[Adventure Card Game] Season #4: Season of Factions' Favor (Tier 1) (Inactive)

Game Master MorkXII

Party Sheet
Loot List
Summoned Banes

Turn Order:
Ezren/Yewstance
Hayato/MorkXII
Radovan/huntsfromshadow
Zarlova/magi210
Vika/Maelwys0
Scourges:

Scourge Table:
1 = Curse of Poisoning
2 = Curse of Poisoning
3 = Curse of Vulnerability
4 = Curse of Daybane
5 = Curse of the Ravenous
6 = Curse of Withering
7 = Curse of Fevered Dreams
8 = Curse of the Sphinx
9 = Curse of Blindness
10 = Curse of the Mummy

Curse of Poisoning

Spoiler:
Curse of Poisoning
Scourge B

Traits
Curse
Poison

Check
None

Powers
While displayed, after you reset your hand, recharge a random card.


Curse of Vulnerability
Spoiler:
Curse of Vulnerability
Scourge B

Traits
Curse

Check
None

Powers
While displayed, Acid, Cold, Electricity, or Fire damage dealt to you may not be reduced. If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card.

You may only have 1 copy of this card displayed.


Curse of Daybane
Spoiler:
Curse of Daybane
Scourge B

Traits
Curse
Undead

Check
None

Powers
At the start of your turn, if the top card of the blessings discard pile has the Basic trait, you do not get a free exploration this turn.

You may only have 1 copy of this card displayed.


Curse of the Ravenous
Spoiler:
Curse of the Ravenous
Scourge 1

Traits
Curse

Check
None

Powers
At the end of your turn, roll 1d4 and bury all cards in your discard pile of this type:
1. Blessings

2. Allies
3. Spells and weapons
4. Items

You may only have 1 copy of this card displayed.


Curse of Withering
Spoiler:
Curse of Withering
Scourge 2

Traits
Curse

Check
None

Powers
While displayed, during your check, when you assemble your dice, replace all of your highest-size dice with the same number of next lower-size dice.

You may only have 1 copy of this card displayed.


Curse of Fevered Dreams
Spoiler:
Curse of Fevered Dreams
Scourge 3

Traits
Curse
Arcane

Check
None

Powers
Display this card. While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards.

You may only have 1 copy of this card displayed.


Curse of the Sphinx
Spoiler:
Curse of the Sphinx
Scourge 4

Traits
Curse
Sphinx

Check
None

Powers
While displayed, when you would explore, first examine the top card of your location; if it is a boon, recharge your hand, reset your hand, then discard a card.

You may only have 1 copy of this card displayed.


Curse of Blindness
Spoiler:
Curse of Blindness
Scourge 5

Traits
Curse

Check
None

Powers
While displayed, after you advance the blessings deck, discard a blessing or discard the top card of the blessings deck.

You may only have 1 copy of this card displayed.


Curse of the Mummy
Spoiler:
Curse of the Mummy
Scourge 6

Traits
Curse
Undead
Mummy

Check
None

Powers
While displayed, when you are dealt damage that is not reduced, bury 1 card you would discard as damage.

You may only have 1 copy of this card displayed.


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Welcome to Katapesh, Yewstance, magi210, Maelwys0 (and hopefully huntsfromshadow)!

Here's a few things that we'll need to get started:

1. Choose your character: If you've already got a character in mind, please post it in this thread. If you have a few options and want some suggestions, post that here too!

2. PFS ID: You'll need to have a Pathfinder Society Player ID and Character ID. You'll be able to find (or generate) your Player ID on this page. Once you have a Player ID, click the "Register a New Card Game Character" button on the same page to create a character ID. Once you're finished, you'll end with a number something like this: 123456-1001. I'll need that number from you in order to fill out your Chronicle Sheets and report our game sessions.

3. Verify Deck Ownership: Make sure you verify your class deck ownership as instructed here. If you have any accessories that give in-game perks (promo cards, t-shirts, character mats, etc) that you would like to use in this game, please have those verified as well.

4. Hangouts: I will be sending you a PM requesting an email address that you have linked to a Google Hangouts account. Once I have everyone's email address, I'll set up the chat group.

5. Organized Play rules: If you're not familiar with the Organized Play rules, please read through the Guide. If you have any questions, please feel free to ask!

6. Starting Deck: The next step is building your deck! The rules for building your starting deck are in the Organized Play Guide, but basically for new Tier 1 characters, all cards in your deck must come from your class deck (and/or any one Ultimate deck box) and be B-deck cards with the Basic trait.

7. Deck Tracker: In order to track your deck, you are free to use any method you like. I strongly recommend using a copy of this Google spreadsheet (click "File", and then "Make a Copy"). Basic instructions for the spreadsheet are here. If you'd prefer, I have no problem getting it set up and sharing it with you.

8. Turn order: We are free to use any turn order we like, but at least for the first few scenarios start, I would like to try to do it based on timezone and when you are most likely going to be able to post a turn. If you haven't already, please let me know what time zone you are in, and what time(s) of day you're most likely to be active. (I'm in the EST, and generally available between 7:00 AM and 4:00 PM, and then briefly again around 10:00 PM.)


Deck Handler // Searching for: (None)

I've sorted out everything from 1-7 (though I may wish to change my character after seeing what huntsfromshadow picks). A couple more details on my setup is in the Recruitment thread for this game. As far as step 8 goes...

I'm most free between 3pm-6pm EST, then infrequent availability from 6pm-4am, and then mostly free again for 4am-6am or so EST. That puts me on almost exactly opposite to Mork's availability, incidentally.

I generally feel like characters with off-turn abilities (RotR Harsk and Lem, for example) tend to perform well towards the end of the turn order, with characters with 'scouting'/examine abilities, as well as those who are more 'card hungry' or exploration-heavy performing better towards the start. For now, Ezren is entirely in the latter category. It makes little difference either way, in truth.


Deck Handler // Searching for: (None)

Whoops, made a mistake with my Deck Handler links. Let me change them with shareable links so you guys have read access, sorry.

Try this instead in the meantime.

EDIT: Should be fixed now.


Deck Handler Human Cleric

Hi all, magi210 here, about to try out Zarlova. I'm around most evenings between 5 PM and 11 PM, and will probably be able to post in the morning around 6 AM or so before work.

In regards to 3, I stopped by my local bookseller and they had a bunch of the original class decks for $3 each, so I have more options if Zarlova doesn't work out. :)

Zarlova wrote:

Hand:

Displayed:
Deck: 15 Discard: 0 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d6 [ ] +1
Constitution d6 [ ] +1 [ ] +2 [ ] +3
Intelligence d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Knowledge: Intelligence +2
Craft: Intelligence +2
Wisdom d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Divine: Wisdom +3
Charisma d6 [ ] +1 [ ] +2

Favored Card: Spell
Hand Size 6
Proficient with: None
Powers:
When you would recharge a spell that has both the Divine and Attack Traits, you may place it on top of your deck instead.
When you acquire a card that has the Magic trait, examine the top ([ ] or bottom) card of your deck; if it is a spell ([ ] or a blessing), you may add it to your hand.


Good deal! :) What did you get?

magi210, could you please send me PM with your Hangouts email address when you get a chance? Thanks.


Deck Handler // Searching for: (None)

$3 EACH!? I have to pay $40AUD (about $33 USD) for the cheapest class decks available to me, to say nothing of the horrific shipping costs Paizo gives me that almost always exceeds the price of any item by a factor between 1 and 2x. (If I dig around online merchants I can get better deals, if I'm willing to wait about a month for the cheap/free deliveries)

On the plus side, raging at the injustice of cross-country price differences does put me in the mood to play Evil(?) Ezren. :D


Ezren "His Father's Son" wrote:

$3 EACH!? I have to pay $40AUD (about $33 USD) for the cheapest class decks available to me, to say nothing of the horrific shipping costs Paizo gives me that almost always exceeds the price of any item by a factor between 1 and 2x.

On the plus side, raging at the injustice of cross-country price differences does put me in the mood to play Evil(?) Ezren. :D

It was some they'd had around the store for a while. Ranger, Sorcerer, Wizard, Rogue, and Paladin.


1/ I've only got the Fighter deck at the moment, so I'm constrained by that. I'm currently planning to play Vika, I think.

2/ PSFID: 188694; Char ID: 188694-1002

3/ Emailed in.

4/ Confirmed.

5/ Read that.

6/ I didn't have many choices... I think I got to pick Armor and Allies, and that's about it. ;-)

7/ Working on that.

8/ I'm in PST, and available basically anytime during the day (9am-9pm).

Looks forward to it, thanks for the invite!

Only question I have so far... can somebody give me a quick primer on Scourges? I've played lots of Runelords and Shackles, but only one game of Mummy's Mask a long time ago that I don't remember much of (and no Wrath at all). So if you could bring me up to speed on those (and anything else that I should know as well) that'd be awesome. :)


Deck Handler // Searching for: (None)

Sure! Basically, some cards in Mummy's Mask may 'curse' you. At least early on, usually it's a specific curse (like "suffer the scourge Curse of Vulnerability"), but sometimes you're told to just "Suffer a scourge".

If you're told to suffer a 'generic' one (so when a specific Curse isn't named), you roll a dice and get one from the "Scourge Table", which is shown at the top of this page in a spoiler tag. The dice you roll depends on the adventure (as far as I know, we'll be rolling a 1d4+1 for Adventure 1, which is when Organized Play begins). Each adventure also includes its own rules that may lead to you getting hit with a curse.

A Curse has some (primarily negative) effect on you, and is displayed next to your character deck (if you use a Deck Handler, just put it in your 'Displayed' column) and lasts until you're told to remove it, or use a spell like "Remove Curse". In core function, they're not very different to "Haunts" from some previous sets.


Yep, for sure! Scourges are unfriendly cards that will occasionally get dished out, typically by monsters or barriers or by taking certain types of damage.

Sometimes you'll be told to take a specific scourge, and sometimes you'll get a random one. When you take a random scourge, the Adventure rules will tell you what to roll (for Factions' Favor Adventure 1, its a d4+1) and then you take a scourge matching the number rolled. Either way, you will display the Scourge next to your character deck, and you'll need to use a Remove Curse (or some other similar method) to get rid of it.

Remove Curse:
Remove Curse
Spell B

Traits
Magic
Arcane
Divine
Basic

Check
Intelligence
Arcane
8
OR
Wisdom
Divine
6

Powers
Recharge this card to banish a displayed card that has the Curse trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it.

I've put a spoiler tag at the top of the campaign page that contains the Scourge Table that tells you which one to take when you roll for a random scrourge, as well as the card texts for each of the scourges in the box.


Deck Handler // Searching for: (None)

As for 'anything else you should know', after we finish the first scenario I assume we'll be getting into Trading rules for Mummy's Mask (unless this season runs very differently to Plundered Tombs).

We'll probably cover that in more detail when it's required, but to be brief you'll be able to switch out ("Trade") cards from your deck with offered cards for the duration of a scenario, which gives you like a last-minute tweak you can make. The offered cards will be from Mummy's Mask, so they'll usually give you different strategies than what your Class Deck may normally provide.

Note that the rules for Trading are not the same as they are in the Mummy's Mask rulebook. They work a little differently in Organised Play.

(Oh, uh, and if you haven't played Wrath then some of my cards are going to look weird, since Hell's Vengeance strongly refers to the "Corrupted" trait which is otherwise only used in the WotR set. Basically, as I replace some of the basics in my deck for better cards from my class deck, some of my cards will have the "Corrupted" trait and are going to have unwanted side-effects unless I go out of my way to neutralize them. Some other characters can actually use the Corrupted trait for beneficial outcomes, but not Ezren.)


Beat me to the Scourge explanation, and then to the Traders explanation. At least I hadn't started typing it this time. :)

The Trader rules are in the first post in the Gameplay thread (they are different then Mummy's Mask, but the same as Plundered Tombs), but they won't have any effect until we finish the first scenario. We'll go over those rules then.


Deck Handler Human Cleric
Maelwys0 wrote:


6/ I didn't have many choices... I think I got to pick Armor and Allies, and that's about it. ;-)

Right there with you. Think I'm going to run with this for now:

Blessing of the Gods 1
Blessing of the Gods 2
Blessing of Pharasma 1
Blessing of Pharasma 2
Blessing of the Gods 3
Dog
Sage
Chain Mail
Inflict
Cure 1
Cure 2
Cure 3
Fireblade
Sages Journal
Holy Water

I'm not fighting much, consider me the finder of magic items. :)


Deck Handler Blessing 3, Ally 3

Thanks for the Curse info, that makes sense!

Trying out my stats box:

Vika wrote:

Hand:

Displayed:
Deck: 15 Discard: 0 Buried: 0
Notes: As long as I have a second weapon in my hand, I'm happy to throw a club at somebody for you.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Craft: Strength +1
Melee: Strength +2
Dexterity d6 [ ]+1 [ ]+2
Disable: Dexterity +2
Constitution d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Fortitude: Constitution +1
Intelligence d4 [ ]+1
Wisdom d8 [ ]+1 [ ]+2 [ ]+3
Charisma d4 [ ]+1

Favored Card Type: Weapon
Hand Size 4 [ ] 5
Proficient with: Light Armors Heavy Armors Weapons
Powers:
Recharge a card that has the Bludgeoning trait to add 1d6 ([ ]+1) ([ ] +2) to a combat check by another character at your location.
When you would discard a weapon ([ ] or armor) for its power, you may recharge it instead.


Wow, I just looked through the Cleric deck - the attack options are definitely limited. I guess you'll just have to make sure you make your recharge rolls so they go back on top your deck. :)


BR Mork wrote:
Wow, I just looked through the Cleric deck - the attack options are definitely limited. I guess you'll just have to make sure you make your recharge rolls so they go back on top your deck. :)

Let's just say I'm looking forward to getting Holy Light.


Deck Handler Blessing 3, Ally 3
BR Mork wrote:
Wow, I just looked through the Cleric deck - the attack options are definitely limited. I guess you'll just have to make sure you make your recharge rolls so they go back on top your deck. :)

Yeah, but 3 cures is pretty handy... I think I'll hang out near the Cleric, so we can keep each other alive. ;-)


Deck Handler // Searching for: (None)

Pasting my stats box for reference's sake.

My character's going to be starting off slow, and I may struggle with combat after I use up my precious few Attack spells. That said, I can discard any spell I wish for an exploration, and I have a lot of them... which means I may end up requesting healing from our cleric a couple of times per scenario (but in return, I will be able to explore rapidly and thin out decks).

Getting help with easier (difficulty less than 9 or so) combat checks will also let me conserve my precious attack spells, so Vika's support may also be a godsend for Ezren. Either way, I will probably stick to locations where someone else can help make up for my current shortfalls.

And yes, Holy Light (and arguably Cure) has remained one of the top-tier spells through every single base set it's been in. Augury too, but then, there's a reason it wasn't in another set until Mummy's Mask (which potentially punishes Examining cards).

Ezren wrote:

Hand:

Displayed:
Deck: 15 Discard: 0 Buried: 0
Notes: I can explore a whole lot, but I'm going to be fragile to start with, with no decent weapons and only 3 real attack "spells" to use in combat.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ]+1 [ ]+2
Dexterity d4 [ ] +1
Constitution d8 [ ] +1 [ ] +2 [ ] +3
Intelligence d12 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Arcane: Intelligence +2
Knowledge: Intelligence +1
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +1
Charisma d6 [ ] +1 [ ] +2

Favored Card: Card that has the Attack trait
Hand Size 6 [ ] 7
Proficient with: None [ ] Light Armors
Powers:
On your turn, you may discard a spell ([ ] then you may move). Then explore your location.
When you encounter a bane that has the Acid, Cold, Electricity, Fire, or Poison trait, ignore its immunities.
You may recharge a spell to add 1 die to your check against a bane that invokes the Acid or Electricity ([ ] or Cold, Fire, or Poison) trait.
When building your deck, you may treat any blessings that do not have the Divine trait as items.


Vika - Maelwys wrote:
BR Mork wrote:
Wow, I just looked through the Cleric deck - the attack options are definitely limited. I guess you'll just have to make sure you make your recharge rolls so they go back on top your deck. :)
Yeah, but 3 cures is pretty handy... I think I'll hang out near the Cleric, so we can keep each other alive. ;-)

Every fighter is only as good as his pocket healer...


Deck Handler // Searching for: (None)

Having read the Gameplay thread: BR, can we get the text of Liberty's Edge Favor?

Also, Maelwys/Vika, I note that you've based your Deck Handler off mine. That's completely fine (in fact, if you approve them, you can make use of my little added scripts), but I'd just like to expand on what I said in the Recruitment thread for perfect clarity when I said I've made some 'tweaks'.

My Deck Handler is a modified version of the 'official' Deck Handler originally provided by cartmanbeck which was linked from this page. I've simply made some changes to the format that doesn't impact the normal function but I think make some improvements. In short, my changes are listed.

  • Un-merging a series of cells (along Columns F/G), so when using copy-and-paste-values you don't end up accidentally pasting an unintentional blank space (since copying a merged column is technically equivalent to copying each seperate cell, which may overwrite unintentional data when pasted).
  • Adding the "card texts" sheet. Maintaining that sheet is an individual player's responsibility, and is not mandatory in the slightest (though it's helpful if you don't carry your cards everywhere, and may be helpful for teammates).
  • Adding two active scripts, accessible by pressing buttons. You'll need to give Google permission to run these when you first use them.

These scripts are entirely made by me, and are in no way affiliated with anyone else, Paizo or otherwise. They're extremely simple (and I strongly encourage you read them via Tools -> Script Editor before using them), but you should never ever ever give permission for scripts like them (or Macros in Excel or anything similar) to run unless you trust the source entirely (namely: me).

Basically, whilst I will personally confirm that they're completely safe (and super simple) and do their job, as a matter of good practice you still shouldn't give permissions to anything unless you really do trust the source (and/or have read the scripts yourself). It's safer from your perspective to just use the Deck Handler provided by cartmanbeck than implicitly trusting my code.

Now that that's out of the way.

You are free to use them if you choose. And if you ARE interested, I can answer any questions on those little bits of functionality (and if you want very specific things, I might use some of my spare time coding new stuff for you if it'll make your Deck Handler easier to use).

(If you can't tell; I have a small history in coding professionally, but there's certain standards that should be upheld. One of them is that I should never encourage people to implicitly trust a random source to run code actively on their computer or browser, hence why I'm writing all this.)


Deck Handler Human Cleric

Think I got the link fixed, it's the default spreadsheet for Zarlova, let me know if you can get to it.


Deck Handler // Searching for: (None)

Yep, Zarlova's Deck Handler looks perfect to me, and I've got View access via that link (as everyone else will/should).


Ezren "His Father's Son" wrote:
Also, Maelwys/Vika, I note that you've based your Deck Handler off mine. That's completely fine (in fact, if you approve them, you can make use of my little added scripts), but I'd just like to expand on what I said in the Recruitment thread for perfect clarity when I said I've made some 'tweaks'.

Yeah, I think I misunderstood your initial post and thought you were actually recommending that we use your deck handler, rather than just letting us know where yours was. So I started based on it... and decided I really like the extra scripts and tweaks anyway. So yeah, if you don't mind I'll stick with that for now, and see how it goes. Thanks!


Deck Handler // Searching for: (None)

I absolutely don't mind, go right ahead! In fact, I'm quietly glad that other people are finding my changes helpful (they were all made to speed up my own use of it). The little scripts should be self-explanatory, but if not I can answer anything you need about them.

I'll probably further modify my own deck handler bit by bit as the adventure goes forward (based on ideas I have). Anyone can feel free to duplicate any functionality across (but again, note that you normally shouldn't just trust scripts written by a random person, so either decide that you trust my code or read what it's doing for yourself).


They're great improvements! Just having the card text handy, and a way to generate the spoiler text for it will be a really nice feature (one of the features I built into my own PC-based deck tracker).

One 'gotcha' to watch out for with the deck tracker: as you move cards around between the columns, don't use Ctrl-C/Ctrl-V to copy/paste card names - it breaks some of the formulas that are hidden in the sheet. Instead, use Ctrl-Shift-V (Ctrl-C to copy is still fine) to paste just the *cell values* where you want them.


Deck Handler // Searching for: (None)

Indeed, which I hinted at (albeit in a poorly-worded manner) when I stated "copy-and-paste-values" in my earlier post (Rather than just "copy-and-paste").

As mentioned, the other 'gotcha' in the normal Deck Handler is that the merged cells (like drawn cards) can cause unforeseen effects when pasting values, since you're technically pasting a second cell that, in my case, kept overwriting Buried cards (when drawing) or Recharged cards (when discarding from the top of my deck). My modified handler un-merged said cells to fix that, since I use Ctrl-Shift-V frequently.


Out of curiosity, are we puling from RotRL, S&S, Wrath, and MM as base sets, or is it restricted?


All of the cards (except for a few new cards, typically Villains and Henchmen) will be coming from the MM box.


BR Mork wrote:
All of the cards (except for a few new cards, typically Villains and Henchmen) will be coming from the MM box.

Let the elemental damage flow. :)


I've only played through the first couple scenarios of Factions' Favor, so I don't know how bad it will be, but Plundered Tombs was absolutely brutal with the elemental damage.


Just to give everyone a quick update: I'm hoping to give huntsfromshadow a bit of time yet to see my PM and check in here. I'm still trying to pick a character as well, but leaning towards either Arabundi (Ranger) or Hayato (Samari from Ultimate Combat).


BR Mork wrote:
Just to give everyone a quick update: I'm hoping to give huntsfromshadow a bit of time yet to see my PM and check in here. I'm still trying to pick a character as well, but leaning towards either Arabundi (Ranger) or Hayato (Samari from Ultimate Combat).

I've been thinking about picking up Ultimate Combat to add to my Fighter deck... but I can't actually find a card list anywhere to know how much it would help. I do like the new armor mechanic, though. Aside from that, is it worthwhile for Vika?


I haven't looked through the Fighter deck list or at Vika's character sheet enough to say for sure how much Ultimate Combat would help her, but there are definitely a lot of amazing options for a Melee or Ranged (Bows, not so much Firearms) character in there. If I go with Arabundi, I will be using the Ultimate Combat deck with the Ranger deck.


BR Mork wrote:
I haven't looked through the Fighter deck list or at Vika's character sheet enough to say for sure how much Ultimate Combat would help her, but there are definitely a lot of amazing options for a Melee or Ranged (Bows, not so much Firearms) character in there. If I go with Arabundi, I will be using the Ultimate Combat deck with the Ranger deck.

Mostly I'd be using it for the new armor mechanics, and any good new Bludgeoning weapons. Because she's all about the Bludgeoning, but only has a handful of such options currently available (my only Deck 1 magic blunt object is a puny Cestus, not exactly fantastic...).


I'll have to check to see what it's got for Bludgeoning weapons (I don't have it with me today). I think it's mainly swords and bows, though.


Deck Handler // Searching for: (None)

I would imagine there's no issue slotting in an Ultimate Deck between scenarios if I get it after kickoff of this adventure, right? Just I'd have to slowly 'upgrade' my cards from it. You know, when more of them are available.

As an aside: I would suspect Ultimate Combat would have some extra bludgeoning weapons, since the whole point of the add-on decks is to give some love to class deck characters that didn't have the normal boon support in their own deck (like Zarlova).


Hey. I'll post my deck list in a moment. I'm going to try out Radovan.


BR Mork wrote:
I'll have to check to see what it's got for Bludgeoning weapons (I don't have it with me today). I think it's mainly swords and bows, though.

Don't worry about that anymore, I stopped and picked it up myself now anyway. So i might be updating my decklist once i get home. ;-)


huntsfromshadow wrote:
Hey. I'll post my deck list in a moment. I'm going to try out Radovan.

I was looking at Radovan too! I'm be glad to watch him in action.


Maelwys0 wrote:
BR Mork wrote:
I'll have to check to see what it's got for Bludgeoning weapons (I don't have it with me today). I think it's mainly swords and bows, though.
Don't worry about that anymore, I stopped and picked it up myself now anyway. So i might be updating my decklist once i get home. ;-)

Awesome. :)


Deck Handler Human Cleric

Looking at the party composition thus far, it looks like a bunch of neutralish characters. Can the pasha just pay us off and we'll all go away? :)


In character I could always say. "Nah the Boss. Really wants me to do this. And he is so annoying when he dosen't get his way."


Deck Handler // Searching for: (None)

That's great! We've got a Fighter, a Cleric, a Wizard, a Rogue and either a Ranger or Samurai. Dedicated Divine and Arcane users and a nice mix of martial classes (do we have anyone with at least a 1d10 Charisma and/or the Diplomacy skill, though? Certainly not required, but it'd be nice to have).

(Also, as an aside to magi/Zarlova, you'll need to re-draw your opening hand when we start the scenario proper. Locations are selected before opening hands are drawn)

As for the flavor, I can only speak for how I'm going to be playing Ezren, and that's just that the Pathfinder Society has a hell of a lot more to offer him in the long run than a payout now. On top of that, I might decide to go down the route that he's more angry about the damage done to Absalom (his home city, after all, in his normal Iconic lore) than he's letting on for now.

I'm going to mostly justify the use of 'evil' tools in my class deck as him simply not truly caring as the jaded wizard he is, rather than being outright hateful or malicious, but we'll see.


Here are my details.

Timezone: I'm est. I will be available to chat most of the day but won't have any of my cards with me (and may suddenly stop responding due to work). I will be available to run my turn from 5pm to 10pm.

Character: Radovan
PFS ID: 48026 - 1004

I have sent the verification image for my deck.

Deck Tracker is done but I do have 2 questions.
1) Is sideboard where I'd put the 3 demon form cards I pick one from at the start of game?
2) The Adv.Deck column in the 'Don't Look' tab. That the deck? So B for the starting characters?

Radovan wrote:

Hand:

Displayed:
Deck: 15 Discard: 0 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Dexterity d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Disable: Dexterity +2
Stealth: Dexterity +2
Constitution d8 [ ] +1 [ ] +2 [ ] +3
Intelligence d4 [ ] +1
Wisdom d6 [ ] +1
Charisma d8 [ ] +1 [ ] +2
Diplomacy: Charisma +2

Favored Card: Ally
Hand Size 5 [ ] 6
Proficient with: Light Armos Weapons
Powers:
At the start of the scenario, display and 1 devil form ( [ ] or 2 devil forms). Once per turn when a character at your location is dealt damage by a bane, display a monster from the box next to a displayed devil form.
Add 1d4 ( [ ] 1d6) to your combat check taht does not have the 2-Handed trait, add an additional 1d4 if you did not play a weapon.
Reduce Fire, Poison, or Ranged Combat damage dealt to you ([ ] or to a character at your location) by 1.

Deck List:

Blessing of the Ancients
Blessing of the Elements
Blessing of the Gods 1
Blessing of the Gods 2
Alaeron
Amadi
Appleslayer
Acadamae Student
Compass
Sage's Journal
Thieves' Tools
Red Leathers
Kukri
Cutlass
Kama


Ezren "His Father's Son" wrote:
That's great! We've got a Fighter, a Cleric, a Wizard, a Rogue and either a Ranger or Samurai. Dedicated Divine and Arcane users and a nice mix of martial classes (do we have anyone with at least a 1d10 Charisma and/or the Diplomacy skill, though? Certainly not required, but it'd be nice to have).

Agreed, sounds like a fantastic mix!

And it looks like the Rogue has a Diplomacy of d8+2, so that's not too shabby.


So, I'm looking at re-building my starting deck, based on adding in the Ultimate Combat Add-on. Unfortunately there's a small snag...

If I rebuild before we start, then it means I get access to cooler armor, and more interesting allies and items. So I'm definitely interested in doing that. But on the flip side... 2 of my 3 starting Bludgeoning weapons are non-Basic, and were only allowed to be starting weapons because there weren't enough Basic weapons in the deck ("forcing" me to include the Greatclub and Warhammer). But if I rebuild from the two decks combined, then it adds in a bunch of new Basic weapons, so then I need to select some of those instead of the Greaclub/Warhammer.

So basically, either I start off with just the Fighter deck and keep my bludgeoning weapons, and then gradually incorporate the new cards as I earn deck upgrades... or I start off with Fighter+Combat and get cool new cards but am a lot less useful to enhance others until I spend at least the first couple upgrades on Weapons (even if they're only B Weapons and not 1, I'd want to grab them just to get the non-Basic Bludgeoning stuff).

Thoughts?
Alternatively, if I start with just Fighter, after the first scenario do I have the option to swap out Basic cards from one deck for Basic cards from the other deck (as long as I'm not changing the number of non-Basic in my deck at all) without impacting the Weapons?


Deck Handler // Searching for: (None)
huntsfromshadow wrote:

[...]

Deck Tracker is done but I do have 2 questions.
1) Is sideboard where I'd put the 3 demon form cards I pick one from at the start of game?
2) The Adv.Deck column in the 'Don't Look' tab. That the deck? So B for the starting characters?
[...]

Looking good, and Radovan has a nice Diplomacy roll so there goes my concern (I know there's an early location in Mummy's Mask that requires, specifically, a Diplomacy check to close).

The Sideboard is, to quote cartmanbeck (who made the sheet), there to be used for a character that has not actually been publicly released yet. Which also makes it a nice general place to store whatever you want, along with "Set Aside" (which is usually used to put spells and stuff in in-between using them and waiting to recharge them).

Since you only pick 1 devil form per scenario, I think putting the spares in the Set Aside column is slightly better, because that's not shown in your status that you past at the end-of-turn (and Sideboard cards are), and the team doesn't really need to know every turn that you have some unused forms. The one you have active should be put in the Displayed column, which is shown under your hand in the status.

Oh, and the Adv. Deck is supposed to indicate the deck number, yes, so that'll be "B" for all of your cards for now. Keep in mind that listing the boon type and the Adv. Deck # is just to help you keep track of them - the Deck Handler doesn't actually need those columns to be filled to work.

Maelwys0 wrote:
So, I'm looking at re-building my starting deck, based on adding in the Ultimate Combat Add-on. Unfortunately there's a small snag... [...]

An interesting series of questions. I don't think you can just freely replace basics in your deck after you begin (unless they were banished during the scenario, and they're automatically returned to you at end-of-scenario if you try to hand them off to another player).

I also haven't gotten concrete information saying that you can add an Ultimate Add-On deck after the campaign's started, but my gut tells me you definitely should be able to (Paizo wants to sell their product, after all). So if Mork doesn't correct me on that, you do indeed have 2 choices.

1. Start with Fighter, then include the Add-On deck from scenario 2 onwards to have more card upgrades available to you.

2. Start with both, and just slowly include more bludgeoning weapons with the help of deck upgrades.

Personally, I'd encourage you to start with both, since I think it would be more fun and it would give you a greater variety of boons to play with that you otherwise wouldn't use (how often would you 'upgrade' any of your cards to an Ultimate Combat basic?). We don't really have to worry about power-gaming here, especially since we have such a well rounded team (and a couple of players with Add-On decks) that already gives us a strong leg-up.

And, as I said before; even if the early scenarios are ever so slightly harder, that just makes them more fun when we beat them anyway! I'm certainly in a spot where my opening cards are VERY sub-optimal. Heck, I have "Channel Corruption", a spell that does LITERALLY nothing for me, and "Cure", when I don't have the Divine skill! (Though admittedly, that still makes it a strictly better Potion of Healing, and I can discard and recharge spells for other bonuses)...


Deck Handler Human Cleric

I'll be happy to take that cure off your hands Ez, I'm sure I can make use of it. :)


Deck Handler // Searching for: (None)

We can certainly do that, though I find it hard to believe you could productively use a full 4 Cure spells (though it would be hilarious to see me just dump 3 spells a turn into explorations, then have you heal them back up repeatedly).

Oh, and I've just ordered the Ultimate Combat Add-On myself (which will arrive in something like a week or two, because Australia), so if we are allowed to add Add-Ons mid-run then I'll do that. Yes, I'll be a Wizard with the Combat Add-On, but it has SOME useful components, I'm sure.

For example, there's a non-Divine blessing in it, which means it's a blessing MM Ezren is actually allowed to add to his deck (using an item slot).


Unlikely, and it would probably be better off just being used as exploration. A few neat things in the combat add on deck (whip of centipedes looks fun.)

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