Alain's first power seems....bad?


Rules Questions and Gameplay Discussion


Alain can discard a card to add 1 (plus its adventure number) to a combat check. And one else can help on that check...

Seems very weak. Maybe its suppose to be better at higher adventure packs? Or maybe there is some useful trick to puting the monster back on top of the location?

Wakrob


Wakrob wrote:

Alain can discard a card to add 1 (plus its adventure number) to a combat check. And one else can help on that check...

Seems very weak. Maybe its suppose to be better at higher adventure packs? Or maybe there is some useful trick to puting the monster back on top of the location?

Wakrob

Well you would know where it is at least. And information can be key.


I think you missed a key factor. It isn't limited to a combat check. It is your check to defeat a monster, which can be checks other than combat. And it gets better the higher deck the card is you use for it. With the feat, it can eventually get to add 8 to your check, 9 in one of his roles. That can become quite useful.

I played tonight and we were often making checks against non-villain monsters where we either couldn't or didn't think it best to play cards to help each other. So I think it can be helpful.


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"Check to defeat" improves my estimation of a lot of those skills. If it's helping with Sirens, it's okay in my book.


Don't forget that it also stacks with Donhan's ability to add 1d8 plus the adventure number to Alain's melee checks.


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Donhan is an amazing character, his cohort Alain has mediocre powers, but what can you do.

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