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Mechalibur's page

Pathfinder Card Game Subscriber. Pathfinder Society Member. 992 posts. 3 reviews. No lists. No wishlists. 1 Pathfinder Society character.


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Vic Wertz wrote:
Resolved in FAQ.

Can the faq resolve which of the posters here are crazy?


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My RotRL cards are holding up very well. I have a few S&S with some strange white residue on the side (they came like that out of the box), which makes them a bit difficult to shuffle. Sleeving would fix that I guess, but it seems like a huge money, time, and space investment that probably isn't worth it, since I haven't had any problems so far.


2 people marked this as a favorite.
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Ugh, no. Random henchmen should never be s thing because then you'd have to shuffle that m up and lose that nice alphabetical sorting.


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Orbis Orboros wrote:
Troymk1 wrote:
I agree on Strength spell, that would make no sense. However how about 2 strengths? That's actually the better example.

I see literally no reason, balance or otherwise, not to allow two strength spells to work.

And PoHeroism may have balance issues with multiples of them, but that's just a natural extension. It's superior to Strength.

Regardless, I see all of this as an issue with Damiel, not the PoHeroism. S&S potions are crazy good, but balanced by banishment. Damiel gets around this too easily.

---

And regardless of all that, so what if Damiel's too good? There are 48 characters out now (I think?) and only two of them (Lini and Damiel) are considered OP, and even then not by a ton (seriously, if you think about it, they're not crazy amounts better). A 23 out of 24 success rate is pretty darn good if you ask me, especially for something as widely varying as the characters are.

If Damiel really bugs you, ask your players not to use him. If they really want to play an alchemist, ask them to use him in the RotR Campaign, where he's more balanced. Maybe even add a class deck to give him an extra potion or two, but really, he should be fine.

I find this funny, because those were some of my reasons for thinking restoration didn't need to be nerfed :P (Of course, that was before the organized play was announced, so I'm retroactively in favor of it now)


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Joshua Birk 898 wrote:
The imp helps any deck, particularly fast cycling decks with access to healing.

Doesn't that description fit Damiel exactly? :P


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Joshua Birk 898 wrote:

I use a similar deck (though I would always take Jack Scrimshaw over the imp and I have more and better bombs), but I would rarely keep my hand size that low. You could run into serious trouble from direct damage. A Blood hag potentially and a bad healing roll basically shots you down, Ishtoreth mgiht kill you as well.

I love the deck, and the hand you describe is great for theory-craft, but if you keep running like that you are asking for a death.

I think you're really underestimating the imp, here. Damiel doesn't need a boost to his bombs, but a card that gives you two cards back (or cycles for free) is incredible.


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You should use Man's promise as your ship. Keep the bonus from the potions of heroism going on as long as possible.


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Stereofm wrote:
Dodging real life issues in your fantasy is even worse than IRL cowardice.

You have some very odd priorities.


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Hang on a minute, who says it even has to be based on a Paizo AP? I suppose it would be fairly likely since they could transfer a lot of art assets and story from the AP, but they could surprise us with something different.


4 people marked this as a favorite.
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Meh. The play was sexist, yes, but that's because it was based on the virtues of Asmodeus, a deity that is very sexist himself (and he's evil, so it's not like Paizo is encouraging it). For what it's worth, my group has two female players, and the play was their favorite part of the adventure.


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Like most goblin items, I don't want one, but I want someone else to have one so I can watch the fireworks.


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Vic Wertz wrote:
Blog wrote:
The Owner mechanic is one you'll be seeing more of in upcoming sets (coughWrathoftheRighteouscough) and it's featured on every card in the Iconic Heroes miniatures line.
Actually, there is one card in the set that does not have the owner mechanic. And that's all I'm gonna say for now.

Wait, what? Literally every card except one has the owner mechanic in WotR?


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Hawkmoon269 wrote:
And I'd assume she is in the adventure path source material as well.

She isn't, actually. There are 20 or so crew mates total, so not all their art made it into Wormwood Mutiny.


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The link doesn't seem to go anywhere for me.


1 person marked this as a favorite.
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Seems intentional, as he doesn't give the swashbuckling trait during exploration like pirate allies do.


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No deaths, no failed scenarios. I wasn't told what to put for Current Ship, so I'm just listing the one used most often, instead of most recently acquired (Sea Chanty), or most recently used (Devil's Pallor).

Character Name: Jirelle
Role Card: Pirate Queen
Skill Feats: Constitution +1, Wisdom +1, Dexterity +2
Power Feats: +2 hand size, reroll 2 dice with swashbuckling, gain Diplomacy: Charisma +3.
Card Feats: Weapon +1, Ally +1, Item +1
Weapons: Brine's Sting, Cat 'o nine tails, Animalbane dagger, Musket +2, Seaborne Trident +1
Spells:
Armors: Fortified Shell Armor
Items: Svingli's Eye, Eye Patch, Sea Tyrant's Patch
Allies: Lady Agasta Smythee, Haneilius Fitch, Tessa Fairwind, Mogmurch
Blessings: Sivanah, Besmara, Pirate's Favor, Achaekek, Hshura
Current Ship: Man's Promise

Character Name: Damiel
Role Card: Grenadier
Skill Feats: Constitution +3, Dexterity +1
Power Feats: +2 hand size, +1 bomb damage, weapons proficiency
Card Feats: Item +2, Blessing +1
Weapons: Shock Musket +1
Spells: Instant Armor, Cure
Armors: Sniper's Studded Leather
Items: Liquid Ice, Tot Flask x2, Healing Potion, Alchemical Glue, Potion of Flying, Sapphire of Intelligence, Potion of Heroism
Allies: Imp
Blessings: Sivanah, Milani, Abadar, Cayden Cailean, Zogumot


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ryanshowseason2 wrote:
Calthaer wrote:

Augury and Haste, however, can be played multiple times, whereas Holy Candle is a bury, and is one-and-done.

The difference being that Holy Candle buries for a multiplicative effect. Each of those turns gained is opportunity for more blessings and hastes and auguries TO be played.

Each Augury is still an additive effect each time played.

But you are quite correct that Augury is significantly more powerful than haste. It doesn't even come close, Augury makes it such that you don't have to utilize resources, where extra explorations do in order to beat banes that come.

Eh, depends if you find the monsters or not. A lot of the time I play augury and look for monsters, one of the following happens:

1. One monster is moved to the bottom (about the equivalent of playing haste.)

2. No monsters are found, all I receive is some card information (haste probably would have been better)

3. Monsters are found and moved, but because of another effect, like a villain escaping, they get shuffled a second time (augury ends up with little effect)

4. Henchmen is next card anyway, don't end up changing the order (haste would have been better to have in hand)

5. Accidentally shuffle a boon that I really wanted further down.

I'm not saying augury is bad, but I hardly think it can be definitely said it's so much better than Haste that a comparison isn't even close.


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I like Orbis' version too. Maybe "choose another random character" instead of "choose a random character" would be better, though?


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The great thing about the game is how customizable it is. If you don't like certain cards, you can take them out, or proxy them for cards you'd like more of. Personally, I like a good variation of cards of all power levels, and I don't think any of them are so overwhelmingly powerful that they need to be removed from the game.


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I'm spoilering this since it is off-topic, but as a linguistics major, I feel strongly about this :P

Spoiler:

zeroth_hour wrote:
The problem with that, though, is that English, in its status as a trade language, pretty much takes what it can from other languages so everything is actually descriptive - as long as you know another dozen languages to figure out the roots.

That's not entirely relevant here, and not entirely true either. English isn't any more of a "descriptive" language than, say, Spanish.

Quote:
The other problem with that is that you get people using the casual usage of a term as if it were fact, and then trying to argue seriously with that mistaken fact.

That's not a problem with descriptive grammar, that's a problem with people being silly. It's like how toddlers think that rabbits only eat carrots, despite that not being true; it's just part of how we assimilate knowledge, which will happen regardless of whether we view languages as a prescriptive or descriptive process.


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Hawkmoon269 wrote:
Mike Selinker wrote:
Gaby Weidling wrote:
Reptilian wrote:
Nice work there, Gary. I can see some people arguing about who gets the genie's wish (aka skill feat) in the near future :). Also, Pterrence looks like a pretty sweet card, especially with the new Lini. With the right power feat, she can fly between locations and get an extra explore every turn. But *Dinosaur geek mode*, pteranodons aren't technically dinosaurs, just flying reptiles that live around the same period as dinosaurs did *Dinosaur geek mode off*. Anyway, I look forward to getting my hand on this pack too.
I appreciate your dinosaur geek mode.
It is important to understand that I almost changed this in Gaby's original draft, but I didn't want to rob the forums of the opportunity to correct her.
I personally believe that in the Golorian system of science, pteranodons are dinosaurs. Also, in Golorian there is a chimpanzee named Monkey.

Well, I'm a strong believer in descriptive grammar. Since the majority of people don't know/care that a chimpanzee isn't a monkey by taxonomic standards (same for pteranodon as a dinosaur), then it pretty much is a monkey, at least in a casual sense. Unless you're in a zoology convention, the majority of people are fine with calling a chimpanzee a monkey.


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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.


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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.


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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.


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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.


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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.


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


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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?


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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.


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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.


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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.


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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.


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


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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.


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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.


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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.


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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.


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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?


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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


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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


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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.


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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.


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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).


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


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


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


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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.

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