paizo.com Favorited Posts by Yewstancepaizo.com Favorited Posts by Yewstance2024-03-27T22:39:54Z2024-03-27T22:39:54ZRe: Forums: Play-by-Post Discussion: [PACS][PBP GDVIII] BR Dinketry's Season of Rotting Ruins DiscussionYewstancehttps://paizo.com/campaigns/v5748p75ivkoq/discussion&page=8#3822021-04-22T07:50:41Z2021-04-15T16:48:55Z<div class="messageboard-quotee">BR Dinketry wrote:</div><blockquote><p> We have played this game for 604 days.</p>
<p>We played this game pre-COVID and have finished it post-COVID.</p>
<p>When we started this game, Ric Ocasek, Peter Fonda, and Elijah Cummings were still alive.</p>
<p>When we started this game, Avengers: Endgame was still in the movie theatres.</p>
<p>We started this game when the ACG was still supported by its parent company. </p>
<p>I have enjoyed the privilege of running Season 6 of PACS to its ultimate conclusion on Heroic mode with y'all. As Skizza has pointed out, we didn't lose a single character, nor did we lose a single scenario. I count you all as some of the most stalwart and dependable PbP gamers with which I've had the pleasure to roll dice. Thank you all, humbly and sincerely.</p>
<p>I will need awhile to get your chronicles to you. Alternately, if it pleases the courts, I'd just suggest that I give y'all a final chronicle for this last adventure, replete with the Soul Shard card. Please let me know of your preference.</p>
<p>I'll miss this group. Thanks again. </blockquote><p>You're gonna make me cry with this send-off...
<p>This was a great experience, and my greatest regret is that I couldn't give this game the attention and flavour it deserved in its later stages due to my own life commitments.</p>
<p>This was my first completion of a post-Core full-length AP in PACS, and it ticked all of the boxes I could've wanted to see in such. There were some hair-biting victories, some crippling defeats (by banes, not scenarios!) and some lessons learned. I'd like to especially point out that each and every participant played fantastically, and I think each of us showed off the absolute best side to their respective characters.</p>
<p>Thank you to all, and don't be afraid to hit me up on Discord for any reason. </p>
<p>P.S. And no need to rush on my Chronicles, BR (on the rare occasion I would need evidence of completion of this AP I can literally just link to this forum thread).</p>BR Dinketry wrote:We have played this game for 604 days.
We played this game pre-COVID and have finished it post-COVID.
When we started this game, Ric Ocasek, Peter Fonda, and Elijah Cummings were still alive.
When we started this game, Avengers: Endgame was still in the movie theatres.
We started this game when the ACG was still supported by its parent company.
I have enjoyed the privilege of running Season 6 of PACS to its ultimate conclusion on Heroic mode with y'all. As Skizza has...Yewstance2021-04-15T16:48:55ZRe: Forums: Rules Questions and Gameplay Discussion: Locked Door - CoreYewstancehttps://paizo.com/threads/rzs42kyo?Locked-Door-Core#232020-12-12T18:12:21Z2020-12-10T21:04:14Z<p>I'd like to bring up that this is one of the more frequent misplays I see in Core/Curse nowadays - most people intuitively think that defeating Brain Mold would stop the party at that location from being Drained or Poisoned. After all, the Brain Mold is causing those afflictions, and you kill it... plus, why would it get displayed to let you re-fight it if re-fighting it doesn't actually solve the problem it caused?</p>
<p>The RAW is clear, but I would like to again state my support of an errata or FAQ, whether of specific cards or the core rules in general.</p>I'd like to bring up that this is one of the more frequent misplays I see in Core/Curse nowadays - most people intuitively think that defeating Brain Mold would stop the party at that location from being Drained or Poisoned. After all, the Brain Mold is causing those afflictions, and you kill it... plus, why would it get displayed to let you re-fight it if re-fighting it doesn't actually solve the problem it caused?
The RAW is clear, but I would like to again state my support of an errata or...Yewstance2020-12-10T21:04:14ZRe: Forums: Rules Questions and Gameplay Discussion: Locked Door - CoreYewstancehttps://paizo.com/threads/rzs42kyo?Locked-Door-Core#162020-12-11T14:09:07Z2020-10-20T20:37:13Z<p>I think this thread made the ruling clear, but I would like to point out that it does make the AD4 barrier <a href="https://pacg.fandom.com/wiki/Brain_Mold" target="_blank" rel="nofollow"><b>Brain Mold</b></a> particularly rough... and oddly designed.</p>
<div class="messageboard-quotee">Brain Mold Powers wrote:</div><blockquote><p>Before acting, mark your location with the scourges Drained and Poisoned.</p>
<p>If defeated, banish this barrier and remove the scourges Drained and Poisoned from your location.</p>
<p>If undefeated, display this barrier at your location. While displayed, at this location:
<br />
• At the start of your turn, you may encounter this barrier.
<br />
• When this location is closed, banish this barrier.</blockquote><p>As this thread clarifies, removing the scourges Drained and Poisoned from the location doesn't remove those scourges from anyone <b>at</b> the location. So basically, unless you can ignore BA effects, encountering Brain Mold will "permanently" give every local character two of the rougher scourges, and the barrier provides no way whatsoever to un-do what could be an enormous consequence to a tightly-knit group of characters.
<p>Whilst I think that makes it rougher than most AD4-5 (and some 6) barriers in CotCT, I don't think that's a disaster; just a reminder for parties to keep scourge-removal around, make use of examining locations, and keep some ways to ignore non-monster BA's if possible (which... almost don't actually exist in Core/Curse, which overly focuses on ignoring BA's attached to Monsters).</p>
<p>However, it makes the <b>last</b> power rather unusual for Brain Mold (not useless, but unusual). There seems to be extremely little to be gained by encountering it again, since the people at that location (and thus able to do so) are already individually affected with the scourges, and removing the scourges from the location will not help them in any way. The only corner-case relevance is if you want to remove it before other party members come to the location, or before cleansing scourges of people at the same non-closed location, but that probably won't be all that common in actual play due to a few elements (including the timing at which a character could choose to encounter the displayed Brain Mold anyway).</p>I think this thread made the ruling clear, but I would like to point out that it does make the AD4 barrier Brain Mold particularly rough... and oddly designed.
Brain Mold Powers wrote:Before acting, mark your location with the scourges Drained and Poisoned.
If defeated, banish this barrier and remove the scourges Drained and Poisoned from your location.
If undefeated, display this barrier at your location. While displayed, at this location:
• At the start of your turn, you may encounter...Yewstance2020-10-20T20:37:13ZRe: Forums: Play-by-Post: [PACS][PBP GD VIII] BR Dinketry's Season of Rotting RuinsSkizza - Fungus Collector (alias of Yewstance)https://paizo.com/campaigns/v5748p75ivkoq/gameplay&page=29#14012020-09-26T20:14:51Z2020-09-26T12:10:03Z<p><span class=messageboard-ooc>Skizza starts his turn.
<br />
<b>Hour Power:</b> <i>No effect.</i></span></p>
<p><span class=messageboard-ooc>Skizza stays at the <b>Dungeons</b>.</span>
<br />
<span class=messageboard-ooc>Free exploration:</span>[Spoiler omitted]<span class=messageboard-ooc>This looks like a job for... Varril's bonuses!</span>
<br />
<span class="messageboard-dice"><b>Divine 9 (Varril, Divine Fortune):</b></span> <span class="messageboard-dice">1d4 + 4 + 1d6 ⇒ (1) + 4 + (5) = 10</span> -> <span class=messageboard-ooc>Pass.</span>
<br />
<span class=messageboard-ooc><b>Acquired.</b></span></p>
<p><span class=messageboard-ooc>Skizza <b>discards Irori's Mastery</b> to explore again:</span>[Spoiler omitted]<span class=messageboard-ooc><b>BA:</b> Skizza suffers <span class="messageboard-dice">1d4 ⇒ 4</span> Fire Damage, and <b>reveals Reed Snake Armor</b> to reduce that damage by 3, to 1, and <b>discards Laboratory Coat</b> to damage. Then <span class="messageboard-dice"><b>Varian/Varril/Lem/Brielle:</b></span> <span class="messageboard-dice">1d4 ⇒ 3</span> <b>Lem summons and encounters Wraith</b>, which isn't ideal.
<br />
Though, I suppose it's not bad, either, as it offers a relatively easy Divine check (made an even better choice, especially due to the Location and Wildcard powers, and also thanks to Varril's assistance). You will <b>not</b> defeat the Wraith by making a Divine check (since there won't be the magic trait), but the only penalty for failure is suffering the Dazed scourge, and I can remove it with Balmberry Bush if you want it removed before your turn.
<br />
Though, the scourge isn't that bad for you, unless you were planning to explore multiple times on your turn; it will clear itself at the end of your turn.</span></p>
<p><span class=messageboard-ooc>Combat: Skizza reveals <b>Ghostbane Shotgun +2</b>, and additionally buries it to use Ranged +2d4+2+2d4.
<br />
Skizza Character Power: Skizza <b>discards Ghostbane Shotgun +2</b> instead.</span>
<br />
<span class=messageboard-ooc>Skizza <b>reveals Sniper Goggles</b> to add 4.</span>
<br />
<span class="messageboard-dice"><b>Combat/Ranged 28 (Dungeons, Divine Fortune, Sniper Goggles):</b></span> <span class="messageboard-dice">1d10 + 4 + 2d4 + 2 + 2d4 + 1d6 + 4 ⇒ (10) + 4 + (1, 1) + 2 + (1, 2) + (1) + 4 = 26</span> -> <span class=messageboard-ooc>And this is why Ghostbane Shotgun can actually be really good, especially when a lot of dice are rolled (no matter how small).
<br />
Ghostbane Shotgun causes each '1' to be treated as a '2', so the actual result is 30; Pass.</span>
<br />
<span class=messageboard-ooc><b>Defeated.</b></span></p>
<p><span class=messageboard-ooc>Closing Henchman defeated: Skizza <b>attempts to close Dungeons</b>.
<br />
Scenario: Skizza <b>discards The Eclipse</b> from his deck, then summons...</span>[Spoiler omitted]<span class="messageboard-dice"><b>BA: Divine 9 (Divine Fortune, Varril):</b></span> <span class="messageboard-dice">1d4 + 1d6 + 4 ⇒ (1) + (4) + 4 = 9</span> -> <span class=messageboard-ooc>Pass.</span></p>
<p><span class=messageboard-ooc>Combat #1: Skizza <b>reveals Lucky Rifle +2</b> to use Ranged +1d12+2.</span>
<br />
<span class=messageboard-ooc>Skizza <b>reveals Sniper Goggles</b> to add 4.
<br />
Skizza <b>discards The Winged Serpent</b> to bless - the first check is a bit harder, and I'd rather save the option to discard my rifle for another +1d12 post roll for the next check.</span>
<br />
<span class="messageboard-dice"><b>Combat/Ranged 24 (Blessed, Sniper Goggles, Divine Fortune, Dungeons):</b></span> <span class="messageboard-dice">2d10 + 4 + 1d12 + 2 + 4 + 1d6 ⇒ (3, 2) + 4 + (11) + 2 + 4 + (1) = 27</span> -> <span class=messageboard-ooc>Pass.</span></p>
<p><span class=messageboard-ooc>Combat #2: Skizza <b>reveals Lucky Rifle +2</b> to use Ranged +1d12+2.</span>
<br />
<span class=messageboard-ooc>Skizza <b>reveals Sniper Goggles</b> to add 4.</span>
<br />
<span class="messageboard-dice"><b>Combat/Ranged 23 (Sniper Goggles, Divine Fortune, Dungeons):</b></span> <span class="messageboard-dice">1d10 + 4 + 1d12 + 2 + 4 + 1d6 ⇒ (8) + 4 + (11) + 2 + 4 + (4) = 33</span> -> <span class=messageboard-ooc>Pass.</span>
<br />
<span class=messageboard-ooc><b>Defeated.</b></span></p>
<p><span class=messageboard-ooc><b>Dungeons closed!</b>
<br />
Dungeons: Skizza <b>draws Blessing of Alkenstar</b>.
<br />
<b>Varril, Varian and Lem</b> may each draw a card, and have to move to a new location.
<br />
I recommend the <i>Pits</i> by default (as far as a 'group-move' goes) unless you have a specific plan - grouping up en masse at the Ossuary is bad because of the closing condition, and the top card of the Oubliette will cause <b>2</b> damage to everyone there.
<br />
Splitting up is also absolutely fine, especially since the villain's somewhere around here.</span></p>
<p><span class=messageboard-ooc>Skizza <b>moves</b> to the <b>Base</b>.</span></p>
<p><span class=messageboard-ooc>4B Reward - Free exploration (Base): Skizza draws the top five cards in the Base and keeps...</span>[Spoiler omitted]<span class=messageboard-ooc>Skizza returns the remaining cards to the top of the Base in the same order.</span></p>
<p><span class=messageboard-ooc>Base: Skizza <b>recharges Blessing of Alkenstar</b>.</span>
<br />
<span class=messageboard-ooc>4A Reward - Skizza <b>displays Pathfinder Bodyguard</b> and <b>moves to wherever Lem moved</b> (I'm assuming the Pits), as I'd certainly like a Holy Feast - and the Divine Fortune for my Recovery check.</span></p>
<p><span class=messageboard-ooc>Skizza <b>sends Angelstep to Recovery</b> to heal <span class="messageboard-dice">1d4 + 1 ⇒ (3) + 1 = 4</span> cards.</span>
<br />
<span class=messageboard-ooc>Skizza is healed for 4: <i>(Verdant Rager, Druid of the Green Faith, Laboratory Coat, Fireball Beads)</i>. Deck shuffled.</span></p>
<p><span class=messageboard-ooc>Skizza ends his turn.</span>
<br />
<span class=messageboard-ooc>Skizza attempts to recover all cards in his Recovery pile.</span>
<br />
<span class="messageboard-dice"><b>Angelstep: Craft 8 (Divine Fortune):</b></span> <span class="messageboard-dice">1d10 + 5 + 1d6 ⇒ (10) + 5 + (3) = 18</span> -> <span class=messageboard-ooc><b>Angelstep reloaded</b> (Skizza Character Power).</span>
<br />
<span class=messageboard-ooc>Skizza resets his hand, <b>revealing Balmberry Bush</b> to increase his hand size by 1.</span></p>
<p>"<div class="messageboard-quotee">Skizza wrote:</div><blockquote><p> <b>Hand: <a href="https://pacg.fandom.com/wiki/Lucky_Rifle_+2" target="_blank" rel="nofollow">Lucky Rifle +2</a>, <a href="https://pacg.fandom.com/wiki/Reed_Snake_Armor" target="_blank" rel="nofollow">Reed Snake Armor</a>, <a href="https://pacg.fandom.com/wiki/Laboratory_Coat" target="_blank" rel="nofollow">Laboratory Coat</a>, <a href="https://pacg.fandom.com/wiki/Sniper_Goggles" target="_blank" rel="nofollow">Sniper Goggles</a>, <a href="https://pacg.fandom.com/wiki/Dryad_Sandals" target="_blank" rel="nofollow">Dryad Sandals</a>, <a href="https://pacg.fandom.com/wiki/Balmberry_Bush" target="_blank" rel="nofollow">Balmberry Bush</a>, <a href="https://pacg.fandom.com/wiki/Druid_of_the_Green_Faith" target="_blank" rel="nofollow">Druid of the Green Faith</a>, <a href="https://pacg.fandom.com/wiki/Vine_Leshy" target="_blank" rel="nofollow">Vine Leshy</a>, <a href="https://pacg.fandom.com/wiki/Incitation" target="_blank" rel="nofollow">Incitation</a>, <a href="https://pacg.fandom.com/wiki/Angelstep" target="_blank" rel="nofollow">Angelstep</a>, </b>
</p>
<b>Displayed:</b> <a href="" target="_blank" rel="nofollow">Pathfinder Bodyguard (+feat)</a>,
<br />
<b>Deck:</b> 7 <b>Discard:</b> 5 <b>Buried:</b> 2
<br />
<b>Hero Points:</b> 1
<br />
<b>Supporter Feats:</b> Pathfinder Bodyguard, Ketrik, Boors, Moise
<br />
<b>NOTES:</b>
<br />
<b>Available Support: </b>Lucky Rifle +2 - Discard to add +1d4+1 to a distant combat check <b>post roll</b>.
<br />
Angelstep - Recovery to heal a local character 1d4+1 cards
<br />
Incitation - Discard to bless (Discarded Freely when the check invokes Acid, Cold, Electricity, Fire, or Force)
<br />
Pathfinder Bodyguard - Bury to let any character (local or distant) avenge any encounter, and add +1d6 to checks during the avenged encounter
<br />
Ready to <b>Avenge</b>
<br />
<b>Movement: </b>Move with Lem.
<br />
</blockquote><p>[Spoiler omitted]
</p>
[Spoiler omitted][Spoiler omitted]" </p>
<p><span class=messageboard-ooc><b>Lem has to encounter a <a href="https://pacg.fandom.com/wiki/Wraith" target="_blank" rel="nofollow">Wraith</a></b>. No penalty for being undefeated (besides what's listed on the card), though..</span>
<br />
<span class=messageboard-ooc><b>Lem, Varian and Varril</b> may draw a card, and have to move to a new location. Skizza ends up wherever Lem moves to (and I recommend the Pits in general).</span></p>Skizza starts his turn.
Hour Power: No effect.
Skizza stays at the Dungeons.
Free exploration:[Spoiler omitted]This looks like a job for... Varril's bonuses!
[dice=Divine 9 (Varril, Divine Fortune)]1d4+4+1d6[/dice] -> Pass.
Acquired.
Skizza discards Irori's Mastery to explore again:[Spoiler omitted]BA: Skizza suffers [dice]1d4[/dice] Fire Damage, and reveals Reed Snake Armor to reduce that damage by 3, to 1, and discards Laboratory Coat to damage. Then...Skizza - Fungus Collector (alias of Yewstance)2020-09-26T12:10:03ZRe: Forums/Pathfinder Adventure Card Game: General Discussion: Wandermeal - Ult EquipmentYewstancehttps://paizo.com/threads/rzs4354i?Wandermeal-Ult-Equipment#42020-08-21T18:40:40Z2020-08-21T08:15:17Z<div class="messageboard-quotee">skizzerz wrote:</div><blockquote><p> RAW is clear, "after" means "right after the trigger point", not whenever you feel like getting around to it. So, it can only be played right after you finish your first exploration.</p>
<p>If you gain an additional exploration via some power during your first explore (such as Ranzak, Locked Door, etc.), additional explores must be used immediately or be forfeit. Since that has the "immediately" timing and Wandermeal does not, there is no opportunity to play Wandermeal before using that additional exploration. Should you make use of the additional exploration, the timing window for playing Wandermeal is lost and you cannot play Wandermeal that turn.</p>
<p>The purpose of this thread as I understand it is to clarify whether the intent matches the actual RAW mechanics of the card. </blockquote><p>For the sake of opinion, I agree with skizzerz regarding the RAW. It is, in my opinion, a <i>disappointing</i> RAW, though, and one that I would overrule in any home game instantly - particularly any where Ranzak was being played.
<p>Wandermeal, as a card that rewards exploration-heavy characters that make a lot of non-combat checks, is a <i>perfect</i> fit for Ranzak's playstyle, and having a Ranzak player have his own power <i>sabotage</i> one of his boons feels like a textbook example of "feel-bad" - specifically the worst kind of feel bad, which is making a player feel bad because of the character they've picked (where unique 'upsides' become 'downsides' outside of your control). It's possibly made all the worse by the fact that Ranzak's bonus exploration power isn't even optional, and so you can't argue that it adds a layer of strategy by allowing the player to decide whether to explore and lose their chance to display Wandermeal that turn, or display Wandermeal and lose out on an exploration.</p>
<p>I would wholly be in support of rewording of Wandermeal's power; even if was simply <i>"Display. You may not display this card before or during the first exploration of your turn"</i>.</p>skizzerz wrote:RAW is clear, "after" means "right after the trigger point", not whenever you feel like getting around to it. So, it can only be played right after you finish your first exploration.
If you gain an additional exploration via some power during your first explore (such as Ranzak, Locked Door, etc.), additional explores must be used immediately or be forfeit. Since that has the "immediately" timing and Wandermeal does not, there is no opportunity to play Wandermeal before using...Yewstance2020-08-21T08:15:17ZRe: Forums: Rules Questions and Gameplay Discussion: What is the point of shields? (as armour)Yewstancehttps://paizo.com/threads/rzs431m3?What-is-the-point-of-shields#112020-06-12T09:06:41Z2020-05-21T10:54:22Z<p>(As an aside, the 'multiple instances of damage and armor use' is still a bit of a grey area, especially for Elemental Arachnid, to my recollection. If you have an <i>official</i> post by Vic, Mike or Keith on the topic, I'd love to see it.) </p>
<p>[Spoiler omitted][Spoiler omitted]</p>(As an aside, the 'multiple instances of damage and armor use' is still a bit of a grey area, especially for Elemental Arachnid, to my recollection. If you have an official post by Vic, Mike or Keith on the topic, I'd love to see it.)
[Spoiler omitted][Spoiler omitted]Yewstance2020-05-21T10:54:22ZRe: Forums: Rules Questions and Gameplay Discussion: Simple Harrow QuestionYewstancehttps://paizo.com/threads/rzs431in?Simple-Harrow-Question#32020-05-18T18:05:54Z2020-05-16T08:57:31Z<p>Also note that you don't play your Harrow for the +1d4; you just inherently have +1d4 to ALL noncombat Dexterity checks for the first adventure. </p>
<p>It's literally an adventure rule in the Curse of the Crimson Throne storybook; it's always in-effect for Tier 1. Each adventure is themed around a different Harrow suit, and thus a different attribute/skill.</p>Also note that you don't play your Harrow for the +1d4; you just inherently have +1d4 to ALL noncombat Dexterity checks for the first adventure.
It's literally an adventure rule in the Curse of the Crimson Throne storybook; it's always in-effect for Tier 1. Each adventure is themed around a different Harrow suit, and thus a different attribute/skill.Yewstance2020-05-16T08:57:31ZRe: Forums: Rules Questions and Gameplay Discussion: Entice vs Siege Deck (Defensive stance)Yewstancehttps://paizo.com/threads/rzs4313n?Entice-vs-Siege-Deck#22020-05-07T03:42:22Z2020-05-05T17:20:56Z<p>Correct; for all intents and purposes, the encountered card is from your own location, hence why you encounter it "as if it were the top card of your location deck". The limitation is there primarily to avoid summoned banes.</p>Correct; for all intents and purposes, the encountered card is from your own location, hence why you encounter it "as if it were the top card of your location deck". The limitation is there primarily to avoid summoned banes.Yewstance2020-05-05T17:20:56ZRe: Forums: Rules Questions and Gameplay Discussion: Growing Pains.... or getting #ed into the ground.Yewstancehttps://paizo.com/threads/rzs430c7?Growing-Pains-or-getting-ed-into-the-ground#62020-04-16T06:34:36Z2020-04-15T17:56:32Z<div class="messageboard-quotee">Ironvein wrote:</div><blockquote> And what wildcards are 'beneficial'? At best there are some that are 'one and done' where you make a change at setup and then you don't have to remember it after that.</blockquote><p><i>Impoverished</i> is easily the Wildcard that can most frequently be beneficial, as it gives you more control over your starting hand and lets you 'cut' 3 of the weaker/weakest cards in your deck, leaving you able to cycle/heal only your best cards. The only limiting factor is the "Cards == Health" in PACG, so you're basically gaining efficiency at the cost of risk of character death (or having to limit your discards/buries), but really it depends on your character and party as to whether it's a negative or not.
<p>But certain other Wildcards can be beneficial <b>in specific party compositions or scenarios</b> too, though they're usually very corner cases. As examples... </p>
<p><li>The <i>Hazardous</i> Wildcard adds barriers, and there's a couple of Core scenarios that reward or even require you to find and defeat barriers for bonuses (including to close locations). Similarly, some scenarios require you to fight monsters or reward you for beating them, making <i>Monstrous</i> a potential positive.</p>
<p><li>The <i>Ablaze</i> barrier causes Fire damage, but the character <b>Radovan</b> (from the Pathfinder Tales Character Deck) gets to both ignore Fire damage and even get benefits for suffering it, so it makes him more powerful.</p>
<p><li><i>Unhallowed</i>, <i>Harrow of Keys</i> and <i>Harrow of Shields</i> can both help the character <b>Talitha</b> (from the Magus Class Deck) bury blessings in situations she otherwise wouldn't (like when playing them for recharge powers or after discarding them to explore), and Talitha actually wants to bury as many blessings as possible as she can recharge from from her buried pile to gain additional bonuses.</p>
<p><li><i>Confusing</i> does effectively decrease your hand size, but it also forces you to shuffle your deck each and every turn. Some characters who are highly reliant on recharging cards might actually like this, as it helps them redraw the cards they've recharged fast and frequently. This can help you re-use Cure spells frequently, or even cards that can be recharged to draw extra cards, like Bound Imp, and so it can potentially be more upside than downside for certain deck compositions and characters.</p>
<p><li><i>Harrow of Hammers</i> and <i>Harrow of Keys</i> can cause you to discard cards from your deck. For some characters and playstyles, it's preferable to have cards in your discards than your deck, because there's a variety of cards that let you draw from your discards or get more powerful when you have more cards in your discards. A simple example is <b>Hakon</b> (from Curse of the Crimson Throne) who has a very small hand size (making him unlikely to face death in any given scenario) but the ability to draw any card from his discards at the start of his turn by exchanging it with a card of the same type from his hand. Hakon can more precisely gain the right card at the right time if he fills his discards earlier, allowing him to cast a Cure spell every turn quite easily, for example.</p>
<p>I would like to stress that, obviously, <b>most Wildcards are bad in almost all circumstances</b>, by design, unless you're playing such specific characters. But even in the relatively small number of Heroic/Legendary adventures I've played I've noticed surprising upsides from things like Impoverished and Confusing more than once, and Impoverished in particular I usually find myself considering a net positive - at least for the characters I've been playing.</p>Ironvein wrote:And what wildcards are 'beneficial'? At best there are some that are 'one and done' where you make a change at setup and then you don't have to remember it after that.
Impoverished is easily the Wildcard that can most frequently be beneficial, as it gives you more control over your starting hand and lets you 'cut' 3 of the weaker/weakest cards in your deck, leaving you able to cycle/heal only your best cards. The only limiting factor is the "Cards == Health" in PACG, so you're...Yewstance2020-04-15T17:56:32ZRe: Forums: Rules Questions and Gameplay Discussion: Keen Spiked Chain - evade power correct?Yewstancehttps://paizo.com/threads/rzs42zyh?Keen-Spiked-Chain-evade-power-correct#32020-04-03T14:43:14Z2020-04-02T20:31:57Z<div class="messageboard-quotee">zeroth_hour2 wrote:</div><blockquote><p> I always thought "failing the check" included the consequences of that aka the Combat damage. I can't prove it off the top of my head though so I could be wrong about that.</p>
<p></blockquote><p>That's not the case. As a source, see <a href="https://paizo.com/threads/rzs42qhi?CD-Oloch-Avenge-Power#1" target="_blank" rel="nofollow">this thread</a> discussing Class Deck Oloch, who has an identical power.
<p>Or rather, more specifically, he was <a href="https://paizo.com/paizo/faq/v5748nruor1gv#v5748eaic9v59" target="_blank" rel="nofollow">FAQed</a> to have an identical power to Spiked Chain, because as-written he functioned differently. Which conveniently confirms that evading on leaving something <i>undefeated</i> still causes you to take damage (as per the steps of the encounter), but evading on <i>failing a check to defeat</i> skips the damage entirely.</p>
<p>As for the original question; I do feel like it should be discarded, yeah. It seems too oddly powerful that you literally can't suffer damage (besides BA damage) from non-villain monsters by using that weapon, without even needing to spend a card.</p>zeroth_hour2 wrote:I always thought "failing the check" included the consequences of that aka the Combat damage. I can't prove it off the top of my head though so I could be wrong about that.
That's not the case. As a source, see this thread discussing Class Deck Oloch, who has an identical power. Or rather, more specifically, he was FAQed to have an identical power to Spiked Chain, because as-written he functioned differently. Which conveniently confirms that evading on leaving something...Yewstance2020-04-02T20:31:57ZRe: Forums: Rules Questions and Gameplay Discussion: Mummy’s Mask - Speak with Dead cardYewstancehttps://paizo.com/threads/rzs42zg3?Mummy-s-Mask-Speak-with-Dead-card#22020-03-20T00:10:34Z2020-03-20T00:05:26Z<p>Whilst other characters defeating monsters might let you display it, it will absolutely not give other characters besides yourself any other benefit. See the text I've bolded from the quoted card.</p>
<div class="messageboard-quotee">SirEman80 wrote:</div><blockquote>"While displayed, add 1 die to <b>your</b> intelligence and wisdom checks while at this location”. </blockquote><p>When written on a card, the word "Your" explicitly refers to the character playing, has played, or is encountering the card in question.
<p>If and only if it removed the word "your", <i>then</i> it would apply to anyone's Intelligence/Wisdom checks at the location.</p>Whilst other characters defeating monsters might let you display it, it will absolutely not give other characters besides yourself any other benefit. See the text I've bolded from the quoted card.
SirEman80 wrote:"While displayed, add 1 die to your intelligence and wisdom checks while at this location”.
When written on a card, the word "Your" explicitly refers to the character playing, has played, or is encountering the card in question. If and only if it removed the word "your", then it...Yewstance2020-03-20T00:05:26ZRe: Forums/Pathfinder Adventure Card Game: General Discussion: Lini exploration macanicsYewstancehttps://paizo.com/threads/rzs42zbj?Lini-exploration-macanics#22020-03-17T00:31:47Z2020-03-16T17:05:41Z<div class="messageboard-quotee">kokatrix wrote:</div><blockquote><p> Lini became a great support but, i just didn't understand about Lini's new exploration mechanics.</p>
<p>Compared to Sajan, who has 7 blessings and 3 allies, knowing that he should bless practically everything he does with two or 3 blessings due to his low skill values, Lini has only 5 allies and 2 blessings.</p>
<p>as I understand it, Lini can no longer recharge animals after using them to explore (with the exception of Droogami).</p>
<p>if she tries to explore, she will be without her animals. So, like Sajan, she drifts to a more selfish side, or uses the power of her allies to help her group, without being able to explore multiple times in one turn.</p>
<p>this mechanics was well explored in the article about Sajan, but was not mentioned in the article about Lini.</p>
<p>Am I correct? </blockquote><p>I think there's a lot of unspoken assumptions being made here, and it's kind of hard to tackle this. I'll just try to give my interpretation about "Exploration Mechanics" as a whole, since that's the crux of this thread.
<p><li>Firstly, unless you're in a 5-6 person party, a character being able to explore 3+ times a turn isn't even that helpful (let alone <i>desirable</i>).
<br />
<li>Secondly, there's not really any Core or Curse character who has some kind of <b>unique</b> way of exploring faster (Pre-Role), with the possible exception of Ezren (after he spends a power feat, he can recharge a spell and another card to explore). There's a lot of <b>circumstantial</b> reasons why some characters would explore faster or slower than others, including hand size, ally/blessing counts, capability to take on multiple checks with minimum card expenditures, self-healing abilities (or ability to recharge cards to explore) and even the Diplomacy & Divine skills (which are consistently helpful for acquiring allies and blessings).</p>
<p>With that said, if you're trying to compare <b>just</b> Lini (Core) to <b>just</b> Sajan (Core) in a vacuum, which seems to be the case...</p>
<p><li>Lini has the Divine skill and thus can heal herself with Cure spells which are multiple times more powerful than most non-Spell methods of healing. That means if Lini heavily discards allies and blessings to explore, and Sajan heavily discards allies and blessings to explore, only <i>Lini</i> will be able to sustain such actions without running out of cards sooner or later.
<br />
<li>Additionally, Lini can shuffle her deck easier than almost any other character (since all Core Animal allies have a 'recharge' power, she can use her power with them to shuffle them into her deck) therefore is able to redraw recharged cards (such as a recharged spells like Cure) faster than almost any other character.
<br />
<li>Lini has <b>5</b> allies in her deck by default; you only need one in hand to have a combat option. Because of her ability to shuffle her own deck, every time you end your turn and reset your hand you will very likely draw at least one more ally. That's a lot of exploration power even if you refuse to spend your last one to explore... and even then, you have attack spells which are better than using animals in combat. Even then, PACG doesn't usually require everyone to spend all of their cards exploring every single turn. <span class=messageboard-ooc>(If it did, Hand Size 4 characters would be disastrously bad.)</span>
<br />
<li>If you're concerned about running out of animal allies when you're both discarding them to explore and also recharging them to attack, then take more Ally Card Feats. 5 is already a huge number of a single card type to start with; it's 33% of your deck.</p>
<p>Whether she's 'selfish' with her cards or not depends on how you build her (and exploring many times a turn isn't even selfish, anyway), but the fact that she's a spellcaster who can redraw recharged spells quickly, and leverage her Divine skill for both healing and combat, makes her completely distinct from Sajan in almost every way. Additionally, she benefits from every facet of her character being enhanced under a single type of Skill Feat, as she can leverage Wisdom to fight with Animals, with Spells, to recharge Spells as well as enhance the power of Survival-specific Armors and (In Curse of the Crimson Throne) Weapons, which she is the single <b>best</b> post-Core character to use on account of having the highest survival skill of any Core or Curse character.</p>
<p>Additionally, Sajan <b>couldn't</b> bless most of his checks with more than one blessing - he can only do that on Combat and Acrobatics checks.</p>
<p><span class=messageboard-ooc>(If you're trying to compare Lini to an earlier printing of Lini, that's a completely different story to tell. But since there's 3 previous printings of her, you'd need to be more specific. I will agree that this is one of the weaker printings of Lini, but that's true of several Core/Curse characters, which are consistently better balanced than previous examples of their classes.)</span></p>kokatrix wrote:Lini became a great support but, i just didn't understand about Lini's new exploration mechanics.
Compared to Sajan, who has 7 blessings and 3 allies, knowing that he should bless practically everything he does with two or 3 blessings due to his low skill values, Lini has only 5 allies and 2 blessings.
as I understand it, Lini can no longer recharge animals after using them to explore (with the exception of Droogami).
if she tries to explore, she will be without her animals....Yewstance2020-03-16T17:05:41ZRe: Forums: Rules Questions and Gameplay Discussion: Is closing the location after defeating a closing henchman part of the same encounter?Yewstancehttps://paizo.com/threads/rzs42ya3?Is-closing-the-location-after-defeating-a#152020-03-14T01:31:34Z2020-03-13T22:03:17Z<div class="messageboard-quotee">Frencois wrote:</div><blockquote><p> ... so you can indeed do a lot of thing before trying to close (as long as you do not start another step by exploring again or starting the end of turn for example), like
</p>
- Healing
<br />
- Moving charcaters around (providing you have the power needed)
<br />
- Giving cards (providing you have the power needed)
<br />
- Playing buff spells...
<br />
...
<br />
That really helps ensuring you can close </blockquote><p>Skizzerz explained that you couldn't just above, but note that - unless it's immediately relevant to a situation, check or step that you're in - you can generally only play cards and use powers <i>in between</i> steps of a turn anyway, which prevents all of your suggestions. <span class=messageboard-ooc>To clarify; this isn't a Core rules change, this has always been the standard timing for playing cards for 'general' purposes, or at least as far back as Skull and Shackles.</span>
<p>For example, you can't process a Start-of-Turn effect (such as from a Scenario power), then play a Cure spell, then process another Start-of-Turn effect (such as from your location) - you have to wait until after the entire phase is over.</p>Frencois wrote:... so you can indeed do a lot of thing before trying to close (as long as you do not start another step by exploring again or starting the end of turn for example), like
- Healing
- Moving charcaters around (providing you have the power needed)
- Giving cards (providing you have the power needed)
- Playing buff spells...
...
That really helps ensuring you can close
Skizzerz explained that you couldn't just above, but note that - unless it's immediately relevant to a...Yewstance2020-03-13T22:03:17ZRe: Forums: Rules Questions and Gameplay Discussion: Uses for the Scrying spellYewstancehttps://paizo.com/threads/rzs42yxh?Uses-for-the-Scrying-spell#72020-03-13T15:19:43Z2020-03-10T18:19:37Z<div class="messageboard-quotee">Xexyz wrote:</div><blockquote> <div class="messageboard-quotee">Yewstance wrote:</div><blockquote><li>I agree with Skizzerz above. It's not much better than Object Reading, but <i>it is better than Object Reading</i>.</blockquote>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. </blockquote><p>Totally fair! That there's a strategic value in both cards is ideal design IMO; 'strictly better' cards are less interesting to consider and discuss.Xexyz wrote: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. Totally fair! That there's a strategic value in both cards is ideal design IMO; 'strictly better' cards are less interesting to consider and discuss.Yewstance2020-03-10T18:19:37ZRe: Forums: Pathfinder Adventure Card Society: 5-4C: Roll encounter die again for summoned Dream?Yewstancehttps://paizo.com/threads/rzs42yxc?54C-Roll-encounter-die-again-for-summoned-Dream#32020-03-08T03:47:04Z2020-03-07T22:16:17Z<p>Just indicating <a href="https://paizo.com/threads/rzs42uns?Adventure-54-Rules-Questions#1" target="_blank" rel="nofollow">a thread for this question exists</a>.</p>
<p>There's varying opinions on that thread shared, and no final consensus. However, I personally believe that RAW doesn't stop Animate Dreams from triggering a summon of Animate Dreams... both because the scenario rule isn't a <b>power</b>, nor a <b>card</b> (it's a storybook rule, which are not covered under the rules for either of those terms), and because Animate Dream - or any other card or power - is doing the summoning.</p>Just indicating a thread for this question exists.
There's varying opinions on that thread shared, and no final consensus. However, I personally believe that RAW doesn't stop Animate Dreams from triggering a summon of Animate Dreams... both because the scenario rule isn't a power, nor a card (it's a storybook rule, which are not covered under the rules for either of those terms), and because Animate Dream - or any other card or power - is doing the summoning.Yewstance2020-03-07T22:16:17ZRe: Forums: Rules Questions and Gameplay Discussion: Uses for the Scrying spellYewstancehttps://paizo.com/threads/rzs42yxh?Uses-for-the-Scrying-spell#52020-03-08T19:16:54Z2020-03-07T22:10:00Z<p>Dot-pointing my relevant opinions here, since this seems to be a thread more to share opinions/observations than anything else.</p>
<p><li>I think that Augury (and Scrying) used to be much too powerful. Rise of the Runelords was the best example, since I would almost never see a party without at least one Augury or Scrying among the table even in the final adventure of the game, and there was effectively no other non-combat spells that could compare to either (except Cures). Quite frankly, you'd usually use both, or as many copies as either you could control, and entire scenarios would be defined by their use to the player's favor.</p>
<p><li>Augury and Scrying used to be worth almost 3 explorations in a rechargeable card; by naming <i>Monster</i> you can find a henchman 3 cards down and/or bottom-deck up to 3 monsters. Plus, it was a way to let literally any party bypass almost literally any problem card; I remember my Harsk/Ezren/Kyra RotR party having an issue with beating the Avalanche barrier (before Ezren found Disintegrate) and so we'd just start scrying barriers to the bottom to deal with it at an absolute minimal use of resources - 'recharge a spell' rather than 'use an exploration and discard two blessings and still have a chance of failure' type thing.</p>
<p>From those perspectives above, I'm happy for any kind of nerf, really. Even in Level 6 an old-Scrying is basically an auto-include (at least as a one-of) for just about any kind of spellcaster, regardless of their particular playstyle, specialty or party composition... and I personally think it's a bad thing if <b>any</b> boon/spell is an "automatic include" in a deck, since it takes away player agency if there's an obvious 'best' choice in any lineup of options.</p>
<p>With that all said...</p>
<p><li>I agree with Skizzerz above. It's not much better than Object Reading, but <i>it is better than Object Reading</i>. Maybe not two levels worth better, but the option of shuffling away a card or two that's been examined by something else (let's say Core Ezren's power finding a barrier that nobody on the team can easily fight, or would cause everyone in the team to suffer) whilst trying to pull something nicer to the top (like a closing story bane) is probably at least something of a bump over the more consistent - but restrictive - Object Reading.</p>
<p>I wonder if there's a way to make Scrying stronger than it is in Curse, but weaker than it was pre-Core, whilst keeping its general role the same? As a hypothetical.</p>
<p><b>EDIT:</b> Ninja'd by zeroth_hour's post before mine. I find it interesting that the recent few opinions align on <i>"Scrying is still good. Probably a little weaker than expected given how much later in the game you get it compared to Object Reading, but still a really good spell"</i>.</p>Dot-pointing my relevant opinions here, since this seems to be a thread more to share opinions/observations than anything else.
I think that Augury (and Scrying) used to be much too powerful. Rise of the Runelords was the best example, since I would almost never see a party without at least one Augury or Scrying among the table even in the final adventure of the game, and there was effectively no other non-combat spells that could compare to either (except Cures). Quite frankly, you'd...Yewstance2020-03-07T22:10:00ZForums: Rules Questions and Gameplay Discussion: Conversion Guide Request - Alase (Summoner CD)Yewstancehttps://paizo.com/threads/rzs42yt7?Conversion-Guide-Request-Alase#12020-03-05T13:50:42Z2020-03-04T15:05:15Z<p>Quick request that we have errata created for <b>Alase</b> of the Summoner Class Deck in order to clarify how one of the powers on her character card interacts with spells, given the new Recovery rules.</p>
<p>The power in question is as follows...</p>
<div class="messageboard-quotee">Alase wrote:</div><blockquote>When you play a blessing (☐ or a spell or an ally) on a check by a character at Tonbarse's location, you may recharge it (☐ or shuffle it into your deck) instead of discarding it.</blockquote><p>Post-Core spells are not discarded when playing them (or at least, it can raise questions as to whether they were initially played 'on a check by a character at Tonbarse's location' when you get around to attempting to Recovery them, especially if Tonbarse moves around over time), nor is any spell when using the Conversion Guide.
<p>I should also note that <a href="https://paizo.com/pacg/conversion#v5748eaidgsjh" target="_blank" rel="nofollow">an errata was posted for a very similar power on Lazzero (Hell's Vengeance 1)</a> in the Conversion Guide, but the same solution would not be a clean fit here due to the extra condition that checks whether a spell would be valid for the auto-recharge/shuffle or not.</p>Quick request that we have errata created for Alase of the Summoner Class Deck in order to clarify how one of the powers on her character card interacts with spells, given the new Recovery rules.
The power in question is as follows...
Alase wrote:When you play a blessing (☐ or a spell or an ally) on a check by a character at Tonbarse's location, you may recharge it (☐ or shuffle it into your deck) instead of discarding it.
Post-Core spells are not discarded when playing them (or at least,...Yewstance2020-03-04T15:05:15ZRe: Forums/Pathfinder Adventure Card Game: General Discussion: DD 3C 6 Survive the SiegeYewstancehttps://paizo.com/threads/rzs42l9w?DD-3C-6-Survive-the-Siege#62020-03-02T13:44:10Z2020-03-02T09:05:26Z<div class="messageboard-quotee">Frencois wrote:</div><blockquote> Well if I remeber well, when you only have one bane left in the Siege deck and a lot of turns remaining on the hourglass, you can explore your location for loots... </blockquote><p>From memory; you can't do that with how 3C's Siege Scenario is worded. There's some subtle wording changes from Mummy's Mask "Defensive Stance" scenarios to the new post-Core ones.Frencois wrote:Well if I remeber well, when you only have one bane left in the Siege deck and a lot of turns remaining on the hourglass, you can explore your location for loots...
From memory; you can't do that with how 3C's Siege Scenario is worded. There's some subtle wording changes from Mummy's Mask "Defensive Stance" scenarios to the new post-Core ones.Yewstance2020-03-02T09:05:26ZRe: Forums: Rules Questions and Gameplay Discussion: Is closing the location after defeating a closing henchman part of the same encounter?Yewstancehttps://paizo.com/threads/rzs42ya3?Is-closing-the-location-after-defeating-a#52020-02-24T12:46:26Z2020-02-24T12:12:29Z<p>The Core Rulebook does define each exploration as occurring in its own 'explore step'. This means that everything that happens in a single exploration step is in the same exploration, implicitly.</p>
<p>In other words, until you move to the next step of the turn (which is "close your location, if empty", or "end your turn", if you skip that), or until you do something to <b>explore</b> again, you're continuing your exploration. With the caveat that most powers that occur "outside of an encounter" (like casting Cure) are actually played in-between steps, and thus are not subject to once-per-step restrictions.</p>
<p>Additionally, a nested encounter is not the same encounter. An encounter details your checks and uses of power against a specific card - once a card summons a new card for you to encounter, you're no longer making checks and powers against the original card, implicitly. </p>
<p>For example, if a Fire Elemental somehow summoned a Frost Elemental before-acting, then whilst dealing with that you're not still making checks against the Fire Elemental (for example, the Frost Elemental wouldn't inherit the Fire Elemental's immunities and resistances). Since you're no longer making checks or taking actions against the Fire Elemental, you're not currently in an encounter with it.</p>The Core Rulebook does define each exploration as occurring in its own 'explore step'. This means that everything that happens in a single exploration step is in the same exploration, implicitly.
In other words, until you move to the next step of the turn (which is "close your location, if empty", or "end your turn", if you skip that), or until you do something to explore again, you're continuing your exploration. With the caveat that most powers that occur "outside of an encounter" (like...Yewstance2020-02-24T12:12:29ZRe: Forums: Rules Questions and Gameplay Discussion: Attempting to Recover pre-Core boonsYewstancehttps://paizo.com/threads/rzs42y4k?Attempting-to-Recover-preCore-boons#102020-02-28T14:17:23Z2020-02-21T23:26:09Z<div class="messageboard-quotee">skizzerz wrote:</div><blockquote><p>"At the end of your turn, banish this card" isn't playing it. You play it by displaying it. Once displayed, all of the rest of the powers happen automatically so the armor is not played again.</p>
<p>Playing a card means doing something with that card (reveal, recharge, display, banish, etc.) to use a power printed on that card. If you aren't doing a thing with that card, or if doing that thing isn't the cost to use a power, then that's just an instruction you follow and doesn't count as playing the card. </blockquote><p>Whilst I fully agree with this assessment as per the rulebook... I'm more with Frencois here. Frencois' statement that "banish at the end of turn" is still clearly considered 'playing it', regardless of the card type.
<p>There's <b>definitely</b> precedent for "banish at the end of turn" to be covered under the initial playing of a card for the purposes of character powers. Whilst I cannot find the thread right now (and would greatly appreciate if anyone could find it, because I <i>know</i> it exists), there was a statement by Vic at one point that said something to the effect of "everything written on the card as a result of using one of its powers should be considered to be 'playing' it for the purposes of character Powers".</p>
<p>This is actually easily shown in a lot of pre-existing cards. For example, <b><a href="https://pacg.fandom.com/wiki/Potion_of_Heroism" target="_blank" rel="nofollow">Potion of Heroism</a></b> or <b><a href="https://pacg.fandom.com/wiki/Potion_of_Beast_Skin" target="_blank" rel="nofollow">Potion of Beast Skin</a></b> are displayed, then banished at the end-of-turn, exactly like <b><a href="https://pacg.fandom.com/wiki/Parade_Armor" target="_blank" rel="nofollow">Parade Armor</a></b>. <span class=messageboard-ooc>(A reminder all of these cards/templates existed before Recovery existed.)</span></p>
<p>This also applies to a lot of other spells and items that have existed over many sets. However, there has <b>never</b> been a suggestion that an Alchemist could not recharge Potion of Heroism when it gets banished at the end-of-turn just because it wasn't directly being banished for its initial power - furthermore, nothing in the Conversion Guide specifically calls out that it should go into Recovery in such a circumstance, and yet all players intuitively knows that it does. In fact, the <a href="https://paizo.com/pacg/conversion#v5748eaidgsjt" target="_blank" rel="nofollow">Conversion Guide instructions for Items</a> (and spells, for that matter) would suggest that you would change the 'cost' of playing Potion of Heroism (Displaying it) <b>instantly</b> 'banish', therefore rendering it non-usable... unless you interpret the 'banish at end of turn' to being akin to a cost to play the card, which is the whole crux of this thread when discussing Parade Armor.</p>
<p>Mind you, I'm not certain how to handle Parade Armor, because - as mentioned - Armor isn't called out in the same way as Items or Spells (or even Allies) in the Conversion Guide. However, I firmly believe that it's understood by the majority of PACG players that if you display a card for a turn, then banish it at the end-of-turn, then you are indeed <b>banishing it for its power</b>, and all Alchemist character powers have worked off this assumption for many years.</p>skizzerz wrote:"At the end of your turn, banish this card" isn't playing it. You play it by displaying it. Once displayed, all of the rest of the powers happen automatically so the armor is not played again.
Playing a card means doing something with that card (reveal, recharge, display, banish, etc.) to use a power printed on that card. If you aren't doing a thing with that card, or if doing that thing isn't the cost to use a power, then that's just an instruction you follow and doesn't...Yewstance2020-02-21T23:26:09ZRe: Forums: Rules Questions and Gameplay Discussion: Character powers that still need rulings? (attempt at comprehensive list)Yewstancehttps://paizo.com/threads/rzs2v583?Character-powers-that-still-need-rulings#392020-02-09T23:06:02Z2020-02-08T07:28:04Z<p>To summarize the most important thing from my unintentionally long post...</p>
<p>I <i>think</i>, RAW, if you move during an encounter with a villain (such as with Skyplate Armor), and you defeat the villain... you either automatically win, or you're left with an unwinnable, villain-less scenario. Following the rules, the Resolve the Encounter step says that you banish the villain, and all of the information about location closing, escaping and winning is "Villain Step" information in Core, which is explicitly <b>after the encounter</b> and so should be ignored as per RAW since you moved.</p>To summarize the most important thing from my unintentionally long post...
I think, RAW, if you move during an encounter with a villain (such as with Skyplate Armor), and you defeat the villain... you either automatically win, or you're left with an unwinnable, villain-less scenario. Following the rules, the Resolve the Encounter step says that you banish the villain, and all of the information about location closing, escaping and winning is "Villain Step" information in Core, which is...Yewstance2020-02-08T07:28:04ZRe: Forums: Rules Questions and Gameplay Discussion: Character powers that still need rulings? (attempt at comprehensive list)Yewstancehttps://paizo.com/threads/rzs2v583?Character-powers-that-still-need-rulings#342020-02-10T15:31:51Z2020-02-07T19:53:54Z<p>Slightly disagree with Varril above. Whilst I agree people are playing him completely differently, I think the Core Set rulebook does clarify that he can use his skill to use Divine even alongside a weapon, RAW, because it's addressed in the "use one skill instead of another" paragraph on page 11.</p>
<div class="messageboard-quotee">Mike Selinker wrote:</div><blockquote> Would you mind spelling out which ones you think have not been addressed? </blockquote><p>I'll try...
<p><li><b>Ruling Issue:</b> A variety of older characters have powers that care when you bury/discard/recharge types of cards, without listing "for their power". This leads to a wide variety of consequences that I would require a full post to pick apart, but one example is Vika (CD), Blacksmith Role, who can discard any weapon or armor she buries for any reason. This can be exploited to trade cards to a Mummy's Mask trader without actually giving them up from her deck (as all non-buried cards are shuffled back into your deck after drawing opening hands), or otherwise skipping or exploiting various other "Bury" penalties which are often designed to limit the length of time players can handle a scenario (like scenario 3-P or the final scenario of Rise of the Runelords).</p>
<p><li><b>Ruling Issue:</b> Infinite combo between Alahazra (CD), Bride of the Sun Role, and the Climbers Gloves, in the same class deck. This occurs because limitations on playing cards 'per check or step' don't apply in-between steps, as has previously been ruled several times (such as explaining why Alahazra (S&S) can recharge multiple cards to examine multiple locations).</p>
<p><li><b>Ruling Issue:</b> PFSACG Scenario Rewards for 4-P1 and 4-P2 raise a variety of unanswered questions about their actual functions and limitations, which I detail in an earlier post in this thread and have <a href="https://paizo.com/threads/rzs2v5fo?Organised-Play-Questions-regarding-4P1-and#1" target="_blank" rel="nofollow">posted an entire separate thread about</a> a couple of years back. I still have almost all of those questions outstanding.</p>
<p><li><b>Ruling Issue:</b> How can The Asmodean Discplines (HV1) redeem itself? <a href="https://paizo.com/community/blog/v5748dyo5lk6l?Not-Half-Bad-Indeed-Hells-Vengeance-Makes-Its" target="_blank" rel="nofollow">The blog post announcing Hell's Vengeance</a> says it can, but once you banish it isn't it no longer in your deck, and thus an illegal target, and PACG rules say to do everything on the card in the order it's written so it would be banished first?</p>
<p><li><b>Ruling Issue:</b> As linked above; Fumbus (Core), Fumbler Role has some odd interactions with other rulings, notably that "when you're told to do something with a card, do it no matter where that card is". This means his "When you make a check, draw a card, if you don't play it by the end of the check, recharge it" power becomes much, much, much more powerful, since he can use another one of his powers to discard the drawn card to add a bonus (and a trait, which usually stacks on yet another bonus) to his check, then recharge the card from his discards after the check is done. When built right, this will usually give Fumbus a +1d4+1d6 to literally every check he makes, bar none, which is kind of insane for the paltry cost of being Poisoned (which is basically -1 hand size), especially given how all of the contributing power feats are individually powerful and useful for any Fumbus player. Surely this wasn't the intent of the power?</p>
<p><li><b>Ruling Issue:</b> <a href="https://paizo.com/threads/rzs42fg5?Ultimate-Magics-Cloudburst-spell" target="_blank" rel="nofollow">Cloudburst Spell</a> has templating issues.</p>
<p>==================================================
<br />
<li><b>General Query/Concern:</b> Reepazo is still, in my opinion (and as I feel I demonstrated in a link earlier in the thread), designed in such a way as to make her far more powerful than any other character in many key regards, and whilst Core Rule changes make it impossible for her to win scenarios in a single turn they do not do much to otherwise limit her extensive ability to buff all of her own checks and draw cards indefinitely.</p>
<p><li><b>General Query/Concern:</b> Urgraz, Tyrant Role, also seems too too powerful. Once he redeems Book of the Damned from his own character deck, he can basically buy the party infinite turns on every scenario since he can uniquely completely sidestep any kind of 'banish' or 'bury' cost in the game at least once every turn. I have Play-by-post demonstrations of playing him in Season of the Runelords where his ability to give a card to someone, let them bury/banish it, then draw it into his hand with his power had endless applications, between exploiting Emerald Codex, hourglass renewal and even instant-location-close cards.</p>
<p><li><b>General Query/Concern:</b> Balance concerns about Mavaro - both kinds, but especially OA1 Mavaro - since a rules change FAQ means he can trivially add the Intelligence/Knowledge traits to all of his checks, which can easily be combined with a variety of boons to buff effectively all of his checks. A brand-new OA1 Mavaro with Ultimate Magic can repeatedly reveal Chronicler and Spellbook (both basics) to add +1d6+1d4 to all of his noncombat checks, for example, or just Chronicler to add +1d6 to his combat checks.</p>
<p><li><b>General Query/Concern:</b> Olenjack (CD) has a power feat on each role card that actually <b>weakens</b> his character, by forcing him to recharge cards after CHOOSING to draw additional ones, as enabled by a previous, separate power feat. It's very clear, RAW, that it's non-optional to recharge cards once you take the power feats that 'let'/'make' you do so, which seems undesirable design. I don't think he's alone with this issue, either.</p>
<p><li><b>General Query/Concern:</b> I'm still not sure whether your checks to recharge allies with Codex of Conversations are checks against the ally or checks against the item, or both - or, for that matter, whether they count as checks to recharge, checks to acquire, both, or neither. Even my most well-respected (though non-official) Rules Arbiters in PACG have given me conflicting responses on this.</p>
<p><li><b>General Query/Concern:</b> How does "Before you play this card, if this card has the Corrupted trait, do X" get prevented by powers that say "when you play a card with the Corrupted trait, you may ignore the Corrupted trait on that card"? This is actually intuitively understood by most PACG players I've spoken to, so I don't consider this a 'ruling' issue, but I have RAW-based confusions about how I can ignore a "before you play" effect with a power that requires me to actually "play" the card before I can ignore anything.</p>
<p><li><b>General Query/Concern:</b> Confirming that Nyctessa cannot heal herself if she does not - or cannot - draw the monster she defeats and banished, in alignment with my understanding of conditional and non-conditional power templating.
<br />
<li><b>General Query/Concern:</b> Note that, as linked above, my understanding of conditional and non-conditional power templating means that MM Ezren's core power might not technically function correctly, nor and I suspect a few other character powers are also mis-written.</p>
<p><li><b>General Query/Concern:</b> Cauterize heals non-random cards; in all of the printings the word 'random' is conspicuously absent despite making it a much more desirable spell than many higher-level healing cards. Intended?</p>
<p><li><b>General Query/Concern:</b> Skyplate Armor, Signal Whistle and other cards let you move mid-encounter, purely by virtue of missing the "you may not use this during an encounter" standard template on their movement powers. Whilst the rulebook does explain what happens if you move during an encounter, and it's clearly directly relevant to most encounters (thus making it a legal play); is this really intended? It's a "partial/conditional" sort-of-evade power, but it requires precise rules knowledge to use in the first place.</p>
<p><li><b>General Query/Concern:</b> Since Before You Act/Before Acting has been repeatedly ruled to be a <b>timing</b> statement, which has nothing to do with the <b>character</b> who's taking a turn, cards like Signal Whistle or powers such as that appear on Nyctessa, Blood Lord, can be used during any encounter of any player at any time, to interesting effects. Intended?
<br />
==================================================</p>
<p>There's other rulings I would be requesting, including clarification on various scenarios (including Core/Curse scenarios), character powers and boon powers, but right now I'm only listing ones I've already brought up in this thread rather than adding more to the pile.</p>Slightly disagree with Varril above. Whilst I agree people are playing him completely differently, I think the Core Set rulebook does clarify that he can use his skill to use Divine even alongside a weapon, RAW, because it's addressed in the "use one skill instead of another" paragraph on page 11.
Mike Selinker wrote:Would you mind spelling out which ones you think have not been addressed?
I'll try... Ruling Issue: A variety of older characters have powers that care when you...Yewstance2020-02-07T19:53:54ZRe: Forums: Rules Questions and Gameplay Discussion: Character powers that still need rulings? (attempt at comprehensive list)Yewstancehttps://paizo.com/threads/rzs2v583?Character-powers-that-still-need-rulings#312020-02-10T15:23:02Z2020-02-06T16:39:17Z<p>A few rulings or clarifications or fixes have been implemented for the issues listed here, and some were inherently fixed with Core rules. However, at least 50% of the issues still remain - in particular pre-Core character powers that don't just seem to work as intended - and I recall having found some more issues since the last few posts, such as the odd behavior of <a href="https://paizo.com/threads/rzs42qyw?Fumbus-Power-Question#18" target="_blank" rel="nofollow">one of Fumbus' role powers</a>. I just don't really think to continue to update this thread since I'm not sure it's being used to issue rulings.</p>
<p>For another example, <a href="https://paizo.com/threads/rzs42mzn?Move-then-explore-on-an-ally#8" target="_blank" rel="nofollow">Vic has made a comment in another thread</a> that suggests, based on strict RAW analysis, that some character powers are mis-worded, including MM Ezren, which can be observed when comparing it to rulings made on CD Imrijka.</p>A few rulings or clarifications or fixes have been implemented for the issues listed here, and some were inherently fixed with Core rules. However, at least 50% of the issues still remain - in particular pre-Core character powers that don't just seem to work as intended - and I recall having found some more issues since the last few posts, such as the odd behavior of one of Fumbus' role powers. I just don't really think to continue to update this thread since I'm not sure it's being used to...Yewstance2020-02-06T16:39:17ZRe: Forums/Pathfinder Adventure Card Game: General Discussion: New edition expansion/character deck plans?Yewstancehttps://paizo.com/threads/rzs42wgx?New-edition-expansioncharacter-deck-plans#152020-02-05T18:27:59Z2020-02-05T16:05:29Z<p>As an aside, from the perspective of a general player (rather than the BR)...</p>
<p>Spending $110 (or so) for Core+Curse - and thus having access to 10 minidecks which support every single PACG character ever made - might be a better value proposition than what buying individual Class, Character and Ultimate Decks offers. Assuming you intend to play a few different seasons/characters over time, of course.</p>As an aside, from the perspective of a general player (rather than the BR)...
Spending $110 (or so) for Core+Curse - and thus having access to 10 minidecks which support every single PACG character ever made - might be a better value proposition than what buying individual Class, Character and Ultimate Decks offers. Assuming you intend to play a few different seasons/characters over time, of course.Yewstance2020-02-05T16:05:29ZRe: Forums: Rules Questions and Gameplay Discussion: Curse of the Crimson Throne - 5D - Setup QuestionYewstancehttps://paizo.com/threads/rzs42oz7?Curse-of-the-Crimson-Throne-5D-Setup-Question#112020-02-10T14:21:41Z2020-02-04T16:02:32Z<div class="messageboard-quotee">eddiephlash wrote:</div><blockquote> Playing this in my home game and found the same question. Do Story Banes get removed when building/upgrading the vault? The text in the Curse storybook only refers to "non-Veteran monsters and barriers" getting removed. </blockquote><p>Excellent question. In another forum of discussion I'd asked this question in relation to Curse-4A, which has the Danger as a "Random Critter Bane", despite 4 of the 6 possible Critter Story Banes being candidates for having been removed from the vault (and most being <i>extremely easy</i> encounters for any Tier 4 character, such as Jigsaw Shark).
<p>However, I think we have to assume that Story Banes do <b>not</b> get removed. Among other things, some location closing conditions would fail to work if they're referring to summoning a story bane that no longer is in the vault, like the aforementioned Jigsaw Shark from the Fishery.</p>eddiephlash wrote:Playing this in my home game and found the same question. Do Story Banes get removed when building/upgrading the vault? The text in the Curse storybook only refers to "non-Veteran monsters and barriers" getting removed.
Excellent question. In another forum of discussion I'd asked this question in relation to Curse-4A, which has the Danger as a "Random Critter Bane", despite 4 of the 6 possible Critter Story Banes being candidates for having been removed from the vault (and...Yewstance2020-02-04T16:02:32ZRe: Forums: Rules Questions and Gameplay Discussion: Embiggen: all dice, or just dice on checks?Yewstancehttps://paizo.com/threads/rzs42x58?Embiggen-all-dice-or-just-dice-on-checks#132020-01-30T12:59:23Z2020-01-30T06:49:26Z<p>It works on all rolled dice on checks, not just your "character's skill dice", which I inferred Character Dice to mean?</p>
<p>In that case I take back my previous assessment about it being "better than Enlarge, arguably worse than several AD0 spells", and replace it with an assessment matching more of other perspectives in this thread of "probably overpowered".</p>
<p>[Spoiler omitted]</p>It works on all rolled dice on checks, not just your "character's skill dice", which I inferred Character Dice to mean?
In that case I take back my previous assessment about it being "better than Enlarge, arguably worse than several AD0 spells", and replace it with an assessment matching more of other perspectives in this thread of "probably overpowered".
[Spoiler omitted]Yewstance2020-01-30T06:49:26ZRe: Forums: Rules Questions and Gameplay Discussion: Question about KessYewstancehttps://paizo.com/threads/rzs42x05?Question-about-Kess#42020-01-28T13:10:41Z2020-01-28T12:56:02Z<p>Just affirming the previous two answers, but also mentioning that Hakon, Amiri and Kess all intentionally can assist "any" check against monsters very effectively, making them consistently good at dealing with any monster in any location, even those that lean heavily on non-combat checks to defeat or Before/After Acting checks. It's a big post-Core design feature that helps distinguish them from the (otherwise) somewhat more flexible martial classes like Fighters and Rangers.</p>Just affirming the previous two answers, but also mentioning that Hakon, Amiri and Kess all intentionally can assist "any" check against monsters very effectively, making them consistently good at dealing with any monster in any location, even those that lean heavily on non-combat checks to defeat or Before/After Acting checks. It's a big post-Core design feature that helps distinguish them from the (otherwise) somewhat more flexible martial classes like Fighters and Rangers.Yewstance2020-01-28T12:56:02ZRe: Forums: Rules Questions and Gameplay Discussion: Should the Sick Child barrier have the Disease trait?Yewstancehttps://paizo.com/threads/rzs42wz3?Should-the-Sick-Child-barrier-have-the#42020-01-24T02:48:23Z2020-01-24T01:38:26Z<p>I agree, and I'd probably houserule the Sick Child to have the Disease trait.</p>
<p>I also agree that the Disease trait is somewhat confusingly applied, in my opinion. It's very, very rare as a trait (even on Curse banes <i>alone</i>), and I also find it bizarre that Undead and Constructs aren't immune to the Disease trait (like they are the Poison trait), since you can add the Disease trait to your combat check with <b>Plaguebringer's Mask</b>.</p>
<p>Apparently you can inflict disease on ghosts; who knew?</p>I agree, and I'd probably houserule the Sick Child to have the Disease trait.
I also agree that the Disease trait is somewhat confusingly applied, in my opinion. It's very, very rare as a trait (even on Curse banes alone), and I also find it bizarre that Undead and Constructs aren't immune to the Disease trait (like they are the Poison trait), since you can add the Disease trait to your combat check with Plaguebringer's Mask.
Apparently you can inflict disease on ghosts; who knew?Yewstance2020-01-24T01:38:26ZRe: Forums: Rules Questions and Gameplay Discussion: Base location strategy (Curse)Yewstancehttps://paizo.com/threads/rzs42w5g?Base-location-strategy#92020-01-24T18:23:43Z2020-01-22T04:12:11Z<p>I tend to agree that you're not discarding a card to heal - the location is the only power healing you, and even then it's one of multiple effects.</p>
<p>However, a <a href="https://paizo.com/threads/rzs42n83?The-Peacock-and-Stars-Harrow#13" target="_blank" rel="nofollow">previous ruling</a> and <a href="[url=https://paizo.com/paizo/faq/v5748nrupch3g#v5748eaidgste" target="_blank" rel="nofollow">FAQ</a> suggests that any event that would cause a heal will never heal the card initially triggering the event. </p>
<p>In truth, I don't know how to completely interpret that ruling. Is discarding a boon to explore <b>really</b> tied into the Base location power healing you as if it were a single action? Heck, the heal happens after you pick up a Supporter... By that logic, if you discarded an ally to explore and encountered a monster that said "If defeated, heal an ally" then the monster wouldn't be able to heal the ally you just used, as the implication would be that the entire exploration (and all consequences thereof) is somehow tied into the act of the boon you discarded to make that exploration happen.</p>
<p>Personally, as above, I would <b>not</b> consider using the Base to heal as "discarding a card while healing", and that you should be putting your Ally/Blessing/Etc in your discards before actually taking your exploration.</p>
<p>Either way, it's certainly not gamebreaking however you rule it.</p>I tend to agree that you're not discarding a card to heal - the location is the only power healing you, and even then it's one of multiple effects.
However, a previous ruling and FAQ suggests that any event that would cause a heal will never heal the card initially triggering the event.
In truth, I don't know how to completely interpret that ruling. Is discarding a boon to explore really tied into the Base location power healing you as if it were a single action? Heck, the heal happens...Yewstance2020-01-22T04:12:11ZRe: Forums: Pathfinder Adventure Card Society: Changes coming in Guide 6.2Yewstancehttps://paizo.com/threads/rzs42q8i&page=2?Changes-coming-in-Guide-62#512019-11-08T20:06:40Z2019-11-08T10:02:44Z<p>Whilst I support a rewrite of the Hierarchy, it does remind me of a possible issue I'd like to raise <span class=messageboard-ooc>(and suggest is clarified in the next version of the Card Guild Guide)</span>.</p>
<p>The Core Rulebook states the following rule regarding the "Owner" trait.
<br />
<div class="messageboard-quotee">Core Rulebook, Page 19 wrote:</div><blockquote>Some cards have the Owner trait, followed by the name of a character. If your character is the Owner of a card, you—and only you—may treat it as if it is level 0.</blockquote><p>There are a very small selection of extremely high-level Owner cards; the best example being the <b>Demonbane Temple Sword +3</b>; a very powerful Weapon 6 from the Monk Class Deck and Owned by Sajan.
<p>If Sajan can treat it as level 0; can't he start with it even in Tier 1? This <b>might or might not</b> conflict with the Card Guild Guide as-written...</p>
<div class="messageboard-quotee">Card Guild Guide, Page 7 wrote:</div><blockquote>Characters can never begin a scenario with any card of a level higher than their tier. </blockquote><p>...but if he counts the Demonbane Temple Sword +3 as if it were level 0, then that's not a problem, right? He's just got a level 0 card in his deck, not a level 6...right? It's not as if the Core Rulebook quote above says to treat it as 0 <i>just</i> for deckbuilding; it says he can just always treat it as 0.
<p>Additionally, assuming that he <i>does</i> need to be level 6 to grab it; does he still gain that weapon by using any Weapon Deck Upgrade, without needing to find a Weapon 6 Deck Upgrade?</p>
<p>I suppose I feel the rules aren't crystal-clear when it comes to when you do and don't treat an Owned Card as Level 0, and I'd appreciate that be clarified in the Card Guild Guide.</p>Whilst I support a rewrite of the Hierarchy, it does remind me of a possible issue I'd like to raise (and suggest is clarified in the next version of the Card Guild Guide).
The Core Rulebook states the following rule regarding the "Owner" trait.
Core Rulebook, Page 19 wrote:Some cards have the Owner trait, followed by the name of a character. If your character is the Owner of a card, you—and only you—may treat it as if it is level 0.
There are a very small selection of extremely high-level...Yewstance2019-11-08T10:02:44ZRe: Forums: Rules Questions and Gameplay Discussion: QuestionsYewstancehttps://paizo.com/threads/rzs42tml?Questions#142019-11-06T18:52:20Z2019-11-06T03:31:59Z<p>Your exploration doesn't end until that specific exploration step ends (in Core each exploration is its own step). Basically, "Until you stop processing effects triggered by your exploration (and thus until you get a chance to cast a spell like Cure or a chance to use a boon to explore again), you're still in an exploration".</p>Your exploration doesn't end until that specific exploration step ends (in Core each exploration is its own step). Basically, "Until you stop processing effects triggered by your exploration (and thus until you get a chance to cast a spell like Cure or a chance to use a boon to explore again), you're still in an exploration".Yewstance2019-11-06T03:31:59ZRe: Forums: Pathfinder Adventure Card Society: Need help reporting solo OP gameYewstancehttps://paizo.com/threads/rzs42tt4?Need-help-reporting-solo-OP-game#42019-11-06T18:42:50Z2019-11-03T01:48:34Z<div class="messageboard-quotee">Dr. Atylis wrote:</div><blockquote> I am allowed to loan my characters to players and get credit for the advancement? </blockquote><p>No.Dr. Atylis wrote:I am allowed to loan my characters to players and get credit for the advancement?
No.Yewstance2019-11-03T01:48:34ZRe: Forums/Pathfinder Adventure Card Game: General Discussion: Yewstance - Core Character ReviewsYewstancehttps://paizo.com/threads/rzs42rff?Yewstance-Core-Character-Reviews#122020-05-14T17:38:01Z2019-11-02T00:32:46Z<p><span class=messageboard-bigger><b>WIZARD: Ezren</b></span>
<br />
<b>Difficulty of Play:</b> 7/10
<br />
<b>Combat Potential:</b> 6/10
<br />
<b>Noncombat Potential:</b> 5/10
<br />
<b>Exploration Rate:</b> 6/10
<br />
<b>Survivability:</b> 3/10
<br />
<span class=messageboard-ooc>Honestly, the rankings above are kind of useless for pure casters like Ezren; it depends so much on what spells he carries.</span></p>
<p><b>Character Strengths...</b>
<br />
<li><i>Largest Spell count of any Core/Curse character, allowing him to...</i>
<br />
<li>Tweak his spells to cover the party's weaknesses, as well as his own.<li>Effectively utilise spells which are displayed for long periods of time, and still have enough attack spells left to remain self-sufficient.<li>Absolutely maximise the benefits gained by stacking Intelligence skill feats and boons that buff his Intelligence.</p>
<p><li><b>Practically</b> the largest hand size among all Core and Curse characters.<li>Numerous skills tied to a single stat; allowing him to demonstrate expertise across multiple types of checks by specializing in Intelligence.<li>High capability of acquiring spells of all kinds - the best character to tackle spell-heavy locations. Additionally can assist party members acquiring a range of cards, especially at higher levels <span class=messageboard-ooc>(where all Weapons and Armor, and most Items, will be Magical)</span>.<li>Examination-heavy; rarely has to explore 'blind', increasing safety and consistency, and helping him isolate villains or story banes when he's not suited to closing or fighting.<li>Can explore numerous times a turn without discarding a single card, in some cases.<li>Hypothetically, can excel in almost <b>any</b> area with the right spells; featuring strong combat, strong exploration potential, strong support, strong examination potential, etc. </p>
<p><b>Character Weaknesses...</b>
<br />
<li>Almost completely limited in his capabilities by his spell selection.
<br />
<li>Has few feasible methods of combat outside of spells; requires a certain mass of Attack spells to always be kept in his deck, and can be hosed by a single attack-immune enemy.
<br />
<li>Low skill variety. If he isn't making a check against a magic card or an Intelligence/Craft/Knowledge/Arcane check; his odds may be very poor without the right boon to assist him.
<br />
<li>Includes a weapon slot, but is poorly equipped to make strong use of it.
<br />
<li>Includes no blessings, and so is unable to <i>unconditionally</i> support himself or his allies, and has less options for using boons to explore.
<br />
<li>Poor at handling series of combat checks, or summoned banes.
<br />
<li>Without spell-based methods of damage resistance or arcane healing, he's highly vulnerable to all forms of damage and may often discard cards frequently; requiring a healer to consistently function.
<br />
<li>Highly vulnerable to certain Triggers.<li>Possibly the single most boon-reliant character in Core and Curse. If he does not have the <b>right</b> cards in his deck, he will underperform.</p>
<p><b>Optimal Environment</b>
<br />
<li>Large party (5-6 players).
<br />
<li>Party members that can take sequential combat checks alongside him effectively. <span class=messageboard-ooc>(eg. Valeros, Amiri, Kess, Harsk, Seelah.)</span><li>Party members who often need assistance to successfully recharge their own spells. <span class=messageboard-ooc>(eg. Seelah, Lini.)</span>
<br />
<li>At least one - preferably 2 - party members effective at consistently re-using Cure spells or other healing powers. <span class=messageboard-ooc>(eg. Lini, Kyra, Hakon.)</span> </p>
<p>[Spoiler omitted]
<br />
<b>Why is Ezren's spellbook potentially so diverse?</b>[Spoiler omitted]</p>
<p>All in all, it's hard to make a 'general writeup' of Ezren, because his strengths are so heavily defined by his boons, and no two Ezrens are likely to play the same. Pre-Role, he practically is a 'shell' character purely set up to let you draw and cast your spells along with some powers to help cycle through your deck, successfully acquire and recharge spells and give him some security against encountering bad banes. The most notable feature of him that <b>isn't</b> entirely centred on the spells you encounter and have is that he can discard/recharge any card that isn't immediately helpful to you, so he's well-suited to carrying corner-case cards <span class=messageboard-ooc>(which is a desirable trait for an item and spell-heavy character, which tend to be card types with more 'narrow' effects)</span>.</p>
<p>Ezren's two Roles - unlike Amiri's - are quite dramatically different, with the only compelling similarity is a shared ability to improve <i>all</i> of his non-combat checks <span class=messageboard-ooc>(more or less)</span>. One emphasises his examination powers, setting him up to be a powerful supporting tool for a party, allowing him to selectively build optimal hands and allowing the progression of a scenario to be tightly controlled. Meanwhile, the other sets him up to be a powerful, pro-active character, absolutely maximising his ability to handle virtually any check and take longer turns... at the cost of the security and safety of his other role.</p>
<p>Supportive spellcaster or glass-cannon polymath? Very different playstyles; further assessment of their differences can be seen in the related spoilers further below.</p>
<p><b>Advanced Strategies</b>
<br />
• Including one-use cards that heal Ezren <span class=messageboard-ooc>(like <a href="https://pacg.fandom.com/wiki/Cure" target="_blank" rel="nofollow">Cure</a> or <a href="https://pacg.fandom.com/wiki/Elixir_of_Healing" target="_blank" rel="nofollow">Elixir of Healing</a>)</span> are perfectly justifiable to include if nobody else in the party is taking them, in order to allow Ezren to keep burning his cards for longer and more dramatic turns, even if he cannot keep them between scenarios.
<br />
• Speaking of Cure; Ezren can recharge Divine spells for his examination/exploration power just as well as Arcane spells, so they're not bad to see in your opening hand either.</p>
<p>• Whilst there are valid uses for Ezren's weapon slot <span class=messageboard-ooc>(as discussed further in the <i>Pre-Role Feat Considerations</i> and <i>Notable Boons</i> spoilers)</span>; you can always have him carry a weapon that you know will be valuable for a given party member, too. You may not think that Ezren's a good fit for <a href="https://pacg.fandom.com/wiki/Giantbane_Greataxe" target="_blank" rel="nofollow">Giantbane Greataxe</a>, but that doesn't stop him from passing it to a Seelah, Amiri or Harsk in the party (especially since Ezren has a large hand size and will likely draw it faster).
<br />
• Similarly, his expertise at spellcasting may make him ideal to be given spells from other party members with lower arcane skills, like Lem, and his lack of inherent armor usually means he'd appreciate at least one display-able armor that doesn't require proficiency to be given to him.
<br />
• If you do want to try using your weapon in combat (which becomes a bit better with one of his roles), Ezren can make use of weapon poisons like <a href="https://pacg.fandom.com/wiki/Bloodroot_Poison_(Core)" target="_blank" rel="nofollow">Bloodroot Poison</a> and <a href="https://pacg.fandom.com/wiki/Wyvern_Poison_(Core)" target="_blank" rel="nofollow">Wyvern Poison</a>; since he has the Craft skill.</p>
<p>• Don't value your spells <i>too</i> highly - unless a spell is critically enabling you in some way, feel free to aggressively recharge your spells and other cards to make the absolute most of your powers; you'll cycle through your deck to more frequently find and use your 'ideal' cards whilst making the most of the examinations and check bonuses they provide. Saving too many cards for the 'perfect moment' is unhelpful - if a card is sitting in your hand and not being used, then it's just clogging up your hand without enhancing you in any meaningful way. In particular; any boons that are still in your hand when you end your turn are usually best spent during Recovery to help ensure you recharge all of your spells.
<br />
• Plus, if you try to hoard spells without actually using them then you decrease how often you can use your bonus start-of-turn 'draw', since there won't be as many spells in your deck <i>to</i> draw.</p>
<p>• I recommend that you play by playing your recharged cards in a <b>faceup</b> pile. The cards you recharge is 'open' information (until you require a deck shuffle) anyway, but this means if you end up recharging your entire deck <span class=messageboard-ooc>(a perfectly plausible event for Ezren)</span> then you can better know how many cards to spend and draw to make the most of his <i>"Draw the top card of your deck if it's a spell"</i> power.
<br />
• Additionally, boons that allow players to examine and re-order the top cards of their decks or otherwise manipulate what's on top of their deck <span class=messageboard-ooc>(like <a href="https://pacg.fandom.com/wiki/Zellara%27s_Harrow_Deck" target="_blank" rel="nofollow">Zellara's Harrow Deck</a> or <a href="https://pacg.fandom.com/wiki/Helpful_Haversack" target="_blank" rel="nofollow">Helpful Haversack</a>)</span> can additionally increase the potential of Ezren's first power.</p>
<p>• Powers that allow Ezren to shuffle his deck can be helpful in speeding up his ability to redraw desirable spells. A Kyra party member is adept at this; as are boons like <a href="https://pacg.fandom.com/wiki/Staff_of_Minor_Healing" target="_blank" rel="nofollow">Staff of Minor Healing</a> or <a href="https://pacg.fandom.com/wiki/Djinn" target="_blank" rel="nofollow">Djinn</a>. Even without these, though, you should find yourself able to recharge through all of your cards and then redraw them pretty quickly, since most of the cards in your deck will be recharged (or discarded) for their powers or your own character powers, largely as the result of being such a spell-heavy character.[/spoiler][Spoiler omitted][Spoiler omitted][Spoiler omitted][Spoiler omitted][Spoiler omitted]
<br />
=====================================</p>
<p><span class=messageboard-ooc>Sorry for the long delay on this one! Can't promise it won't happen again - this is time consuming and I really should learn to cut them down! I look through a lot of boons and re-examine and re-write huge portions of these over and over, to be frank.</span></p>
<p><span class=messageboard-ooc>Unless I change the ordering; next up is <b>Fumbus!</b> In my opinion, one of the two most powerful characters in Core+Curse.</span></p>WIZARD: Ezren
Difficulty of Play: 7/10
Combat Potential: 6/10
Noncombat Potential: 5/10
Exploration Rate: 6/10
Survivability: 3/10
Honestly, the rankings above are kind of useless for pure casters like Ezren; it depends so much on what spells he carries.
Character Strengths...
Largest Spell count of any Core/Curse character, allowing him to...
Tweak his spells to cover the party's weaknesses, as well as his own.Effectively utilise spells which are displayed for long periods of time, and...Yewstance2019-11-02T00:32:46ZRe: Forums: Rules Questions and Gameplay Discussion: Help me understand recovery and the lack-there-of consequences.Yewstancehttps://paizo.com/threads/rzs42t4b?Help-me-understand-recovery-and-the#82019-10-21T12:55:51Z2019-10-19T17:36:15Z<p>Just quickly saying that I agree with zeroth_hour in that MM had plenty of exploits that Recovery solves; especially Reepazo (who is a promo character released alongside MM and so is closes to an MM character) and the alchemist Damiel. If you're using class decks around the similar timeframe, Occult Adventures Estra had some significant draw-combos with Neferekhu and spellcasting that Recovery prevents from going effectively infinite, too.</p>
<p>Additionally, Recovery does not entirely make the game more difficult. Being able to order your spell recharges (especially in cycling-heavy characters like Lem and Seoni) is a big deal, and you mentioned the risk reward change by not knowing how many cards are in your deck - but the flipside is that if you end up losing more of your hand to damage you can now ask for assistance on your Recovery checks to make sure you pass them if it's a matter of life and death. If anything, delaying the time before you make a decision (the decision being whether or not to expend resources to help your Recovery checks) means you can make that decision with more information, which seems to be the opposite of what you're suggesting (which was that you had less information to work with).</p>
<p>Regardless, if your table universally has more fun working with the old rules; go ahead. It's a purely co-operative game and having fun trumps anything else!</p>Just quickly saying that I agree with zeroth_hour in that MM had plenty of exploits that Recovery solves; especially Reepazo (who is a promo character released alongside MM and so is closes to an MM character) and the alchemist Damiel. If you're using class decks around the similar timeframe, Occult Adventures Estra had some significant draw-combos with Neferekhu and spellcasting that Recovery prevents from going effectively infinite, too.
Additionally, Recovery does not entirely make the...Yewstance2019-10-19T17:36:15ZRe: Forums/Pathfinder Adventure Card Game: General Discussion: Yewstance - Core Character ReviewsYewstancehttps://paizo.com/threads/rzs42rff?Yewstance-Core-Character-Reviews#92019-10-13T00:16:13Z2019-10-12T18:08:30Z<div class="messageboard-quotee">burgus wrote:</div><blockquote><p>Can you do this for Lini next? I wanted to play her with my party soon, but when I tested her in a solo play I wasn't so sure what she's actually good at and how I should use her mechanics. It also seems there aren't enough animal allies in core (except low level ones) and especially curse (which has almost only human allies) to make her a great choice. Please prove me wrong.
</p>
</blockquote><p>Hm... I want to do these in the 'official' character order, which is alphabetical. That makes <b>Ezren</b> next, and his review is 60% written.
<p>However, I acknowledge that Lini is a tricky character to assess and a great target for a review. I must admit, on paper she appears to be one of the weakest Core characters, but upon playing her in Dragons Demand I was highly impressed (quite opposite to wkover's opinion above).</p>
<p>I'll consider re-structuring the character reviews after Ezren, but I'll make some quick statements that's important to consider when evaluating (Core) Lini, that make her seem <i>better</i> than she otherwise might be considered.</p>
<p><li>In parties that stick together, the +1d4 to all checks invoking the Animal trait is remarkably helpful. In Dragon's Demand, it should come up <i>almost</i> as often as the Cleric's anti-Undead against banes, plus coming up when against about 25% of allies (which are Animals). It should pretty much always be your first power feat both because of the frequency that it assists the party (and yourself), plus also making her "use animals to attack" power much better.
<br />
<li>Additionally, note that almost every animal in Core/Curse has Survival checks to defeat, and many of them penalize players for using combat checks (such as the Dire Badger).</p>
<p><li>Lini, at least without spending power feats, is pretty much the <i>easiest</i> character to intentionally shuffle your character deck with in Core. That possibly makes her the best character at re-using key 'rechargable' cards like <b>Cure</b>, assuming she passes such checks. In a lopsided party with every Core divine caster, I would give Lini both <b>Divine Insight</b> and <b>Cure</b> (possibly the best level 0 divine spells) before any other party member due to this.
<br />
<li>The <b>Dog</b> ally is a great example of this; she can shuffle it into her deck to examine her location, something that can be done on any turn and at any time (particularly nice if you close a location on your turn and still have it in hand). Quite frankly, it's so easy to examine a location with it and then redraw it on the same turn that it almost feels like having a Dog makes her function much like Harsk.</p>
<p><li>Lini is the king of Survival, making her the best character to use <b>Hide Armor</b> and variants. In the late-game (Curse of the Crimson Throne, notably), some of the most powerful Armor in the game are the survival-based armors like <b>Sable Company Hide Armor</b>, <b>Bearskin Armor</b> and <b>Moon Maiden Armor</b>.</p>
<p><li>As one of the most ally-centric characters in Core, she's better in large parties where you can aim to take a lot of explorations in a turn. Allies are consistently better than blessings to explore with in Core/Curse, where they almost always have an added benefit to doing so with.</p>
<p><li>By and large, her strengths are mostly dictated by the animals you carry with her, since her tendency to shuffle them back on use means they can be re-used frequently. Combat support (Riding Allosaurus), examinations (Dog), exploration efficiency, noncombat support, etc. Plus, she's an example of a caster character who doesn't <i>need</i> a single Attack spell to perform well, freeing up her spell slots for utility purposes.
<br />
<li>She's a little like a more proactive (exploration/combat heavy) Lem, honestly. </p>
<p>On the other hand....</p>
<p><li>Her tiny blessing count hurts.
<br />
<li>Her relatively weak Divine skill hurts.
<br />
<li>She doesn't use her weapon slot very effectively, and is more likely to just bury a weapon to use her combat power.
<br />
<li>Her lack of proficiencies of any kind (besides Divine) can hurt.
<br />
<li>Achieving high combat results without stacking support/blessings is tricky, and she doesn't have any armor or ability to otherwise mitigate that weakness.
<br />
<li>2 of the 4 power feat options on her basic Character card, in my opinion, are pretty bad/underwhelming.
<br />
<li>Whilst some of the later animal allies are really good... there really aren't that many of them, particularly after AD3 when you're using pure Curse cards (as you mentioned). Plus, her aforementioned lack of blessings makes her bad at utilizing Harrow blessings, and the Urban-Heavy nature of many CotCT locations can be rough (despite her getting some <b>amazing</b> Respect-based cards to use in CotCT).</p>
<p>She's probably one of the weaker printings of Lini, but I actually had a lot of fun with her and I have a higher opinion of her than I initially did. It's important to note that most Core characters are a bit weaker than older characters (notably Mummy's Mask and Class Deck characters), which is almost certainly intentional. I think they're better balanced, personally - RotR Lini was way too good, for example.</p>burgus wrote:Can you do this for Lini next? I wanted to play her with my party soon, but when I tested her in a solo play I wasn't so sure what she's actually good at and how I should use her mechanics. It also seems there aren't enough animal allies in core (except low level ones) and especially curse (which has almost only human allies) to make her a great choice. Please prove me wrong.
Hm... I want to do these in the 'official' character order, which is alphabetical. That makes Ezren...Yewstance2019-10-12T18:08:30ZRe: Forums: Rules Questions and Gameplay Discussion: Does "a random location" include the base?Yewstancehttps://paizo.com/threads/rzs42pc5?Does-a-random-location-include-the-base#82019-10-08T23:25:01Z2019-10-08T08:50:19Z<div class="messageboard-quotee">Droideka wrote:</div><blockquote><p>Bonus question: You can explore multiple times at the Base with explore cards, just like any other location, can't you?
</p>
So if one player starts at the Base, they can free explore and gain a Supporter, then say draw a card (one of the options at Base), then discard an explore card to explore, gain a Supporter, then heal that card (another option at the Base), repeat for as many explore cards as you may have.</p>
<p>We have Kess in our team with 9 Allies and she can go through that deck as much as she wants at the start.......is this right? </blockquote><p>Absolutely. For some characters, there's even more benefits to doing so.
<p>Post-role, for example, <b>Fumbus</b> can draw a card after every exploration (and usually carries one or two healing cards in his deck), so there should be nothing stopping him from chain-exploring through every Supporter at the Base, displaying them all, and ending still on full health. Some characters are exceptionally well placed to just getting all of your rallied Supporters displayed straight-up in a single turn... though doing so will empty the Base and prevent you from using it in the future to clear your hand or remove a scourge or something.</p>Droideka wrote:Bonus question: You can explore multiple times at the Base with explore cards, just like any other location, can't you?
So if one player starts at the Base, they can free explore and gain a Supporter, then say draw a card (one of the options at Base), then discard an explore card to explore, gain a Supporter, then heal that card (another option at the Base), repeat for as many explore cards as you may have.We have Kess in our team with 9 Allies and she can go through that deck...Yewstance2019-10-08T08:50:19ZRe: Forums: Play-by-Post Discussion: [PACS][PBP GDVIII] BR Dinketry's Season of Rotting Ruins DiscussionSkizza - Fungus Collector (alias of Yewstance)https://paizo.com/campaigns/v5748p75ivkoq/discussion#252019-09-11T03:10:04Z2019-09-10T23:53:04Z<p>Hey all!</p>
<p>For those of you who may find it helpful, I've created a <b><a href="https://docs.google.com/spreadsheets/d/1kXRrZCxI1NZDlrVK-qTVKISxXQhYkui5xOohzrLKKP8/edit?usp=sharing" target="_blank" rel="nofollow">Party Tracker</a></b> google sheet that collects (in real time) the notes, hands, deck sizes and displayed cards of each character and places them all in one handy sheet.</p>
<p>Some of the players on this table (at least <i>Dinketry</i> and <i>Abraham</i>) will have used such a tool before. If it's helpful, it can be placed in the scenario updates or the campaign header at the BR's discretion.</p>
<p>I can extend and modify the spreadsheet to track other details and information as requested by the party. For example, the <a href="https://docs.google.com/spreadsheets/d/194rt2CJzl5ta-eKI1HxeDudDiTPC9TZA6eiv58iNg1U/edit#gid=1870702209" target="_blank" rel="nofollow">Curse of the Crimson Throne</a> table I BR has quite a lot of tabs of information in a spreadsheet linked in the <a href="https://paizo.com/campaigns/v5748p75ivkfh/gameplay&page=7#345" target="_blank" rel="nofollow">scenario updates</a>.</p>Hey all!
For those of you who may find it helpful, I've created a Party Tracker google sheet that collects (in real time) the notes, hands, deck sizes and displayed cards of each character and places them all in one handy sheet.
Some of the players on this table (at least Dinketry and Abraham) will have used such a tool before. If it's helpful, it can be placed in the scenario updates or the campaign header at the BR's discretion.
I can extend and modify the spreadsheet to track other...Skizza - Fungus Collector (alias of Yewstance)2019-09-10T23:53:04ZRe: Forums/Pathfinder Adventure Card Game: General Discussion: Yewstance - Core Character ReviewsYewstancehttps://paizo.com/threads/rzs42rff?Yewstance-Core-Character-Reviews#22020-05-14T17:37:53Z2019-09-10T04:17:40Z<p><span class=messageboard-bigger><b>BARBARIAN: Amiri</b></span>
<br />
<b>Difficulty of Play:</b> 3/10
<br />
<b>Combat Potential:</b> 9/10
<br />
<b>Noncombat Potential:</b> 3/10
<br />
<b>Exploration Rate:</b> 3/10
<br />
<b>Survivability:</b> 7/10</p>
<p><b>Character Strengths...</b>
<br />
<li><i>High mobility, enabling her or her party to...</i>
<br />
<li>Take full advantage of positive location powers.
<br />
<li>Avoid penalties of negative Start-of-Turn/End-of-Turn location powers.
<br />
<li>Gain benefits from positive Start-of-Turn/End-of-Turn location powers.
<br />
<li>Set self or others up to provide local support and avenging opportunities.</p>
<p><li>Phenomenal melee skill; high average combat checks.
<br />
<li>Uniquely capable of encountering or avenging against any monster, including passing Before Acting and After Acting checks or noncombat checks to defeat. Consistently strong against most Story Banes and Dangers.
<br />
<li>Card efficient - unlikely to run out of cards in deck even with heavy use of discard/bury powers, unless playing in small parties.</p>
<p><b>Character Weaknesses...</b>
<br />
<li>Low exploration potential.
<br />
<li>Low skill variety.
<br />
<li>Inconsistent at acquiring any type of boon.
<br />
<li>Poor anti-barrier skills.
<br />
<li>Limited ability to support friendly checks.</p>
<p><b>Optimal Environment</b>
<br />
<li>Medium size party (3-4 players).
<br />
<li>Party members that can support her noncombat checks. <span class=messageboard-ooc>(eg. Lem, Seelah, Quinn.)</span>
<br />
<li>Above-average capability to handle Wildcards, due to unusually strong card efficiency and combat checks.</p>
<p>[Spoiler omitted][Spoiler omitted]</p>
<p><b>Cards</b>
<br />
• There's pretty much no 'wrong' Card Feats for Amiri, and they will be highly dependant upon your party composition and your personal playstyle. My considerations are as follows, but they should be taken with an especially large pinch of salt.</p>
<p>• <i>Weapons:</i> Usually the weakest Card Feat. Amiri only needs 1 weapon to fight effectively, and its her Favored Card Type so she really shouldn't be lacking in them. However, Core/Curse weapons are more likely to serve more purposes, including anti-barrier, examination or movement effects, and you can always bury them (from hand or discards) to your main power.</p>
<p>• <i>Armors:</i> The new design of Display-able Armors means that they're much better card feats than they have been in the past. Once an armor is displayed, they're potentially adding value to you turn after turn without taking up a hand slot that could be used for something else.
<br />
• Armor-proficient OR Wisdom-based Amiris are both more likely to take an Armor card feat.
<br />
• Amiris taking hand size increases are more likely to take an Armor card feat.</p>
<p>• <i>Item:</i> Varies widely in practicality. Better with larger hand sizes <span class=messageboard-ooc>(as items tend to be more niche than other card types, so you want to have more cards in hand to increase the likelihood that they'll be relevant)</span>. Curse provides the "Paint" cards which can be displayed indefinitely to support Amiri in various ways, however.</p>
<p>• <i>Ally, Blessing:</i> Both are better in larger party sizes, as they provide more means of both supporting your team off-turn as well as exploring faster on-turn.
<br />
• Highly encouraged for 5+ player parties.
<br />
• Blessings become better with Curse of the Crimson Throne, due to the wide variety of Harrow blessings.[/spoiler][Spoiler omitted][Spoiler omitted][Spoiler omitted][Spoiler omitted]</p>BARBARIAN: Amiri
Difficulty of Play: 3/10
Combat Potential: 9/10
Noncombat Potential: 3/10
Exploration Rate: 3/10
Survivability: 7/10
Character Strengths...
High mobility, enabling her or her party to...
Take full advantage of positive location powers.
Avoid penalties of negative Start-of-Turn/End-of-Turn location powers.
Gain benefits from positive Start-of-Turn/End-of-Turn location powers.
Set self or others up to provide local support and avenging opportunities.
Phenomenal melee skill;...Yewstance2019-09-10T04:17:40ZForums/Pathfinder Adventure Card Game: General Discussion: Yewstance - Core Character ReviewsYewstancehttps://paizo.com/threads/rzs42rff?Yewstance-Core-Character-Reviews#12020-05-06T23:19:27Z2019-09-10T04:17:21Z<p>Greetings to all forumgoers, veteran and newcomer alike. Since I've had a couple of expressions of interest, I'm trying my hand at producing a review of <span class=messageboard-ooc>(or perhaps better described as my subjective "Guide-to-playing")</span> each of the new Core Set characters. This 'review' hopes to serve multiple purposes, including...</p>
<p><li>Provide a high-level overview of their strengths and weaknesses.
<br />
<li>Assess where they may perform best - such as specific party sizes or with specific parties.
<br />
<li>Assess their 'build options', weighing up the respective merits of their feat and role choices.
<br />
<li>Identify some of the ideal boons that these characters might search for, or have unique applications for said characters.
<br />
<li>Encourage further discussion over the characters, encourage the sharing of opinions and knowledge.</p>
<p>Of course, everything I write is purely opinion-based. I have a <a href="https://www.reddit.com/r/Pathfinder_ACG/comments/8w64wt/pacg_character_review_a_review_of_pacg_base_set/ " target="_blank" rel="nofollow">history of other 'reviews'</a> of PACG characters and concepts.</p>
<p>It must be stated that these character reviews are in the context of the <b>Core Set</b> and the <b>Curse of the Crimson Throne</b> card sets, and their respective Adventure Paths. Characters may perform wildly different with or against boons and banes from other sets, but that's not within the scope of these reviews.</p>
<p>======================</p>
<p>Each review will aim to keep the following format, more or less...</p>
<p><span class=messageboard-bigger><b>CLASS: CHARACTER NAME</b></span>
<br />
<b>Difficulty of Play:</b> X/10 <span class=messageboard-ooc>(Difficulty of deckbuilding, character risk appetite, complexity of design and quantity of powers to track.)</span>
<br />
<b>Combat Potential:</b> X/10 <span class=messageboard-ooc>(Ability to achieve consistent high combat results and/or general anti-monster capability.)</span>
<br />
<b>Noncombat Potential:</b> X/10 <span class=messageboard-ooc>(Ability to acquire varied boons, take advantage of skill-dependant scenario powers, defeat barriers or close locations.)</span>
<br />
<b>Exploration Rate:</b> X/10 <span class=messageboard-ooc>(How many times they can explore per turn <i>if</i> they try to explore as much as possible.)</span>
<br />
<b>Survivability:</b> X/10 <span class=messageboard-ooc>(General risk of death per scenario, and ability to maintain a hand full of cards even after taking damage.)</span> </p>
<p><span class=messageboard-ooc>(These are highly subjective overviews, with large overlaps (high survivability correlates with lower difficulty of play) and plenty of grey areas (a character might be great at fighting barriers with a specific power but is otherwise limited outside of combat). Furthermore, these values could change greatly with how you play a character, and which Role you pick.)</span></p>
<p><span class=messageboard-ooc>(I will generally try to list these numbers from the perspective of the pre-Role character card, and the numbers given are loosely in reference to other Core/Curse characters - not historic PACG characters.)</span></p>
<p><b>Overview of Character Strengths</b>
<br />
<li>(List)</p>
<p><b>Overview of Character Weaknesses</b>
<br />
<li>(List)</p>
<p><b>Optimal Environment</b>
<br />
<li>(Local characters, Adventure Path, party size, specific party members...)</p>
<p>[Spoiler omitted][Spoiler omitted][Spoiler omitted][Spoiler omitted][Spoiler omitted][Spoiler omitted]</p>
<p>========================</p>
<p>I will be going through each Core Set character in alphabetic order (as provided in the <a href="https://paizo.com/products/btpy914x?Community-Use-Package-Pathfinder-Adventure-Card-Game-Character-Sheets" target="_blank" rel="nofollow">official Character Sheets</a>), followed by each Curse of the Crimson Throne character in the same fashion.</p>
<p>Which means we'll be starting with the Barbarian <b>Amiri</b> in my next post. I probably won't post any further reviews until I get some feedback. Are these reviews/guides helpful? Are they interesting? Are they too long?</p>Greetings to all forumgoers, veteran and newcomer alike. Since I've had a couple of expressions of interest, I'm trying my hand at producing a review of (or perhaps better described as my subjective "Guide-to-playing") each of the new Core Set characters. This 'review' hopes to serve multiple purposes, including...
Provide a high-level overview of their strengths and weaknesses.
Assess where they may perform best - such as specific party sizes or with specific parties.
Assess their 'build...Yewstance2019-09-10T04:17:21ZRe: Forums: Play-by-Post: [PACS][PBP GD VIII] BR Dinketry's Season of Rotting RuinsSkizza - Fungus Collector (alias of Yewstance)https://paizo.com/campaigns/v5748p75ivkoq/gameplay#122019-09-09T04:22:15Z2019-09-09T04:16:51Z<p><span class=messageboard-ooc>In a post-Core world, I'm a <b>big</b> fan of teaming up locally and making heavy use of each other's supportive powers and cards. My current PbP run through Legendary Dragon's Demand has only reinforced that belief, so I'll stick with the party.</span></p>
<p><span class=messageboard-ooc>Also, fun fact (or not-so-fun fact, depending upon your taste for challenge) - these might be the <b>absolute worst Wildcards</b> we could get for such a scenario. This scenario heavily features summoned banes, and I generally consider Unhallowed one of the worst Wildcards in general.</span></p>
<p><span class=messageboard-ooc>But I have faith in our team!</span></p>
<p>===========================</p>
<p>Even new travelers like Skizza know of the Whispering Tyrant, and he chitters in stress as he get swept up in the sudden, panicked activity of the city. Riots, fire, conflict, smoke. His heart drops at the suggestion that he's found himself once again amidst a warzone.</p>
<p>But the Society's been far too good to Skizza for him to abandon them now - as tempting as it is to pay his way amidst the evacuees. Skizza trusts Viora Skedrin to know what she's doing; he already sought her advice on alchemy and significant local flora in his time in the city, and knows her to be capable of acting in Venture-Captain Shevar Besnik's absence.</p>
<p>He prepares his rifle, pistols and grenades, straps on his armor, and looks to see what he can do to keep the riots from overtaking the city. And hopefully not get trampled in the process.</p>
<p>He shivers, reconsidering the whole 'evacuation' plan, suddenly...</p>
<p><span class=messageboard-ooc>Skizza starts at the <b>Shrine</b>. He will move with the party on location closure, favoring Lem if the party splits up.</span></p>
<p><span class=messageboard-ooc>Skizza chooses <b>Weapon</b> to be his favored card type, and draws his starting hand...</span></p>
<div class="messageboard-quotee">Skizza wrote:</div><blockquote><p> <b>Hand: <a href="https://pacg.fandom.com/wiki/Arquebus" target="_blank" rel="nofollow">Arquebus</a>, <a href="https://pacg.fandom.com/wiki/Vine_Leshy" target="_blank" rel="nofollow">Vine Leshy</a>, <a href="https://pacg.fandom.com/wiki/Blessing_of_the_Gods_(2)" target="_blank" rel="nofollow">Blessing of the Gods (2)</a>, <a href="https://pacg.fandom.com/wiki/Blessing_of_the_Gods" target="_blank" rel="nofollow">Blessing of the Gods</a>, <a href="https://pacg.fandom.com/wiki/Blessing_of_the_Green_Faith" target="_blank" rel="nofollow">Blessing of the Green Faith</a>, </b>
</p>
<b>Displayed:</b>
<br />
<b>Deck:</b> 10 <b>Discard:</b> 0 <b>Buried:</b> 0
<br />
<b>Hero Points:</b> 0
<br />
<b>NOTES:</b>
<br />
<b>Available Support: </b>I'll be taking my turn first anyway, but I assure you I'm happy for my cards to be used to support the party in almost all cases. I will usually try to list relevant powers in this section of my Notes.
<br />
<b>Movement: </b>Move me with the party. If the party splits up; move me with <i>Lem</i>.
<br />
<b>Other: </b>If you need someone to take a combat check or Avenge one; Skizza's available.
<br />
</blockquote><p>[Spoiler omitted]
</p>
[Spoiler omitted]</p>In a post-Core world, I'm a big fan of teaming up locally and making heavy use of each other's supportive powers and cards. My current PbP run through Legendary Dragon's Demand has only reinforced that belief, so I'll stick with the party.
Also, fun fact (or not-so-fun fact, depending upon your taste for challenge) - these might be the absolute worst Wildcards we could get for such a scenario. This scenario heavily features summoned banes, and I generally consider Unhallowed one of the worst...Skizza - Fungus Collector (alias of Yewstance)2019-09-09T04:16:51ZForums/Pathfinder Adventure Card Game: General Discussion: Conversion Suggestion: Give Flenta proficiency with Arcane ItemsYewstancehttps://paizo.com/threads/rzs42r2b?Conversion-Suggestion-Give-Flenta-proficiency#12019-09-06T20:13:42Z2019-09-03T17:22:49Z<p>A small request; but as-written Flenta has some role powers which fall <i>greatly</i> away from their intended use if she's used partially or exclusively with post-Core cards (such as in home Core/Curse play).</p>
<div class="messageboard-quotee">Flenta (Fighter CD), Arcane Pretender Role wrote:</div><blockquote>□ You automatically succeed at your check to recharge (□ or acquire) an item that has the Magic trait.</blockquote><p>Pre-Core, whilst this could be used for a few things, but was primarily intended to be used with Wands or other means of using items that required an Arcane check to recharge. The Fighter Class Deck came with the <b><a href="https://pacg.fandom.com/wiki/Necklace_of_Fireballs" target="_blank" rel="nofollow">Necklace of Fireballs</a></b> and <b><a href="https://pacg.fandom.com/wiki/Wand_of_Treasure_Finding" target="_blank" rel="nofollow">Wand of Treasure Finding</a></b> items, most assuredly only relevant to Flenta.
<p>With a very small number of exceptions (Mist Horn, Harrow Deck), all post-Core Items that allow for checks to recharge require a proficiency which Flenta doesn't have. Flenta cannot recharge Core or Curse Wands, nor the post-Core <a href="https://pacg.fandom.com/wiki/Fireball_Beads" target="_blank" rel="nofollow">Fireball Beads</a>[/b] (which is almost a carbon copy of Necklace of Fireballs, incidentally, but requires proficiency to recharge). </p>
<p>It seems in-line with design intent that Flenta (who's backstory references her reliance on magic items) should be able to utilize these more effectively, which Arcane Item proficiency covers. <span class=messageboard-ooc>(I was going to suggest "Arcane Wands" proficiency, originally, until I realized that Fireball Beads wouldn't be counted, despite being an almost-copy of a item intentionally made available to her in the Fighter Class Deck).</span></p>
<p><span class=messageboard-ooc>(Flenta's other role also provides some benefit to recharging said cards as well, incidentally.)</span></p>A small request; but as-written Flenta has some role powers which fall greatly away from their intended use if she's used partially or exclusively with post-Core cards (such as in home Core/Curse play).
Flenta (Fighter CD), Arcane Pretender Role wrote:□ You automatically succeed at your check to recharge (□ or acquire) an item that has the Magic trait.
Pre-Core, whilst this could be used for a few things, but was primarily intended to be used with Wands or other means of using items that...Yewstance2019-09-03T17:22:49ZRe: Forums/Pathfinder Adventure Card Game: General Discussion: Coming back - Broken Token-like inserts for Core/Curse boxes?Yewstancehttps://paizo.com/threads/rzs42qwq?Coming-back-Broken-Tokenlike-inserts-for#32019-10-31T17:27:00Z2019-08-31T23:58:43Z<div class="messageboard-quotee">Brother Tyler wrote:</div><blockquote> I think that the current system is a significant improvement over the old plastic inserts (which only worked if you didn't sleeve your cards). </blockquote><p>Just as a quick aside/anecdote; even if you didn't sleeve your cards a lot of base sets had issues around AD5-6, especially with the Character Add-On Decks.
<p>Prior to Core, I didn't sleeve my cards, but it's impossible to fit all henchmen into the given slot in Mummy's Mask (with the Character Add-On Deck); and I recall I had issues with one or two other slots (including the slot for Support cards). I can't imagine using the old boxes with sleeves.</p>
<p>I'm a big fan of the simple "Here's some foam blocks and dividers - make your own organisation" of the Core Set, honestly. It also lets me pack cards far more tightly (with the right inserts) in case I want to transport my box.</p>Brother Tyler wrote:I think that the current system is a significant improvement over the old plastic inserts (which only worked if you didn't sleeve your cards).
Just as a quick aside/anecdote; even if you didn't sleeve your cards a lot of base sets had issues around AD5-6, especially with the Character Add-On Decks. Prior to Core, I didn't sleeve my cards, but it's impossible to fit all henchmen into the given slot in Mummy's Mask (with the Character Add-On Deck); and I recall I had issues...Yewstance2019-08-31T23:58:43ZRe: Forums: Play-by-Post Discussion: [ACG] [CaG II] Sanctioned Core (The Dragon's Demand) by Yewstance DiscussionBR Yewstance (alias of Yewstance)https://paizo.com/campaigns/v5748p75ivkfg/discussion&page=3#1252019-08-29T05:59:50Z2019-08-29T05:08:01Z<p>No need: Based on my reading, Korundo automatically closes his location, and therefore you all have finished the entire campaign!</p>
<p>I will look to getting your Chronicle Sheets sent out in two or three weeks (after you've selected your final Hero Point/Deck Upgrade choices). If you need them earlier than that, please let me know.</p>
<p>It's been a pleasure running the table for you all. As previously mentioned, I am open to the idea of running more content for this table but I may not be able to promise as much of my time.</p>
<p>No need to rush to any decision, though. Enjoy your victory!</p>No need: Based on my reading, Korundo automatically closes his location, and therefore you all have finished the entire campaign!
I will look to getting your Chronicle Sheets sent out in two or three weeks (after you've selected your final Hero Point/Deck Upgrade choices). If you need them earlier than that, please let me know.
It's been a pleasure running the table for you all. As previously mentioned, I am open to the idea of running more content for this table but I may not be able to...BR Yewstance (alias of Yewstance)2019-08-29T05:08:01ZRe: Forums: Pathfinder Adventure Card Society: A Curious Hypothetical - Quinn & Weapon ProficiencyYewstancehttps://paizo.com/threads/rzs42qjm?A-Curious-Hypothetical-Quinn-Weapon#122019-11-06T17:58:45Z2019-08-28T23:25:26Z<p>[Spoiler omitted]</p>[Spoiler omitted]Yewstance2019-08-28T23:25:26ZRe: Forums: Rules Questions and Gameplay Discussion: Dire Lion, Pack Landshark and Mist HorrorYewstancehttps://paizo.com/threads/rzs42n7h?Dire-Lion-Pack-Landshark-and-Mist-Horror#132020-02-16T15:29:55Z2019-08-27T23:05:57Z<p>So to confirm, if a power says "Damage as usual [...]", it will <i>always</i> solely refer to damage caused by failing a check to defeat a monster.</p>
<p>If a power simply says "Damage is [...]", then it will apply to <i>all</i> damage dealt by that card, including BA/AA/If Undefeated damage.</p>
<p>What about "All damage is [...]" <span class=messageboard-ooc>(such as turns up on cards that only do a specific type of damage, like Evoker, Elemental and Drake)</span>? Is that identical to "Damage is [...]", or is it subtly different?</p>
<p>It appears there are 3 distinct templates for modifying damage, and I'd like to make sure I'm not misplaying any of them.</p>
<p><span class=messageboard-ooc>(Personally, I feel like "Damage as usual" is a bit vague to assume it specifically and exclusively refers to damage as a result of failing a check to defeat. I'd have preferred "Damage while acting" or "If this card would deal damage while acting", etc.)</span></p>So to confirm, if a power says "Damage as usual [...]", it will always solely refer to damage caused by failing a check to defeat a monster.
If a power simply says "Damage is [...]", then it will apply to all damage dealt by that card, including BA/AA/If Undefeated damage.
What about "All damage is [...]" (such as turns up on cards that only do a specific type of damage, like Evoker, Elemental and Drake)? Is that identical to "Damage is [...]", or is it subtly different?
It appears there...Yewstance2019-08-27T23:05:57ZRe: Forums: Rules Questions and Gameplay Discussion: Mavaro strategy discussionYewstancehttps://paizo.com/threads/rzs2tz8c&page=2?Mavaro-strategy-discussion#622020-05-11T05:49:42Z2019-08-21T18:41:23Z<div class="messageboard-quotee">Slacker2010 wrote:</div><blockquote><div class="messageboard-quotee">Yewstance wrote:</div><blockquote>For what it's worth, I do not believe OA2 Mavaro even enters the top 5 most powerful PACG characters with the FAQ. </blockquote>Now that You have made this statement, I know you have thought about it. What is your list? Does it go pass the top 5? </blockquote><p>[Spoiler omitted]Slacker2010 wrote:Yewstance wrote:For what it's worth, I do not believe OA2 Mavaro even enters the top 5 most powerful PACG characters with the FAQ.
Now that You have made this statement, I know you have thought about it. What is your list? Does it go pass the top 5? [Spoiler omitted]Yewstance2019-08-21T18:41:23ZRe: Forums: Rules Questions and Gameplay Discussion: Mavaro strategy discussionYewstancehttps://paizo.com/threads/rzs2tz8c&page=2?Mavaro-strategy-discussion#602019-08-21T17:07:01Z2019-08-21T00:22:09Z<p>Disclaimer: The following statements are merely my opinions (or observations).</p>
<div class="messageboard-quotee">Brother Tyler wrote:</div><blockquote> So is the concern that the developers overlooked this consequence when developing the FAQ (that has been incorporated into the Core Set rules)? That's difficult to fathom since Mavaro was one of the key characters whose powers were cited in the discussions leading up to the FAQ change.</blockquote><p>Actually, as far as I can tell the <b>specific</b> FAQ has <i>not</i> been incorporated into the Core Set.
<p>The FAQ, oddly enough, states that it has an effect in its initial sentence, then the <b>"Resolution"</b> text (which causes a change in the rulebook) handles a completely different issue - it's basically two completely different FAQs in one post.</p>
<div class="messageboard-quotee">FAQ wrote:</div><blockquote>Yes. So if you gain the skill Arcane equal to your Craft, and your Craft is your Intelligence +3, your Arcane checks are considered Craft and Intelligence checks. This does not fall under the rule that you can only use one power to determine the skill you're using.</blockquote><p>The above quote changes Mavaro greatly, but is <b>not</b> covered anywhere in the Core Set Rulebook, as far as I can tell. The later parts of the FAQ - which instead clarify the differences between "For your X check, use Y" and "Use Y instead of X", as well as ensuring that the original skill you choose from a list is always one of the traits - <b>are</b> incorporated into the Core Set rulebook, but do not directly impact Mavaro.
<p><span class=messageboard-ooc>(It is my <b>opinion</b> that something went wrong when writing that FAQ, hence why its Resolution does not actually relate to the name of the FAQ or it's initial descriptory paragraph. I have indicated the impact of this FAQ on numerous threads in the past (notably in regards to Varril) and the fact that it has not changed suggests that there is no inclination for it to be reviewed.)</span></p>
<div class="messageboard-quotee">Brother Tyler wrote:</div><blockquote><p>Assuming that the point is being made with the intent of some tangible outcome, what is desired?</p>
<p>Is the implication that Mavaro's rules need to be adjusted in some way to compensate for the benefit? Perhaps reducing his Intelligence by one die?</p>
<p>Or is the implication that the basic addition of the skill's traits is itself flawed and needs to be removed or otherwise adjusted?</blockquote><p>Whilst I do believe this makes both versions of Mavaro undesirably strong - particularly in PACS - I raised it in this thread <b>solely</b> to inform readers (particularly newcomers to the game) that the answers in this thread are explicitly out-of-date, and should not be treated as accurate.
<div class="messageboard-quotee">Brother Tyler wrote:</div><blockquote>Before we get to that, though, has anyone conducted an analysis to determine just how much of an increase in power the rule confers on Mavaro? [...] What's the actual data that backs the assertion being made? </blockquote><p>I have not made a formal assessment, though I am happy to run through a PbP solo scenario or two under PACS rules to ascertain his effectiveness publicly, <a href="https://paizo.com/campaigns/v5748p75ivjru/gameplay&page=last" target="_blank" rel="nofollow">as I have used before to demonstrate characters I believe are too powerful</a>.
<p>I can provide an anecdote as well as a thought exercise, however.</p>
<p>Anecdotally. When I raised this on the official Pathfinder Discord approximately 6 months ago, there was someone who made comments to the effect of that they'd stopped playing their OA2 Mavaro that way because of how powerful it was. I would have to search to find their name and exact comments, however.</p>
<p>Thought exercise. A Tier 1 Occult Adventures 2 Mavaro, playing with the <b>Ultimate Magic Add-On Deck</b>, can start with <i>Chronicler</i> and <i>Spellbook</i> in his deck, as both are Basic Level 0 cards. Furthermore, OA2 Mavaro is uniquely capable of selectively searching out cards from his deck rather quickly.</p>
<p>Once these two cards are in his hand, he may reveal both to add 1d6+1d4 to any Knowledge noncombat check he makes (or 1d6 to any Knowledge combat check).</p>
<p>Without skill feats, power feats or even deck upgrades (so only using basics that a PACS Mavaro would be able to take); OA2 Mavaro can roll 1d8+1+1d6+1d4 (Average of 11.5) for his noncombat Knowledge checks without costing him any card. This of course includes any check made with a skill gained from his core, character-defining power. That's an average result which will successfully acquire <i>almost</i> every printed Level 0 or 1 boon and defeat <i>almost</i> every printed Level 0 or 1 barrier.</p>
<p>Let's say he's using his personal weapon (which is also a basic for him), <i>The Missing Eye</i>, and he gains either the Strength or Melee skill with his power. Revealing The Missing Eye, Chronicler and Spellbook (a reminder he can search out cards from his deck easily) causes him to roll 2d8+2+1d6 (Average of 14.5) in combat without feats and without expending a card. <span class=messageboard-ooc>(Without expending cards and using Basics, a Fighter or Barbarian tends to average combat checks of about 13 or so out of the gate in PACS.)</span></p>
<p>Yes, there are other factors I've not considered, including the cost of holding onto cards in your hand, potentially slower exploration rate, the higher cost of gaining the skills from his power in the first place (especially pre-feat), etc. However, from a showing of a character using <b>only</b> Basic Cards and without being given a single feat, it's an astonishingly consistent build out the gate in PACS, and I'd be happy to do more extensive testing on request. I also chose to ignore the possibility of a PACS OA2 Mavaro using the AP reward <i>Blessing of the Sages</i>, which can be recharged to add 3d8 to his Knowledge checks, and then be able to be searched back out with his power every turn from as early as Tier 1.</p>
<p><span class=messageboard-ooc>(For what it's worth, I do not believe OA2 Mavaro even enters the top 5 most powerful PACG characters with the FAQ. I'm <b>not</b> concerned that he 'breaks the game'. I <b>am</b> concerned, if only somewhat, that he is much more powerful - especially in the early game - than his original design intended for him to be. There's even comments from Vic explicitly confirming - prior to the existence of that FAQ - that the kind of "Intelligence/Knowledge buff stacking" demonstrated above wasn't supposed to work with him.)</span></p>
<p><span class=messageboard-ooc>(However, I repeat, my goal in raising it here was to inform other players who would mistakenly take the rulings of this thread to heart, and in doing so learn rules that are no longer the case. Both versions of Mavaro are characters that tend to trigger a lot of people to go hunting for answers to questions they have.)</span></p>Disclaimer: The following statements are merely my opinions (or observations).
Brother Tyler wrote:So is the concern that the developers overlooked this consequence when developing the FAQ (that has been incorporated into the Core Set rules)? That's difficult to fathom since Mavaro was one of the key characters whose powers were cited in the discussions leading up to the FAQ change.
Actually, as far as I can tell the specific FAQ has not been incorporated into the Core Set. The FAQ, oddly...Yewstance2019-08-21T00:22:09ZRe: Forums: Rules Questions and Gameplay Discussion: Mavaro strategy discussionYewstancehttps://paizo.com/threads/rzs2tz8c&page=2?Mavaro-strategy-discussion#572019-08-20T11:52:42Z2019-08-20T04:04:51Z<p>I've brought this up in other places, but for the benefit of people coming across this forum thread in the future (as I came across this whilst googling for something)...</p>
<p>Previous answers in this thread are out-of-date, such as in answer to the <a href="https://paizo.com/threads/rzs2tz8c?Mavaro-strategy-discussion#34" target="_blank" rel="nofollow">question about buffing Intelligence checks</a>. A <a href="https://paizo.com/paizo/faq/v5748nruor1he#v5748eaidgsbk" target="_blank" rel="nofollow">January 2019 FAQ</a> changed the rules so that gaining a skill based on another skill now causes both skill's traits to be added to your checks.</p>
<p>This <b>significantly</b> increase the power level of both printings of Mavaro. In the case of MM Mavaro, as long as he's using any skill gained by his power then he is always making an <b>Intelligence</b> check; something that can be greatly exploited through dozens of specific boons and character powers, from <i>Spellbook</i> to <i>Blessing of the Master of Masters</i> to <i>Erayu</i>.</p>I've brought this up in other places, but for the benefit of people coming across this forum thread in the future (as I came across this whilst googling for something)...
Previous answers in this thread are out-of-date, such as in answer to the question about buffing Intelligence checks. A January 2019 FAQ changed the rules so that gaining a skill based on another skill now causes both skill's traits to be added to your checks.
This significantly increase the power level of both printings...Yewstance2019-08-20T04:04:51ZRe: Forums: Play-by-Post Discussion: [PFSACG] Flaxseed On Deck Adventure Card Guild Lodge DiscussionYewstancehttps://paizo.com/campaigns/PFSACGFlaxseedOnDeckAdventureCardGuildLodge/discussion&page=3#1332019-08-19T18:41:35Z2019-08-19T01:21:26Z<p>In time (I hope) for the next Gameday, I've made some modifications to expand the usefulness of my Deck Handler a little bit more. <a href="https://docs.google.com/spreadsheets/d/1Y7xuo7gfAtykLJSI1jDsFi86Y1DiiOSOafZrvJWX560/edit?usp=sharing" target="_blank" rel="nofollow"><b>Version 4.7</b> of my Deck Handler</a> adds in support for <b>Cohorts</b>, as well as making some other small improvements (mostly rendering a few more cells "Protected" to prevent players accidentally overwriting important things).</p>
<p>When you're entering your character's Cards List under the "FEAT TRACKING" tab, you may now also add in your number of Cohorts. This means that your decklist will correctly include your Cohorts in the "DON'T LOOK!" tab. Additionally, if you've got any Cohorts in your hand and you've got Card Type Colors enabled, Cohorts will be colored Gold.</p>
<p>As an added bonus, I created a <a href="https://docs.google.com/spreadsheets/d/1zxoUp0q02jFMsFjgwB6QVi_d92yziXlY4VIuTvc4EtE/edit?usp=sharing" target="_blank" rel="nofollow">sample Deck Handler v4.7 for the Summoner <b>Zetha</b></a>, with her powers, cards and skills filled out. This both serves to demonstrate the new Cohort features, as well as show an example of how you adjust the FEAT TRACKING sheet to reflect your character (as I've had some questions about that).</p>
<p>Finally, I'm now tracking all of the Deck Handlers I release for public use on <a href="https://docs.google.com/spreadsheets/d/1arWgvvnnRztmPqSwtYGpIcnMwgy5gF0ARY2ggR7qIpU/edit?usp=sharing" target="_blank" rel="nofollow">this <b>index</b> page</a> (also linked under my name on this profile). This can be used to find any specific Deck Handler I've shared in the past, in case you prefer to use an older version or you're looking for a specific variant.</p>In time (I hope) for the next Gameday, I've made some modifications to expand the usefulness of my Deck Handler a little bit more. Version 4.7 of my Deck Handler adds in support for Cohorts, as well as making some other small improvements (mostly rendering a few more cells "Protected" to prevent players accidentally overwriting important things).
When you're entering your character's Cards List under the "FEAT TRACKING" tab, you may now also add in your number of Cohorts. This means that...Yewstance2019-08-19T01:21:26ZRe: Forums: Pathfinder Adventure Card Society: Guide 6.1 feedback - Building the VaultYewstancehttps://paizo.com/threads/rzs42prk?Guide-61-feedback-Building-the-Vault#22019-08-18T01:48:51Z2019-08-17T22:54:25Z<div class="messageboard-quotee">Mark Koopman wrote:</div><blockquote>There is no option anymore to keep Basic or Elite boons that may be worth keeping around. This affects several Loot rewards (like SoFF-Scorpion Whip, Filter Hood, Compass, Camel. SoTT-Monkey), as well as Sunburst Market in MM-based games and the reward power in SoTT that lets you take a Basic boon from the box instead of a Plunder card. </blockquote><p>Speaking of, I'd love to hear designer input to clarify whether you can use Loot (in your AP) that's been removed from the vault or not. Besides the ones listed above, there's others still that turn up (such as Remove Curse and Elemental Treaty). It seems pretty clear that you cannot trade for a card not in the vault as-written, but there's little clear guidelines about pre-Core Loot.
<p>It's made explicit in Card Guild Guides v6.0 and v6.1 that you <b>can</b> use earned Loot that is in the box but not the vault (because it says to take the Loot from the game <b>box</b>, not the vault), but it's written in such a way that it only covers the use of Post-Core loot (Sanctioned DD, Sanctioned CotCT and Season 6), since it only refers to loot rewarded under a specific template. </p>
<p>It would <i>seem</i> like the intent for all Loot cards should be the same, but it's rather vague as to whether you can use pre-Core loot cards if they've been removed from the vault, and I've heard numerous differing opinions on the matter.</p>Mark Koopman wrote:There is no option anymore to keep Basic or Elite boons that may be worth keeping around. This affects several Loot rewards (like SoFF-Scorpion Whip, Filter Hood, Compass, Camel. SoTT-Monkey), as well as Sunburst Market in MM-based games and the reward power in SoTT that lets you take a Basic boon from the box instead of a Plunder card.
Speaking of, I'd love to hear designer input to clarify whether you can use Loot (in your AP) that's been removed from the vault or not....Yewstance2019-08-17T22:54:25Z