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Mechalibur's page

Pathfinder Card Game Subscriber. 706 posts. 3 reviews. No lists. No wishlists.


1 to 50 of 706 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

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nighttree wrote:
John Kretzer wrote:
nighttree wrote:
So what are the prerequisites on the PrC like ?

All of them require Deific Obedience and must worship Deity.

nighttree wrote:
What's the average entry level ?
About 6th is the first level you can generally take it at.

Aah if they have not created a deific obedience for that basically can't get into the PrC ?

BIG hole in my Evangalist of Lissala idea :(

You could take the boons from a deity with similar focuses like Nethys or maybe Asmodeus. Maybe talk to your GM about altering them a bit to match :)

Unless it's PFS, I guess, but are characters in that even allowed to worship Lissala?

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Other players can play cards to help (but only one card if they're also in the Maze)

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Well, I just did the first scenario of part 5. It was extremely easy, but there might have been some luck involved. The scenario power didn't really change anything, and the henchmen/monsters/locations weren't too bad. It had a Shrine to Lamashtu, but we got lucky and found the villain there before any blessings were encountered.

The scenarios coming up look a lot more difficult, so I'll see how those go.

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Rules as written, there is virtually no penalty whatsoever for waiting for the blessings deck to time out if you're ever in danger of death. Therefore, if you pay attention to your remaining deck size, you should never have to worry about dying.

I play with penalties for failing a scenario, so this card could be situationally useful so we don't worry too much about using valuable turns healing (Kyra has to give up an exploration for that), but overall, I think it would just be more useful to have another heal or utility spell in its place.

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Well, at extremely high (and in my opinion, not fun) levels of optimization where everyone is a full caster with a plethora of contingencies and defensive spells, maybe. But I've never actually played a game like that, and in my experience DMing from levels 1-20, armor class has never become useless.

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So a lot of people are saying that destruction is just inherently easier than creation, which makes some sense.

Why do inflict spells suck so much then? Because they have the potential to heal with the undead?

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Vic Wertz wrote:
1. You will never take cards from the box and add them to your deck. Instead, there will be a method for using the cards from the box that you would have gained, and using them to "unlock" cards from your Class Deck.

Interesting. So the characters will never acquire boons outside of the deck you buy?

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Maybe cards you'd like to acquire, but can never find the card could make it's own topic :P

For me it's Medusa Mask. I guess it could be okay if you intentionally want to thin out your deck.

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Oh, right, I always forget about that one!

I have it in my Seoni deck, but never use it as a combat spell since her fireball is actually stronger. Never found the other one, so I haven't had any chance to try it out with other characters.

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Lini can't help other players though, and recharging can be very useful for cycling through your hand. Lini also doesn't have as many combat spells available, since divine only has holy light and inflict.

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John Kretzer wrote:
137ben wrote:
What does the deific obedience for Pharasma do?

Base: +2 Sacred or Profane bonus to attack rolls with daggers.

1: Sanctuary 3/Day, Gentle Repose 2/Day, or Speak with Dead 1/Day.
2: Decomposition: Allows you to reduce a corpse to black ash so it can not be made into a undead creature. It can still how ever be raised normally.
3: The Veil is Drawn Aside: Either gain the Extra Revelation Feat or a +4 bonus to saves vs necromancy or death spells.

1: Forced Quiet 3/Day, Silence 2/day, or Hold person 1/Day.
2: Strike the Unrestful: Gives a weapon you are holding Ghost touch for a number of round 1+ 1 /4 HD. If the weapon is non-magical it is considered magical.
3:Ally of the Tomb: Once per day summon a pair of vanth psychopomps.

1: Hide from Undead 3/Day, Defending Bane 2/day, Halt Undead 1/Day.
2: Disruptive Strike: 3/Day one attack vs a undead creature recieves +1d6 + 1d6 for every 4HD you have damage.
3: Tethered to the Material: 1/Day for 1 minute you enter a determined state that does two things. 1) You don't die till you reach negative your con plus ten. 2) You can act normally without bleeding while at negatives.

Note: Every other deity I noticed had a different order to how the three boons arranged. This one is out of order.

Huh, +2 attack with daggers might be interesting. You could make an interesting dagger warpriest build with that feat.

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I3igAl wrote:

Depends of the scenario. Only Schrödingers Wizard(or some cheated Sorcerer) beats Schrödingers Dragon.

That being said, I'd think in an open battle a Zen Archer might be great here. You can outdamage dat dragon by spamming arrows and have high saves to fend off most spells.

Kitsune Fey Sorcerer Cha 34(20+6 Headband+5Tome+3 levels) can reach a DC of 52(19+12Cha+2Bloodline+2Greater Spell Focus+5 Favored Class) on his Dominate Monster. If the dragon doesn't do research you in advance and casts Protection from alignment you could make him your pet.
Ready another Doninate Monster spell via contingency to pierce it's SR.

Dragon probably doesn't needs spells for a Zen Archer, unless it's something silly like Fickle Winds. He just needs to grapple to stop their archery.

Also, doesn't that DC calculate to 40? 19+12+2+2+5?

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The only problem with gunslinger is that the dragon can usually stay out of touch attack range using flyby attack. Or just grapple/crush it. Or cast Fickle Winds or something.

Gunslinger can take it down really fast, but they might need some support based on the spell selection and tactics of the dragon,

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Maizing wrote:
That spammy "review" is still there. Can someone in authority remove it? Or is it there no way to remove reviews? Is it going to be stuck there forever?

Chill, they can remove it. It's the weekend (and Easter weekend for anyone who celebrates it), anyone with access to is probably busy. Just wait 'till Monday.

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Thanks for all the info John!

Definitely getting the PDF when it's available :)

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Bidmaron wrote:
That house rule incredibly nerfs the game. But it's your game -- just so long as you don't gripe about how easy the game is.

Well, it makes it more fun for me, so that's really all that matters I think :/

Plus, we have plenty of rules making it more difficult, this just lowers the frustration levels for us.

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Care to elaborate on the Calistria stuff? :D

Her stuff in Faiths of Balance was pretty crappy, so I'm excited to see what's in here (and Inner Sea Gods, of course)

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John Kretzer wrote:
Dragon78 wrote:
I thought Brigh was a full up God but she only has four domains so she is a demi-god.
Odd you are correct maybe they will fix it in the upcoming Iron Gods AP.

I'm fairly certain it's intentional; not something that will be corrected.

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Thanks Mike!

I figured that was it, but it was just a bit weird that it didn't specify when other cards did. If there's another printing would that be updated?

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Joshua Birk 898 wrote:
spinningdice wrote:

Because you didn't encounter a Black Arrow Ranger? Because you can have both?

Not all cards are strictly better than previous ones, even in later sets.
Couldn't disagree more. Cards from the most recent AP don't need to be better at everything than their predecessors, but they should be better at something.

All right, this one adds the magic trait. Almost always going to be unnecessary, but it's something different.

And Hawkmoon, it's your ranged combat check, sadly.

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Hey, look, an elf that's worse at something than a human :D

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He should have the undead trait, shouldn't he?

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Hestia123 wrote:
Zentaur wrote:
I actually house rule that if another character is at the same location, we get to choose which character closes the location, which is what happens if a temporary closing situation comes up. More importantly there is currently very little incentive for characters to stay in the same location beyond healing and specific powers yet there are MANY location cards that interacts with multiple character per location. I personally belief it was meant to be a push your luck mechanism, stay together and risk AOE or seperate and avoid that. However it doesn't work if there are so little reasons to stay togther.
I agree with you on the lack of incentive. Ruling on this in our own personal games may help generate more of a "tactical risk" then what is currently present in the game. I may just house rule this way myself.

That's what I do as well. I have other house-rules that make the game more difficult so that the change doesn't make the game too easy, but I think letting any player at a location attempt the close check just makes more sense and is less frustrating. It's always a pain when the one time a character goes into a location with a difficult check for them, they end up fighting the henchman.

And as Zentaur stated, there just isn't really much of a reason for players to group up unless their powers or cards explicitly only work if they're at the same location.

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I would imagine it's B. Otherwise, I think the wording would be different by specifying that each character would encounter a copy of it.

As far as I'm aware, the scenario power would only come up if you use a card (or power) that moves you at the end of your turn, or if you wanted to use a healing card after the fight or something.

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Actually, now that I'm re-reading the card, I have another clarification request...

"If you fail the check, the monster is undefeated but deals 0 damage."

Is that just supposed to apply to combat damage (or whatever damage it normally deals)? Would it also apply to the acid damage Jordimandus deals, for example (If undefeated, in addition to combat damage, a random character takes 1d4+1 acid damage)?

The confusion there is whether incidental damage like that counts as "dealing damage." I would assume so, and that would be the simplest interpretation, but I might as well ask.

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Holy crap, it's already updated on the FAQ. You guys work fast!

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Based on the rulebook, using a Wand of Ennervation is part of the "Determine the Difficulty" step, isn't it?

This is under that step's section in the rulebook:

Some cards increase or decrease
the difficulty of a check; for example, if a card says that the difficulty is
increased by 2, add 2 to the number on the card you encountered; if it
says that the difficulty is decreased by 2, subtract 2 from the number.

Edit: Although that may only be referencing location/scenario effects and the like.

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Okay, so part 5 has some freaking incredible boons that I can see adding to my favorites. I'll have to wait and see if I manage to acquire them in play, but the following cards look awesome (spoilered if you don't wanna know yet):

Acidic Sling +3

Doesn't require proficiency, and you can add 3d4 extra by discarding it. Wow. Decent backup weapon for Ezren, Seoni, or Lem if they can't use spells (quite a few enemies in this part are attack spell immune


Massive, massive untyped damage. Also can be used to break open chests and locked doors. Only downside is the huge recharge check, but that's no obstacle for Seoni!

Invincible Breastplate

Like most armor, you can recharge it to lower damage. This breastplate, however, reduces all damage, not just combat damage. Super helpful against those enemies that deal 1 to 1d4 damage before the encounter


1 of 2 half-orcs joining the ally deck in part 5! This one is basically a staff of minor healing on crack. Recharge him to heal everyone at your location 1 card (shuffled back in) from your discard at random, but can also be used to explore your location.

Revelation Quill

Bury it to scout out the top five (FIVE!) cards of a location deck. Then you get to re-arrange them.

Staff of Hungry Shadows

Two effects. First one is okay: lets you add 1d8+2 to your combat check with an attack spell by revealing it and discarding another spell. If that beats the monster, then you recharge a random card from your discard.

Other effect is more interesting I think... reveal it and discard a spell to roll your arcane die, then lower another player's combat check at your location by that much. That's even more powerful than the Wand of Ennervation...

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In Azaven's before the encounter ability, he makes you either "discard 1 card from your deck" if you succeed the check, or "discard 1d4+1 cards from your deck" if you fail.

Is this supposed to be from the top, at random, or selected by the player? I would normally think from the top, but the precedent for that is for the card to explicitly state as much (i.e. "discard the top card of your deck")

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Hi there,

So the summon monster spell (first loot spell!) says "No other cards or powers may be used on this check"

Can you still use cards like the Wand of Ennervation or Swipe (cast by another player, since you can't do 2 spells on the same check) to reduce the difficulty of the encounter? Is the check the whole combat sequence, or just the rolls? If its the former, then I would think you can't use the wand, but if it's the latter, then I would think you could use the wand.


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I'm curious what kind of boons Nethys grants for his obedience. Especially for the Sentinel since (as I understand it) they're mostly a physical class, and Nethys is all about the magic.

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hogarth wrote:
But a thought just occurred to me. A ranger's animal companion gets to benefit from the ranger's favored enemy bonuses.

Wait, really? I don't see that listed anywhere under Hunter's Bond or Favored Enemy.

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Elrawien Lantherion wrote:
Mechalibur wrote:
Still... It looks like the first prestige class that isn't terrible for summoner.
Or a witch

Winter Witch isn't bad for a witch. Maybe not as good as single class, but definitely not terrible.

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Vic Wertz wrote:

Somehow, we lost the first power from that card:

Recharge this card to reduce Combat damage dealt to you by 2. You may draw up to 2 cards.

(We didn't notice this until now, so it is not corrected in the 2nd printing.)

So... is it safe to say the greater bolstering armor in part 6 lets you draw 3 cards? :)

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TriOmegaZero wrote:
137ben, you take the feat Deific Obedience and thereafter gain greater powers and abilities for performing your daily obedience. These powers are dependent on your HD or levels in prestige classes.

Is it like the last obedience feats where you don't get any extra benefit if you would get the ability from your prestige class and the feat? Because it always annoyed me that three of your class features ended up useless once you reach a certain level :/

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agnelcow wrote:

** spoiler omitted **

Immune to forced re-rolls? You mean we finally have a pugwampi-slayer archetype?!

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pauljathome wrote:
TriOmegaZero wrote:
James Jacobs wrote:

The ability to cast 3rd level spells in this case does NOT mean spell-like abilities.

That's an unfortunate side effect of a FAQ entry, and frankly, we should re-evaluate that FAQ entry since spellcasting is NOT the same as spell-like abilities.

Well, I'm glad I never engaged in those shenanigans then.

I kinda object to the term shenanigans. I think the ruling was a bit wrong, but I waited until it was crystal clear what the ruling was and that the developers intended it to be what it was before I built a Mystic Theurge.

My primary objection isn't the power level, its that the ruling practically forces one to play Aasimar or Tieflings (PFS) for all sorts of characters.

Seriously. Aasimar is an incredibly powerful race even without being able to sneak into prestige classes early.

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Ooh, and the Calistrian fighter? It's always nice to see some whip love!

Err, whip options might be a better way to phrase that.

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Evil Midnight Lurker wrote:

...Monks of the Seven Forms are not, in fact, Monks of the Seven Forms, since they're occupying a monastery that once housed a different order that actually practiced an art called the Seven Forms, but that art has been completely lost and they just use the name anyway.

what is this i don't even

Maybe the development team couldn't come up with seven forms, so they just kept the name, but gave a reason it didn't make any sense :P

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Still... It looks like the first prestige class that isn't terrible for summoner.

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SAMAS wrote:

Actually, you can do things about the whole Predator/Prey thing when you do your next round of bestiaries (Bestiary 5 or in future Chronicles/AP books).

Just remember that Herbivores can be just as dangerous as Carnivores. They can be territorial, ill-tempered, paranoid(you might be a predator), or whatever (Here's an idea: an Herbivore that kills other creatures because the plant that's it's primary source of food grows (best) from corpses).

After all, more people in Africa are killed by Hippopotami/muses than Lions. Just because an animal won't eat you, doesn't mean it won't hurt you.

Erm... what?

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Ven wrote:

I was going to send a 3 player party of lvl 15/10 mythic tiers at it. I was worried APL+5 would be overkill. In mid levels CR-1 has been appropriate for most encounters. In other words, I send them against a CR 12 Battle when I would normally use CR 13 for 4 characters.

Even CR 24 against an APL 19(15+5 -1 for 3/4) scares me.

The CR system is especially borked when dealing with a single enemy and mythic PCs. A reasonably optimized group of level 15/10 players could probably take it down in one round without taking damage.

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Dylos wrote:
EDIT:I'm convinced Evangelist does increase spell caster levels, look back at the interview at 25:39 when they show the Iomedae page. Under the third ability for the Evangelist boon, it mentions a multiclassed Wizard5/Evangelist9 casting lightning bolt, and saying that it deals 10d6 damage, therefore the Prestige Class must be increasing his caster level.

Woah, nice catch.

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As a Seoni player, I must have that Disintegrate. It's only downside is the recharge, which doesn't really matter for her.

The wand of treasure finding should also be fun!

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Sirens and harpies.

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lantzkev wrote:

I could say the exact opposite, prove to me they are op... to which I'll shoot holes in your individual specifics etc.

Anti-magic field, summoned creature can't enter it... any martial class is now op in comparison.

Opponent has banishment/bite the hand/dominate monster/etc
Opponent just kills the summoner and ignores the eidolon.
Opponent teleports the Eidolon or the summoner away... Eidolon dies due to distance apart.
Paladin has higher dmg and higher resists and higher ac than eidolon.
Gunslinger out performs eidolon.
Fighter out performs eidolon
Wizard out performs summoner at battlefield control.

Well it sounds to me like you're basically just saying that a focused class can outperform either the eidolon or the summoner. You're not wrong at all, it just sounds like you're underestimating the power of having both actions at the same time. The eidolon can usually 1 or 2 shot most CR equivalent monsters, while the summoner keeps it constantly hasted, can offer battlefield control options, and other helpful spells. Even when the eidolon is gone, the summoner can back it up with a huge load of summoned creatures that is summons quicker than any other class with 10 times the duration.

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Huh, I thought SLAs did not provoke. Thanks for letting me know!

anlashok wrote:
Mechalibur wrote:

And then just as a big middle finger to primary casters, despite being utterly reliant on summoned creatures to do their bidding, they go ahead and get medium BAB and d8 hit dice. Why?! It's not even a huge balance change, it just feels ridiculous that anyone thought they would need it.
Feels weird calling it a "big middle finger" to primary casters when every primary caster is both significantly strong and significantly more versatile than the Summoner with the possible exception of the Druid (and even that only on the first ategory).

I maintain my stance that except in extremely high levels of optimization, the summoner is more powerful than any primary caster, being able to fill both the high damage roll, and the casting support role simultaneously, getting two actions a round to do both. Their access to spells also increases immensely if they start using their summon monsters to get their summons to cast spells not on their list.

1 person marked this as a favorite.
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Warning: Rant ahead

There are quite a few reasons, but for me it's mostly balance concerns. Summoners are easily the easiest class to break, and outside of extreme optimization, they're by far the most powerful class in the game.

They get two actions per round, combining an eidolon that's just about as powerful as any other frontliner due to its absurd number of natural attacks with half-casting that actually gets a lot of spells earlier than a wizard would. And not mediocre ones either, like the bard and inquisitor get early, but spells like Haste, Stoneskin, and Teleport.

And then if one of them gets picked on, they can transfer hp between them, and use extra class features to switch locations as a full-attack enabler. Not that it's necessary if you gave your eidolon pounce.

But even without the eidolon they're extremely good. Summon Monster X a very large number of times per day (to compare, a conjuration wizard would have less high-level summons if they filled their highest spell level with nothing but summons), except as a SLA (doesn't provoke, and no verbal component), as a standard action, and with ten times the duration.

And then just as a big middle finger to primary casters, despite being utterly reliant on summoned creatures to do their bidding, they go ahead and get medium BAB and d8 hit dice. Why?! It's not even a huge balance change, it just feels ridiculous that anyone thought they would need it.

(This isn't even getting into stuff like turns taking forever, and messing up CL's/price for various crafted goods. Those are separate headaches)

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Orbis Orboros wrote:
Mechalibur wrote:
There are quite a few banes that do 1d4 and 1d4-1 damage, so that's why I'd usually take it over the ring. The ring also can't be recharged for more space unless you're Harsk or Merisiel.
It's a situational thing, so everyone goes about it in different ways. I only want it to make sure I don't lose my animal, or something else important, so I'm quite happy to reveal it and discard it to soak up two damage. I can always cure myself.

Well sure, but not every character is Lini :P

Speaking of which, I really should give her a try next...

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