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Mechalibur's page

Pathfinder Card Game Subscriber. Pathfinder Society Member. 900 posts. 3 reviews. No lists. No wishlists. 1 Pathfinder Society character.


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Hawkmoon269 wrote:
Joshua Birk 898 wrote:
Mechalibur wrote:


Sea Witches +2d4 to fortitude and survival seemed good at first, but then I realized that make you end up rolling 3d4 total, or 7.5 average which is kind of lame. Bonuses to constitution or wisdom don't even help - she doesn't have the skill based on an attribute, so she has to stick with a base 1d4. If you have someone like Lem, who can add extra to those checks, I'll admit it's really nice to have.

Feiya is someone like Lem. If your check is to defeat a monster or barrier, she will drop a huge static bonus. But, your general premise still stands. It would be a lot better if she got a Jirelle style skill inquisition.

Pirate Queen for life!

Or if she has a statstone. Replace that unlisted d4 with her Intelligence die, then add 2d4 for 1d12 + 2d4.

Admittedly, still not as great as simply gaining a skill, but still usable. And maybe there will be some spells or items or allies that make it more worth it.

And combine it with difficulty reduction power with a high adventure deck number card to make a 7.5 average all you need.

Does a statstone work if you're doing a skill you don't have though? I actually don't have my cards on me right now, so I forget the exact wording.


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Joshua Birk 898 wrote:

I am going to disagree and make the case for Sea Witch.

Yes, Hexer gets to increase Feiya's core power from 2+AD# to 3+AD#, but that's just about all it has going for it.

Sea Witch can recharge an animal ally to get a spell from the discard pile. That is FAR better than discarding any ally to get a spell.

The Sea Witch can recharge blessings against aquatic banes. Half the monsters in S&S are aquatic, which makes it far more useful than recharging to get allies (we need more info to make the call on Hshurha vs. Pharasma)

The Hexers ability to reshuffle a non-villain, non-henchman monsters is incredibly situational, and her card draw ability takes multiple feats to even approach usefulness. In contrast, fortitude and survial checks come up all the time, and I can't wait to get that extra 2d4.

I agree with you that its not a clear cut case, but Sea Witch seems the better choice from where I am sitting.

The extra difficulty reduction isn't why I went with Hexer actually. It's the ability to look at the top card of your deck whenever you play a spell, and put it in your hand if that card is a spell. Granted, you need two power feats to do it, but it seems incredibly useful.

Sea Witches +2d4 to fortitude and survival seemed good at first, but then I realized that make you end up rolling 3d4 total, or 7.5 average which is kind of lame. Bonuses to constitution or wisdom don't even help - she doesn't have the skill based on an attribute, so she has to stick with a base 1d4. If you have someone like Lem, who can add extra to those checks, I'll admit it's really nice to have.

On the other hand Sea Witch *can* recharge an animal to get a spell back, which is just fantastic. I'm really not convinced on my position at all to be honest :P


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Orbis Orboros wrote:

Well this thread fell by the wayside while I was on vacation. (Not that I'm saying it's because of that)

I laughed at Seelah being suitably dumb.

Okay, here's a new topic then:

Best role cards for the S&S characters?

Obviously hard to tell without knowing the banes in the adventures coming out, but here's what I think (without any justifications whatsoever!).

Ranzak: Kleptomaniac
Alahazra: Stargazer
Jirelle: Pirate Queen
Lem: Sea Singer (tentative)
Lirianne: Deadeye (anyone notice her Musketeer role mentions she'd be good with swords, even though she'd still be terrible with them?)
Merisiel: Shadow
Seltyiel: Marauder (tentative)
Valeros: Tactician!
Damiel: Chirurgeon (tentative)
Feiya: Hexer (tentative)
Lini: Aquamancer
Oloch: Shield of Gorum

Overall, I think the roles are a lot more balanced this time around. There are still a few that seem to be clear winners, but we'll have to wait until the next parts are out to be sure.


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Mike Selinker wrote:
Guys, this thread is not for answering questions; it's about the FAQ itself. Take it outside, please.

This is a direct response to an faq update though. I thought conversations like that were supposed to go in this thread while questions about whether there's an error or not have their own threads?


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Jonah G wrote:

I've been spending a lot on this game as well. The sleeves alone. Jeez. No wonder UltraPRO is including free promotional sleeves in S&S.

Are any of you doing any custom game stuff with your own home made cards or scenarios? I'm really surprised more of this isn't going on.

Oh, I made a scenario for characters that beat RotRL... I should probably get to posting that XD


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Dave Riley wrote:

I think if you were able to read that card without prior knowledge of the more ambiguous wording there wouldn't even be a question. It's tough to divorce yourself from assessing it that way once you know it's wrong. But fewer words are always going to win, right? The card only has so much space. Even if the card is just an imaginary thing you look up online, it might not always be.

I have a group that hasn't seen either wording yet. I'll ask them what they think it means.


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It's sort of a roundabout way to word it. I would just go with "Your handsize is equal to the number of cards in the bane pile, to a maximum of the hand size listed on your character card." or something like that. While the faq wording is unambiguous, I had to do a double take to make sure I was understanding it.


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Yeah, Lirianne and Seltyiel are both fairly average characters in my opinion. The best part about Lirianne is probably her d12 wisdom, but if you're playing with Jirelle (d8+3 survival), Lirianne starts to get a bit underwhelming.

Saying Alahzra can't fight is just incorrect though. Even if she doesn't start with any of her attack spells, she can cycle through a ridiculous number of cards per turn, while scouting out potential dangers. With a Fireblade, she gets 1d12+2d4+4, and she can fail the recharge check intentionally so that she can get it back each turn (make sure to have at least one cure though, so you can get your discarded cards back in your deck).


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Calthaer wrote:
Mechalibur wrote:
This is true, but keep in mind most of the characters with significant stat weaknesses are also the ones that have d12's. Specifically, the only characters with multiple d4's also have a d12.
Those clearly aren't the characters I was talking about, but...OK.

Then perhaps you could explain what you mean?


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Calthaer wrote:

Everyone focuses on the fact that d12 characters should get these gems, and while that's one use, they can also serve as a floor for characters who have some significant weaknesses. In Runelords terms, for example, it would help a character with a d4 INT but several d8 stats to have a shot at closing INT / Arcane locations, or to acquire some super-spell, or something else.

There have been several adventures in the group Hawk & I play together where someone has said: "There are no locations that would be good for me to close." I anticipate that there will be similar scenarios in S&S - just like there was in Runelords - where there's a preponderance of checks of one type required (to close locations, defeat henchmen, etc.). The gems significantly alter the situation there for characters weak in that area, evening things out, so it's one possible strategy to pick from to win.

In other words; rather than just making the peaks a lot higher, it can also raise some of the valleys to a minimum level so that they don't get flooded.

This is true, but keep in mind most of the characters with significant stat weaknesses are also the ones that have d12's. Specifically, the only characters with multiple d4's also have a d12.


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Wow, he looks like a lot of fun. He also seems like an extremely powerful card if your group has decent healing power (or fire resistant armor!)


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Troymk1 wrote:

Mechalibur, I think I failed a scenario 2-3 times in the entire cycle. Sometimes via caution as I was close to losing someone and didn't let them explore aggressively. Sometimes just down to crazy luck.

I commend you on your iron-man approach however!

I just find it weird that it's actually beneficial to lose scenarios so that you can replay them as much as you want. That's why we implemented that rule.

It was a bit sad when my party died in S&S though (if you get a bad start in Press Ganged, it can get really hard to catch up).


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Troymk1 wrote:

I've been playing solitaire mostly, finishing ROTR using 6 characters. I play each scenario to win and don't usually go shopping.

The characters still ended up completely kick-ass.

I think by ensuring you get every boon you're cheapening the experience for yourselves, making an easy game almost trivial

My group played the game so that losing a scenario meant the characters die. It ensured we only went boon fishing if we were absolutely sure we'd have enough time to go through the location deck. I think in that case there was appropriate risk/reward involved.


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Orbis Orboros wrote:
And I understand calling Lini super, but Lem? Really? I like him and he's good, but...

Arcane and Divine spells, hand size 6, and able to add 1d4+X to any check with a recharge. You play Lini, you know how powerful that is :P


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I guess we have different experiences then. Dealing with barriers has been the most difficult part of RotRL for me. Probably doesn't help that Blessings of Abadar and Masterwork Tools like to hide from me.

Edit: I just realized I play the game a bit differently though, that probably has a lot to do with it (for example, I usually play so blessings don't stack, and I tend to shy away from the really powerful characters like Lini or Lem who can add bonuses to everything)


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Orbis Orboros wrote:
Mechalibur wrote:
allowing you to brute force through even really difficult barriers.

It should probably be noted that we always make sure barriers can be handled. Our characters stock up on Tools (almost unfaillingly scrabbling over every Masterwork we find) and I value Abadar over practically every blessing in the game, including Lamashtu, excepting those who desire specific blessings for power feats of course (like RotR Kyra).

Sometimes we run into a barrier we can't handle at the moment, but it's rare. And we always have a healer nearby and can send someone else to take it out.

Exactly, it's easier to handle when you have more people. It makes you more likely to have the tools or blessings to deal with barriers. With only a few people (and kind of bad luck finding the boons we want), being able to send them to the bottom is extremely useful.


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I think scouting is fairly important with a smaller (1-3) group. When you have a lot of players, you can be reasonably sure that you can beat most encounters due to the staggering number of check bonuses you're able to hand out, allowing you to brute force through even really difficult barriers.

My best group of the game was Kyra and Seoni, and Seoni in particular had a good number of scouting spells. We combined this with Augury and Scrying spells to move the extremely difficult barriers to the bottom of the deck (or we'd do this with villains so that we could close the other locations up early/get all the boons in their location deck).

I also have no idea how we would have defeated Karzoug without being able to move him to the bottom of the deck. Encountering him 5+ times would have been awful.


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Maybe a separate thread should be made for discussion of Kyra's roles? Seems to be a contentious topic.


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DirkSJ wrote:
Flat the Impaler wrote:
I know... I tried to stay away, but comments about Kyra being useless got me annoyed enough to chime in. ;)
Er...no. Kyra is amazing; she is a powerhouse. It's just Healer spec is useless and her first power is mostly useless (though a good backup).

As someone who encountered literally 0 blessings of Sarenrae, I think Healer was actually the better choice for Kyra. The higher hand size was nice, and I played with her healing power in mind, having the first character burn a lot of cards for extra explores, while she pretty much negated the damage in a single turn.


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Calthaer wrote:
Flat the Impaler wrote:
I hate when people judge other peoples' play styles because it differs from their own, as if theirs is the only valid style.
You might have joined the wrong thread, then...it sort of seems like the point of it...

This thread is not intended to say there's only one to play any of the characters. All discussion regarding possible strategies are welcome, including disagreeing about which way is optimal.


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Draight wrote:
Which makes me wonder, do you think it would be possible to solo?

The location that summons the combat 30 monster doesn't appear in solo play I think. I think someone like Damiel would have a fair shot at soloing the scenarios released so far (he might have trouble with the early scenarios requiring diplomacy checks, but remember that a potion of glibness is basic!)


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Barachiel Shina wrote:
Gorbacz wrote:

For the record, Hells Rebels looks cool. Classic Golarion themes, canon heavy, so many loose lore threads to tie up. Also, a ball.

Giantslayer, on the other hands, sounds like a forced effort to placate all those ultra-conservatives who are throwing their arms up because Iron Gods. I fully expect stuff like "this 10 by 20 room has 3d6 frost giants and 1d6 t-rexes".

And I am and will be a vehement enemy of fiction in APs. ;)

Or it could be something along the lines of the extremely popular "Attack on Titan" anime. Or that movie "Jack the Giant Slayer". Or a mix of the two. I mean, I know many players who love the idea of tackling multiple humungous creatures because it's cool and fun.

If it ain't broke, don't fix it. Heroes love slaying giants :)


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Calthaer wrote:
Mechalibur wrote:
Seltyiel gets less use out of a stat gems than any other character, and he only has 1 item slot to put it in. It simply is not worth it for him.
These definitive statements ("is not worth it") of opinions are really rather out-of-place for a game that has numerous and multifarious paths to victory. You're certainly entitled to your opinions, but they are not by any means indicative of the experience that everyone else is likely to have. My own experience was quite different from yours and your group's. Sorry you weren't able to find a way to enjoy this great character.

I never said I didn't enjoy playing him. That has nothing to do with whether I think a character is powerful or not.


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Calthaer wrote:
I am going to break a personal rule of mine here and divulge something that I have not hitherto done: I was in the Skull & Shackles playtest. I used a three-person party of Seltyiel (going Spellblade), Alahazra (Stargazer), and Lirianne (Deadeye) extensively. Based on that experience, I believe you are simply and vastly underestimating the value of this character, even in the early game, where Seltyiel might struggle more than some other combat-oriented characters like Valeros.

I was in the playtest too, but didn't play him much... I think he was a little better then, for what it's worth. As I've been stating repeatedly, the rating I gave are only accounting for starting scenarios, and the game in the current version is VERY different from the playtest, especially after all the revisions to ships (now his low wisdom is a massive detriment, while it may not have been that big of a deal before).

Saying he's "okay" early game I think is a fairly good description. I never said he was useless or anything, I just think early game the other characters are able to handle more situations.

Quote:
The stat gem thing, too, is something I can't agree with. If the major complaint is that Seltyiel's biggest weakness is his zero-ability to take on non-combat challenges, then a stat gem at least puts a goalie on the net so that he can keep some shots from scoring on him. Birk's quote about expending fewer resources here is key.

Seltyiel gets less use out of a stat gems than any other character, and he only has 1 item slot to put it in. It simply is not worth it for him.

Quote:
Captain Bulldozer is probably very correct that his play-style is not for everyone. I can fully understand some people not wanting to take on the challenge of keeping Seltyiel alive so that he can hit hard when he needs to. But that's really no reason to argue that no one will find him to be a fun character to play, or even to argue that he's not well-suited to take on even the game's challenges you can presently see.

The thing is, he doesn't really hit hard early on. Adding 1d6 to a combat check really isn't that great, even early game. Frankly, I don't believe this is about a difference in playstyle; I think he's just currently lacking. Later on he has the potential to be fantastic for combat checks, but that's not what my ratings are for; I'll reevaluate the characters once further parts are released.

Quote:
I believe Seltyiel is great. Not everyone will agree, and that's OK. If you find he isn't working for you, by all means drop him. The group needs to play very strategically when using him. I'd like to think that this sort of strategy will pay off. If you can figure out how to make Seltyiel work, I am of the opinion that (and it's really quite evident just by looking at his character sheet) you will see the PACG equivalent of StarCraft's Nuclear Missile, Final Fantasy VII's Knights of the Round, and Doom's BFG in one awesome package.

His mediocre performance wasn't a result of poor planning or lack of strategy from my gaming group, I'll say that much. I will continue to use him so I can get a good idea of how the characters progress, and I definitely don't mean to discourage anyone from playing a character they have fun with. He doesn't harm the group at all, and he can usually handle combat checks without too much issue, so he's never really been a liability; I just don't think he contributes as much as anyone else as the game currently stands.


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DirkSJ wrote:
csouth154 wrote:
One of the cool things about this game is that fun and success can be had with ANY combination of characters.
That is actually not true. The rulebook says it explicitly, especially in single player games. Try to play a solo game with the new bard Siwar. It's not going to work. Run a two player game with her and Ranzak. Good luck.

You could have an infinite loop of evades. Maybe the monster eventually gets so fed up with it that it just leaves the location deck.


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Johnny Chronicle wrote:

It's pretty disheartening to hear reviews of Seltyiel's lacklustre performance against the challenges presented by this particular set. He looks so badass, but a I guess a wicked blade crackling with eldritch energy isn't much use when you're stuck swabbing the deck.

I'm playing Merisiel in RotR, and I've enjoyed the thoughtful, "utility belt" approach to the game she provides. "Oh, a Red Dragon needs charming? I can do that with my hat."

I was interested in trying a less cautious approach with this set, wading through locations heedless of danger (because I could kill it). And I wanted to try a caster, too. Seltyiel looked like the perfect fit. But if it's just going to be an exercise in frustration and the game really demands I take the role I'm less interested in (Marauder) to try to keep up, well, maybe I can try running him through RotR some day…

One of the reasons I didn't give any of the characters a "bad" rating is because they all are able to handle challenges, even if other characters can do it better. Seltyiel is all right at defeating most combat checks, and theoretically he'll be really good at it once he gets his role card (we'll have to wait and see). It's just mostly an issue of him not offering much utility like most of the other characters.


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Scribbling Rambler wrote:
And I forgot to mention that I have seen Seltyiel played in both a group game and a solo/2 character game, and he holds up his end well. Actually that group game includes Lem, Alahazra, Jirelle, and Lirianne, and he definitely keeps up. It is often the others who drain resources because of all of those d4's.

Really? Seltyiel has just as many d4's as everyone else in that group except for Alhazara, and all of those are in strength, which typically is perfectly fine to be low if you're not using it for combat (I think strength is the least frequently used ability for non-combat checks). Sel's happens to be in wisdom, which I see come up at least twice as frequently.

Alhazara has more d4's (well, one more), but she has the advantage of being able to check the top card of a deck ahead of time to see if it matters.


Pathfinder Card Game Subscriber
Gorbacz wrote:

For the record, Hells Rebels looks cool. Classic Golarion themes, canon heavy, so many loose lore threads to tie up. Also, a ball.

Giantslayer, on the other hands, sounds like a forced effort to placate all those ultra-conservatives who are throwing their arms up because Iron Gods. I fully expect stuff like "this 10 by 20 room has 3d6 frost giants and 1d6 t-rexes".

And I am and will be a vehement enemy of fiction in APs. ;)

Really? That seems like a stretch to me.

Maybe the writers want to do something different? Maybe not every AP has to have a gimmick or something? What's wrong with an epic adventure stopping an army of monstrous creatures from taking over Avistan?

I love Iron Gods so far, and I don't see why I can't love this too.


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DirkSJ wrote:
Once you get exorcist (because the other class is terrible) you can destroy a location deck in a couple turns with Serenrae blessings. Don't overdo them though. You will still need a couple Gorums to beat people with and one of the one that helps you close locations.

Nah, Healer role isn't terrible. Especially if you're like my group and literally never encountered a single blessings of Sarenrae in all 6 adventures (like, seriously, what were the odds of that?). The huge hand size is awesome.


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Hawkmoon269 wrote:
Mechalibur wrote:
It says 3, 4, 5 on my RotRL sheet :/
Is yours the original sheet or the new version? Looks like it is 3, 4, 6 on the the new version.

Old version. I didn't realize they were updated.


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Scribbling Rambler wrote:
I also disagree with the anti-Seltiel feeling - I'm not saying he is one of the best, but is IMO a much more playable character than Oloch (Favoured Armour and 4 cards, yuck).

In solo play, maybe, but Oloch contributes far more to the group in general, and is usually able to handle himself in combat. He also has a better stat arrangement in my opinion (low dex isn't really that big of a deal, and wisdom is important)

Quote:
His primary power is much more usable than some seem to think, largely because he can keep recharging those attack spells with his other power.

It's not that it isn't usable, but in order to make the most of it you have to limit both your spell and weapon selection. Early on, it doesn't even add that much damage while other characters have much better ways of getting bonuses to their checks.

Quote:
And honestly, I find his stats actually provide him with greater versatility than many of the other characters, because while he is lacking a big die in non-combat situations, at least he only has one d4 stat. I have found that he is often a good alternate choice for closing locations.

There is absolutely nothing good about his stat arrangement. Despite only going up to a d8, he doesn't actually have more balanced stats; in fact, he has a rather low total of 40 (most characters, but not all, have 42 total). Not only that, but the stat he's worst in is possibly the most important non-combat stat in the game. And that's not even mentioning how he can hardly make use of the skill gems like everyone else.

Quote:
Finally, I have noticed a lot of Intelligence checks in the game. While Seltiel (d8) is definitely behind Damiel (d10) and Feiya (d12), he is better here than 3/4 of the characters.

Personally, I've seen more wisdom checks. He's decent at intelligence, strength, and consitution, but nothing great. His skills also don't come up that frequently out of combat, unless your ship sinks a lot (and with his wisdom, that's actually a strong possibility...)

And a reminder: this isn't just theory-crafting; I've played Seltyiel through all of the S&S scenarios, and his abilities and stats just don't cut it. While Oloch has a number of problems, he's always been a decent asset to the rest of the party, while Seltyiel ends up draining the party's resources trying to get him through a number of non-combat checks.


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DirkSJ wrote:
None of her first 4 power feats are really great. Hand size 7 is downright dangerous with a 15-16 card deck. Maybe you hit that annoying drake, fail the save, and roll a 4 on it's breath and then roll badly on your attack and that may be the end of you. If you had discarded anything else on prior turns you may not be able to draw

Not, really; she's perfectly safe with 7 cards, especially since she can determine the top card of her location deck most of the time.

And 99% of the time I would say high hand size is better than a low one. The drawbacks (somehow having to wipe your entire hand) don't come up very frequently, and the advantages are very easy to see.


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DirkSJ wrote:
Damiel has one gigantic flaw: He cannot reliably acquire his spells (especially divine ones). He really requires there to be a caster in the party that can hand him down their old spells between adventures. He only gains the Arcane and Divine skills while casting.

It's really not a big deal, especially with the plunder system. They're only 2 cards in his deck, and even without spells he's a powerhouse.

Quote:
You don't need to worry about monsters being immune to your attack spell. You are recharging the spell, not casting it. You don't gain any of the spell's traits (not even Magic). Even if you did it's not an issue. Just use the basic force bolt.

Yes they do. It adds the traits of the spell to the check.

Regarding your other points, I'm only considering THEIR CURRENT POTENTIAL. I am not judging characters based on their performance in scenarios that have not been released. Even then, I suspect he'll be a one trick pony, but I'm going to wait and see how he performs before making any assumptions.


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Ashram316 wrote:
I've been playing solo with Seltyiel, Lem, Lirianne, and Merisel. It seems like having Lem follow Seltyiel around for help with barriers and such makes for a deadly combo, especially since Seltyiel handles combat with little to no assistance.

I suppose, but in my experience, Valeros is better at beating combat checks than Seltyiel because A. he has a better strength die, B. he can use two handed weapons (usually stronger) without interfering with his powers, and C. he can recharge all his weapons for a nice boost instead of discarding them. He's also slightly better out of combat with the fortitude and diplomacy skill, and he provides a combat boost for his buddy (very good with Lem).

A lot of people are saying Seltyiel gets better with more characters, but so does everyone! The difference is Seltyiel is going from mediocre to decent, while someone like Valeros is going from decent to great.


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Okay, cool. It would be embarrassing if it turned out I've been playing wrong this whole time :P


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Hawkmoon269 wrote:

Yeah, I don't get the lack of love for Aid either. I think it is awesome.

And I'm not sure about the lame thing. It would encourage you to take support spells. Here are some other combos:

Any Combat Spell + Swipe for -3.
Any Combat Spell + Glibness (assuming Charisma based Arcane)
Harsk like character playing Holy Stone + Speed

I'd be interested in trying that out.

Hm, are you actually able to do those combos? I thought you weren't allowed to influence a check with two cards of the same type (spells in this case).

Of course someone else could cast the "buff" spell in these cases (Swipe, Glibness, Speed, etc.).

I do like the Aid spell by the way, I just think it gets outclassed later on.


Pathfinder Card Game Subscriber

Regardless of the benefits/drawbacks of the attack trait, I still don't feel like it thematically makes sense for Illuminate to have the attack trait while Black Spot doesn't. Chad mentioned one way of looking at it is that attack spells are like ones that are subject to spell resistance, but I don't really think that's the case here.

In RPG terms, Black Spot is a curse where you directly have to touch someone (and get past their SR). It's not manipulating the environment, it is directly interacting with a monster, and should therefore (in my opinion, of course) have the attack trait.

Illuminate doesn't directly correlate to any Pathfinder spells as far as I'm aware. However, just based on the art and its ability, it feels like thematically it's way closer to altering the environment rather than attacking your opponent directly. The closest spells I can find to it are Faerie Fire (which is affected by SR), and Daylight (which is not).

I guess overall I'm okay with it having the attack trait, but I feel like the same should be extended to Black Spot. I just can't imagine it being less deserving of the trait than Illuminate.


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GamerCerina wrote:
I'm so sad to hear that Oloch is at the bottom of the list. I fell in love with this character and his backstory as soon as I looked at the characters in the rulebook and on the character sheets. I may have to reconsider. I am planning on playing him with a 4 person group though. Any thoughts on whether that would make him worth it? I really like almost everything this character has to offer. However, if combat checks are going to be as rare as constitution checks were in RotR, I may have to change characters.

He's not unplayable or anything, he just might have a little bit of trouble early on with his limited options. At the very least he can still contribute to the group with his healing and revealing.

My friend enjoys playing him, and she got lucky early on when she found the strength topaz :)


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Calthaer wrote:

It's interesting to me to hear everyone opine on Seltyiel as if he were a solo adventurer. He's clearly not designed for that kind of play experience - he doesn't have to handle all possible banes, if you're pursuing a strategy that involves scouting. Since PACG is a cooperative game, there are definitely other characters to put with Seltyiel (e.g., Alahazra) that will allow him to do what he does best and avoid those things at which he's not so great.

Someone also mentioned the stat gems for Ranzak. Those can also help mitigate some of Seltyiel's more notable weaknesses. He will never be great at barriers, but if you can scout well, Seltyiel can be an incredible asset.

Actually, my ratings are based on group play, and Seltyiel still struggles in group play. He has no powers that help out teammates, and if he focuses on noncombat spells, he'll have trouble using his character power. He basically relies on other players to even be halfway decent.

And as has been mentioned, he is literally the worst candidate for the gems.


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It says 3, 4, 5 on my RotRL sheet :/


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Again: all ratings are based on part 1. I'm not evaluating characters' effectiveness in scenarios that haven't been released.

As it is though, only being good at combat checks does not make a character great. I'll have to see which banes are in the end game before I cam make an informed decision.


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Scribbling Rambler wrote:


1/There is only 1 location regardless of # of players: the Fogbank (this may seem obvious, but there is a Guild scenario which uses multiple Shark Islands)

Yep

Quote:
2/ When setting up, you build the deck as normal, then add 5 Barriers, the Villain, and all of the listed Henchmen (less 1 which goes into the Bane pile) regardless of the number of players.

Yep

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3/ Any defeated Banes go into the Bane pile, regardless of card text.

Yep

Quote:

4/ You win the Scenario by defeating the Villain after you have defeated all of the Henchmen.

Is that correct? I left out the already clarified bit about hand size.

You got it.


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We're having plenty enough fun without him. Maybe when we start a new game.

Edit: Oh, and to answer the original question, I'd say he averages out to "Great"


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This isn't really contributing much, but I agree with everyone so far :P


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Yeah, I know he's fine when the group is all on board, but I'm respecting my fellow players' requests :)


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Vic Wertz wrote:

I'm assuming you're asking because of the scenario Press Ganged!... the text on that cards defines your hand size for all purposes during the scenario. So if Press Ganged! is limiting your hand size to 1 card, and you fail to defeat Goblin Keelhaulin', draw 1 card and bury 1 card.

If you're talking about the RotR scenario Ravenous Crypts of Gluttony, that card adds 2 to your hand size while you are at that location, so if you run into Goblin Keelhaulin' while you're there, you do draw and bury the 2 extra cards.

Wait... can you stash plunder cards if you don't have a ship, like in RotRL? A bit of a weird interaction that isn't intended (it's a S&S barrier in a RotRL location), but I'm curious what you would do in this situation.

I was also going to ask how goblins even manage to keelhaul someone in a crypt, but decided I don't want to know.


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Joshua Birk 898 wrote:
A) those rerolls. Yes, she only re-rolls Swashbuckling checks, but in practice, that means she rolls almost everything. Once you get the "old Salt's Bandanna" you can add swashbuckling to every check.

This is the primary reason I put her in great. I don't think it's enough to put her on the same level as Damiel and Alahazra though.

Quote:
B) Those skills. With Acrobatics, Survival and Fortitude, she excelles at three of the five best skills in the game (diplomacy and perception are the other two that come up a lot in the base set). Combine that with those rerolls and she handles barriers like nobodies business.

I honestly don't see Acrobatics come up very often. Fortitude is fairly frequent, and survival is of course fantastic. Her ability to deal with barriers is definitely better than most weapon based characters.

Quote:
C) I would argue that she does help the other players, because of that ability to reduce structural damage (assuming I am correct on how this power functions, but that's a question for another thread). I've been surprised how good that power is. It's been the difference between winning and losing in two of my play through thus far.

It's really good in solo play, but I actually haven't found much use for it in a group. Usually being able to beat ships with combined blessings isn't too much of an issue. And with the exception of 2 monsters and locations, the structural damage really only comes up when you're losing, and discarding a card to reduce it *usually* isn't a big deal.

So her lack of interaction with other players, and favored card type ally are two of the reasons I didn't put her at the same level as Damiel and Alahazra. Those two are just in a league of their own.

Quote:
You should also think abotu where Razak fits into the equation. I would rate him as good. his min/maxed stats are a huge benefit, especially if you can get him gems for constitution and charisma. He is capable of single handled burning through an entire location in a turn, and gets some of the best benefit in the game from having a strong healer. He plays very well with other characters who want to stack (Lem, Valeros, Oloch, Feiya), and lets you take advantage of characters who are particularly good at taking out boons or banes. His huge hand size and flexible deck list make him the perfect character for using static cards that would clog the hand of other characters (like Nautical charts) or for quick cycling cards that recharge.

He's something else, and I guess I didn't rate him because 1. he's a promo, and 2. his usefulness is erratic, especially depending on group composition.

Despite both being meh on their own (Ranzak solo play is not something I'd recommend :P), I've found Oloch and Ranzak (Roloch? Olzak?) to be a ridiculously powerful combo. I don't have much experience with Ranzak though, since a few of my fellow players don't really like him, or playing with him... he's sort of a selfish character.


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That's what I'm thinking too. This list is only taking their early game (base set and set 1) since that's all we have right now.


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She's in good, but still the 3rd worst overall. After playing her, she provides way more utility than Seltyiel or Oloch, and having the survival skill has proven very useful, so have consistent extra explores.

She's in a weird place. Really useful in some areas, and really mediocre in others.


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Orbis Orboros wrote:
EDIT: Of course I post this and THEN remember that the cloud spells (Toxic Cloud and co) have the attack trait and don't determine your combat skill. Still, it seems odd to me.

Wasn't there discussion of removing the attack trait from those spells anyway?

I agree, though, I see no reason Illuminate should have the attack trait.

Edit: Just saw Chad's reply. Black Spot in the RPG is literally putting a curse on your enemy, right? I don't see how that's less of an attack from making them brighter.

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