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Pathfinder Card Game, Class Deck Subscriber. 1,111 posts. No reviews. No lists. No wishlists.


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All in all the elements play out like this: Acid is the best choice for utilizing the damage prevention ability as going through deck 4 it's the most common source of masterable element damage, and unlike fire a lot of that damage is going to get through because the conditional sources are hard for Seoni to avoid without blessings or other cards. It's poor for utilizing the +4 to checks power feat as there's only 1 spell that can inflict acid damage, and is the second most common element that monsters are immune to.

Where as acid is mostly defensive, Cold is the opposite. Through deck 4 it's the least common immunity, and most common weakness, and it has the most spells (tied with fire) that have cold as an inherent or optional trait.

Fire is a balance between Acid and Cold. It's the 2nd most common source of deck 4 damage after acid, but much less threatening overall because the majority of those damage sources are easy for Seoni to avoid. Offensively there are 8 arcane spells that can have the fire trait, though it's a somewhat common immunity possessed by henchmen.

Electricity is clearly the worst of the bunch. Not only is it a rare source of damage, a whopping 37 monsters are immune to it. Which is just as well, since only 3 spells can get the electricity trait.

Overall I think the best element to master first is acid. Because you get the damage prevention power immediately upon getting your role card, acid is the best out of the gate because it's the most common source of damage. Cold is the best for offense, but that doesn't come online until after the 4th scenario in deck 4. Once you get your first power in deck 5 the biggest benefit of cold - there are 8 spells which do cold damage - is lessened because you'll be able to add your mastered element to all your checks.

I'll update this thread as decks 5 and 6 are released, as the contents may alter the balance between the elements. Likely electricity will still suck, though.

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Seoni's Element Master role works a little differently than most character roles. When you gain the role, you have the option of putting your power feats into one of four elements: acid, cold, electricity, or fire. When you do so that element is considered "Mastered". All of your powers, including your non-role powers, interact with elements you have mastered. So the question becomes; which elements are best to master? I've looked at all the cards to include deck 4 in order to figure this out. If you'd just like a summary of my analysis, jump to the next post.

When you first select an element to master - assuming you use your first power feat after you get your role to master an element - you immediately gain the following benefits via your powers:

1. Before your combat check, you may discard a card to draw a card that has the Arcane (□ or Magic) or mastered trait from your discard pile.

2. You may automatically succeed at your check to recharge a spell (□ or an item) that has the Attack or mastered trait.

3. When you acquire a card that has a mastered trait or an ally (□ or a spell), you may draw a card.

4. Reduce damage of a mastered type dealt to you by 2 (□ 4).

Powers 1 & 2 are irrelevant [where mastered traits are concerned] as through deck 4 there are no arcane spells that have a masterable trait which are not also attack spells, while the only non-spell card which has a masterable trait is a loot bow from deck 4 which has the fire trait.

Power 3 is also irrelevant if you spend a power feat into the ability to have it also trigger off spells. If you did not put a power feat there, the breakdown of boons - all of which are spells - which have masterable traits (through deck 4) is as follows:

Acid = 0 spells
Cold = 5 spells
Electricity = 2 spells
Fire = 10 spells

Of note is that of the 10 spells with the fire trait, 5 are divine only.

That leaves power #4: Reduce damage of a mastered type dealt to you by 2 (□ 4). I went through every card which you may encounter in deck 4 and totaled up each masterable damage type that a card may inflict. I broke them down into the following categories: barrier/regular monster/henchman/villain/location. For barriers and regular monsters I counted each copy of such a card, while for henchmen and villains I only counted each once. Furthermore, I noted whether or not the damage was conditional, meaning you could avoid it with a successful check or die roll. Here's how it breaks down:

Acid: 2/11/0/0/0 = 13 total, 6/13 sources conditional. Of that breakdown, 2 [regular] monsters are basic while 4 are elite. Of note that while 6 of the sources only inflict acid damage conditionally, 4 require difficult [for Seoni] checks to avoid the damage.

Cold: 2/0/0/0/0 = 2 total, 2/2 sources conditional. In deck 4 the only way you will suffer cold damage is if you fail to defeat the Baleful Shadows barrier and encounter the henchman Wight. This barrier is elite.

Electricity: 0/3/1/1/0 = 5 total, 4/5 sources conditional. Of that breakdown, the villain will only inflict electricity damage if you chose to defeat it via its card text, while one of the monsters will only inflict electricity damage if you choose to re-roll your combat check, which the monster allows you to do.

Fire: 3/1/1/1/1 = 7 total, 7/7 sources conditional. Of that breakdown, 1 barrier is elite. Also, the location Molten Pool inflicts 1 fire damage at the start of your turn [if you're there] and changes all combat damage received into fire damage.

In addition to those automatically acquired powers, there are two additional powers you can gain by spending power feats:

5. □ You may add 1 mastered trait to your check.

6. □ Add 4 to your check that has a mastered trait.

Power #5 only comes into play on its own when fighting certain banes; otherwise it's much more relevant when combining it with power #6. Using the two powers together will net you +4 on every check you make, so long as the card or ability against which you're making the check is not immune to that element.

Each considered on their own, powers 5 & 6 are almost solely relevant when fighting monsters; Many attack spells will have a masterable trait, while many banes will react to a masterable trait in 3 possible ways: The bane is immune to the trait, the bane is strong against the trait (which means a check with that trait has an increased difficulty), or the bane may be weak against the trait (meaning checks with that trait get a bonus). As with damage, I broke them done between regular monsters/henchmen/villains:

Monsters which are immune to a masterable trait:

Acid: 7/0/1 = 8 - Of that breakdown, 1 monster is elite. Of note, 6 of the 7 are also monsters that inflict acid damage.
Cold: 1/1/0 = 2
Electricity: 28/8/1 = 37 - Of that breakdown, 4 monsters are elite.
Fire: 3/4/0 = 7

Monsters which are strong against a masterable trait:

Acid: 0/0/0 = 0
Cold: 3/0/0 = 3
Electricity: 4/0/0 = 4
Fire: 3/0/0 = 3

This category basically consists of the pitborn scoundrel. It's strong against cold, electricity, and fire, and there are 3 copies. It's elite.

Monsters which are weak against a masterable trait:

Acid: 0/1/0 = 1
Cold: 6/0/0 = 6
Electricity: 0/2/0 = 2
Fire: 2/1/0 = 3

Of all those monsters, 1 is basic and 2 are elite, and all three are weak against cold.

Since power #6 {Add 4 to your check that has a mastered trait} mostly interacts with many of your spells (until you get power #5), it's important to consider how many arcane spells of each masterable element there are. As of deck 4, here's the breakdown:

Acid = 1
Cold = 8
Electricity = 3
Fire = 8

These number include both spells that have the trait by default and spells that can add the trait as part of the spell's power.

Last but not least, there are a few other non-weapon cards that can add a masterable trait. Through deck 4, they're as follows:

Fire - Druid of the Flame
Electricity - Druid of the Storm, Lyre of the Storm

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Banned for balance/gameplay reasons:

Summoners of any kind
Clustered Shots (thinking of unbanning this one, we'll see)
Anything 3PP
Stuff from Paizo but not part of the main line needs my approval

Banned for theme/setting reasons:

Summoners of any kind
Non-CRB races
Druids (Well, mostly strongly discouraged by me. Also a player test class.)
Crafting feats

Things I'm using from Unchained:

Unchained rogue & monk (regular versions still available)
Signature skill feat available
Alternate multiclassing
Poison & disease
Customized version of ABP rules

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2nd level: I think Blindness/Deafness is a poor choice. Giants (which you'll be fighting a lot of) tend to have high fort saves, and more than that you've already got enchantment spells to deal with them. The second most common monster you'll be fighting after giants are undead, which are immune.

Instead I recommend Invisibility, See Invisibility, or Aggressive Thundercloud (if you want some free damage on your turns).

3rd level: Fireball isn't a bad choice, but I personally think Fly is better. You're going to want Dispel Magic eventually as well.

4th: I don't care for Dimension Door, even though it's very useful. I strongly recommend Acid Pit, as it's a great SoS & BC spell which targets the weak save of a lot of things you'll be fighting.

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Snorb wrote:

Yeah, you'd be right. The evangelist would get 1d6 channeling at 3rd and 5th level, and the holy vindicator's two levels would stack for another 1d6.

So yes, 3d6 worth of channeling, which... isn't BAD, but I don't know either archetype, so I guess they make up for it in magic/performance/utter meanness?

The Evangelist cleric gets a few bardic performances in exchange for giving up a domain and some channeling dice. The downside to the combination is that one of the holy vindicator's main abilities is keyed off the character's channel dice.

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A player in my campaign is making a new character, an Evangelist Cleric 8 / Holy Vindicator 2. The Evangelist cleric does not get a channel increase at levels 1, 9, and 15. The Holy Vindicator's class level stacks with any levels that grant channel energy. So I interpret this to mean the character will have a total of 3d6 channeling. Is this correct?

Holy Vindicator wrote:

Channel Energy (Su)

The vindicator’s class level stacks with levels in any other class that grants the channel energy ability.

Evangelist Archetype wrote:
Sermonic performance replaces the 1st-, 9th-, and 15th-level channel energy abilities. This caps the cleric's channel energy damage at 7d6 points.

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kyrt-ryder wrote:
It's not the Fighter's job to be the 'plain old warrior.' That's the Warrior's job. Or a theoretical Juggernaut Adventuring class that actually gets the raw power required to be able to somewhat keep up at mid-levels and above without having special abilities.

I see. So there's a 'correct' way to play the fighter and wanting to shut your brain off and simply hit things with your weapons is wrong then?

Regardless, there's nothing anyone can say that's going to change my opinion on the matter, so there's really no point in debating it.

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Do answer the original question, I don't think martials need better things, and I certainly don't want them put on an equivalent level with casters. Here are my reasons:

1. Having martials being able to perform equivalent acts as casters breaks verisimilitude for me. At that point the game feels less than a fantasy game and more of a medieval themed superhero game.

2. Generally speaking, this is a cooperative game. That being so, class balance frankly isn't that important.

3. There needs to be simple classes so players have a variety of choices when deciding what to play. I've been in many games where someone's chosen to play a plain old fighter because they didn't want to have to think their way through every combat; they just wanted to kill monsters.

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I use 12 dice sets. And even with that many sets, if we play with more than 2 people we still end up passing dice around =/

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Just finished my second playthrough with a two man team: Myself playing Feiya and my friend playing Heggal. We played with three class decks mixed in (Cleric, Fighter, Ranger) and after breezing through the first 5 decks, including 5-5, we decided to spice things up for deck six by playing with all 8 locations. Even with 8 locations we managed to one-shot scenarios 1, 3, and 5, but The Armada and Last Stand of the Hurricane King were very difficult and each required three tries before we beat them. We really enjoyed the extra challenge though, and will be playing with similar rules for the next playthrough.

Cards in bold were acquired through the two card feats gained after completing the AP. Italicized cards are from a class deck.

Most used ship: Come What May

Character Name: Feiya
Role Card: Hexer
Skill Feats: Intelligence +4, Wisdom +2
Power Feats: Handsize +1, +3 & barriers with her recharge power, recharge Blessings of Pharasma, and potentially drawing a card when succeeding on a craft check or playing an arcane spell.
Card Feats: Spell +4, Item +1, Ally +1, Blessing +2

Spells: Control Weather, Freezing Sphere, Holy Stone, Shapechange, Tsunami x2, World Wave, Scrying x2, Life Leech
Items: Ring of Regeneration, Impossible Bottle, Letter of Marque
Allies: Audessa Reyquio, Haneilius Fitch, Exalted, Clockwork Owl
Blessings: Blessing of Pharasma x6 (four of which were from class decks)

Character Name: Heggal
Role Card Life of the Party
Skill Feats: Strength +3, Wisdom +3, Charisma +1
Power Feats: Hand Size +2, Weapons, +3 to reveal ally ability, discard ally to retrieve weapon from discard pile.
Card Feats: Weapons +2, Spell +1, Item +1, Ally +2, Blessing +2

Weapons: Keen Falcata +1, Grayflame Mace +2, Old Salt's Rapier +2
Spells: Divine Fortune, Shapechange, Major Cure, Righteousness
Armors: Reflecting Buckler, Adamantine Plate Armor
Items: Pearl of Magic, Farglass, Immortal Dreamstone
Allies: Mase Darimar, Swab x2, Tessa Fairwind, Mogmurch, Evangelist
Blessings: Blessing of Gorum x5 (two of which were from class decks)

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philosorapt0r wrote:
Feiya, on the other hand, is much better than I had initially thought. After seeing the paucity of worthwhile arcane spells in S&S playing with other characters, I was skeptical of a dedicated arcane caster in that AP. Little did I realize that with a deck full of usually marginal high-AD# cards (even divine spells---Protect did solid work), she can just play as a super-bard who can re-use her best spells (like an arcane-only Lem on steroids).

Speaking of Feiya, her Hexer role is much better than I originally thought it was going to be. I only picked it because I had found a bunch of Blessings of Pharasma and zero Huhurhas. However since her recharge power gets used all the time, getting it up to +3 is worthwhile, and her ability to draw a card after making a craft check and eventually playing a spell is fantastic; even though at first you can only draw the card if it's a spell that still consists of half your deck.

Also, the Arcane spell selection isn't as bad as it appears at 1st glance. Frozen Orb is an outstanding attack spell that does almost the same damage as Disintegrate - 3d6+3 vs. 4d6 - while being easy to recharge and having the option to use for multiple combat checks. And it comes online much sooner as well. Once you get into the last deck there's Shapechange, Tsunami, Recast, and World Wave. RotRl probably edges S&S out due to having strong arcane spells in every deck, but S&S still offers a strong selection.

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CD Kyra - though I still like her - didn't seem to work out as well as she originally looked. I first played her into deck 5 of S&S, but became frustrated when I couldn't encounter monsters as often as I liked. Though she has great stats she's hurt by not being able to upgrade her hand size until she gets her role card. Even then, if you go Fireflower you're going to probably want to put your first power feat of your role into her explore-after-combat power, which delays getting a bigger hand size even more.

She worked better in RotR due to being more combat checks and having access to the Restoration spell. She's still a strong character overall, just [i]quite/[i] as good as I had hoped.

Tarlin on the other hand surprised me. At first I thought he was going to be a mostly weaker version of CD Kyra: weaker in both spellcasting and combat. Starting out it's true, though being proficient in weapons off the bat does help things out. Once you get his role card, however, he really comes into his own. His Peacemaker ability to recharge a weapon to recharge a card from your discard pile is very strong. It both turns you into a self-healing machine while at the same time very efficiently cycling your deck. It also pretty much completely offsets his weak spellcasting ability because I was able to quickly get my spells back into my deck with the weapon recharge power.

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I like this thread. It's helped illustrate exactly why I hate certain abilities.

Well, as long as posters are kind enough to explain why their characters are dead, since trying to navigate the FAQs are like wading through a swamp in the dark.

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First World Bard wrote:
Yeah, generally he has an easy enough time acquiring Arcane spells with his high Intelligence, but acquiring Divine-only spells are a little more troubling.

Yeah, my Damiel kept extra Blessings of Milani just for that reason.

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jones314 wrote:
Your inequality might be more complicated because when you increase x locations, you also add cards that help you explore more (principally blessings and allies). I suspect the net effect still makes it more difficult.

Of course, the equation leaves out a bunch of factors, but even with additional exploration cards from added locations there are still more banes that need to be defeated. So the explores per turn requirement still increases.

What I wonder is, with the increased rate of boon selection, do you find that the last scenario or two of an Adventure Deck are a bit flat, since you already got nearly all the cards you want at that level?

We haven't played through an entire deck yet, so I don't know for sure; the Letter of Marque clouds the evaluation of that aspect. However the combination of additional boon selection and failing scenarios (and the LoM) means by the time we get to the last scenario we'll probably have the majority of the boons we're looking for. However from a fun standpoint, for us it's more enjoyable to find those boons earlier rather than later because we have more opportunity to actually use those boons.

One thing I will add is that even though we're more likely to encounter the new boons we're less likely to acquire them due to needing to use blessings for explores instead of helping on checks. Heggal lost out on the Adamantine Plate because we didn't have any Blessings to help my Feiya pick it up for him.

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First World Bard wrote:
Xexyz wrote:
eally nice. But beyond that combo most of the powers seem lackluster. There haven't (to my knowledge) been any cards printed so far that have the mastered trait, so the value of her damage absorption is unknown. I'm not too keen on her elemental powers either because I don't want be forced to add fire/cold/acid/electricity to a check if I want to get the +4.
Xexyz: The mastered trait refers to whichever elemental feats you've taken: fire/cold/acid/electricity. If you've mastered Fire, you reduce Fire damage taken.

Ok, now I understand how this all works (I think). Bleh, that makes the role worse than I thought, since you'll need to get several power feats just for it to do anything.

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nondeskript wrote:
I would love to see someone who is really good at statistics to sit down and figure out if adding more locations really ups the difficulty.

So far in our (limited) experience, it has [increased the difficulty]. With only two players to permanently close a minimum of 6 locations, as opposed to the normal 2, it puts a lot of pressure on getting as many explores as possible. At the same time, the consequences for failing to defeat a henchman - or worse, a villain - are greater because we just can't afford to have unproductive turns. These two factors create a constant balancing act between getting as many explores as possible and ensuring you have enough resources in your hand to defeat any difficult banes. Furthermore, we have to think carefully on which locations to explore and when, because we absolutely cannot afford to fail closing a location after defeating a henchmen - there're just not enough turns available.

From a mathematical perspective, think about it this way: A location will require n amount of explores before the henchman/villain is found and the location can be closed. To win, you'll need to permanently close x number of locations before the villain can be cornered and escape impossible. So in order to achieve victory you'll need a minimum of n*x explores. Since the default explore number is fixed at 30, a minimum number of explores per turn t will be needed to achieve victory. This is represented by the inequality 30t > nx. By adding locations, you're increasing the value of x, which then means you need to increase the value of t (because 30 is constant) in order to satisfy the equation.

I think it's fair to say that being required to devote more or your resources into additional explores makes the game more challenging because those are resources you can't then use to acquire boons and defeat banes.

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So I'm leaning toward Element Master but am undecided. With Element Master's two powers I'd be getting +4 on every check I wanted, which is really nice. But beyond that combo most of the powers seem lackluster. There haven't (to my knowledge) been any cards printed so far that have the mastered trait, so the value of her damage absorption is unknown. I'm not too keen on her elemental powers either because I don't want be forced to add fire/cold/acid/electricity to a check if I want to get the +4.

The Corruptor role I'm lukewarm on as well. It seems that you would get a combination of powers to become an exploring machine, but I don't know how well that would play out in game since you're really burning through your deck to do something like that. Furthermore, as more cards become redeemed the value of most of her corrupted powers diminishes as well.

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Right now me and my friend, who are playing through S&S, just decided to play with all eight locations for AD6 in order to up the challenge. So far it's certainly been that; we failed Scenario 2 twice so on the third try had to discuss our strategy for beating it before we started. A nice bonus for this added difficulty is since we're playing with so many more locations, we have a greater chances to see (and acquire!) all of the cool AD6 boons, which makes it even more fun.

The next time I go through an AP with my friend we'll be playing with a custom hardmode where we add an additional location to each scenario starting with AD3, and increasing with each AD until we're playing with all eight locations for AD6 scenarios. I'm hoping the gradual increase in difficulty will make the game more fun.

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I'm going to buy the Season of the Shackles scenarios for my group to play at home. Is there anything the scenarios that necessitates we used the OP playstyle of everyone having their own class decks? Or can we all pick a character and build decks from the S&S set like normal?

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This isn't anything new. When defeating the villain means victory people always use all their cards in order to make the rolls a foregone conclusion.

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noblejohn wrote:

I am prepping a CR 6 level 7 ninja who has a potion of displacement. How many rounds does it last - the rules say 1 round per level.


Permanent magic items will list the caster level of the item. Potions, wands, and scrolls are always made at the minimum caster level needed to cast the spell unless specifically noted otherwise.

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I'm hoping this is a simple question since I'm going to be running in a few hours. Here's the scenario:

PC party arrives at a barred door and starts busting it down. The 2 NPCs on the other side of the door ready actions to attack as soon as the doors are forced open. Party suspects, but is uncertain that there are NPCs on the other side of the door. How does this play out?

1. Is there a surprise round?
2. When is initiative rolled?

Reading the rules for readied actions seems to imply that initiative has already been rolled. But if the PCs are unaware of the NPCs setting the ambush, how does that interact with the NPCs' readied actions?

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Deighton Thrane wrote:

It's point blank master, and it's in the APG. And if you want a somewhat decent throwing build, there's the far strike monk from ranged tactics toolbox. It allows you to flurry with thrown weapons, gains proficiency with all thrown weapons and gets quick draw as a bonus feat.

EDIT - Unless he actually means the 3.5 feat.

I'm thinking that might be the case, because I would argue that Point Blank Master is an excellent feat for a starknife user, even more-so than a regular archer because they actually have a reason to be in melee range with opponents.

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Andrew L Klein wrote:

The card overrides the rulebook, so you would definitely shuffle the deck it came from and put it on top I'd say. The game tends to not want you to remember things, so I wouldn't say you then take it from the top since you know it's there to move it with blessings.

However, I could argue both sides of whether you shuffle blessings from the deck into the rest of the location. You might not have a villain, but you only ignore the impossible part, which is adding the villain to those blessings you're handing out to the locations. Personally I'd say you still take blessings equal to the rest of the decks. In fact, I don't have the book in front of me, but depending on how it words taking blessings, I might even argue that you add a blessing for every deck, including where the villain just went to.

Here's the exact wording from the rulebook:

Check to see if the Villain Escapes. If any locations are not closed, the villain escapes. If you defeated the villain, count the number of open locations, subtract 1, and retrieve that number of random blessings from the box. Shuffle the villain in with those blessings, then deal 1 card to each open location and shuffle those location decks. If the villain is undefeated, do the same thing, but retrieve the blessings from the blessings deck instead of from the box. (Note that if you did not defeat the villain, there is always at least one open location: the one in which it was just encountered.)

The thing with ignoring the impossible part is that without the villain shuffled in with the blessings, it's impossible to deal 1 card to each open location, since you're short one card. I would argue that because the three steps...

1. Count the number of open locations, subtract 1, and retrieve that number of blessings from the blessings deck.
2. Shuffle the villain in with those blessings.
3. Deal 1 card to each open location and shuffle those location decks.

...are all interdependent, eliminating one step makes the entire process fail and thus fall under the impossible guideline.

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The Tsunami spell states:

Tsunami wrote:
For your combat check or your check to defeat a ship, discard this card to use your Arcane or Divine skill + 4d6. If the bane is undefeated, shuffle the location deck it came from and place the bane on top.

So, the question is what happens if I use Tsunami and fail to defeat a villain? In the rulebook describing the steps that occur when you fail to defeat a villain, the word "never" does not appear, so the Golden Rule line of If a card and this rulebook are ever in conflict, the card should be considered correct.

As far as I can tell, I'd simply shuffle the deck, put the villain on top, and ignore the blessings part. Yet part of me thinks this is too good to be true, hence my question here.

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I really like Pathfinder. After 20+ years of tabletop gaming and various systems it's my go-to choice when I want to run fantasy.

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I ban evil alignments in my games as a general rule. I do this because I generally run campaigns where the PCs are going to be doing heroic things. Evil alignments don't work because evil is generally played in one of three ways, each of which is problematic:

1) Stupid Evil - We all know why this is disruptive.

2) Diabolical Evil - A player with this kind of character would only make me wish I was running Vampire instead of Pathfinder. Also, this type of evil works best in games with heavy relationship building with a group of regular NPCs. That's something that my Pathfinder games don't really have an opportunity to establish, so it's hard to play that way anyway.

3) Subdued Evil - Not problematic in and of itself, but since my campaigns tend toward heroic deeds the character in question wouldn't stay evil for long; their actions in the campaign would inevitably push them into neutrality and toward good. To remain evil they'd have to commit some evil acts to counter the campaign-related deeds, which puts them back into category 1 or 2.

About the only time I would consider letting a player play an evil PC in one of my campaigns is if they were playing a redemption character. But then again, they wouldn't really be committing evil acts during the campaign, so them starting out as evil becomes irrelevant anyway.

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Hmmm, GenCon is only a 9 hour drive from my house. Maybe next year...

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Spirit-flame wrote:

what stops a magus from being able to two weapon fight with spell combat... Which, effectively gives the magus an extra attack.

Interpretation, comments, questions, general discussion?

Spell Combat is a full-round action and Two-weapon fighting requires a full-attack action, so you don't have enough available actions to combo them together.

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LazarX wrote:
I have a problem with that though. If you could ignore the "racial" requirement, why is it even called elven chain, since any tom dick or harriet ogre would be able to make it then?

Just think of it as genericization, the same way how in the real world Kleenex is often used when referring to facial tissue in general, not just Kleenex brand tissue.

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Rynjin wrote:
The Barbarian can do it without pathetic crutches like armor.

Why your barbarian gotta be all elitist?!?! Fighters have feelings too.

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Kobold Cleaver wrote:
A handy aspect of DR at 20th level is you become effectively immune to low-level enemies. That's more-or-less nothing, "practically speaking", but it's a cool ability to have that really shows how far you've come. You can just stand still in a sea of goblins and watch them futilely try to cut you to ribbons. The fighter still has to worry about natural 20s.

Why does the fighter have to worry? She'll have DR 5/- along with the barbarian thanks to armor mastery.

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mplindustries wrote:

Profession checks are designed to make money and do the day to day basics of your profession--they do not duplicate the effects of other jobs.

...and you definitely cannot use Profession: Doctor to duplicate the effects of Heal checks.

So what you're saying is that someone with Profession: Doctor but no ranks in Heal is essentially Dr. Nick?

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Just thought I'd let everyone know how it went down:

I mostly went with Haveatya's idea: the captors agreed to an honest exchange of the prisoner for the book. They figured since they tracked him down once, it wasn't a big deal to trade him for the book - which was what was more important and why they abducted him in the first place - since they could find him at a later time and kill him then. They even healed and regenerated the digits they had removed from torturing him.

The PCs had a different idea. They mocked up a fake book to trade for their friend. It wasn't a flawless copy, but good enough for their purposes. The trade was to happen in a tavern of a large town, however the PCs scryed on their friend and then set up an ambush outside of town.

The PCs tried to pass off the fake book as real but were thwarted when the captors tested it to determine its authenticity. Their scheme blown, the PCs just killed the captors and rescued their friend. However, that set into motion a chain of events: On the captors leader's body was a note stating that the captors had agents in the town and unless were told otherwise [for the agents] to start killing townsfolk at nightfall.

So the PCs spent the night trying to find these agents and stop the slaughter. They managed to do so, but at a heavy toll: 96 townsfolk were murdered. They interrogated one of the agents they captured to learn where their temple was, and having been given some clues, the PCs traveled to the city where the temple is supposedly located to settle matters...

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More than once during WotR I've forgotten to hand out available cohorts.

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If I'm instructed to build a location after the scenario's started due to scenario rules, do I add the scenario's henchmen to that location? Yesterday's blog post implies you don't, but that would then mean the Siege of Drezen only ever gets one Worldwound Cadre henchman and based on the posts I've read here each time you build a new location during that scenario you should add one. I'm really confused at this point.

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Sandslice wrote:

Knowledge 30 isn't easy for anyone who isn't Shardra or Enora - and even one fail results in Remove From Game, closing the door on that little problem. :)

So I don't think it will need errata.

I used a Blessing of Deskari and blew all my mythic charges. With each other player contributing a blessing I ended up rolling 3d20+2d8+9, so it was a pretty good chance to recharge.

But yeah, Seoni, Shardra, Enora, and Balnazar (if he takes archmage) are the only ones who can really get good odds on the roll, unless you're playing 5+ players and everyone burns a blessing.

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Most of the time we end up replaying scenarios because our group is large and not everyone can make every session.

However today my Seoni found the Tome of Mental Prowess at the Laboratory during the last scenario and managed to make the recharge check. So I'll already get another skill feat, so it'd feel cheesy to use it again at the Laboratory in a scenario I've already completed.

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In my Friday group we'll be dumping Con since we have Crowe, Kyra, Imrijka, Enora, Balazar, and Andowyn, even though Balazar and Andowyn can't make many sessions.

In my weekday group it's Seoni, Seelah, and Kyra, so we dumped Dex.

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Ugh. When my group played through this scenario he was in the Chasm of Shadows and escaped back there twice. We were down to the final card in the blessings deck before we cornered him, and we got lucky because there were still three other cards in the location deck and he happened to be on top.

SkyeGuy wrote:
Scripted wrote:
Its not like this can happen to you accidentally. If you close all the other locations before you go to the Chasm, well, that's your fault.
It can happen accidentally. I don't read every card I put into the decks. I like to be surprised.

No, it still shouldn't happen. It's the scenario card that informs you of Eustoryiax's invincibility when the Chasm of Shadows is open, so before you even start you know to permanently close it first. I tend to not read all the cards either, but you always need to read the scenario card before starting the scenario.

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Aron Kir wrote:
Recharge this card to add 1d6 plus the scenario's adventure deck number to any Strength, Melee, or Disable check by a character at your location; then if you don't have a role card, bury any cards that have the Liquid trait.

The art for this card depicts a character that looks a little tipsy... I like to think that you have to banish liquid trait cards because he drinks all your booze - or at least everything he thinks is booze. Please tell me this is the case with the character in the AP.

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Sandslice wrote:
Bad news on Barracuda Aiger: choosing not to acquire him is the same thing isn't evading him; it's choosing to fail to acquire him. You still discard if your non-check doesn't have Squashbuckling.

He only forces you to discard cards if your check to acquire lacks the swashbuckling trait. Since you can choose not to make the attempt, he's banished before you would even get to that step.

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I'm pretty sure there's been a discussion of what everyone's favorite card is, so I want to talk about something different: that card you hate. You know, the one card that makes you grit your teeth and fume every time it turns up. Three in particular come to mind for me:

Barracuda Aiger - before I realized I wasn't forced to try to acquire him, I hated his guts. I'd seemingly always encounter him and immediately have to discard cards because I didn't have swashbuckling. Now that I know I don't have to try to get him, he doesn't bother me so much.

Coral Capuchin - I don't think anyone's surprised by this. Is there a more useless ally in existence? You can't explore with him, which of course automatically disqualifies him from the majority of ally consideration. But not only can you not explore with him, you can't recharge or discard him for his power - which to my knowledge is the only ally in the game that works like this - so he just sits in your hand and takes up valuable space. And his power sucks; revealing him and discarding another card for a d6 or situational d10 is extremely weak. I'm pretty sure in all my games of S&S, no one has ever voluntarily picked this ally up.

And to top it all off he's neither basic nor elite, so he never goes away. He's like herpes.

Ivory Dice - I hate this damn card. I almost always run scouting cards when I can, so seeing this card show up when there's a location whose contents I've carefully ordered makes me rageface. Inevitably, I'll fail the purely random roll to pick it up - which I'm forced to make, by the way, since the card instructs me to make the roll as soon as I encounter it - and it will find its way into the location I've scouted and screw everything up. I've never forget the time when my Seoni scryed a disintegrate spell to the top of a deck and was planning on getting it as soon as her turn popped up, when the following happened:

-Another player at another location encountered the Ivory Dice and failed to pick them up.
-The Ivory Dice ended up in the location I scryed, forcing a shuffle.
-The villain happened to be in that deck and we encountered it before the disintegrate.
-The villain was defeated, and my precious disintegrate made its way back to the box.

I will never, ever, forgive the Ivory Dice for that.

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After much deliberation, I ended up choosing Hexer. I chose that role mostly due to the fact that at the end of deck 3 we had yet to even encounter a Blessing of Hshurha - let alone acquire one - while I picked up my fifth Pharasma during the last scenario.

I chose the Pharasma recharge power for my first ability. Haven't decided what my next power will be though.

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Rynjin wrote:
TBH I think it's barely worth a 2nd level spell slot.

I wouldn't even waste a 1st level spell slot on it. It lasts 1 round per 2 levels, and to make it so that it only affects ammo from one direction - so your enemies' arrows don't also gain its effects - the duration is cut in half. So a 9th level wizard casting the spell to only benefit her allies would have a duration of a whopping 2 rounds.

Awful, awful, spell.

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The scenario Wardstone Legacy says:

The Wardstone Legacy wrote:
When you play a blessing that has the Iomedae trait, you may put it on top of another character's deck instead of discarding it. When you play any other blessing and it does not have the Corrupted trait, banish it and replace it with a random blessing that has the Corrupted trait from the box.

So, what happens if there aren't enough blessings with the Corrupted trait in the box to grab?

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Jaunt wrote:
I'm with Haveatya. If the PCs are constantly interloping, by all means, use it as an opportunity to ambush them. But on the other hand, if they're just friends with a guy who has a valuable him for the book. Unless they really fear retribution, this seems like a case of Lawful Evil vs Stupid Evil.

So I've been thinking about this and you're right; the most logical course of action is a straight exchange. However that's not necessarily very exciting for the players, so it's my job to spruce it up.

Eltacolibre wrote:

Alright going to assume since she is suffering and hatred, analogue wise, can go for something like Zon-Kuthon.

So clerics with Erinye and shadows are approriate.

With pain and suffering as the theme:

-Humanoid Vampires (Monster codex has a few them) could be good ones too.
-Kytons are excellent with theme of pain and suffering, Kyton evangelists and Kyton Sacristan would be the recommended ones here, depend how many of them with the setup.

-Scarred Rager (barbarian)
-Vivisectionist (Alchemist)
-Rangers (Favored enemies)
-Bone devils with inquisitor levels.

I'll think about some appropriate enemies; Shaeleen is Chaotic Evil so devils aren't exactly thematic. Kytons are a possibility given their theme, though I'd have to work out the alignment differences.

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Jaunt wrote:
I'm with Haveatya. If the PCs are constantly interloping, by all means, use it as an opportunity to ambush them. But on the other hand, if they're just friends with a guy who has a valuable him for the book. Unless they really fear retribution, this seems like a case of Lawful Evil vs Stupid Evil.

The PCs have other motivations as well. Followers of the church attacked the home village of a couple of the PCs and murdered several villagers, including the family of the captive. The captive (who is a former PC whose player had to leave the game due to scheduling conflicts) doesn't want to give them the book since his family died to protect it from the evil church.

So it's likely even if they completed the trade the PCs would still want justice for their village.

Also, the church wants the captive dead in the end because he's a witch.

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Eltacolibre wrote:

Like is it happening in Golarion or homebrew setting? Is it a specific evil cult (like worshiping a certain deity, Great Old one) people part of an evil church, while they can do the same thing as mentioned above, people worshiping Asmodeus for example, will favor magic and trickery. People worshiping a martial deity, would have battle clerics and warpriests. People worshiping Cthulhu would have aberrations and the likes with them. People worshiping a long dead serpent god could be serpentfolks etc...

Usually I tend to go with the theme of the deity first, as people dedicating their life and religious beliefs to one, tend to act a certain way.

It's a homebrew game, and the captors are followers of Shaeleen, the Goddess of hatred and suffering.

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