Harpy Monk


Rules Questions and Gameplay Discussion


The before the encounter power reads, "Before the encounter, each character must succeed at a Wisdom 8 check or he may not play weapons or spells and, if at another location, he moves to this location."

There's no duration for not being able to play weapons/spells. The regular harpy monster has a similar power that lasts for that encounter, so I figure that's what the duration should be, but it would be nice to have a clarification here. Thanks!


Huh. Didn't catch that. I also didn't catch the "creature" misprint my first time through Fortress of the Stone Giants. I guess both were just one of those things where I was familiar with it from another card so my mind automatically filled in the missing information.

I'd also assume it is for the encounter, but it should perhaps get an FAQ entry.

Pathfinder Adventure Card Game Designer

It should say "in this encounter."

Of course, the rule is obvious: Once the card is banished or shuffled into its location, it no longer can tell you anything about what it does to you. So it stops whatever it did to you. But we should say it here.


What about monsters that give you a penalty on checks until the end of the turn? Do those go away as soon as the encounter is over?


Mechalibur wrote:
What about monsters that give you a penalty on checks until the end of the turn? Do those go away as soon as the encounter is over?

i.e. Wrathful Sinspawn, Bunyip, Goblin Snake, Yeth Hound, Xanesha, and Rogors Craesby.

Sovereign Court

Mechalibur wrote:
What about monsters that give you a penalty on checks until the end of the turn? Do those go away as soon as the encounter is over?

This is one of those times that the way the rule is worded doesn't quite match the way it works. It's not quite that any card stops affecting you when it goes away, but any card stops affecting you when it goes away -- unless it specifically states otherwise.

Cards that specifically state that they affect you until the end of the turn do just that. As the rules say, cards do what they say and don't do what they don't say. And anytime a card disagrees with the rulebook, the card wins.

Pathfinder Adventure Card Game Designer

Those cards are telling you something about when they end, so those get to win.

The Exchange RPG Superstar 2008 Top 6, Contributor

I hated those harpies SO MUCH by the end of my 6-character playthrough this week. Okay, NOW everyone run over HERE! :)


The effect is bad enough, but when they pull you to the Mountain peak or the courtyard.... ug. They are my new least favorite monster (and I mean that in a complimentary sense).


Our 3 player game has Amiri, Ezren and Seoni, all poor Wisdom chars. Amiri ended up having to rage to fist-punch every Harpy once we scouted them :)

It was satisfying getting all up and close, but still frustrating!! The villain was a bit of a let down after all that. Great scenario - though glad it's over.


The harpies were a real pain in the patoot, yeah. Our Meri and Kyra both found wisdom headbands during that encounter, and used them aggressive (in additions to blessings, for Meri) to get through. Rough gig.

But we had a lot of fun parroting "Harpy Monk" back and forth to each other every time one appeared. Fun combination of words!


I liked the harpies' ability -- it guaranteed that we had both Valeros and Lem's "add 1d4+3" feats available every time. ;) It does suck to get pulled to the courtyard or mountain peak though.


Colin McMillen wrote:
I liked the harpies' ability -- it guaranteed that we had both Valeros and Lem's "add 1d4+3" feats available every time. ;)

Not so much fun if your group has Harsk rather than Valeros (as mine does) - no way he's going to make that Wisdom save!

Quote:
It does suck to get pulled to the courtyard or mountain peak though.

On the upside, if you defeat the Harpy Monk at the Mountain Peak, you get to close the location before it affects anyone else. Not so with the courtyard :-(

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