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Mechalibur's page

Pathfinder Society Member. 1,014 posts. 3 reviews. No lists. No wishlists. 1 Pathfinder Society character.


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It would be kind of funny if one of his role cards allowed him to play attack spells.

"After you play a spell that has the attack trait, banish it ([] or don't, whatever)."


Chad Brown wrote:
The other Sharks have suggested that I tell you all that there will be some dissenting opinions (theirs) on which is the Best Character in the weeks to come. I'm sure that their posts will be witty, eloquent, well-reasoned, and incorrect. I'm looking forward to it already.

I'd be shocked if everyone had the same opinion on relative character strengths! I love how much strategy and playstyle variation exists in this game; it allows for all these wonderful debates.


Luthorne wrote:
Mechalibur wrote:
So it sounds like the new rogue class kind of forced to use dexterity-based builds? One thing I liked about rogue was that you could pretty easily make a strength-based one, since sneak attack worked fine for any weapon. With all the new class features that benefit off of dexterity, is there really any reason to build a strength rogue any more?

Well, I don't have my copy yet, but based on what people have said, it seems that getting weapon finesse for free at 1st and Dexterity to damage at 3rd with a specific weapon really just makes Strength and Dexterity about equal...and Strength still comes out a bit ahead in some ways, since Strength to attack rolls and damage comes online at 1st, works with all weapons, etc. Sure, you're not getting any use out of those class features, but all it really does is make Dexterity-based rogues more viable, rather than making Strength-based ones less viable...though, someone can feel free to correct me if I'm wrong.

Ultimately, though...as far as I can see, swapping a Strength-based rogue to the Unchained Rogue isn't going to make them any weaker, and will make them stronger with the debuffs they can apply via stabbing, the skill unlocks, and better rogue talents. It's just that Dexterity is going to be just as viable. Certainly, in some ways, this makes it more attractive, since Dexterity applies to AC, initiative, and to some of the more iconic rogue skills...but Strength certainly still seems like a viable option.

Well I think if all else is equal, dex based builds are usually better because their primary stat affects AC, initiative, reflex, hit, and damage, while strength is just hit and damage. I guess what I'm saying is, if you get all that for free, is there really any reason to go strength based? Maybe some two-hander build, since that still gets 1.5 strength modifier.


So it sounds like the new rogue class kind of forced to use dexterity-based builds? One thing I liked about rogue was that you could pretty easily make a strength-based one, since sneak attack worked fine for any weapon. With all the new class features that benefit off of dexterity, is there really any reason to build a strength rogue any more?


Would it be mean of me to put that robe on the boss of kingmaker? +10 DR and no cold iron bypass is nasty.


3 characters sounds like a fantastic idea. Can't wait to see what you guys come up with.


Orbis Orboros wrote:

I don't even think Smythee's all that fantastic, personally. She clogs your hand and only helps your combat checks by 2. I'm bad with names in general and haven't been able to play S&S as much as I did RotR so I forget, but I'd rather have the one that lets you recharge something else to add a d6 to someone on a ship, or that reveals to add 1 to any of your checks. I think they both let you explore too, I know the d6 one does.

Not that I've played them. I've only played Lini and she doesn't want them. I did manage to free up room for Imp, though! :D

She is probably the most influential card in my Jirelle deck; it's really difficult to overstate just how powerful she is. It's not only a +2 bonus; it's +2 per card. It gets the point where for most combat checks, I didn't even have to roll. Even for those really nasty enemies like Admiral Druvalia, it lets you get down to only 2 cards in your hand so the after combat ability hardly hurts you at all.

It's also a great way to cycle, even when you don't need the bonus. I don't think it's fair to say she clogs up the hand if she gets used all the time; in fact, she keeps my hand selection fantastic more than anything, due to her cycling.


S&S has some phenomenal allies. Lady Agasta Smythee, Imp, and Mr. Fitch are excellent additions to virtually any deck. The move on Pteranadon is also handy for all those locations with a nasty start of turn effect.

My favorite spell, on the other hand, is definitely Blazing Servant.


Glutton wrote:
Another weapon with "orc" in the name /swoon.

Yeah, isn't this the first new one in like five years?


Troymk1 wrote:

I too would like to see something along those lines. LOTR LCG eventually did the same thing attaching a folded sheet for before and after story-line with each Quest.

As to releasing too quickly?

Who says you have to buy it and/or play it immediately?

Logically releasing monthly is a disadvantage to no-one. Whereas releasing Bi-monthly was a disadvantage to those who were thirsting for new content.

It matters if you're a subscriber. There aren't any stores near me (like, within an hour) that stock on the PACG past the base box, so subscribing is the most cost efficient option for me, and it comes with some neat promos to boot.

If you're a subscriber though, you have to buy every sequential adventure, and if they're coming out too fast for you to handle, it doesn't make much sense to keep your subscription, and you have to miss out on the 20% cost reduction and promos if you later decide to pick up releases afterward.

There's also the theoretical issue of less time in development equating to lower quality, but that hasn't been a problem for Paizo or Lone Shark Games.


Not sure if this is relevant, but...

I subscribed through Skulls & Shackles, but I'm dropping it for Wrath of the Righteous. The once per month releases are just getting a bit too fast for me to keep up with, and the two boxes are still able to offer plenty of replayability.


Could you please cancel my subscription to the PACG? It's been great, but I can't keep up with all the releases that will be coming up.

Thanks!


She does the card game equivalent of debuffing, by lowering the difficulty of both monsters and barriers. Safe harbor can be used for healing, but if your friend is playing Damiel then you probably don't need any more.


You know how Seoni gets to discad a card to make a combat check? Seltyiel does the same, but with puppy allies.


Joseph Thea wrote:
My question is this: who is a good character that can solo and support? I have heard Alahazra, but can she handle checks and closing locations on her own? I think barriers would stop her cold, especially since many of them require strength or dexterity.

The thing about Alahazra is she rarely goes into a situation without being prepared. Scout out an annoying barrier? Just go to a different location this turn. Virtually no character is going to be good at every combat check and every barrier, and there are ways to make up for any particular deficiency (masterwork tools or Blessing of Abadar, for example).

But regardless, here's how I would divide the S&S characters based on their support/solo abilities

Good at solo and support:

Alahazra
Damiel
Feiya

Good at support, but not solo

Lem
Lini
Oloch (he gets a lot more powerful later on)

Good at solo, limited support

Jirelle
Lirianne
Merisiel
Seltyiel (has trouble early on)
Valeros

There's also Ranzak, who kind of defies categorization here. He helps the group by aquiring cards and taking extra explores, but he needs other players to help him out with combat.


1 person marked this as a favorite.

Another good choice for Seltyiel is Lady Agasta Smythee. Lets him recharge cards every time he gets in to combat!

Calthaer wrote:

You just opened a bit fat can of sardines with this one.

Don't expect Seltyiel's early naysayers to roll in here changing their tune, methinks me matey me hearty.

I think you're the only one salty about this, to be honest.


Hm, odd that they'd put a rule like that at the very end of the book after the suggested decklists. In future rulebooks that might bear mentioning in the turn order section.

Thank you.


I'm sure this has been asked before, but...

The Ring of Regeneration lets you recharge a card at the start of your turn. How does this sequence with cards (scenarios, locations, persistent barriers) that cause you to discard at the start of your turn? Is there a set order that they occur in, do you get to pick the order, or do they happen simultaneous. In other words, can the Ring of Regeneration recharge other cards that you discarded at the start of your turn. I checked the rulebook, but in the turn phases section, there doesn't seem to be any specific rules for what you do at the start of your turn.


Orbis Orboros wrote:
You'd put Meri up with Alahazra? Why's that?

I play in a pretty small group of 2-3, so her evade power ends up being a lot better than it would in a larger group (you can't afford to miss as many explores with 4-6 people). In a large group I'd probably switch where I placed Merisiel and Lem, since Lem gets better the more people he can support, while Merisiel's contributions become more marginal. Skulls & Shackles has some straight up nasty barriers and monsters that Merisiel can shuffle back into the deck, giving about half a chance of you not having to see that card again. If there are cards remaining in a location, but the villain is on top, she can also shuffle them further in without having to lose a combat check on purpose.

The Shadow role is also phenomenal because of how many enemies throw out damage before and after encounters in the later scenarios. That alone has probably been the biggest pitfall for my group in the toughest scenarios. Smuggler has some decent abilities as well, as Hawkmoon pointed out.

Merisiel's position is a bit tentative though, seeing as I haven't played her to part 6 yet. I do think Alzahara's better, but I moved her down because I think Damiel needs his own tier. I could see all Merisiel's advantages maybe not being as pertinent as I anticipated in actual play, so that's why I'm hoping some people have late game experience with her.

Having the lowest tier as "okay" isn't just for being tactful, I also genuinely think every character has their strengths and can be an asset for their group if played to their strengths. Lirianne seems to be a bit less consistent than, say, Valeros, but when she wants to bring the heat, she absolutely does, and Deadeye has some neat tricks to add to the table.


If anyone has finished with any of the returning RotRL characters, I'd love to hear about it. I specifically chose not to play as any of them since they were fairly similar to their first incarnations (well, except Lini), and I'm curious how well they match up in this new set.

If I had to re-rank the characters based on late game experience, it would probably look something like this (characters marked with * are ones I haven't gotten to deck 6, and are guesses that could very well be inaccurate.)

Damiel tier:

Damiel

Great tier:

Alzahara*
Feiya
Jirelle
Merisiel*
Oloch

Good tier:

Lem*
Seltyiel
Valeros*

Okay tier:

Lirianne
Lini*

This is very tentative, and I'd love to hear some different opinions.


Ilpalazo wrote:

Now that some groups are pretty much finished their first runthrough of S&S - would love folks like Mechalibur, Joshua, Orbis and Andrew to come back and give a final assessment of the characters, I will be doing the same in about a month once we are done AP6.

So far, Damiel has gone up a bit in my estimation with a more balanced build, Oloch has become even more essential to a large party and Jirelle is still the true all-star of the group.

Unfortunately, I haven't been able to play nearly as much, and I haven't been able to play a few of the characters past adventure deck 1. Haven't finished part 6 yet, but here's a very short summary of my findings.

Damiel - Still ridiculous. There are many threads about this :P

Oloch - Extremely impressive support character that can still break heads if needed. Doles out impressive bonuses, and offers healing and support through his powers and spells. I think his sweet spot is actually 2-3 players, to get the most out of his reveal bonus.

Jirelle - I've actually been struggling with her to get finesse weapons. There seems to be proportionately fewer the further you go, and a few just aren't that good to keep around (like the 2 weapons that can add stealth to your combat check. Seriously? Merisiel is the only character in this set that has stealth!). Still, her ability to re-roll just about anything and move at the end of her turn while on a ship has been very powerful.

Lirianne - Combat powerhouse with a great wisdom score to boot. Low hand size and focus on weapons/armor makes it a bit difficult for her to handle some banes, but Deadeye offers some scouting and avoiding abilities.

Feiya - She can rip through monster infested areas with the new spells that give you combat checks each turn + Man's Promise. Barriers are just about no obstacle to her.

Seltyiel - I figure experiences will be a lot different depending on which role you give him. I picked Marauder, which really helps out with barriers and ships. His hand size is better than most weapon users, and he generally has few problems making his combat checks with enough power feats. Still not the most impressive party member, but he has his uses.


Maybe Potion of Flying should go the same route as Restoration? Reveal, resolve the effects, then banish/recharge at the end of your turn.


Vic Wertz wrote:
Resolved in FAQ.

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


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.

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.


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)


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


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.


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


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

You have some very odd priorities.


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.

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.


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


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?


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.


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


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Seems intentional, as he doesn't give the swashbuckling trait during exploration like pirate allies do.


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


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.


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


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.


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.


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.


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.


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.


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.


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.


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.


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.

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

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