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Very surprised that the Blessing of Alkenstar doesn't have the Gambling trait.
I'm super excited to try out this deck. I might add Skizza to my "goblins+" group that I'm starting to run through Season of the Runelords... currently it consists of Tup, Ekkie and the Lizardfolk Oracle whose name escapes me at the moment.
So for the Interactive Special event - what do we need to bring if we are playing in the ACG side of it? Do we need a preconfigured deck?
From what I understand, you will need to have a PFSACG-legal character of tier 1-6. A 7th-tier character (one who has completed an entire guild adventure path) isn't eligible to play.
I've got the dump up on PathfinderCommunity.net now, and it should be working correctly. I've also grabbed a few of the dumped pages and put them into new pages on the site, and the HTML seems to drop in pretty easily. Each page will take a bit of formatting, so for now I'm leaving a template from another MCA at the bottom of each page Click here to see an example with the Aegis Lancer
ok, so my apologies, as I said, I recently just got a second job to help with school and other necessities, which is taking a lot more time and work than I had anticipated. And with this being a game I had envisioned with lots of map work I'm not certain I would be able to run it the way I wished. So, I will be putting this on an official hiatus until a time I feel comfortable fulling committing to running it as I don't want to be forced to drop it half-way through.
Disappointing, but I appreciate that you recognize that it would be tough for you. Better now than after a few weeks of gaming. Thanks, and I hope we eventually get it started!
Thoku the Bloodied One wrote:
i honestly dont know what magic crap to try to get for my character.. i do like the warmask ill get one of those and ill make my bite be my magic item as that is the pride of an orc lol
This item might be useful to you. Basically, if you want to go non-bloody for a bit, you'll gain extra HP.And this one would keep you from being forced to drop your bloody visage if a spellcaster tried to send it away.
*French accent* Oh ho ho, Runelorrds, ees too eeazeey, no? Yees, eez too eeazeey!
Our table is now a scenario behind theirs, since we failed 1-5D twice :(
To appease those such as Houstonian who would like to use the Witch characters without necessarily owning the Witch deck, and also just to add some variety to witch familiars for home games, I have created the following public cards on drivethrucards.com:
Check them out, order them, have fun!
Alex Mack wrote:
Wow, very nice! Agreed, that's a better option than Weapon Evoker Mastery. I'll make a note of that. Thanks!
Dunno if you have it on there yet, but Crossbows generally have "If proficient with weapons, discard this card to add X to to a combat check by a character at another location". That said, Crossbow doesn't appear to be a trait in and of itself.
Most Bows do this, actually, so I have that power associated with the Bow trait at the moment.
This is most helpfull to those people who make custom cards in drivethrough, so that card will be consistant with other similar cards.
This is one of the major reasons I wanted to do this... I have designed a ton of cards on there, and it would be nice to make sure I'm adhering to trait specifics as much as possible. Plus, if I want a bane to do something specific but it's not based on a set character or image, I can pick a trait that will fit the mechanics and then go find the image that fits best, etc.
Yep, this is exactly why I didn't mention it. It would be really nice if that worked, but unfortunately it does not.
Wow, I have no idea how they got duplicated like that. Fixed that.
Is Golem a trait? I thought they just had the Construct trait.
Curses... I'm holding out on that one, because I think the definition will be different when Mummy's Mask comes out.
How many Rogue banes are there? And my problem there is that Rogue is also a trait a character can have, so that complicates things.
Just a Guess wrote:
Element(s) universal; Type form infusion; Level 1; Burn 1
You form a weapon using your kinetic abilities. You create a nonreach, light or one-handed weapon in your hand formed of pure energy or elemental matter. (If you're a telekineticist, you instead transfer the power of your kinetic blast to any object held in one hand.) The kinetic blade's shape is purely cosmetic and doesn't affect the damage dice, critical threat range, or critical multiplier of the kinetic blade, nor does it grant the kinetic blade any weapon special features. The object held by a telekineticist for this form infusion doesn't prevent her from using gather power.
You can use this form infusion once as part of an attack action, a charge action, or a full-attack action in order to make melee attacks with your kinetic blade. Since it's part of another action (and isn't an action itself), using this wild talent doesn't provoke any additional attacks of opportunity. The kinetic blade deals your kinetic blast damage on each hit (applying any modifiers to your kinetic blast's damage as normal, but not your Strength modifier). The blade disappears at the end of your turn. The weapon deals the same damage type that your kinetic blast deals, and it interacts with Armor Class and spell resistance as normal for a blast of its type. Even if a telekineticist uses this power on a magic weapon or another unusual object, the attack doesn't use any of the magic weapon's bonuses or effects and simply deals the telekineticist's blast damage. The kinetic blade doesn't add the damage bonus from elemental overflow.
Seems correct to me.
Excellent, guys! Since I can't edit my first post, consider these added to the lists:
I thought it was 4 and 5? Fixed the second one though.
Lycanthrope is a good one, i've added that one.
A few weeks ago, one of my friends in our PACG group learned something that shocked him, and the fact that he didn't realize it sort of shocked me. While we were playing, he had a revelation that the "Veteran" trait is only on cards that have some sort of numerical increase on them based on the scenario's adventure deck number. This was something that I had realized back in the Rise of the Runelords days, but then I realized that not everyone might see patterns like that as easily.
With all that in mind, I figured I'd start a discussion of how traits are designed to affect the card text of cards they are added to. There are several traits that do this (which I will call "hard" traits from now on), so I'll list the ones I can think of here (Note that I'm not including traits like "Magic" which other cards or powers might refer to, but don't have a mechanical effect on the text of the card they're printed on or based on the basic rules of the game):
Basic - Cards with this trait can be chosen as a starting card when building a new character (for boons) and when you start adventure 4 of each of the adventure paths, you start to remove these from the game (for boons and banes).
Now, one of the reasons that I made this thread was to ask the designers if there are other traits that cause specific card text to be included on the cards. For example, do all cards with the "Healing" trait have to have the words "shuffle into your deck" or "recharge cards from discard" or something like that? Or is 'Healing' a more abstract trait that can apply to anything that adds cards to your deck?
EDIT: I've had someone suggest to me the idea of "Grouping" traits, which are traits that really just let you apply a set of powers to a whole set of cards by naming them. These may have some similarities in the way they're written, but don't seem to have the hard-and-fast rules of some of the others. Here are a few examples of those:
So, does anyone know of other traits that do things like this? Would the developers like to chime in and tell us of any other "hard" or "soft" traits that they use in the design of the game?