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eddiephlash's page

Pathfinder Card Game Subscriber. Organized Play Member. 72 posts (163 including aliases). No reviews. 1 list. No wishlists. 4 Organized Play characters. 1 alias.


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Pathfinder Card Game Subscriber

My copy just arrived yesterday, and I am very excited to get Reiko to the table. Any thoughts on good class decks to use with him? Something with a lot of poison cards maybe?


Pathfinder Card Game Subscriber

Thanks so much! I really look forward to the rest of this blog series.

One of my favorite aspects of the game is the emergent narrative that arises out of the combinations of cards that randomly occur throughout playing. Some of the obvious are encountering a collapsing ceiling in the woods or defeating the shop keeper's daughter with a crowbar. I think that with even more story added into the upcoming products, there is even more potential for narrative depth. I've seen and experienced this with the PACG Play-by-forum that has taken off recently. It has allowed for much more roleplaying involved in the game.

I also think, that while co-op is important, it makes sense for some characters to be more co-op friendly than others. People like Merisiel and Ezren don't get along well with others, but Valeros and Lem are super friendly! I do like the idea of better encouraging characters to stick together though, as it seems the default strategy for most scenarios is for (almost) everybody to split up to cover the most ground.


Pathfinder Card Game Subscriber
Mike Selinker wrote:
eddiephlash wrote:
I think I see modular sized locations! And status effects? Bleeding? Possibly something similar to curses in MM? Also, gotta love that 0 for Deck number. Gah this is so exciting. I wish life allowed me to visit the pac-nor-west to come to the con. I expect full reports!
There will be more details forthcoming when the details are ready to forthcome.

Of course. I just love the tease! I really enjoy behind-the-scenes in-development stuff like this. Take your time, make it great, and we will be eager to see when you are ready to come forth!


Pathfinder Card Game Subscriber

I think I see modular sized locations! And status effects? Bleeding? Possibly something similar to curses in MM? Also, gotta love that 0 for Deck number. Gah this is so exciting. I wish life allowed me to visit the pac-nor-west to come to the con. I expect full reports!


boon!: 1d20 ⇒ 17


Pathfinder Card Game Subscriber

Seems like there is a fair amount of divine stuff in here as well. I would love to play a divine character who is a spell powerhouse.


143367-1003


Pathfinder Card Game Subscriber

I had this same issue. It looks like there are two promos that come with the bundle, and for some reason, shipping was being listed 3 times coming out to ~$60. Once I checked out, I am only actually being charged ~$20 for the shipping.


Pathfinder Card Game Subscriber

I'll echo the other comments that the OutPost play by post has been a blast! I'll also be picking up some goodies with this sale. Thanks to all the box runners for managing the online play, and everybody at the Paizo/loneshark teams for creating such an amazing game!


Prizes! : 1d20 ⇒ 4
Prizes! : 1d20 ⇒ 14


Swapped out Turtle for the Chanty Singer, and a botg for the Cayden Cailean Blessing. I'll bury a blessing and put trapsmith gloves in the box to trade for the Key of the Second Vault at Falsin Deek. Drawing opening hand.

Athnul wrote:

Hand: Blessing of the Gods 1, Amulet of Mighty Fists, Chanty Singer, Blessing of Cayden Cailean, Blessing of the Gods 4,

Displayed:
Deck: 9 Discard: 0 Buried: 1
Notes: 2 Available Blessings (Leave me 1 please!)
Blessing of Cayden Cailean:

Discard to add 1 die to any check.
Discard to add 2 dice to any Strength or Constitution non-combat check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings disard pile, recharge this card instead of discarding it.

Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2 [ ]+3
Melee: Strength +2
Dexterity d6 [ ] +1 [ ]+2
Constitution d10 [ ] +1 [ ] +2
Fortitude: Constitution +2
Intelligence d4 [ ]+1 [ ]+2
Wisdom d10 [x]+1 [ ]+2 [ ]+3 [ ]+4
Perception: Wisdom +2
Charisma d6 [ ]+1 [ ]+2

Favored Card: Blessing
Hand Size 5
Proficient with: None
Powers:
For your Melee combat check, you may recharge a card to add your Wisdom skill and the Bludgeoning trait ([ ] and you may add the Magic trait); you may not play a weapon on this check.
You may reveal a blessing to evade your encounter. ([x] Then you may recharge that blessing to explore your location.)


Blessing B: 1d1000 ⇒ 497 (B o Cayden Cailean)
Ally B: 1d1000 ⇒ 424 (Chanty Singer)
Item B: 1d1000 ⇒ 618 (Silver Raven Figurine)
Ally B: 1d1000 ⇒ 495 (Mastiff)

Athnul will be visiting Falsin Deek. Not sure on starting location yet.


Pathfinder Card Game Subscriber

Displayable armor is incredible!


Pathfinder Card Game Subscriber

Something I just thought of. "Henchman" should be Henchperson or some other, better gender neutralized term. Minions/Captains/Cronies/Goons/Lackeys/Mini-bosses/etc.


Quick and dirty turn. Busy day.

Thanks for the heals!

Heal 1: 1d5 ⇒ 2 BotG
Heal 1: 1d4 ⇒ 2 Teamster

Explore card 1: Henchman Monster Dog Soldier

Recharge Frog for wisdom / bludgeoning power.

Combat 11: 1d6 + 2 + 1d10 + 1 + 3 ⇒ (4) + 2 + (2) + 1 + 3 = 12 YES! Defeated by less than 5

Reveal Ring of Wavewalking to close. Drop a blessing just to be sure.
Closing check Fort 6+1: 2d10 + 2 + 3 ⇒ (3, 7) + 2 + 3 = 15 Auto win.

I get all the boons.
Ubashki - Ally B
Bladeguard - Item B

Wow, Lucky top draw of the henchman. So many monsters here. Anyways its closed now.

Discard bladeguard. Keep the Ally. Reset hand

random monster: 1d7 ⇒ 2 Quarry. Perfect!

Athnul wrote:

Hand: Blood Periapt, Amulet of Mighty Fists, Ring of Wave Walking, Ubashki, Blessing of the Gods 5,

Displayed:
Deck: 8 Discard: 5 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2 [ ]+3
Melee: Strength +2
Dexterity d6 [ ] +1 [ ]+2
Constitution d10 [ ] +1 [ ] +2
Fortitude: Constitution +2
Intelligence d4 [ ]+1 [ ]+2
Wisdom d10 [x]+1 [ ]+2 [ ]+3 [ ]+4
Perception: Wisdom +2
Charisma d6 [ ]+1 [ ]+2

Favored Card: Blessing
Hand Size 5
Proficient with: None
Powers:
For your Melee combat check, you may recharge a card to add your Wisdom skill and the Bludgeoning trait ([ ] and you may add the Magic trait); you may not play a weapon on this check.
You may reveal a blessing to evade your encounter. ([x] Then you may recharge that blessing to explore your location.)


"Thanks for the heals, my scaly friend!"

Heal 1: 1d4 ⇒ 3 Riftwarden and Heal 2: 1d3 ⇒ 3 Blessing of the Gods 5 shuffled into deck.

Feeling refreshed after being healed from her near miss earlier, Athnul continues to explore the Quarry.

She speaks to an old man, trying to find out what lies in wait.

Encounter Card 1: Pahmet Clansman

Charisma DC 6: 1d6 ⇒ 2 fail

Unable to impress him, she asks the nearby teamster what he's seen.

Discard Teamster to explore card 2: Armored Kilt

He offers her a light piece of cloth that looks like it can absorb some elemental damage.

"It's not really my style, but maybe Grazzle or one of my other companions would look nice in this."

Fortitude DC 5: 1d10 + 3 ⇒ (10) + 3 = 13 success

Muttering something very un-monkly about the gods and heat, she wanders a bit deeper into the quarry.

Discard blessing to explore card 3: Galvanic Chakram +1

She spots something shiny sticking out of a sleeping guard's bag, and thinks briefly of trying to swipe it from them, but decides to not blow her cover before securing the area.

Auto fail check to acquire, so Galvanic Chakram +1 is banished.

End turn. Discard new armor and draw 3 cards.

Location for random monster: 1d7 ⇒ 4 Peasant Tombs! That's what we like to see!

Athnul wrote:

Hand: Blood Periapt, Blessing of the Gods 1, Amulet of Mighty Fists, Frog, Ring of Wave Walking,

Displayed:
Deck: 6 Discard: 5 Buried: 0
Notes: My ring can add 3 to your con/fort check to close the quarry.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2 [ ]+3
Melee: Strength +2
Dexterity d6 [ ] +1 [ ]+2
Constitution d10 [ ] +1 [ ] +2
Fortitude: Constitution +2
Intelligence d4 [ ]+1 [ ]+2
Wisdom d10 [x]+1 [ ]+2 [ ]+3 [ ]+4
Perception: Wisdom +2
Charisma d6 [ ]+1 [ ]+2

Favored Card: Blessing
Hand Size 5
Proficient with: None
Powers:
For your Melee combat check, you may recharge a card to add your Wisdom skill and the Bludgeoning trait ([ ] and you may add the Magic trait); you may not play a weapon on this check.
You may reveal a blessing to evade your encounter. ([x] Then you may recharge that blessing to explore your location.)


1st pick: Item 1: 1d1000 ⇒ 867 (Ring of Wave Walking)
2nd pick: Blessing B: 1d1000 ⇒ 368 (Cayden Cailean)
3rd pick: Ally B: 1d1000 ⇒ 428 (Mastiff)

Power feat: You may reveal a blessing to evade your encounter. ([x] Then you may recharge that blessing to explore your location.)
Trader: Falsin Deek


There should be enough blessings to go around so Adowyn shouldn't have any difficulty closing the Catacombs.

Athnul spots the slaver master and decides to teach them a lesson once and for all.

Explore Bonecrusher Master.

Catacombs is the only other open location. Adowyn is free to use one of my blessings, so should be able to make the DC 5 with her +2 to survival checks. Arushalae has available blessings as well as I only plan on using one of hers.

Villain combat:

Discard blessing, recharge Turtle for power. Use blessings from Arushalae, Skizza, and Grazzle

Combat DC 11: 5d6 + 2 + 1d10 + 1 ⇒ (3, 4, 5, 4, 6) + 2 + (1) + 1 = 26

"One fewer slaver darkening this world."

We win pending the temp-close check!


Feeling refreshed after being healed, Athnul takes another look around the quarry. One of the slaver bosses approaches her with a vicious look in his eyes.

Explore card 1: Gnoll Slaver. Recharge Teamster for the henchman's power

"Maybe this will show them that slavery is wrong!"

Reveal Amulet, recharge trapsmith gloves to activate power to add Wisdom skill and Bludgeoning to combat check.

Combat DC 10: 1d6 + 1d4 + 1d10 + 2 + 1 + 3 ⇒ (3) + (2) + (5) + 2 + 1 + 3 = 16

Attempt to close. Recharge Riftwarden to add a die

Closing Fortitude check DC 6 + 1: 2d6 + 10 + 2 ⇒ (6, 3) + 10 + 2 = 21

End of turn check since combat happened. Dex/Charisma doesn't make a difference, so let's choose Dex again.

Dexterity DC 6: 1d6 ⇒ 3 failed

Turning around after laying out the guard with one punch (ONE PUNCH!) Athnul nearly forgets the guards on the wall. She takes a bolt to her amulet.

Damage: 1d4 ⇒ 3

discard Amulet of mighty fists. End turn, reset hand.

Athnul wrote:

Hand: Conch Shell, Blood Periapt, Blessing of the Gods 4, Blessing of the Gods 5, Athlete,

Displayed:
Deck: 8 Discard: 2 Buried: 0
Notes: I have 1 blessing available for anyone and a second for critical (closing or villain) checks. Also the Conch shell can examine the top of any location deck, if anybody is curious, feel free to use it but only if I have at least one blessing.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2 [ ]+3
Melee: Strength +2
Dexterity d6 [ ] +1 [ ]+2
Constitution d10 [ ] +1 [ ] +2
Fortitude: Constitution +2
Intelligence d4 [ ]+1 [ ]+2
Wisdom d10 [x]+1 [ ]+2 [ ]+3 [ ]+4
Perception: Wisdom +2
Charisma d6 [ ]+1 [ ]+2

Favored Card: Blessing
Hand Size 5
Proficient with: None
Powers:
For your Melee combat check, you may recharge a card to add your Wisdom skill and the Bludgeoning trait ([ ] and you may add the Magic trait); you may not play a weapon on this check.
You may reveal a blessing to evade your encounter. ([ ] Then you may recharge that blessing to explore your location.)


Did Arushalae fail the pit trap check or am I missing something?


Can we get info on the available traders?


Upgrade choices:

1st - Item 1 for Ring of Wave Walking 1d1000 ⇒ 249
2nd - Ally 1 for Riftwarden 1d1000 ⇒ 696
3rd - Blessing B - for Cayden Cailean 1d1000 ⇒ 226

Skill Feat - Recharge revealed blessing to explore after evading.


Pathfinder Card Game Subscriber

I love Lexicon of the Planes and the idea of using Locations as possible beneficial (or even less bad) opportunities to avoid a nasty location.


Athnul checks out the Caravanserai.

Explore: Crocodile Skin Shield
"Ooo what's this fancy shield? I think I'll pick it up for one of my new companions."
Fortitude 4 : 1d10 + 2 ⇒ (8) + 2 = 10 Success!

"Let's see what else is laying around here."

Discard Blessing of the Gods 6. Explore: Lightning Storm (Barrier)

"Our new companion, the lizard creature Grazzle warned us about the storms in this area, so I should be able to avoid this one. Sounds like we're going to be a great team!"

Takes advantage of Grazzzle's offer to use Burst Bonds to evade the Obstacle barrier and explore again.

Location deck : 1d9 + 1 ⇒ (9) + 1 = 10 Card 10 is the spell Viper Strike.

"Lots of snakes here... Let's hope my smart companion will help out."
Recharge Researcher to help with the Int check.
Intelligence 4: 1d4 + 1d6 ⇒ (4) + (4) = 8 Success!

"Perfect! Now let's store this new stuff for our companions and see what's next!"

Resetting hand. Discard shield and spell, draws 2 cards.

Athnul wrote:

Hand: Conch Shell, Amulet of Mighty Fists, Trapsmith Gloves, Blessing of the Gods 1, Blessing of the Gods 4,

Displayed:
Deck: 9 Discard: 3 Buried: 0
Notes: Feel free to use one of my blessings!
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2 [ ]+3
Melee: Strength +2
Dexterity d6 [ ] +1 [ ]+2
Constitution d10 [ ] +1 [ ] +2
Fortitude: Constitution +2
Intelligence d4 [ ]+1 [ ]+2
Wisdom d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Perception: Wisdom +2
Charisma d6 [ ]+1 [ ]+2

Favored Card: Blessing
Hand Size 5
Proficient with: None
Powers:
For your Melee combat check, you may recharge a card to add your Wisdom skill and the Bludgeoning trait ([ ] and you may add the Magic trait); you may not play a weapon on this check.
You may reveal a blessing to evade your encounter. ([ ] Then you may recharge that blessing to explore your location.)


GM Hawkmoon269 wrote:
I still need locations for Athnul and Grazzle.

Sorry, I'll start at the Caravanserai


The new site design is very pretty btw! Looks much more modern.


My Athnul's got blessings for days! She'll be more than willing to help out, especially when its time to close locations! She's actually in a not too dissimilar position as Adowyn with the closing checks in the first scenario, but should be able to manage to find some extra dice to roll amongst her card loadout.


Pathfinder Card Game Subscriber

I love this post and have worked my way through the comments. I have some thoughts on some of the issues various people have raised that I want to point out here.

1. Rebuilding your deck after a scenario / Stash.

Many people have issues with this aspect of the game, but I find it one of the most fun parts! I think the trader rules in MM address some of the "I don't have any (good) x type cards, and the N-2 adventure deck level thing is confusing/bad" complaints.

I think the best "fix" for this would be to expand traders. We could include a trader that deals in Basic boons at a 1 to 1 trade rate (this has a similar effect of always being able to replace lost cards with basics, but is more flexible, with a bonus of being thematic). Certain characters getting discounts with certain traders, or even a character with a power that affects how they trade could be fascinating. What about a trapper character that burries all monsters (or just animal trait monsters) that they defeat, and then trade the "pelts" in between scenarios in for boons!

2. Side/optional quests.

In addition to the card guild doing a lot of cool stuff with scenario structure, I think this is already handled by location powers. Many locations have a "when permanently closed" effect that is a free boon, or bonus of some other type. These could of course be expanded upon to make the closing reward more exciting (maybe at the cost of an increasingly difficult closing check). Or have an optional harder closing check; for example closing a prison location requires a check of 10 to get a new ally card from the box, or a check of 20 to get a unique Loot ally card instead. Having certain cards only able to be defeated/acquired by specific classes or characters might be neat as well.

Additionally, there was some talk of removing permanently closed locations, and I agree on the (seeming) consensus that we shouldn't change this in general, but would be fine with it on a case by case basis. Perhaps specific locations could have "When permanently closed, send this location back to the box". This could be a fun thematic touch for a mirage/misty island location, and would have the fun of the "world closing in" that Mike mentioned, without it being in every scenario.

3. "Invoke"

To me Invoke should mean "A check invokes a trait if any skill, power, or card involved with the check has the trait." Which is what I think Vic's ruling invoked (ha). If any of the cards involved (bane, boon, character, location, scenario, etc) has a trait then the check invokes the trait.

Other random thoughts:

I love the idea of more involved scenarios. Track down and defeat a villain, but that then opens up 3 new locations that you summon and build on the spot.

Alternate victory conditions leading to alternate scenarios could also be neat.

Locations/barriers that require two different characters to pass two different checks could be neat. Think of two people holding up a door or an "I'll boost you up, then you pull me up" wall. Obviously these would have alternate (harder) checks if there is only one person playing.

I love the idea of larger (2x larger, sideways) adventure / location / scenario / character / additional utility cards. This would solve a lot of the minor quibbles that people have, increase accessibility/readability at the table, and allow for more flavor text.

Boo to the idea of random card packs. Yay to more things like the Ultimate decks. Yay to having all the "elementary" cards that are used in starting decks being separately available or at least not including the same cards repeatedly in expansions/ individual decks.

I do like the idea of adjacent location decks that the app uses, but I can't think of an elegant way to do this with the physical version (other than a multi-tiered scenario)

I think more parts of the game should take advantage of card traits and sub types. The two main being arcane vs divine spells, and melee vs ranged weapons. If I'm Ezren and gain a free spell card as a reward for something, I am disappointed if it is not arcane. This isn't a huge deal, but seeing more powers/events like "Draw a spell that shares a trait with a skill that you have" or "You gain a random item with the Liquid trait" might be fun.


Thanks for the link, Hawkmoon. That is super helpful. I feel much more prepared now!


I'm in CST. Typical active time 8am-11pm


Dot


Hi Everybody! I'm super excited to participate. This will be my first play-by-post of anything. I'm very familiar with RotR PACG, but haven't kept up with the more recent Adventures, though I do try to keep up with the PACG blog.


Pathfinder Card Game Subscriber

Hey Ron Lundeen, I've looked through some of your homebrew campaigns and they look really cool, beautifully laid out, and thoughtfully put together. I was about to start playing through Shield of Rannick and I came across a minor quibble.

The only ask that I have for the pdf is that when you are using cards from a later deck than the scenario, that you specify where the card came from. Scenario 1-A uses Yap the Pixie and Svevenka and I had to search through my boxes to find what adventure box they were hiding in. (Adv. 3 and 6 respectively in this case). Imo it would be more user friendly if the scenario text instead read something like:

"... shuffle together Yap the Pixie (Ally - Adv. Deck 3) and Svevenka (Ally - Adv. Deck 6) ..."

Again, not a major thing at all, and I am still planning on playing through Shield of Rannick! Congrats on the new position at Paizo!


Pathfinder Card Game Subscriber

Should the Soldier Ally card (RotR) have the Soldier trait so that it can be affected by cards like Horn of Battle Clarity (Paladin class deck)?


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Pathfinder Card Game Subscriber

Ramexes is the best new character. A dude who kicks butt with melee weapons, and can tell the future! Sign me up!


Pathfinder Card Game Subscriber

I absolutely can't wait for this. I will be stealing my wife or son's tablet in less than a month.


Pathfinder Card Game Subscriber

I'm still really digging these character spotlights. Keep them coming!


Pathfinder Card Game Subscriber

I want to reiterate that I played all the way through RotR with a full 6 person group, and most of the way through it with another 3 person group and loved every session.


Pathfinder Card Game Subscriber

Honestly, for me it was a mix of money and time, both of which I had much less of in the second half of 2014. I was looking forward to playing S&S, and excited to hear about the new version, though I'll probably sit that one out too. I'd very much like to find a reliable group to play with before I'd pick up a new version. That said, if time or money (preferably both) increase in the near future, I'll definitely be picking up the new one!

That said, I also agree with some of the people in this thread that the release schedule is very fast to keep up with. If a person was doing the OP as well, I don't see how they would have much time for other recreational activities.


Pathfinder Card Game Subscriber

Alright big post. We finished the Adventure Path with our 6 person group last weekend! 4 of us had gone through every scenario, I'll list those first. I played Kyra and was pleased by her versatility.

Character Name: Sajan
Role Card: Drunken Master
Skill Feats: Dexterity +4, Wisdom +2
Power Feats: +3 hand size, When you attempt a combat check without playing a weapon, you may use your Dexterity die instead of your Strength die ( and add the Magic trait). When you play a boon with the Liquid trait, succeed at a Fortitude 6 check to recharge it instead of banishing it. Add 6 to your check to acquire a boon with the liquid trait. At the start of your turn, you must draw 1 card.
Card Feats: Weapon +2, Item +2, Ally +2, Blessing +2
Weapons: Karzoug's Burning Glaive, Venomous Dagger +2
Items: Revelation Quill, Amulet of Fiery Fists, Belt of Physical Might (2), Potion of Healing (2)
Allies: Black Arrow Ranger (2), Charmed Red Dragon, Sacred Killer, Yap the Pixie
Blessings: Abadar, Erastil (4), Imoedae, Irori, Lamashtu (2), Norgerber(2)

Character Name: Ezren
Role Card: Evoker
Skill Feats: Intelligence +4, Wisdom +2
Power Feats: +3 hand size, Add 1 ( 2) to your check to recharge a card. Add 2 to your Arcane check with the Force ( or Electricity and Fire) traits.
Card Feats: Spell +3, Item +3, Ally +2
Weapons: Icy Longspear +1
Spells: Blizzard, Disintegrate, Dominate, Haste (2), Incendiary Cloud, Lightning Bolt, Poison Blast, Scorching Ray, Scrying, Toxic Cloud
Items: Ordikon's Staff, Robe of Runes, Staff of Hungry Shadows, Sihedron Tome, Sihedron Medallion, Headband of Epic Intelligence
Allies: Bear, Brodert Quink, Clockwork Librarian, Shalelu Andosana, Velociraptor

Character Name: Kyra
Role Card: Healer
Skill Feats: Strength +1, Constitution +1, Wisdom +4
Power Feats: +2 hand size, Weapon Proficiency, 1d4+2 healing, add 2 to check to acquire Divine boons, When you play Blessing of Sarenrae, you may recharge it (or shuffle into your deck).
Card Feats: Weapon +1, Spell +2, Armor +1, Item +1, Ally +1, Blessing +2
Weapons: Chellan Sword of Greed, Fanged Falchion, Runechill Hatchet +2
Spells: Dominate, Invoke, Mass Cure, Raise Dead, Restoration
Armors: Breastplate of Fire Resistance, Chainmail of Cold Resistance, Invincible Breastplate
Items: Emerald Codex, Headband of Inspired Wisdom
Allies: Jakardros Sovark, Monkey
Blessings: Abadar, Gozreh (2), Nethys, Sarenrae (4)

Character Name: Seoni
Role Card: Celestial Sorcerer
Skill Feats: Dexterity +2, Charisma +4
Power Feats: +1 hand size, +2 with fire (or acid) to spell, Auto-recharge spell (or item), if you fail a check by 1 bury a card to succeed, When you play Blessing of Pharasma add 1d12 instead
Card Feats: Spell +3, Item +3, Ally +1, Blessing +1
Spells: Summon Monster, Disintegrate, Incendiary Cloud, Poison Blast, Scrying, Teleport
Items: Robes of Xin-Shalast, Wand of Enervation, Boots of Teleportation, Necklace of Fireballs, Sihedron Ring, Wand of Treasure Finding
Allies: Cat, Eagle, Grizzled Mercenary, Pyromaniac Mage, Saber-Toothed Tiger
Blessings: Abadar, Desna, Lamashtu (2), Norgorber, Pharasma

Amiri is missing 2 scenarios
Character Name: Amiri
Role Card: Juggernaut
Skill Feats: Strength +2, Dexterity +2, Constitution +1, Wisdom +1
Power Feats: +1 hand size, bury a card to add 1d10+2, you may move self and/or another character), reduce combat damage by 1, add 2 to acquire armor, When you play Blessing of Gorum add 1d12 instead
Card Feats: Weapon +2, Armor +1, Ally +1, Blessing +2
Weapons: Impaler of Thorns, Flaming Icy Axe +1, Greatclub +3, Longsword +2 (2), Runechill Hatchet +2, Shock Greatsword +2
Armors: Fortress Shield, Hide Armor of Fire Resistance, Reflecting Shield
Items: Belt of Giant Strength, Ring of Energy Resistance
Allies: Archer, Guide, Vale Temros
Blessings: Gorum (5), Irori

Valeros is missing 12 scenarios
Character Name: Valeros
Role Card: Weapon Master
Skill Feats: Strength +4
Power Feats: +1 hand size, 1d4+1 combat assist, you may use Melee instead of Ranged
Card Feats: Weapon +1, Item +1, Blessing +1
Weapons: Mokmurian's Club, Bastard Sword +1, Flaming Ranseur +3, Force Sling +3, Longbow +1, Venomous Heavy Crossbow +2
Armors: Breastplate of Fire Resistance, Magic Chain Mail, Magic Half-Plate
Items: Boots of Teleportation, Greater Luckstone
Allies: Elven Sharpshooter, Soldier
Blessings: Torag, Gods (3)


Pathfinder Card Game Subscriber

In my 6 player group, my Kyra is basically full on Support. We play a bit reckless as you need to do with a larger group, and I've kept people from dying in several cases. Her having heavy armor makes up for not being a combat powerhouse.


Pathfinder Card Game Subscriber

Not unless the bane in question says that's what happens.


Pathfinder Card Game Subscriber

I assume that you rebuild your deck at the end of each scenario just like you do in the regular game, with the one exception that you only use cards from your class deck. After this you do the crazy plunder/unlocking a new card step, and then you will probably get to finish off with cards from the deck box. Basically, I agree with the people who have already demoed the game :)


Pathfinder Card Game Subscriber

There are several such files available on bgg.


Pathfinder Card Game Subscriber

I assume you only recharge when banishing from your hand.


Pathfinder Card Game Subscriber

Well, the early complaints from RotR was that it was too easy. I think that S&S reportedly being too hard is nothing but a good sign!


Pathfinder Card Game Subscriber

I find the idea of unlocking characters for OP as a reward really interesting. I'd like to see/hear some more information on that.


Pathfinder Card Game Subscriber

I'm loving these reports. Keep them coming!


Pathfinder Card Game Subscriber
Jorsalheim wrote:
The Necromancer is first group material for me.

Yeah, wow. I'm having a hard time deciding where to go, but Necromancer is on the short list.


Pathfinder Card Game Subscriber
Hawkmoon269 wrote:

Actually, on Vika's Blacksmith role...

Vika wrote:
When you would discard a weapon (□ or armor) for its power, you may recharge it (□ or another card of the same type in your discard pile) instead.

That reads to me like if she does the "another card of the same type in your discard pile" she still keeps the weapon or armor she played in her hand. i.e. instead of discarding this weapon, she can recharge that weapon from her discard pile.

That is awesome.

Wow, I love the idea of a blacksmith hero!

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