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I could see the possible design for a Staff of Major healing as something like this:
Staff of Major Healing wrote:
This way you're at worst healing 1 card overall (bury 1 and heal 1) but at best you're healing 4 cards. In either case, it does include a penalty of a buried card.
Yay society goodness!
I'm personally very excited to see season of the goblins adventure 2 get out there to the public, given that I wrote a bunch of the mechanics for it. I've gotten the chance to run a few tables through it as play tests, and I think that it's even more fun than the first goblins adventure!
I agree that this is the intended way that it should work, but it's a legitimate issue, because the rules don't allow for your favored card not being part of your deck... so if you banished your staves and have non-staff weapons that you acquired during the scenario, as the rules are written, you have to use those, and then your deck does not have your favored card, and you create the infinite loop.
Well done, Doppel! Having a few more SS-themed familiars for that witch deck is definitely a good thing.
As far as art goes, I actually found a lot of my inspiration for the familiar cards that I made from the art that is available for free use on the card creator itself. Rick Hershey provided all of that art, and it's really excellent. You should click through it and see what sparks your creative ideas!
Wait, does the Tooth & Hookah get allies you fail to acquire at other locations? That would be super annoying for my playstyle.
No, At This Location powers only apply at that location unless they explicitly say otherwise. The power does seem a bit strangely specific, but if you failed to acquire an ally at another location it would not be shuffled into Tooth & Hookah. It might be specifically "this location deck" because some allies shuffle into a random location deck when not acquired?
In the rpg, an occultist channels the innate magical energy in items in order to cast spells and use other abilities. For example, you can put on a belt that might give you +2 to Climb, but then channel that energy into a more general +2 to Strength instead. That's why you can reveal pretty much any type of card to gain skills.
Good luck to your friend. I work in the cancer care field, and I know how horrible such a diagnosis can be for the patient, as well as friends and family. I do hope that this alternative care physician is legitimate... it's hard to tell these days, unfortunately. In any case, this is a great use for a gob-boon.
It's not even Stealth: Dexterity... it's Stealth: Intelligence and Knowledge: Intelligence synergizing in a single power that I would say is written something like this:-When a question is asked about the Pathfinder Adventure Card Game, recharge a card to use your Knowledge skill to post the correct reply; ([X] you may also add your Stealth skill + 1d8 with the Magic and Genius traits to the check, and the reply is immediately posted with a date and time of -1d12 minutes from the current time.)
Vic Wertz wrote:
Correct me if I'm wrong, but I think this is the first time we've been told the title of the original game they brought to you. "Saints", eh? Very interesting. I'm curious how much of "Saints" ended up in Apocryphya. :)
What kind of evil game is that?
It's a "Legacy" style game, where you make irreversible changes to gameplay as you play through the "season". You put stickers on the game board, you put stickers on cards and in the rulebook, all of which update the gameplay based on choices you've made or things you succeeded or failed at. It's cool, but only meant to be played through once, which is a turn-off for many people. One thing I do like about Pandemic Legacy is that, at the end of the season, you have a game board that you can play "Standard" Pandemic on as many times as you like, but with some cool twists/changes to the rules.
Keith Richmond wrote:
Yeah... I have a spot in my Pandemic Legacy box for all of the things I'm supposed to have ripped up. It's tough enough for me to put stickers on the board. Someone put one in a wrong spot last session and oh, man, it irked. ;)
OMG I'm the same way... I can't handle actually destroying the cards!!
Vic Wertz wrote:
Hmm... the fact that this is going to be part of the rulebook makes me think I should create a character built around taking advantage of these rules. Perhaps a rogue or slayer that can be shuffled into a deck in order to fish out boons, and has a power letting him/her come back out of the deck to fight a specific monster instead of evading... :-D
Am... I the only one who really likes the system as it is? Like.. I can't think of anything I'd specifically cut. Unchained fixed like 90% of the major issues I had with the classes, I love the archetype system, I love the magic system, I love that there are now some casters who don't USE that magic system for some variety (looking at you, Kineticist). I mean... why does everyone dislike Pathfinder so much???
I cannot comment as to the intent; if that is indeed the case then I think the card will need an FAQ to make it more clear that it really does work differently than the other similar powers. Theryon makes a strong argument that the intent of the power may be what you initially thought, but as-written I just don't see that; it's too similar to the other powers and we know how those work (and not similar at all to how Vic said it would have likely otherwise been worded).
Yeah, you're right, the current wording has to be read the way you're suggesting.. I'm just hoping Vic comes in and says "it was supposed to be the other way, here's a FAQ, add it to all checks" LOL
Here's the Vic post on the topic. I don't think the difference between "your check" and "the check" matters here -- that just limits the power to yourself only, it does not make what was said in that post magically not apply. See also how Vic said it would have been worded for Olenjack should the bonus be applied to all future checks that turn.
Darn, that does seem to apply to this situation. I still have a feeling that the intent on this one was to allow it to work for the rest of the turn, so I'm hoping Vic or Keith or someone jumps in and says "Tyler's right", but for now I'll have to start playing it as only applying to a single check.
So, I just want to make sure I'm correct on this one...
Warpriest Class Deck Oloch has an ability that allows him to display either a blessing or a spell to add 1 (later 2) to his check, and then recharge these cards at the end of his turn. However, the wording of his power is significantly different from the wording on S&S Oloch and on Class Deck Amli, leading me to believe that his power is SIGNIFICANTLY stronger. Let's examine them:
Class Deck Oloch wrote:
SS Oloch wrote:
Class Deck Amli wrote:
Now at first, you look at CD Oloch's power and say "oh, he has to recharge them, that sucks" but... if I'm right, Class Deck Oloch can add the +1 (later +2) to EVERY check he makes during his turn. The wording is not specific to one check for him, instead it says "to your check" which would apply to every check he makes while the card is displayed. Am I right on this? Hawkmoon, you're the expert, what do you think?
Here's my current list:
I'm going to give some vague hints on some of these things, just because I can and I love making you guys salivate for more information. :-P
Traders are awesome, and the cards they give you are not always truly random.
You gain new traders as you go through the game, with more exciting choices for what they'll sell you.
Difficulty I feel is right where it should be with this set.
Scourges do not necessarily allow for all players to have the same scourge. Trust me, that's a good thing.
Heavy armor is definitely not as prominent in this set as it has been in previous. I think Liz's text above really highlights why that is... you're in the desert, and you're not gonna want to wear full plate in 100+ degree temps. :)
I wish I could give you a link to all my stuff on there, but unfortunately it doesn't work that way. I can tell you the other characters i made, though, they shouldn't be too hard to find with a search on there.
I also made a ton of Cohort characters both to go along with Grizzelle and Ekujae, and also to add more Witch cohorts to the witch deck characters.
I think you two have done a great job of making a character that would be fun to play and feels relatively balanced to me. I'm just going to give you some small suggestions on things like wording and such, to make it feel more like an "official" character. :)
-De-capitalize the word "check" in "Combat check" in the first power.
Overall, a very well-designed character!
Rebel Song wrote:
Except it's not, because I'm not a Paizo employee and Drivethrucards.com is not a Paizo subsidiary, so we have to work under the same rules as any other member of the community. The fact that we were INCREDIBLY lucky to stumble upon something that Paizo was already planning to do and somehow were able to impress them enough with our designs that they asked us to contribute is definitely not the norm, and I'm eternally grateful to the folks at Paizo and Lone Shark for giving us this opportunity. :)
That being said, here are some cards that we designed that DO fit within the community use policy (and how many I would recommend printing and shuffling in), and should enhance your goblin-y-ness if you're playing in a non-organized-play sanctioned way.
Blessing of Goblin Mischief (Blessing) x5
I don't think I missed any, but if I did, I'm sure David can jump in and link them for me.
Is it possible to get the scenario cards printed from drivethru cards? If so, how? I didn't see that option. I already bought the PDF.
Unfortunately, since the scenario cards contain Paizo IP which is not covered by the community use policy, we can't offer those as printable cards on drivethrucards.com. If I have time later today, I'll pull together a list of the cards that are publicly available that we made for the original non-OP scenarios, and you can feel free to shuffle those in when playing NON-OP versions of the scenarios to increase your goblification!