also feel the role cards are more balanced with each other in S&S, allowing for more options. The problem in RotRL is that there were mostly clear winners (Weapon Master vs Guardian Valeros, for example), or in one case, almost no difference (Seoni).


Pathfinder Card Game Subscriber

I kept a mountaineer for the fight against Karzoug. Very useful card for such a generic name!


Pathfinder Card Game Subscriber

Since part 3 is out for S&S, should we have a separate thread for those characters at the midpoint?


Pathfinder Card Game Subscriber

Sometimes you need overkill when your dice want you dead :P


Pathfinder Card Game Subscriber

She's overpowered, but it's a cooperative game. Don't play her, or change the power yourself if you don't like it. No need for errata.


Pathfinder Card Game Subscriber

Damiel's stat spread isn't as bad as Seltyiel's. He has a total of 42 instead of 40, and has a d10 as his highest rather than a d8. His poor wisdom is probably the worst part about him, but even that is better than Seltyiel's wisdom.


Pathfinder Card Game Subscriber

Even when he's not built for combat, he can roll up some impressive results. The bomb items have the potential for ridiculous amounts of damage, which is balanced by the fact that they're banish on use. Damiel laughs at the downside, then adds an extra 2d6 from any other alchemical items he has on hand.


Pathfinder Card Game Subscriber

Hm, I actually had the opposite experience with Oloch: he missed more combat checks than anyone else, mostly due to him having the lowest modifier (he only has +1 for melee), but he was great at healing and giving bonuses to the rest of the party. Haven't done part 3 with him yet, but after his second power feat, he's really been an asset to the team.

So, I'm currently in two groups for the PACG, so I won't be able to evaluate all the S&S characters and their effectiveness in later parts of the game. Here are my thoughts on the characters I'm still gaming with:

Oloch: See above, basically. He really starts picking up when he gets power feats. Compared to Kyra in RotRL, he starts off worse, but has way better power feat options than she did. He seems optimal in a group of 2.

Damiel: I think he needs his own tier or something. He's just straight up amazing, especially with the new potions of flight. Potion of Heroism is also crazy when combined with the Man's Promise ship's power.

Lirianne: With the higher level guns, she's an absolute power-house in combat. She can sort of cycle her cards by shuffling them in, but it messes up the order of your deck if you're paying attention to that. Her d12 wisdom is awesome, but sadly perception isn't as useful as survival. Decent character, but not amazing.

Jirelle: She seems about as good as I pegged her for initially. A few enemies punish you for using swashbuckling (or don't let you use those), so she may want a back up weapon like a musket or harpoon or something (I think all the finesse weapons in this set also have swashbuckling). She's an absolute master of ship combat, with only Lini coming close to her derring-do. Still annoyed by her favored card ally :/

Feiya: After her hex starts picking up, and is able to affect barriers, she gets pretty amazing. It does get annoying when she doesn't have any attack spells in her hand, though, as she doesn't have a fireball effect like Seoni. The orb spells are pretty awesome with the Man's Promise, so try that out if you can.

Seltyiel: He gets a bit better with combat checks after some power feats, but it still requires him having the right set-up in his hand. Being limited to one handed weapons isn't fantastic, and only being able to synergize with attack spells can be annoying, but he's decent at fighting without that power. Still doesn't offer too much utility, but maybe that will change when he gets a role card.


Pathfinder Card Game Subscriber
Hawkmoon269 wrote:
It is the biggest in game advantage of being a subscriber!

Somehow I ended up with 4 copies of the card o_o I think 3 of them came from Gencon (a friend gave me theirs, and I was accidentally given 2 at the Paizo booth), and 1 from subscribing.

I was only going to use one, but my boyfriend snuck the other 3 in when I wasn't paying attention :P


Pathfinder Card Game Subscriber

There's an ally that lets you put the bottom card of your deck on the top, right?

For what it's worth, it is already possible to beat one particular scenario in one turn. The Lady's Favor can actually be beaten by succeeding against Goblin Keelhauling on turn 1, as has been mentioned in these forums before.


Pathfinder Card Game Subscriber
Hawkmoon269 wrote:

You can decide the order, but the consequences of choosing to close first would also mean that the Enemy Ship henchman is banished.

S&S Rulebook p15 wrote:
Closing a Location If you didn’t find any villains, perform the When Permanently Closed effect: First, apply any effects that say “before closing.” Then banish all of the cards from the location deck; it is now closed.

So, you banish "all of the cards from the location deck". And the Enemy Ship henchman never stops being a card from the location deck. So you would also banish it. And thus you'd lose.

So no matter which order you'd perform them in, you'd banish the Enemy Ship henchman if you closed the location.

Sounds right, but I wonder if that's what the intent was. Seems weird that closing a location would make you lose.


Pathfinder Card Game Subscriber
Orbis Orboros wrote:
Andrew L Klein wrote:
We usually use the Man's Promise, and get at least 10 explores from the blessings deck per scenario. All depends on your strategery. Until the new scenario with 3 villains, anything that burns the blessings deck is horrible (and that scenario can go die in a gutter, slowly and painfully. It was brutal)

Why do you explore with it, generally? To make better use of til-end-of-turn cards like Potion of Heroism and Spheres Spells?

Because, generally speaking, you're giving up an entire turn, free explore and all, just for one explore.

That's what I thought at first, but I've found more uses for it. For example, if one character is more equipped for a location, they should be the one using a greater portion of the explores.

It's also great for boons that last until the end of the turn like you mentioned. Also in locations that do nasty stuff when you start your turn there (it was great in the final scenario of Part 2, for example)


Pathfinder Card Game Subscriber

Kind of tough for Jirelle, too, since her favored card type is ally, instead of weapon.

...Huh, how does she smuggle an ally in? Maybe I don't want to know.


Pathfinder Card Game Subscriber
ryric wrote:

Maybe he's using class decks with Skull&Shackles? Some of them have Auguries.

But yeah, the dearth of low-end scouting makes this scenario tougher. Spyglass and Dolphin only go so far.

Not only that, but you can't even scout in the Fog Bank -_-

Well, I guess you can in the sense that you can find out what cards are in the location, but you have no control over where they end up.


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Pathfinder Card Game Subscriber

I imagine it's like Blessing of Gozreh: it only works on a check to close a location (i.e. a check listed on the card), not any checks from a barrier or monster summoned by the card.


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Mentioning the Medusa Mask just made me think of something... wouldn't that card be great in S&S, specifically once you get the Man's Promise? Put the villain to the side, then burn blessings from the blessing deck to empty out his location first. That way you wouldn't miss out on any loot.


Pathfinder Card Game Subscriber

Yeah, this is a really rough scenario; I kind of wish it wasn't so dependent on the boss getting shuffled where you want. My group also went with the strategy of clearing out one location so that the boss had a 50% chance to escape there. We won the coinflip, so the rest wasn't too bad, but it has the potential to really mess groups up (especially if no one has good strength or divine for the second boss check).


Pathfinder Card Game Subscriber

That card looks familiar...


Pathfinder Card Game Subscriber
VampByDay wrote:
One of the thing that gets me is that out of ALL of the characters from the original game (including the Character deck) only Ezrin has good int. So, basically, he HAS to be on your team. We tried running without him for a while and it just HURT. I mean, our Harsk and Sajan were good enough at dex that they could get past some traps and barriers some of the time (we didn't have the rogue), and the barb could strength anything down, but no one had a decent knowledge or craft check, so we just gave up on potions or really anything that involved int. Our Lem could arcana things with his charisma, but when it came to codacies and the like, we were SoL (we didn't have Lini with us, we had Kyra, so our know ledges were bad too).

I never felt like Intelligence is required at all. Around 2/3 of intelligence checks seem to also have arcane as an option, letting Seoni or Lem be great replacements. The others are knowledge or craft checks, which generally aren't really that big of a deal if you fail, or have another option... and Lem is good at knowledge anyway.


Pathfinder Card Game Subscriber
Calthaer wrote:
Ilpalazo wrote:
Not a huge deal either way, I'm not convinced one way or another that Damiel is that broken, but a few vocal folks here are basically saying that he is.
Absolutely. None of these shades of grey; such a thing cannot stand. Characters either have to be ridiculously awesome and the coolest and most powerful and bestest thing I have ever seen, or they are abysmally awful and useless completely.

You say that a lot, but I don't think I've seen anyone state an opinion remotely similar to that :/


Pathfinder Card Game Subscriber

To directly answer the question: No, there are currently not any situations in S&S where it is advantageous to have the fire trait.

When it was brought up before, Vic hinted that it may be relevant later on (something about ships not liking fire).


Pathfinder Card Game Subscriber
Andrew K wrote:
Plus, any character with a free evade for me is just wasting a power slot for something that I never have done, and never will do.

Seriously? I evade loads of times. Like if I don't have a weapon on hand (it's not her favored card time, so it happens somewhat frequently), I can still explore in relative safety. If I find a disintegrate spell that I have no chance of getting with d6 intelligence, then I'll evade it for Ezren to pick up. All you lose is a turn, which generally isn't a big deal.

I just don't see how it's remotely plausible to never be in a situation where you would want to evade. It's impossible to always have the perfect hand for everything, especially early on.


Pathfinder Card Game Subscriber
JBiggs78 wrote:

I'm not quite getting where Lirianne would ever struggle. She has solid dexterity, excellent ranged combat, access to perception based off the best wisdom die possible and her constitution/fortitude is ok. Her only weakness is her lack of strength and her opening 4 card hand... Strength you can't do much to fix, but I don't think I've been in a position with her where I have had to use strength and with her first power going to a five card hand she's carried her weight for me.

In S&S I value wisdom, battle skills (be them melee, dex or ranged based) and con/fort in that order. It's nice if your dexterity isn't awful as well. Lirianne is fully capable of whatever comes, I think.

Lirianne suffers a similar problem to Valeros: low hand size, and a lack of non-combat utility. Her combat checks aren't even that great, especially since guns tend to be rather weak if you're not using your bury power.

Her wisdom is a great asset though; probably the most useful stat overall, and she's killer with the Pearl of Wisdom. She's also got the advantage of being able to cycle through her limited cards by shuffling them into her deck to help with combat checks. The problem with that, however, is that you don't get to draw back up until the end of your next turn.

Overall she isn't bad, but I'd definitely put her in the bottom half of the characters in terms of usefulness.


Pathfinder Card Game Subscriber
Joshua Birk 898 wrote:
I would advise people to stay away from Damiel until they get the add on deck. Without it you undercut your options.

I mean, his character card is in the add-on deck... you're not even supposed to play him without it.


Pathfinder Card Game Subscriber

I love the idea of loot allies... now all we need are loot blessings :P

The other loot ally Agasta Smythee is also pretty fun :)


Pathfinder Card Game Subscriber

So, when Man's Promise is wrecked, the text states:

Man's Promise wrote:
When commanding this ship: Other characters may not move with this ship.

The rulebook says (page 18):

Rulebook wrote:
If you move while commanding a [wrecked] ship, other characters cannot choose to move with you.

So am I missing something, or does the Man's Promise not change anything when it's wrecked? Technically speaking there aren't any rules contradictions here, but it's weird that its "when wrecked" text states something that's already a rule.


Pathfinder Card Game Subscriber

Doesn't solve the boring factor for me, but that's personal preference.

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