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skizzerz wrote:
There is no way to redeem cards included in HV2. This seems like an oversight (given the inclusion of an otherwise-useless redemption card) but was never officially addressed.

Only thing I can think of is if you played the base WotR adventure path and decided to mix cards from HV2 in with WotR's cards.


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The Sacristy from RotR says,

Sacristy wrote:
When Permanently Closed: On closing, add 1 of your buried cards to you hand.

Suppose you had to bury your role card because a mean old umbral dragon breathed on you and you were a frail wizard with a d4 constitution and failed the BYA check. Then you closed the Sacristy. Could you add your role card back to your hand? What would happen? Would it be treated like when you encounter your character token in a location deck and be displayed in front of you?


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Yewstance wrote:
  • I agree with Skizzerz above. It's not much better than Object Reading, but it is better than Object Reading.
  • Personally I still prefer Object Reading. I'll give up the free shuffle in exchange for being able to stack the top three cards of the deck. Much easier recharge too.


    Pre-core scrying was one of the best spells in the game. So I wasn't surprised when its addition to CotCT placed it at level 5. But I also see it's been nerfed pretty hard; now you reload the chosen card types instead of putting them on the top OR bottom. To be honest I think this makes the spell mostly useless now; I'd rather have the level 3 spell that allows me to examine and rearrange the top three cards of a location deck.

    Am I overlooking potential uses for new scrying? About the only thing I can think to use it for now is to try to fish for boons.

    Thoughts?


    Dang no need to get snarky; it's a legitimate question. Just needed to confirm there are certain swapouts you can't realistically do unless you constantly want to shuffle your deck contents around.


    Mavaro wrote:
    When building your deck, you may treat 1 or more cards of 1 type of boons as boons of your favorite card type

    Trying to figure out exactly how to adjudicate this power. Here's how it seems to work.

    1. When first creating Mavaro, build his deck according to his card list, as no scenarios have been played and he hasn't chosen a favored card type.

    2. Before drawing his starting hand, Mavaro chooses item as his favored card type.

    3. After the scenario is over, Mavaro may treat one other type of boon - let's say weapon - as cards of his favored card type, in this case items. So, when rebuilding his deck, Mavaro could treat the 2 weapons he starts with as item. When he then needs to reconcile his deck against his card list, he'll have to get 2 additional weapons from his character deck box (since he's counting his two existing weapons as items and therefore is short two weapons), and remove 2 items (since he now has two extras).

    4. Assuming the above is correct, what would happen if, instead of choosing item as his favored card type he chose armor, and then after the scenario slotted one of his weapons into his armor slot. Then at the start of the next scenario, he again chooses armor as his favored card type, except now he doesn't have any in his deck because when he was rebuilding his deck at the end of the previous scenario he counted a weapon as an armor. What happens then? Does he treat that weapon (or any other weapon) he counted as armor during the rebuilding phase of the previous scenario as an armor now?


    Consider the following scenario: Alice the wizard has cast foresight on herself and is attending a royal ball. At the ball Bob the assassin intends to kill her and has had mind blank cast on him. She slips away for a moment and Bob seizes this opportunity to attack. Does Alice's foresight give her a warning? According to foresight and mind blank:

    Foresight wrote:
    This spell grants you a powerful sixth sense in relation to yourself or another. Once foresight is cast, you receive instantaneous warnings of impending danger or harm to the subject of the spell. You are never surprised or flat-footed. In addition, the spell gives you a general idea of what action you might take to best protect yourself and gives you a +2 insight bonus to AC and on Reflex saves. This insight bonus is lost whenever you would lose a Dexterity bonus to AC.
    Mind Blank wrote:
    The subject is protected from all devices and spells that gather information about the target through divination magic (such as detect evil, locate creature, scry, and see invisible).

    Foresight is a divination spell, and to provide an "instantaneous warning" of "imminent danger" it logically implies the foresight is able to discern Bob's murderous intent. But since mind blank explicitly says that it protects its subject against all spells that gather information about the subject, it seems clear that Alice would not receive a warning about Bob. Furthermore, does Alice even get the immunity to surprise and being flat-footed from Bob? The spell is less clear, but as written it suggests that these "immediate warnings" are what provides the surprise and flat-footed immunities, so if Alice doesn't get a warning, she'd still be surprised. Thoughts?


    Fumbus wrote:
    □ At the end of your exploration, draw a card.

    The way this power reads he gets to draw a card after every one of his explorations. I just want to confirm that's what's intended, as opposed to drawing a card after his exploration step.


    TheGreatWot wrote:

    Biological Singularity

    School necromancy, Level sorcerer/wizard 5
    Casting Time 1 standard action
    Range unlimited
    Target 1 living creature
    Duration instantaneous
    Saving Throw Will negates, Spell Resistance no

    This spell disintegrates any body part of the target creature that isn't currently attached to its body. The body parts immediately turn to dust and cannot be restored short of a miracle or wish spell. Unattended parts receive no save, while parts in the possession of another creature use that creature's will save bonus to negate the effect. This spell also destroys clones and simulacra of the creature- clones use their creator's will save bonus, and simulacra use their own save bonus. In order to destroy a clone or simulacra, either the original creature or the clone/simulacrum can be targeted with this spell. Note that if a living creature dies and its soul transfers to its clone, the clone is no longer subject to this spell.

    Hmm, I like it except I would want the spell to not have a save. Should probably bump it up to 6th, then.


    One of the PCs in my game has been periodically scried on by the BBEG and is kind of powerless to stop it because the BBEG has several locks of her hair. Obviously, mind blank and non-detection are options, but the player is rightly concerned her character's hair might be used for other nefarious purposes and wanted to research of there was a way to protect herself. She knows a very powerful wizard who would likely know of such a spell and would be willing to share it with her (for a price).

    So, here's my spell idea: The spell would destroy any body parts/effects that are not attached to the caster. The spell would have unlimited range and work across planes. Necromancy seems to be the most appropriate school, but I don't know what level such a spell would be. The effect itself isn't overly strong, but the fact I want it to work over an unlimited distance would make me think it would be around 5th level or so.

    What do you guys think?


    During my Monday game we had a rules disagreement: Many locations (and other cards) will, as a part of their closing condition, tell you to summon and acquire a card in order to close the location. We had always played the those instructions straightforwardly; summon a random card of the correct time, make whatever checks necessary to acquire it, and if you succeed the location is closed and the card goes into your hand.

    One of the organizers stated that if you succeed at your check to acquire the card it goes back into the box because of this section of the rules:

    Rulebook, page 14 wrote:
    After evading a summoned card or resolving the encounter with it, never put it anywhere other than back in the box unless the card that caused you to summon it instructs you otherwise.

    I've always interpreted the fact you're told to acquire the [summoned] card as the card [causing me to summon the the card] instructing me to do something other than put [the summoned card] back in the box. Who's right?


    The villain, Ulunat, says:

    If Ulunat would be defeated, and Festering Ulunat is not closed, instead shuffle Ulunat into a random occupied location other than Festering Ulunat.

    The location Festering Ulunat states it's always closed, so as written Ulunat's above power does nothing. Is Ulunat's power supposed to mean when Festering Ulunat is not permanently closed?


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    MrCharisma wrote:

    My problem with that is that it's not consistent. Cure Light Wounds conjures energy from the Positive Energy Plane, but Inflict Light Wounds is apparently not conjuring energy from the Negative Energy Plane. You could just as easily swap these spells, so that Cure is Necromancy (you're draining life energy from your surroundings and putting it into a person "CARNIVALE-style"), and Inflict is Conjuration (You're conjuring energy from another plane). It would have the exact same logic that you've used (and be just as inconsistent), but have a slightly different flavour. So I know you CAN justify it (you've done a very good job of it, well done sir), but why should we be justifying something inconsistent when there's a much easier solution - to make it consistent.

    As to Raise Dead ... that's literally the definition of Necromancy. If you ask a layman what Necromancy is for, they'll say:...

    This exactly. In fact Inflict Light Wounds actually does explicitly say you're conjuring negative energy, so I guess that means conjuring positive energy = conjuration, and conjuring negative energy = necromancy. But then you look at Circle of Death and Undeath to Death, which are also inverses of each other in the exact same ways as cure/inflict light wounds, except Circle of Death and Undeath to Death are both necromancy spells.

    Even worse than making healing conjuration is making fear effects necromancy, which is just completely nonsensical. Literally every other emotion-type spells are enchantment, which is completely logical, except fear-type spells for some reason.


    Dragonborn3 wrote:
    Pathfinder Setting: Quadira.

    Thanks!


    Solar Bloodline? Where does this come from?


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    Quote:
    all spells get banished now. But when you banish a recoverable boon for its power, you don't put it back in the vault—you put it into a recovery pile. At the end of each turn, anyone with a card in a recovery pile does whatever that "During Recovery" section says.

    Ouch, that nerfs WotR Seoni's first power pretty hard. No more using the same spell on multiple combat checks. I wonder what other characters have powers that are going to be affected by this change?


    skizzerz wrote:

    Looks like the new Core rules close this loophole, so an FAQ is unlikely.

    As for your question, “when” powers always interrupt the normal flow of things. You resolve them immediately whenever their trigger happens, before continuing with what you were doing before.

    So, for example, that means WotR Imrijka could defeat a henchman, use her explore power to explore again (if she rolls a 4+), then attempt to close the location if the henchman allows after this exploration?

    Or when Warchief Bekah fails a check to defeat a barrier, she can explore again before resolving the effects of failing to defeat the barrier?

    To me the idea of a power interrupting the resolution of an effect seems to fly in the face of the principle of finishing one thing before starting another:

    FAQ wrote:
    Finish One Thing Before You Start Something Else. You do many things in a specific order, and you need to finish doing each thing before you do the next thing. You move before you explore, not after. If a spell used in a check can be recharged, finish the first check before you begin your check to recharge it. If a villain requires two sequential combat checks, finish the first before starting the second. Don’t start a new process until you’ve finished the last one. (That said, if the game doesn’t specify an order for things, you decide the order.)

    The italicizing is mine. I interpret that part to mean, in the case of Zvarbel's power, that the process of recharging the spell completes before her power activates.


    Thanks Skizzerz, that's exactly the reference I was looking for. But I still have an issue. What is the rules justification for Zvarbel's power interrupting the resolution of the spell recharging? If you're supposed to finish one thing before starting another, it seems like you would resolve the sequence like this:

    1. Roll to recharge the Scrying.
    2. You failed to recharge. Per the card text, Scrying is discarded.
    3. You failed a check. Zvarbel's power activates.

    (Again, I'm not purposely trying to find loopholes to exploit, but to me it isn't clear why some powers or effects can interrupt sequences while others have to wait until a sequence is resolved.)


    My friend is going to be mad at me (he's playing Zvarbel in our RotR campaign) if this gets his Zvarbel nerfed (especially since we're going out of our way not to abuse this), and I'm surprised this hasn't been reported yet (to my knowledge), but here it is:

    Spell Trapper wrote:
     When you fail a check, you may draw a barrier from the box or draw a random card from your discard pile ( or draw both).

    Setup is quite simple:

    1. Start the turn with Scrying (or Augury, or any other spell that's both arcane and divine that can be cast outside of an encounter. Scrying is probably the best though) and an empty discard pile.
    2. Cast Scrying and then fail the check to recharge. Guaranteed if Zvarbel chooses to attempt the recharge check using the divine skill.
    3. Having failed the check to recharge, Scrying is now in Zvarbel's discard pile.
    4. Since Zvarbel failed a check, she activates the above power to draw a random card from her discard pile. Since Scrying is the only card there, Scrying goes back to her hand.
    5. Rinse and repeat to your heart's content. If you put a second power feat into the ability, you can, if you'd like, get all the barriers from the box into your hand!

    To be honest I kind of feel like a jackass for figuring this out; I don't go out of my way to try to find ways to break the game. If it were up to me I'd probably nerf the power so it only works during an encounter - similar to how Radillo was nerfed - since that's a simple fix and it's still plenty powerful.


    That's what I thought. My friend (who's playing Zvarbel) was disappointed.

    (At least until we figured out how to easily break the game with her with an infinite Scrying loop [and get the entire box of barriers in her hand, if she wished] at the beginning of a turn.)


    Zvarbel has a power that states:

    Zvarbel wrote:
    You may banish a barrier from your hand ( to recharge a random weapon or spell from your discard pile or)

    So do you choose spell or weapon and recharge a random card of that type, or do you simply group them together and recharge a random one?


    Dulcee wrote:


    Hopefully you enjoy it as much as I do! I've played WotR Seoni with Pathfinder Tales and Ultimate Magic 4 or 5 times now, and I haven't gotten tired of it.

    I think I'm going to play her with Pathfinder Tales and Ultimate Intrigue. I was torn between Ultimate Intrigue and Ultimate Equipment, but I think UI has more boons I'm interested in.


    Parody wrote:

    No reward needed.

    Guide to the Guild 5.0, p. 7 wrote:
    You can replace your character with any character card of the same class (along with a matching role and token card) from any Pathfinder Adventure Card Game base set or Character Add-On Deck.

    Celeste (PF Tales) is a Sorcerer, so you can use any Sorcerer (e.g. Seoni) from the base sets. You can't, though, take one from another Class Deck (or equivalent).

    The character registration system bears this out.

    This is outstanding. I think I may play WotR Seoni in OP as my next character.


    Dulcee wrote:
    It bugs me that every version of Seoni can use the Pathfinder Tales deck except Sorcerer Class deck Seoni.

    Holllllld on a moment. We're allowed to use WotR Seoni with the Pathfinder Tales deck? How do we get this reward?


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    What is online play?


    I'm a little concerned that moving to more keywords to save on text may be off-putting to new players. So whereas before, we had "put this card on top of your deck", which is self-explanatory, that's been replaced by the new term "Reload", which just adds to the list of terms new players need to learn in order to play the game. When I'm I'm teaching the game to new players, I already feel like explaining the differences between recharge, banish, bury, and reveal can get a little overwhelming to a new player, and this just adds to that. Same with the concepts of the hourglass, "when this is the hour", and other new terminology. I think I still may use the older sets to teach new players just so it's a little less daunting for them.


    So, here's the situation: A barbarian with beast totem pounces on a caster with frightful aspect, which states:

    Frightful Aspect wrote:
    You become a larger, awful version of yourself. You grow to size Large, and take on features that horrify your enemies. You gain the following abilities: a +6 size bonus to Strength, a +4 size bonus to Constitution, a +6 natural armor bonus, DR 10/magic, and spell resistance equal to 10 + half your caster level. You also emit an aura that emanates 30 feet from you. Enemy creatures within the aura are shaken. Each time a creature shaken by this aura hits you with a melee attack, that creature becomes frightened for 1d4 rounds, though at the end of that duration it is no longer affected by this aura. The aura’s effect is a fear and mind-affecting effect.

    So after the barbarian makes his first melee attack on the caster, he becomes frightened. The frightened condition states:

    Frightened wrote:

    A frightened creature flees from the source of its fear as best it can. If unable to flee, it may fight. A frightened creature takes a –2 penalty on all attack rolls, saving throws, skill checks, and ability checks. A frightened creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape.

    Frightened is like shaken, except that the creature must flee if possible. Panicked is a more extreme state of fear.

    So does the barbarian get to make the rest of his attacks? He can't flee because he's already moved this round, but otherwise nothing else is preventing him from fleeing (say for the purpose of this scenario, there's nothing between him and the exit behind him.)


    @Scott Wilhelm - Cliff Notes version: The northern border of the country of Abagaard is defined by the Edge River. Beyond the Edge River is the Wildlands, an uncivilized region controlled by five orc tribes. Tsadok has united the five tribes with the goal of invading Abagaard, and is marching his army south toward the border. The Duchess's duchy is on the border, so it fell to her to raise an army to repel the orcs. With the help of the PCs they discovered the general path of Tsadok's army and created a suitable battlefield to challenge it. She challenged Tsadok to meet her army with his and announced that if he didn't accept the challenge his cowardice would be known to his troops, so he was pretty much forced to accept it.

    Beyond that both sides are expecting a vicious, brutal battle. The Duchess's army is fighting immediately on the northern shore of the river, so there's no way to retreat. The orcs are orcs, and many of them will fight to the death either out of fanaticism or discipline (the orcs of one of the tribes, the Rending Blades, are typically lawful evil and militaristic).

    @Asmodeus's Advocate - Oops, you're right, that page in Beastiary 6 doesn't give the full write-up for creating troops. I can't remember where I saw it, but I remember it was a pretty bad template. Something like a CR 15 troop is only supposed to do 5d6 damage per round or something, which is laughably pathetic.

    @seems - Thanks for the links; I'll check those out. Simply figuring out how the Duchess and Tsadok are likely to deploy their troops is going to help me visualize the battle and create specific encounters from there.

    So far I'm thinking Tsadok will send in the ogres and drakes first to soften up the center of the Duchess's army while the skirmishers maneuver to the flanks. The archers will exchange fire as well, but I'm not entirely sure how archers were used back then. Did they simply shoot at the enemy until their melee units engaged? The warmages will be given an overwatch duty to attack any unit that tries to maneuver behind or to Tsadok's flank. The mutant goblins were brought along to be released into a besieged city in order to wreak havoc; Tsadok will be reluctant to use them in the battle because once they're released they really don't differentiate between friend and foe.

    On the Duchess's side, one big advantage is that due to a spy in Tsadok's army, the Duchess (and the PCs; they were the ones who met with the spy and relayed his intel to the Duchess) has a pretty good sense of Tsadok's troop composition and can position her forces accordingly. And despite being outnumbered the Duchess has the NPC level advantage, mostly due to the aid of the PCs (they're 15th level).

    @Jeven - I like the idea of creating simultaneous crises for the PCs to respond to and having different sets of consequences depending on what they do. That's complex to set up though; I'll see what I can do.

    @mudfoot - Thanks to the Duchess challenging Tsadok, the PCs now know what he looks like. And you're right, he's been well defended, which is why they haven't already tried to take him out. He won't run though, so win or lose he's going down fighting. I think I'll have him hold back and be battlefield general unless he gets the opportunity to fight the Duchess directly.


    @Asmodeus's Advocate - It's a combination of forces from around the country. The bulk of them are the Duchess's and from a neighboring duchy, the country has a population of 15 million.

    For the most part, the casters are going to cancel each other out. Any battlefield control type spells will quickly be dispelled by the opposing casters.

    The troop template is described on page 265 of Beastiary 6.

    @Seems - Tsadok is the key, which is why the PCs are going after him. The orc army is the combination of 4 different tribes of orcs brought together by Tsadok. If he and his second in command are killed, they're going to revert to fighting like disorganized orcs. Ideally I'd like to present them with opportunities to aid in forces around the battle in ways like you mentioned before they fight Tsadok, if I can come up with some ideas of ways to make it work.

    @avr - That's a good point, I may have to adjust some numbers to make the fight a little more even.


    @Nicos, @Paulicus - Yeah that's what I'm going to do. The orcs have some monstrous units on their side, I'll be able to have some interesting events.

    @avr - I've looked at the troop template and just can't wrap my mind around how it works. It seems pathetically underpowered.
    ______

    I'm trying to figure out, given the compositions of the armies, how the battle would likely play out. Here are the compositions:

    Duchess's forces:

    3,500 skirmishers
    3,500 heavy infantry
    1,000 medium infantry
    1,500 heavy cavalry
    2,000 light cavalry
    2,500 longbowmen
    225 Sentinalia (Sentinalia are a prestigious fighting order; the average Sentinalia participating in the battle is 8th level.)
    30 Amethyst Order mages (various levels, 3-14)

    Tsadok's forces:

    7,000 skirmishers
    3,500 heavy infantry
    4,000 medium infantry
    2,500 cavalry
    2,000 longbowmen
    200 ogre shock troops (6th level fighters)
    48 mutant goblins (14th level barbarians)
    23 lava drakes
    31 warmages (7th level sorcerers specialized in fireball)

    The battlefield is even hard ground, mostly flat, about 2 square miles in size, with a river directly behind the Duchess's forces. The Duchess's army was waiting for the orcs to arrive and will attack before the orcs get a chance to set up their siege engines, so I didn't list them.

    The Sentinalia will be dealing with the ogres while the Amethyst Order was brought in to deal with the drakes. The mutant goblins are pretty much uncontrollable once released and will likely be held back unless things go badly for the orcs.

    Beyond that I'm not sure. I don't know much about battlefield strategy so don't know how the forces would be deployed. Knowing that would allow me to construct scripted events like Avr mentioned and make it easier to set the stage for the PCs fight.


    EpicFail wrote:
    He doesn't necessarily need to do massive DPR, but he certainly needs to hold off bad guys.

    With no artificial aggro mechanic, tanking in Pathfinder requires the tank to be threatening in some way so his enemies will want to focus their attention on him. Otherwise they'll simply ignore him in favor of higher priority targets. Which is to say, the character being an elf is of secondary concern to how you're going to make him threatening enough that monsters will want to attack him.

    So tanking in Pathfinder first requires you to consider how you're going to make yourself a threat. Since you're an elf, consider being a martial class that uses combat maneuvers. With your racial intelligence modifier it only costs a single point to up your Int to 11, which after your racial adjustment will bring you to 13, the requirement for Combat Expertise and a bunch of improved combat maneuver feats. At early levels trip is a good combat maneuver to build on. Since trip can be used in place of a melee attack, you can attempt to trip anyone trying to move past you. With your likely higher than average dex because elf, you can take Combat Reflexes to give yourself many AoOs per turn and control an area of the battlefield. Very useful for protecting the squishies.

    As you level trip becomes less useful as trip CMDs become higher and higher and flying enemies can't be tripped at all. Since you mentioned playing an adventure path, disarm becomes useful because so many of the big bads in adventure paths are humanoids with class levels who use weapons.

    One thought is playing an unchained monk. Start with this stat array:

    Str 10
    Dex 19 (17+2)
    Con 14 (16-2)
    Int 9 (7+2)
    Wis 14
    Cha 7

    Take Weapon Finesse as your level 1 feat and eventually get an AoMF with the agile enhancement and you'll be adding your dex to your damage instead of your strength. You'll be able to take several improved combat maneuver feats with your monk feats. At level 1 you'll have an AC of 16, which is decent, 14 hp, and acceptable saves.


    For the last several sessions the PCs have been assisting the Duchess in assembling an army to defend the duchy from an invading orcish army from the north. The most recent session involved final preparations and the two armies meeting on the battlefield with the battle to take place the next session. The PCs are going to attempt to take out the leadership of the orcish army, since they're the strongest group/unit on the Duchess's side.

    I'm trying to figure out the best way to facilitate the PCs being able to fight the half-orc warlord leading the orcish army (Tsadok) and his retinue during the battle. I'd like to be able to convey a sense of actually being in the middle of a large-scale battle between armies without actually doing a bunch of dice rolling for stuff that's just going to be in the background, though I like the idea of the PCs having to deal with stray arrows being shot their way. I also like the idea of being able to pit them against an entire unit of troops in case they decide to be PCs and do something unexpected.

    I have the numbers and types of forces for each army figured out, as well as stat sheets for important NPCs involved in the battle, but beyond that am a blank slate. I'm also trying to figure out logically how the battle will unfold given the forces each side possesses.

    Any ideas are appreciated.


    Managed to get through the scenario with one card left in a single open location because of examining Dance Macabre putting undead in the locations. That last card was a rolling sphere.


    Yewstance wrote:
    Elemental Treaty to the rescue! :D

    Pfft, just a basic. We removed that card from the game long ago.


    When you play Shapechange for increased stats, the bonus you get replaces your character's existing bonus, right? So if my character has 3 skill feats in strength and I play Shapechange I roll a d12+2 and not a d12+5, correct?


    Hawkmoon269 wrote:
    Xexyz wrote:
    If you take 4 damage before you act from the Elemental Construct (I think it's called the elemental construct; it's the deck 4 monster that does 1 fire, cold, acid, and electricity damage before you act. It looks like a spider) do you lose 4 cards from locations?
    Elemental Arachnid. And I've played that it costs your multiple cards.

    We have too. It's brutal.


    If you take 4 damage before you act from the Elemental Construct (I think it's called the elemental construct; it's the deck 4 monster that does 1 fire, cold, acid, and electricity damage before you act. It looks like a spider) do you lose 4 cards from locations?


    My guess is that they'll be released once Ultimate Wilderness comes out.


    Madokar Valortouched wrote:
    Here's the thing. As a CE Outer Rifts Oracle as well as being a demon, she can't cast Lawful or Good spells.

    Why can't she cast lawful or good spells? Oracles do not have restrictions against alignment descriptor spells, unlike clerics. Also, there's nothing about having the demon, evil, or chaotic subtypes that bar casting those spells either.


    When Erasmus puts a marker on one of his Spirit Relatives, does the Spirit Relatives skill and bonus replace Erasmus's skills and bonuses?

    For example, putting a maker on Veldira gives Erasmus the following skills:

    Wisdom
    Divine: Wisdom
    Perception: Wisdom

    Since Erasmus already has Perception: Wisdom +3, does he lose the +3 part since the marker replaces Perception: Wisdom +3 with Perception: Wisdom?

    Also, does he lose the use of any skill feats he may have put in Wisdom as well?


    I'm going to go against the grain and say I'm not interested in more story unless the story becomes a meaningful part of the gameplay. As it stands, the story bits is just background info that doesn't have any effect on the game; if the story demands the villain we defeat in a scenario gets away then the villain will get away no matter how the scenario plays out. It's like being railroaded in an RPG and it makes me completely tune out.


    skizzerz wrote:
    Five-Pointed Sun was FAQed. Basically just save it for last.

    Thanks for this. I saw this FAQ but couldn't remember how the location changed; we ended up playing the scenario as intended since it was the only thing that made any sense, heh.


    The Scenario rules for 4-5E state the Five-Pointed Sun location cannot be temporarily closed. The Five-Pointed Sun location states that it can never be permanently closed. So how do you stop the villain from continuously escaping back to the Five-Pointed Sun? Does the rule for temporarily closing a location a villain is at when you defeat a villain overrule the scenario rule?


    Has this been fixed yet?


    Wait, so is the new set going to mothball everything that came before it? Will I have to buy all new character decks?


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    I use both but generally prefer D20. As someone who like stacking archetypes to see what kind of interesting characters I can make I love the archetype compatibility table on D20. It's also a lot easier to use when I'm searching for something in particular. AoN on the other hand I'll use when I'm looking for things like magic items since it's got items from the softcovers and I generally don't use any 3PP. I'm thankful for both because they each have their strengths.


    ckdragons wrote:

    Assuming the NPC is using dispel magic to counterspell, I would rule as a GM that YES the NPC would lose his invisibility because the dispel magic is an offensive attack against the PC.

    Why would using dispel magic be different than if the NPC in question had invisibility purge memorized and used that instead?


    Situation: NPC has regular invisibility, readies an action to counterspell. PC attempts to cast invisibility purge, and the NPC successfully counters the PC's spell. Does the NPC lose their invisibility?


    Gallant Armor wrote:
    You can channel to harm living as well so it's still very useful.

    I disagree. The damage is pitiful and the DC is based on a secondary stat for the majority of clerics. If you don't build specifically around it it's pretty much a waste. Same with spontaneously casting inflict spells.


    LordKailas wrote:

    The only thing I've found is that if you take a level in necromancer you then qualify for the feat versatile channeler.

    Unfortunately I don't have a level to spare =(

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