[PBP Gameday VII] [PACG] Assault on Absalom by Yewstance [Tier 2] (Inactive)

Game Master Yewstance

Party Sheet

Loot Cards:
Remove Curse
Spoiler:
Remove Curse
Spell B

Traits
Magic
Arcane
Divine
Basic

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.

Game of Afterlife
Spoiler:
Game of Afterlife
Loot Item B

Traits
Object
Gambling

Powers
Bury this card to banish a displayed card that has the Curse trait.
When you would fail a check, bury this card to reroll 1 die; take the new result.
After playing this card, you may succeed at an Intelligence 8 check to recharge it instead of burying it.

Turn Order:
1. Nathan Davis //Raheli
2. EmpTyger // Seoni (WotR)
3. Abraham Z. // Valeros
4. Bigguyinblack // Grazzle

SCOURGES:
The scourge die is 1d6. When you are told to 'suffer a scourge', roll a 1d6 and display the appropriate curse from the table below.

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

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, you may not reduce Acid, Cold, Electricity, or Fire damage dealt to you. 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.

There is no Reinforcements is currently next to the scenario.

Dark Archive Condition: For the rest of the adventure, when you encounter a non-villain bane that has the Undead trait, you may recharge a card to evade your encounter or to ignore its power that happens before you act.


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Play PACG Play-by-Post? Feel free to use my custom Deck Handler. An index of my other Deck Handlers can be found here.

Posting as Yewstance, as a complete tangent.

So on Discussion there was mention made of the very unusual item from the Witch Class Deck, Dreamcatcher, which shouldn't be confused with the item of the same name from the Occult Adventures Character Deck. It's probably the single most interesting card of the Class Deck, and I've theorycrafted around it already, so I thought I'd share my own analysis here.

For the record; I believe Dreamcatcher should not have been printed the way it was, or it should be nerfed, and it's home to a lot of pretty depraved combos which can ruin the game for a table. Read at your own risk.

Dreamcatcher, and what does it do?:
Dreamcatcher, Item 2 wrote:

TRAITS:

Accessory
Magic

POWERS:
Display this card next to the deck of a character at your location. While displayed, when you would discard a boon that has the Arcane or Magic trait for its power from your hand, you may reveal it instead of discarding it; that character is dealt 1 Mental damage that may not be reduced. At the end of your turn, you may succeed at an Arcane 12 check to recharge this card instead of discarding it.

To put it another way - designate someone at your location (which can include yourself) to take 1 unreducable damage instead of discarding Magic or Arcane cards from your hand, for a full turn. If played on someone (that can include yourself) with the Arcane skill, you can try to recharge it.

What possible synergies or uses can this have?:
Taking damage rather than discarding spells and the like can have a host of advantages, including (but not limited to)...

  • Re-use one spell (or other card with the right traits) over and over at the cost of different cards from a hand.
  • Special mention to re-using a healing spell like Cure to heal yourself (and everyone at your location) to full despite the damage someone will be incurring in the process - which should be healed straight back. Another special mention to Haste, Locate Object and Blessing of the Spellbound, which turns into "discard any card from your hand (or another player's) to explore".

  • Place it on a character who doesn't have (m)any cards left in hand (like Ak or Zova), can actually sort of 'resist' the unreducable damage (such as Nok-Nok or Zelhara, or someone under the effects of Righteousness) or even wants to take damage (like Zibini), and enjoy the free spells.

  • It stays in effect for the turn if you play it on someone, even after you move away, so if you have a means of movement and exploring through something with the Arcane or Magic trait, then you can infinitely re-use that until you win (or lose your exploration/movement cards to damage).
  • This is pretty trivial to accomplish with a spell-heavy character with Channel the Gift, since once you drop Dreamcatcher on another player you can just infinitely re-use Channel the Gift to draw every spell from your deck (including something like Fly that lets you move, and something like Haste that lets you explore) as well as some Cure spell. This should give you a big hand and all of the spells you could ever want for infinite re-use, including Fire Snake, so as long as you don't lose Channel the Gift you can always just chain it and Cure together to keep your hand and deck stocked full, whilst some poor soul keeps taking mental damage... with an empty hand.

  • It's an infinite combo with Animate Dead, allowing you to empty the box of almost all of its monsters and happily use whatever magic/arcane card you want by discarding your pile of hundreds of monsters as much as you want.
  • Example Combo #1 - Summoners and Necromancers (Zetha, Balazar and Nyctessa):
    Here's one example of a use. Let's say you have a spell like Haste, which you can discard/recharge to explore your location, and you combine that with a character who can draw cards into their hand under some circumstances. Zetha is a Summoner who starts every turn by drawing 1-3 monsters from the box, whilst Balazar and Nyctessa draw monsters into their hand by defeating them - furthermore, Balazar can recharge spells to draw monsters from the box into his hand.

    Combine these, and you could discard monsters from your hand to the "1 unreducable damage" over and over to feed a Haste spell to explore over and over again, potentially exploring into even more monsters to then use Haste even more times. In short, Dreamcatcher lets you expend normally 'useless' or weak cards from your hand in order to re-use a single spell.

    Example Combo #2 - Any Witch with Ultimate Magic and the ability to not-banish divine spells:
    Similar combos exist for all kinds of characters and class deck combinations, but this is the easiest one to do with a combination of class decks legal for PFSACG (in other words, you're not reliant on someone else handing you Dreamcatcher or some other key card). The one I'm describing here is one of the most effective and reliable, but requires the user to be AD4 and have the ability to avoid banishing Divine spells. I'll give a solid example with Kasmir, here, though with the right cards you can run it in other ways.

    Have the Witch Kasmir, with maxed Spell Card Feats and, ideally, the Flesh Poppet Cohort (not mandatory, but you shouldn't ever topdeck them anyway). I recommend the Hearthcaller Role, with means of supporting his own checks or controlling his own draws. Have, at minimum, the spells Channel the Gift, Fire Snake, Fly, some variant of Cure, a powerful Attack spell of your choice, as well as the allies Toad and Cat and both Blessings of the Spellbound.
    Other recommended cards include Bound Lantern Archon, Imp, Stone Skin, Incendiary Cloud, Pyrotechnic Blast and an evasion spell of your choice. For your main attack spell (only 1 is needed), I recommend Volcanic Storm and/or Cloudburst.
    Of course, also take Dreamcatcher.

    The first part of the strategy is to get 3 specific cards into your hand. Dreamcatcher, Channel the Gift and any of Toad/Cat/Blessing of the Spellbound. Feel free to discard any number of cards (besides Cure) in order to get these drawn, because you should win the game once these are in your hand.

    Second, place Dreamcatcher on a player besides yourself who doesn't mind losing their hand. From now on, you will be revealing all of your key cards rather than discarding them. Reveal Channel the Gift to draw your Cure spell (if you don't already have it) and re-reveal Cure over and over to heal you and everyone at your location to full. Reveal Channel the Gift over and over to draw every spell in your deck, and display Stone Skin immediately. If you have other "Display" spells for ongoing benefits (like Steal Soul or Incendiary Cloud), get them displayed as soon as possible.

    Reveal Blessing of the Spellbound/Cat/Toad to explore, over and over again. For EVERY check, always reveal Blessing of the Spellbound for a bonus die. For EVERY noncombat check, just use Fire Snake. For EVERY combat check, just use your most powerful attack spell. If there's a legal barrier to use it on, use Pyrotechnic Blast. If there's a particularly hazardous power on a monster (like something that would discard/recharge your hand or end your turn), just evade it with your evasion spell if its not a henchman, and keep exploring.
    You have infinite explorations and infinite uses of your Evade spell, so you can just keep trying over and over until the bane you're worried about is randomly shuffled underneath the villain or henchman. Once you've closed the location (or failed to close it, somehow), move onto a new location by revealing Fly and keep infinitely exploring.

    With the right combination of spells, you should be virtually untouchable and have incredible odds for any check the game could possibly throw at you, and you should be able to infinitely move and explore. Even if you're unable to close a location (even with Fire Snake and Blessing of the Spellbound), that's actually fine - just move and keep exploring until you hit the villain, beat them, then chase them around with your infinite explorations and movements to close locations just by beating them over and over.

    I consider this an EXTREMELY UNPLEASANT STYLE OF GAMEPLAY, of course, but it's one demonstrable, PFSACG-legal way of 'breaking' the game, thanks to Dreamcatcher.

    =======

    Note that I've previously demonstrated how to complete turn-1 solo victories before with combos legal in PFSACG play. Ones involving Dreamcatcher are not the worst I've seen by any stretch, and has a couple more requirements than others (the worst I've ever seen is Reepazo, who trivially infinitely draws cards and heals herself with minimal effort or power feat requirements).

    With that said, if there's a sufficient interest for me to demonstrate a witch with Ultimate Magic exploiting Dreamcatcher for a turn-1 or near-turn-1 win, I could re-set up my Testing Grounds and run a solo scenario there to demonstrate a PbP proof-of-concept.


    Grazzle's deck Desired upgrades: None until tier 3

    2 things I missed. 1. I didn't realize you could cast it on yourself. And 2. I didn't realize that you could keep dealing the dmg to someone else even after they run out of cards.

    I still feel that it requires some setup but I agree once you get Channel the Gift it becomes a very realistic build.

    But you run into an issue the RPG has sometimes. If you are soloing everything in a multiplayer game then no one else gets to have any fun.


    To be technical, I think you can only use a power once per check. So you couldn't, say, use Dreamcatcher to reveal both Fire Snake and Blessing of the Spellbound for a closing check.
    So, more like infinite-1 rather than infinite?


    Play PACG Play-by-Post? Feel free to use my custom Deck Handler. An index of my other Deck Handlers can be found here.
    EmpTyger wrote:

    To be technical, I think you can only use a power once per check. So you couldn't, say, use Dreamcatcher to reveal both Fire Snake and Blessing of the Spellbound for a closing check.

    So, more like infinite-1 rather than infinite?

    Actually, you can use it multiple times per check. I can't find the precise official rules source right now, but there were certainly discussions on it in the forums about the following.

    If a power says "when you", then it's not you activating a power, it's simply a replacement effect that does not count towards that limit. For example, Valeros has the power "When you would discard a weapon for its power, you may recharge it instead" - if you discard multiple weapons on a check (like a longsword and then a dagger), you can actually recharge both of them, as it's not counted as "Activating" a power.

    This was mentioned on this boardgamegeek forum thread and this reddit thread at least, which I found first with a google.

    EDIT: Besides some old Paizo forum talking about it (which I can't find right now), the rulebook quotes about it regard the definition of a "power", which is basically manipulating a card in some way (reveal, recharge, display, etc) to do something, or having it somehow affect or define your check. Other things, like just recharging an armor when you reset your hand, or modifying costs of other cards, aren't powers.


    Interesting! Had no idea.


    Fighter 4.1 | Valeros' Deck | Want: Ally 4, Weapon 4, Armor 4, Item (want to replace Topaz)

    boon: 1d20 ⇒ 2


    Grazzle's deck Desired upgrades: None until tier 3

    boon?: 1d20 ⇒ 12

    There are things I could upgrade but am not sure they would be improvements. So the only upgrades I'm sure I want are ally 2 or weapon 1. And the weapon 1 is a minuscule upgrade.


    Deck Handler // Searching for: Spell 2

    boo!: 1d20 ⇒ 3

    Bye-bye Black Spot! Taking Spell 2: Delve

    Delve:
    Traits
    Magic
    Arcane
    Divine
    Elite

    Powers
    Discard this card to add 1d8 to any check to acquire a weapon, an armor, or an item.

    Discard this card to search your deck for an item and draw it.

    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.


    Fighter 4.1 | Valeros' Deck | Want: Ally 4, Weapon 4, Armor 4, Item (want to replace Topaz)

    Posted this in hangouts but just confirming that Valeros will not take an upgrade.


    Grazzle's deck Desired upgrades: None until tier 3

    Doesn't look like we got an ally 2 or weapon 1 so no upgrade. Delve looks pretty sweet.


    Since no one’s using them, I’ll take a Blessing 2 upgrade.
    I’ll take Armor for Broken Horns.

    9-00C2 2nd replay: 1d20 ⇒ 8
    Nope


    9-00C2, Replay*2 - Reward Summary

  • Grazzle - None
  • Valeros - None
  • Raheli - Spell 2
  • Seoni - Blessing 2

    BR 9-00C2 Replay*2 Boon: 1d20 ⇒ 20 -> Seriously? I don't deserve these! At least it's giving me a pile to give away later.


  • Fighter 4.1 | Valeros' Deck | Want: Ally 4, Weapon 4, Armor 4, Item (want to replace Topaz)

    boon: 1d20 ⇒ 1 I think it's 19 and 20, not 1 and 20, right?


    Grazzle's deck Desired upgrades: None until tier 3

    boon?: 1d20 ⇒ 7

    Nabbing one of the ally 2s to upgrade Druid of the Flame to Cleric of Nethys.


    Fighter 4.1 | Valeros' Deck | Want: Ally 4, Weapon 4, Armor 4, Item (want to replace Topaz)

    Did we get an Armor 2? If so, Valeros is interested in taking it to upgrade Gambeson to Stanching Buckler. Otherwise, no upgrade for Valeros.


    Armor 1 for Seoni.

    9-00C2 3rd replay: 1d20 ⇒ 4
    Nope


    Deck Handler // Searching for: Spell 2

    boon: 1d20 ⇒ 16

    Apprentice becomes Ally 2: Shy Ratani

    Shy Ratani:
    Traits
    Human Rogue

    Powers
    Recharge this card to add 1d8 to your Diplomacy or Stealth check or to your check to acquire.

    Discard this card to explore your location. During this exploration, add 1d8 to your checks to acquire, and you may evade banes you encounter.


    9-00C2, Replay*3 - Reward Summary

  • Grazzle - Ally 2
  • Valeros - None + Unconventional Firepower Boon
  • Raheli - Ally 2
  • Seoni - Armor 1

    BR 9-00C2 Replay*2 Boon: 1d20 ⇒ 16


  • Grazzle's deck Desired upgrades: None until tier 3

    boon?: 1d20 ⇒ 18

    ACQUIRED CARDS:

    Crocodile Skin Shield (Armor B)

    Potion of Healing (Item B)
    Scroll of Thoth (Item 1)

    Galvanic Chakram +1 (Weapon 1)

    If no one objects I would like the weapon 1.


    Deck Handler // Searching for: Spell 2

    Boon Boon: 1d20 ⇒ 4

    Assuming no one objects, I will replace Item B: Amulet of Life with Item 1:

    Boots of Friendly Terrain:
    Traits
    Clothing
    Magic

    Powers
    Discard this card to add 1d8 to your check to close a location.

    If you are at a closed location at the end of your turn, reveal this card to move.

    And in game replace Noxious Bomb with Game of Afterlife


    Fighter 4.1 | Valeros' Deck | Want: Ally 4, Weapon 4, Armor 4, Item (want to replace Topaz)

    boon: 1d20 ⇒ 6

    No upgrade for Valeros


    Seoni will advance to Tier 2 from completing this scenario (and adventure!).

    9-00D reward: 1d20 ⇒ 12
    Nope


    Fighter 4.1 | Valeros' Deck | Want: Ally 4, Weapon 4, Armor 4, Item (want to replace Topaz)

    boon?: 1d20 ⇒ 3

    So, do we keep replaying this one now? Or something else? Or scenario is over?


    Grazzle's deck Desired upgrades: None until tier 3

    boon?: 1d20 ⇒ 1

    I will count this towards tiering up and increase Charisma by +1. No upgrades unless we got a spell 2 that no one else has a use for.

    Can we choose those faction boons?


    BR 9-00D Boon: 1d20 ⇒ 2

    Congratulations all! You may keep replaying this scenario until the special is called to a close, but first there's a bunch of extra boons to be drawn, which largely have to be done before I set up the next scenario.

    @Grazzle
    You must pick one of the Gameday boons listed in this post, I'm afraid. Congratulations, however!


    Deck Handler // Searching for: Spell 2

    boon: 1d20 ⇒ 5

    Card Draws: Blessing, Spell, Item

    Skill Feat from Tier: Dexterity d10 [X]+1 [X] +2 [ ] +3 [ ] +4

    Card Feat from Adventure: Item 6 [X]7 [X]8 [ ]9


    Grazzle's deck Desired upgrades: None until tier 3

    I'll pick the 3rd boon. The reroll vs aquatic.

    As mention in chat the card draws will be spell, armor, and item.

    Card feat will be spell.

    And since Seoni just tiered up I will take a spell B for Flameblade unless a higher spell is left over after everyone chooses. In which case I'll pick Sphere of Fire (Spell 1) or Aqueous Orb (Spell 2)


    Spell, Ally, Armor please.


    Fighter 4.1 | Valeros' Deck | Want: Ally 4, Weapon 4, Armor 4, Item (want to replace Topaz)

    Spell, Ally, Item please for the extra loot.

    Valeros will take a 4th Ally card for his card feat, and will add Dredge (UI-B) for the additional card. (By my tally, this means my starting deck is now 17 cards).

    In addition, for his deck upgrade, unless anyone objects, Valeros will upgrade Gambeson to Stanching Buckler, using the Armor 2 card we received.

    Is that everything I'm supposed to do?


    Grazzle's deck Desired upgrades: None until tier 3

    So for Grazzle.

    Boon Sea Legs. Not applying it right now.

    Skill feat for tiering up: +1 Charisma.

    Die bump.

    Card feat: Spell Flameblade.

    Upgrade: Depends on what spell Valeros pulls. If he pulls a spell 2 or 1 then I will upgrade Flameblade to Sphere of Fire (Spell 1) and Seoni can have the other spell. And if he pulls a spell 0 I won't upgrade Flameblade.
    And I think I'll replace my Blessing of the Gods with a second Blessing of the Spellbound.


    To clarify, Valeros still needs to pick 3 card types to draw as per the scenario reward that was just earned. There has been requests for Armor and Spell, at least.

    EDIT: Sorry, I missed that they HAD been finalized in Discussion.

    We're still waiting on multiple players to finalize their 2 Deck Upgrade choices, but I know that many people are waiting to see the full list of acquired cards, which we need Valeros' input for. (As before, my bad.)

    I currently have...
    Valeros: Armor 2 + ? (Ally B?)
    Grazzle: Blessing 0 + ? (Nothing?)
    Raheli: ? + ?
    Seoni: Spell 1 + ?

    A tiny correction:
    This doesn't really matter, but note that after earning a Card Feat, you don't immediately fill that slot with a card. You pick your Card Feat, then you do your Deck Upgrades, and then, after all rewards are decided, you fill it with a basic ally (in this case, because you're not Tier 3+) if it wasn't already filled by one of your deck upgrades.

    You only fill 'empty slots' in your deck after all other rewards are completely resolved, in other words.

    For those interested in re-playing the scenario, please put your vote in for having all locations available from the start, and pick your starting locations.

    Small opinion:
    I personally really like Locate Object. It's an easily-rechargeable means to explore your location deck (that you can do off turn, since it's 'encounter', not 'explore'), that's pretty safe to do if you're in a position such as lacking an attack spell in hand (admittedly not a problem for Seoni). The Triggers don't usually bother me until Basics are removed from the game, because so many are just bonecrushers or things that just make you encounter them, which is just more free explorations in my opinion.

    In Seoni's case, she's probably more interested in exploring into combat situations, and can re-use Blessing of the Spellbound for explorations with her power anyway, so it's less compelling, arguably.


    Fighter 4.1 | Valeros' Deck | Want: Ally 4, Weapon 4, Armor 4, Item (want to replace Topaz)

    Sorry for delay. I posted Spell, Ally, and Item a bit above.


    Grazzle's deck Desired upgrades: None until tier 3

    So unless Seoni really wants to replay this with 2 players I think we are done.

    But the 5 of us will be playing together in the next special in January. And now that I have a better idea of how they work, I want to use the opportunity to start a new character.

    I don't have many decks so my choices are limited. But here are some of the options I'm considering.

    Mazner (Druid CD + UW)
    I really like Mazner's power of revealing an animal ally to add 1d4 to any check by anyone at his location. But he has some issues.
    Despite having a caster stat of Divine d10 +3 to start with, He only has 3 spells and a max of 4. I can compensate partly with his 2 weapon slots since UW has weapons that key off of Survival. But that leads to another possible drawback. He has no favored card type. So he could be limping a bit early on with a bad opening hand.

    Alahazra (Oracle CD + UM)

    Skull & Shackles version.
    She has 3 powers and they are all good.
    Recharge a divine card to examine the top card of any location deck.
    +2 to her attack spells and her divine starts at d12 +2.
    And at the end of turn discard a divine card to retrieve a divine card from her discard pile.
    She has 2 major drawbacks. Her favored card is blessing so she could easily have opening hands with no way to attack. And with the exception of a bit of knowledge Divine is her only skill.
    That means most of her spells would need to be attacks.

    Ukuja (Hunter CD + UW)
    Honestly Ukuja's main power is the ability to use 2 cohorts.
    He starts with 4 weapons and both decks have low level options that allow him to use his Survival skill for combat.
    Other then no good powers he doesn't really have any weaknesses.

    None of them have anywhere near the healing power of Grazzle but they will have at least 1 Cure.


    Fighter 4.1 | Valeros' Deck | Want: Ally 4, Weapon 4, Armor 4, Item (want to replace Topaz)
    BR Yewstance wrote:

    A tiny correction:

    This doesn't really matter, but note that after earning a Card Feat, you don't immediately fill that slot with a card. You pick your Card Feat, then you do your Deck Upgrades, and then, after all rewards are decided, you fill it with a basic ally (in this case, because you're not Tier 3+) if it wasn't already filled by one of your deck upgrades.
    You only fill 'empty slots' in your deck after all other rewards are completely resolved, in other words.

    So, just to clarify, does this mean that I can't add Dredge to fill the slot for my new Ally card feat? Dredge is an Ally B but it doesn't have the Basic trait. If I understand you correctly, during the Upgrades phase, all I can do is upgrade cards that are already in my deck (so I can upgrade Gambeson to Stanching Buckler because we received an Armor 2 loot card), but since I don't (yet) have the 17th card in my deck (my new Ally card) there's nothing to upgrade. After upgrades are complete, I can add a Basic Ally card in the new open slot. Correct?


    Valeros Z. wrote:
    BR Yewstance wrote:

    A tiny correction:

    This doesn't really matter, but note that after earning a Card Feat, you don't immediately fill that slot with a card. You pick your Card Feat, then you do your Deck Upgrades, and then, after all rewards are decided, you fill it with a basic ally (in this case, because you're not Tier 3+) if it wasn't already filled by one of your deck upgrades.
    You only fill 'empty slots' in your deck after all other rewards are completely resolved, in other words.
    So, just to clarify, does this mean that I can't add Dredge to fill the slot for my new Ally card feat? Dredge is an Ally B but it doesn't have the Basic trait. If I understand you correctly, during the Upgrades phase, all I can do is upgrade cards that are already in my deck (so I can upgrade Gambeson to Stanching Buckler because we received an Armor 2 loot card), but since I don't (yet) have the 17th card in my deck (my new Ally card) there's nothing to upgrade. After upgrades are complete, I can add a Basic Ally card in the new open slot. Correct?

    You absolutely can take an Ally B deck upgrade for Dredge, don't worry. Reading back, I see I added more confusion than clarity. I really just wanted to clarify that Dredge ends up in your deck as part of picking Deck Upgrades, and not inherently as a part of getting a Card Feat.

    Basically, post-scenario is something like:

  • Get Scenario/Adventure Rewards & Pick Feats (if it's a Card Feat, that means you currently have an empty slot in your deck. If you banished any cards during the scenario, you may have additional empty slots in your deck at this point.
  • Choose Deck Upgrades. Deck Upgrades are added straight to your deck - you're not actually taking anything out at this point.
  • If you have any empty slots still, then fill them with (in this case) Basics from your Class Deck.
  • If you have too many of one or more types of card (for example, you just took a Deck Upgrade for a Weapon, and so you have 1 too many weapons), then banish/return to the box cards of your choice until you match your deck. Without considering banished cards or card feats, this is basically the same as replacing a weapon with a deck upgrade, of course, but they're technically two different steps of the process.

    ------

    I bring it up because Deck Upgrades aren't actually a 'replacement' effect. You add them, in, then you correct your deck later. This can be really important some of the time, since you can't choose to 'replace' a card in your deck with a deck upgrade if you have an empty slot that the deck upgrade will end up filling instead (like by gaining a Card Feat). So Valeros could not replace Sharper right now, even if he wanted to, unless he took 2 ally deck upgrades.


  • Deck Handler // Searching for: Spell 2

    I think it’s safe to assume these aren’t contested.

    Upgrades!

    Item 1 - Embalming Fluid replacing Item B - Noxious Bomb

    Embalming Fluid:
    Traits
    Liquid Cold Poison Alchemical

    Powers
    On your combat check, reveal this card to add 2 and the Poison trait; if the bane has the Undead trait, ignore its immunities. After the check, succeed at a Craft or Disable 7 check or bury the top card of your deck. Banish this card to reduce Cold or Poison damage dealt to you to 0, then bury 1d4 random cards from your discard pile.

    Filling the new Item space with Item B - Staff of Minor Healing

    Staff of Minor Healing:
    Traits
    Staff Magic Divine Healing

    Powers
    Recharge this card and choose a character at your location to recharge 1 random card from his discard pile.


    Play PACG Play-by-Post? Feel free to use my custom Deck Handler. An index of my other Deck Handlers can be found here.
    Grazzle the Grubmaster wrote:

    [...]

    She has 2 major drawbacks. Her favored card is blessing so she could easily have opening hands with no way to attack. And with the exception of a bit of knowledge Divine is her only skill.
    That means most of her spells would need to be attacks.

    [...]

    Sharing an opinion, as someone who's played through S&S in a party with her. You don't need many attack spells with her if you don't want, because you can keep re-using one (especially if it's a spell like Sphere of Fire) with her 'swap Divine cards' power. If you're in a hand with no Attack spells early on, as long as you're not in Mummy's Mask, there's a lot to be gained by simply recharging the majority of your hand to examine location decks, then taking your free exploration to hit a barrier or boon that you've examined.

    Triggers in MM make that a more risky proposition, but in all of the other base sets she has pretty much unparallelled examination abilities which easily cover any of her weaknesses (by simply never unexpectedly getting into encounters she can't win), can provide excellent spellcasting variety and is one of the most powerful combat casters in all of PACG. She also has one of the most powerful role options seen, and I would easily consider her one of the two most powerful S&S characters.


    Grazzle's deck Desired upgrades: None until tier 3

    Unfortunately PBP adores MM and I wouldn't be surprised if the next special uses it too. But yes I was just concerned with her opening hand.

    I'm actually playing her irl but we are only getting in about 1 scenario a month at best.

    Too many characters I want to play. Not enough games.


    9-00CD - Reward Summary

  • Grazzle - Blessing 0 + Skill Feat (Charisma) + Card Feat (Adventure)
  • Valeros - Armor 2 + Ally B + Card Feat (Adventure)
  • Raheli - Item 1 + Item B + Card Feat (Adventure)
  • Seoni - Spell 1 + TIER UP + Card Feat (Adventure)


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    Chronicle Sheets can be found HERE, thanks for playing!

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