Wrath of the Righteous - First Thoughts


Pathfinder Adventure Card Game General Discussion

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Scarab Sages

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I am seriously impressed by this set. Those who said that they skipped out on Skull & Shackles because not enough had changed may want to give this one a shot...at least, that's my take. There are also no pirates, which I guess some people thought were a buzzkiller.


  • There are basic boons that are actually worthwhile. I had to do a double-take when I saw that Blackwing Wizard and Stalking Armor were basic.
  • Very cool that you can make a "deal with the devil" by carrying corrupted blessings, which seem slightly more powerful but with the risk of taking damage if the top card of the blessings deck is also corrupted. I am guessing the Holy Phylactery also applies to blessings on the blessings deck.
  • Also refreshing to see a basic blessing that is not "of the Gods"
  • Like the new artwork on old returning friends (hello, Bunyip)
  • Lots of variety in the cards in this set...long gone, it seems, are the days of Runelords when you had like 4x Standard Bearer and Night Watch in the box
  • Pleased to see unique boons in the character add-on yet again. No equivalent of the Deathbane Light Crossbow +1, though...anyone else think there's am must-have in the add-on (besides the characters)? Sagacity?

I am assuming that some card references Khorramzadeh (like the Sandpoint Devil of yore), but haven't found it yet - too excited to play. Anyone else done so yet?

Other thoughts?


Mine is scheduled to arrive Saturday, but will wait for the Add on pack and perhaps the playmats to play!


Sounds pretty sweet.

Would you mind sharing a list of the characters (their names and classes)?


Mine hasn't even shipped yet :(

Scarab Sages

Orbis Orboros wrote:

Sounds pretty sweet.

Would you mind sharing a list of the characters (their names and classes)?

Sure...in no particular order (well, the order I have them in front of me):


  • Adowyn (Hunter) (C)
  • Crowe (Bloodrager) (C)
  • Seoni (Sorcerer) (C)
  • Sharda (Shaman) (C)
  • Seelah (Paladin)
  • Kyra (Cleric)
  • Imrijka (Inquisitor)
  • Harsk (Ranger)
  • Enora (Arcanist)
  • Balazar (Summoner)
  • Alain (Cavalier)

Scarab Sages

Also, correction: it's Blackwing Librarian, not Wizard. Although the dude has the Wizard trait.


So... you have all 11. Assuming that you won't bring in class-deck characters instead, who's going to be your hero on your first trip to Demon Fun Land?

Also, are there just the six Mythic paths as we suspect?
-Archmage, hierophant, champion, guardian, marshal, trickster.

Scarab Sages

Correct on the mythic paths - two of each in the box, but the rules say an unlimited # of players can be any particular mythic path - so you could have a party of all hierophants.

I think my solo game will be a three-character run of Imrijka, Alain, and Enora. I did Kyra through Runelords and would prefer not to use her again, even though Imrijka's divine is weak (seems like you kind of need divine in this set - at least one). I'm tempted to pull in Tarlin; Blessing of Iomedae's in the mix.

The group I play with at work is early in on Runelords, and with Hawkmoon & friends we're still not too deep into S&S. It will probably be solo for this set for a while, or maybe with Hawkmoon.

Also, it looks like there's a Demonbane Light Crossbow +1, but not until AD1, which I'm sleeving now...

And Manual of War - temporarily use an unchecked feat for a discard? That is cool.

I'm wondering if the addition of a spell with the Trap trait means we'll eventually see items with the same.


Hmm, wonder when this will appear in Europe

Sovereign Court

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Bunyips... are... back? I quit, canceling my order, and setting fire to the FLGS copy when it gets in.

Grand Lodge

Mythic Bunyips...


Andrew L Klein wrote:
Bunyips... are... back? I quit, canceling my order, and setting fire to the FLGS copy when it gets in.

Yeah, after how many of them were in S&S, I'm not surprised you're worn out on them. It felt like there were as many of them as there were pirates.

Scarab Sages

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Promo Cohort named Bunyip? Along with a promo weapon that is especially effective against cards with the Bunyip trait? Blessing of the Bunyips? Bunyip Swarm barrier? So many possibilities and it's tremendously exciting.

EDIT: I did not even realize that I chimed in with a pro-Bunyip stance on that other thread...I guess I've become a pro-Bunyipite, in opposition to the anti-Bunyipians.

Sovereign Court

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Pathfinder Maps, Rulebook, Starfinder Maps, Starfinder Roleplaying Game Subscriber
Calthaer wrote:
Bunyip Swarm

THAT'S IT! *Packs up and moves to the middle of the desert.*


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If they can find you in the General Store, the desert ain't gonna save you. Chill out for a nice drink in the shade of a palm tree, when suddenly a shadow rises from the depths of the nearby oasis.


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The Mother of Bunyips
Villain (Monster)
Traits: Aquatic, Bunyip

Check to defeat: Combat 25 then Combat 25

Before you act, each character must succeed at a Wisdom or Diplomacy 15 check; each character who fails this check summons and encounters a Bunyip Child henchman, then summons and encounters a Bunyip Child henchman.

If you play Potion of the Ocean, The Mother of Bunyips is evaded instead of defeated.

If undefeated, each character summons and encounters a Bunyip Child henchman.


My personal theory are that Bunyips are a racial memory of the large Crocs further North that do exactly that (lie in wait under water and snatch people or large animals)

Spoken legends is all aboriginals had until we came and ruined things for them.


Sandslice wrote:

The Mother of Bunyips

Villain (Monster)
Traits: Aquatic, Bunyip

Check to defeat: Combat 25 then Combat 25

Before you act, each character must succeed at a Wisdom or Diplomacy 15 check; each character who fails this check summons and encounters a Bunyip Child henchman, then summons and encounters a Bunyip Child henchman.

If you play Potion of the Ocean, The Mother of Bunyips is evaded instead of defeated.

If undefeated, each character summons and encounters a Bunyip Child henchman.

Oh my, the debuffs! So many -1 to checks until the end of your turn if you can't handle those Wisdom checks.

The Exchange

I was pretty stoked that they thought to include a ziplock bag for the new game tokens, that little touch saved me a trip to the store to buy a box of bags this morning.

I am hoping that one of the insert makers is going to be at Paizocon this year, I am holding out on ordering one so if there is a vendor there I can help make their trip worth while.

If not, maybe an afternoon slot of making a card insert will be in order if I can find some foamcore board near the hotel.

Scarab Sages

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I am currently waiting on my Broken Token insert to dry (needed just a smidgen of wood glue to keep it together) before putting everything in the box and playing through the first ten scenarios.

There's a little raised pocket / shelf in one corner of the BT insert that is a perfect storage place for the mythic tokens.

Sovereign Court

Mythic Bunyip Swarm
Type: WhatisthisIdon'teven
Check to Defeat: Please, you can't defeat this
Traits: Why are you even reading this, you've lost. Just stop. Quit the game.
Power: If you're reading this, you've already lost. If you aren't, hopefully it's because you started on your quest to obliterate the planet with nukes to kill all bunyips.

Flavor text: Bunyips. Because the universe hates you.

Image: The finger.

Pathfinder Adventure Card Game Developer

Calthaer wrote:
I think my solo game will be a three-character run of Imrijka, Alain, and Enora. I did Kyra through Runelords and would prefer not to use her again, even though Imrijka's divine is weak (seems like you kind of need divine in this set - at least one). I'm tempted to pull in Tarlin; Blessing of Iomedae's in the mix.

That's a solid group, going with the splitting-up-specialties plan. I'd recommend that you give WotR Kyra a spin for a bit, though, and see what you think - she has a very different play-style than RotR Kyra. Shardra is also a good Divine option, if you need one.

And, of course, don't overlook Seelah.


Calthaer wrote:

I am currently waiting on my Broken Token insert to dry (needed just a smidgen of wood glue to keep it together) before putting everything in the box and playing through the first ten scenarios.

There's a little raised pocket / shelf in one corner of the BT insert that is a perfect storage place for the mythic tokens.

Is the box the same size as the SnS Box?

Sovereign Court

Yes it is


Just got my box today... and all eleven characters... wowza. Now I really don't know who I'll want to play, more than even before. It's a good problem to have.

Mythic looks like it'll be a fun gimmick once it comes into play.

Family Tomb... now we know where all the bunyips secretly live; that location power is just evil.

And... no Blessing of the Gods. That's going to take some getting used to, though its replacement is kinda cool. :)


Chad Brown wrote:
Calthaer wrote:
I think my solo game will be a three-character run of Imrijka, Alain, and Enora. I did Kyra through Runelords and would prefer not to use her again, even though Imrijka's divine is weak (seems like you kind of need divine in this set - at least one). I'm tempted to pull in Tarlin; Blessing of Iomedae's in the mix.

That's a solid group, going with the splitting-up-specialties plan. I'd recommend that you give WotR Kyra a spin for a bit, though, and see what you think - she has a very different play-style than RotR Kyra. Shardra is also a good Divine option, if you need one.

And, of course, don't overlook Seelah.

Kyra is very different. As in, "This sword is just ornamental, now I'm going to spontaneously blast things."

Everyone looks good. Roles look very good. I am incredibly happy with what joys Alain will bring me.

Biggest impression I take away from all this- Skull and Shackles had a few differences from Rise of the Runelords, but this feels like a much bigger change. Maybe it's the change in the artwork, but then there's things like changes in blessings, different spells, different weapons, barriers. I'm worried that after my group does Runelords, then sails through S&S, that another box was going to feel like more of the same. I don't think this will be more of the same.


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Quick question. Does this Harsk have a box to check that lets him aid others in combat at the same location as him?

Scarab Sages

Not as such. He doesn't even have a power that is a "ranged shot" - just one that lets him recharge ranged weapons' discard / bury effects (which are usually to help someone else).

One of his roles helps other characters defeat banes with the Demon trait - at any location.


Chad Brown wrote:
Calthaer wrote:
I think my solo game will be a three-character run of Imrijka, Alain, and Enora. I did Kyra through Runelords and would prefer not to use her again, even though Imrijka's divine is weak (seems like you kind of need divine in this set - at least one). I'm tempted to pull in Tarlin; Blessing of Iomedae's in the mix.

That's a solid group, going with the splitting-up-specialties plan. I'd recommend that you give WotR Kyra a spin for a bit, though, and see what you think - she has a very different play-style than RotR Kyra. Shardra is also a good Divine option, if you need one.

And, of course, don't overlook Seelah.

Yeah, I remember how not-great RotR Kyra was at fighting - my friend ran her the first time we went through RotR, and she was okay, but not amazing. He would prefer Attack spells over using the Mace most of the time.


Ok, got a second look at the mythic paths, and trying to work out "optimal" paths for each of these 11. Or at least paths that will help the characters in a substantial way.

-Adowyn and Harsk: Champion or trickster
These two are so close to being the same, I swear. Both of those paths buff Dex and have useful charge powers.

-Alain: Guardian or marshal.
Strange that the most supporty of the paths should be the best choices for this kill-stealing lone wolf.

-Balazar: Marshal
Yes, not Archmage; Balazar won't be using his Arcane to attack, but will be doing a fair bit of punching.

-Crowe: Marshal.
Archmage is an option, but Int is his dump stat so you'll really need to commit to his casting to make it work. Marshal is a simpler buff to both of his key stats.

-Enora: Archmage (OS), trickster (ES).
Int is her only relevant stat, so either path does what she needs; Eldritch, however, makes Archmage's charge power irrelevant.

-Imrijka: Champion or marshal
Ranged as Str is amazing, and combat is a thing she relishes.

-Kyra: Hierophant.
It's the only path that plays with Wisdom.

-Seelah: Marshal (or possibly hierophant.)
Marshal is obvious, but Hierophant would give her an extra self-healing option if she goes it alone a lot... at the cost of not buffing her combat as Marshal does.

-Seoni: Archmage
This one seems obvious.

-Shardra: Hierophant
Again, it's the only Wisdom path.

------

That raises a question for me though. Adowyn and Harsk. Why so similar?

------

zeroth_hour wrote:
Yeah, I remember how not-great RotR Kyra was at fighting - my friend ran her the first time we went through RotR, and she was okay, but not amazing. He would prefer Attack spells over using the Mace most of the time.

My RotR Kyra has no Attack spells whatsoever. I think it's currently Mass Cure, Major Cure, Cure, Restoration, and I'm not sure on the fifth.

Using top-decked Blessings of Sarenrae as pseudo-weapons, though, is hilarious. :P

Pathfinder ACG Developer

Sandslice wrote:

Ok, got a second look at the mythic paths, and trying to work out "optimal" paths for each of these 11. Or at least paths that will help the characters in a substantial way.

-Alain: Guardian or marshal.
Strange that the most supporty of the paths should be the best choices for this kill-stealing lone wolf.

-Seoni: Archmage
This one seems obvious.

Alain is so awesome that other people feel more awesome just for being around his awesomeness. Naturally.

I think Hierophant's another solid option for Seoni, depending on the group makeup.


Sandslice wrote:

My RotR Kyra has no Attack spells whatsoever. I think it's currently Mass Cure, Major Cure, Cure, Restoration, and I'm not sure on the fifth.

Using top-decked Blessings of Sarenrae as pseudo-weapons, though, is hilarious. :P

These were my wife's Kyra tactics to the letter. She dropped her Holy Light early in the AP and never looked back. Using mostly Mokmurian's club, she did all right for herself.

In the second scenario of WotR she was all "wait why do I bother with attack spells at all, her power is better than any basic one?" I agreed, yeah, totally, plus you automatically recharge the spell.

Then we left the Graveyard and remembered not every monster is an undead or a demon.

One thing we noted is that Kyra's power doesn't say "this counts as playing a spell." Is this an oversight, or is it meant to be like "Kyra's exorcism power ignores natural immunities" (as always, I don't know what P&P rules these things originate from) because we encountered some monster or other that would've prevented her from using a spell, but we decided she could use her power, since similar powers like Seoni's specifically mention the restriction.


I don't have the base set yet (Character Add-On only) so I can only speculate on Kyra's power.

Is it based on the Divine skill? RotR Kyra's isn't and Seelah's isn't either.

Seoni's spellcasting power is based on the DivineArcane skill. Qualzar's evasion power isn't, but it's meant to mimic a spell. Lem's Sea Singer ability uses a Diplomacy skill and also counts as playing a spell.

Meliski's fists power is based on the Melee skill and is meant to be a weapon, so he can't play weapons in the check afterward. Neither can Sajan's (if it were written nowadays, it would say "use your Dexterity skill").

EDIT: Arcane, thanks elcoderdude


zeroth_hour wrote:


Seoni's spellcasting power is based on the Divine skill.

You mean Arcane.


Dave Riley wrote:
One thing we noted is that Kyra's power doesn't say "this counts as playing a spell." Is this an oversight, or is it meant to be like "Kyra's exorcism power ignores natural immunities" (as always, I don't know what P&P rules these things originate from) because we encountered some monster or other that would've prevented her from using a spell, but we decided she could use her power, since similar powers like Seoni's specifically mention the restriction.

Kyra's power is based on Channel Energy with the Alignment Channel (Evil) feat added to it.

@Keith: Seoni as hierophant? Yeah, I think I could see that working; I'd just figured archmage was an obvious because of the charge power (so that she can avoid the problem of multi-immunity opponents.)


zeroth_hour wrote:
Is it based on the Divine skill? RotR Kyra's isn't and Seelah's isn't either.

It's not an additional die, but a combat-defining skill, worded basically the same as Seoni's RoRL power. Without the card in front of me, it's something like "for your check to defeat a monster with the Undead or Demon trait, you may recharge a spell to use your Divine skill+d8 with the Attack, Magic (and something else?) traits."

Which, now that I think about it, suggests she could do that for a Ghost's Divine check. It doesn't say anything about for your COMBAT check. That makes sense to me, and is, assumedly, the intention--she should be better at killing ghosts, however the method.

It was sort of a fringe case anyway. It was some sort of golem, conferred undead status by the Cemetery location. Since the monster's text reads "you may not play spells with the attack trait" and not "is immune to the attack trait" there was our confusion: Kyra's power doesn't say it's playing a spell like Seoni's does, despite being worded pretty similarly. We figured it was fine and let it go.

(she lost and wiped her hand anyway, needing a 12 to defeat it and rolling something like a 3 :D)


Well, then, sandslice is correct, it's actually based on Channel Alignment and thus isn't a spell (it's a supernatural ability).

Sea Singer Lem, though, his Diplomacy-based attack thing seems to be based on Call the Storm which, while it is a Supernatural ability and not a spell-like, does duplicate a spell. Shrug.


Oh no, bunyips. :( Demonic, abyssal bunyips, I'll bet. We have a saying for every time we encounter a bunyip. It involves a swear word.

So looking forward to getting my hands on this.

Silver Crusade

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As long as there's no goose in the rigging.


But goose in the rigging was one of our favorite cards names to declare out loud every time we encountered it!

I mean it's not Dance with the Squealy Nord, but few things are.

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Pathfinder Maps, Rulebook, Starfinder Maps, Starfinder Roleplaying Game Subscriber

I hated "man overboard". The random allocation always seemed to go to the character with the lowest Con die.

Silver Crusade

We did have a time when we got goose in the rigging, and the guy who manages the store on card day was like, "Wait, are you guys on a boat?"

But, seriously, strength check AND int check? Who has both stats? After one very bad experience, we see it and unload blessings.

The Exchange

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the tree barrier... noooooo.

seriously, we ran through the material that is out this weekend, and that is the single worst thing we could find.

hate it, hate it! :)


There is a tree barrier? I've not seen it yet. I have enough problems with the tree monster! Bloody Nirento. Please tell me there are no Plant monsters in the Worldwound ....

This might make or break the argument on whether or not I buy WotR.*

*not really

Liberty's Edge

Elizabeth Corrigan wrote:
But, seriously, strength check AND int check? Who has both stats? After one very bad experience, we see it and unload blessings.

Seltyiel waves hello


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Elizabeth Corrigan wrote:
But, seriously, strength check AND int check? Who has both stats?

You have to ask? Flenta has!

Me, I'm hoping there aren't any falling bells in the worldwound.

Silver Crusade

Ah, I stand corrected. I have not played with Seltyiel in S&S (though we've got someone playing him in Runelords), and my Flenta has thankfully not run into that goose.


Well, there's also the "recharge a lot of allies" strategy too :P


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Aw, but who wants to use allies for a piddly d4 when you can get a whole explore out of them?

Out of our one and a half plays of S&S and our run of Season of the Shackles, I feel like we could count on one hand the times we've used allies for the d4. It rarely seems to come up when we have lots of allies in hand, and almost always it feels they'd be better used for their power.

Scarab Sages

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Elizabeth Corrigan wrote:
As long as there's no goose in the rigging.

It's my initial estimate is that the Demonic Horde barrier (IIRC that's the name of the card - the one where a random party member has to fight the servitor, times the number of party members) is going to be more...provocative...than any of the ones already mentioned.

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