
Hawkmoon269 |

I love the ways these cards are pushing into some new space on how things work. You designers are so creative. I've often sat an wondered "What could they possibly do that is interesting and new?" And here you go and come up with things that I never thought of, but at the same time seem perfectly in line with all the other things already in the game.
Psychic Surgery is so interesting, what with the heal being based on your modifier. It's almost like a Veteran kind of card, but instead paces with how you use your skill feats.
Mind Thrust is crazy too, since it uses Knowledge or Perception as the skill, but still requires Arcane to not banish it.
I'm getting more an more excited for this one every time I look at these cards. I haven't picked up the Hunter Class Deck yet, but this one might jump ahead of that one because it looks so interesting.

emky |
Mel, that egotist of "yor". Did you go to print yet? Speaking of fixing typos -- we haven't gotten updated PDF sheets in ages. I'm going to be starting up another round soon and hope to use some of the newer characters. Any idea when we'll get the PDF sheets updated with them? http://paizo.com/products/btpy914x/

Longshot11 |

I wonder if perhaps I'm missing something about Mel's second power - it just seems so oddly worded. I would've expected it to normally say :
"On your first check on any turn to acquire an ally or defeat a monster, add 2"
Can anyone think of mechanical reasons why we got the current wording instead??

elcoderdude |

I wonder if perhaps I'm missing something about Mel's second power - it just seems so oddly worded. I would've expected it to normally say :
"On your first check on any turn to acquire an ally or defeat a monster, add 2"Can anyone think of mechanical reasons why we got the current wording instead??
My guess is due to the potential awkward combination of a phrasing like yours and the optional power feat.

Hawkmoon269 |
1 person marked this as a favorite. |

The Ultimate "Add-ons" will be taking up that space for a few months. Occult Adventures 2 is slated for February. The Ultimate decks fill in March 2018 through July 2018.
Note: The Ultimate decks are part of the Pathfinder Card Game Subscription, not the Class Deck Subscription. So, if you want to subscribe for them, make sure you have a Pathfinder Card Game subscription.

Dulcee |

Was Rivani meant to have Perception instead of Knowledge?
I know that she can recharge a card to use her Knowledge skill for Perception checks, but with my group about to start fresh with a new set of characters, I decided to take a closer look at Rivani and the Occult Adventures 1 deck.
I noticed that some of the cards (Psychic Surgery and Thought Shield in particular) are clearly meant for the Psychic class (in the RPG, only Psychics get Thought Shield) and even picture Rivani in the artwork. (Granted the artwork can't be relied upon solely since it's depicted Alahazra on an Arcane spell and Feiya on a Divine spell before.) Both of these cards refer to either the Intelligence or Perception modifier. Rivani doesn't actually have the Perception skill, so her modifier for that would always be 0, and she's forced to rely on her Intelligence modifier for both of these spells.
It just seems as if there may have possibly been some miscommunicating between the development of Rivani's character card and these spell cards.
It doesn't make any of this unplayable, but it would have been nice to have that extra 2 modifier for these spells.
Add in the fact that many of the psychic-related cards (including her own Owner item) refer to Perception to recharge - it just seems very odd that she doesn't have that as an innate skill.

Dulcee |

her Int modifier (which basically always got the first 4 skill feats)
That's sort of the primary issue I have. I tend to put modifiers into a character's secondary skills to help round them out a bit more and make them more effective in a wider variety of situations. With Rivani, we're almost forced to put every skill point into Intelligence just so she can make use of these spells. And it's just odd to me that both other characters are better at using her own Owner item than she is, since she constantly has to recharge a card before attempting to recharge that card. And there are quite a number of other cards in the deck requiring Perception to recharge, so she is recharging cards from her hand constantly to make these checks.
I haven't tested this in practice, so I will assume that your testing has shown it not to be a problem for Rivani. It just feels to me that she's going to constantly have an empty hand since a significant portion of the cards in the Occult Adventures 1 deck require making Perception checks.

Dulcee |

I've been testing Rivani and haven't had any real issues with her at all. With her large hand size, if I need to recharge a card to get perception, it's usually no problem. I look at it as a way to get cards out of hand that aren't immediately useful.
I'll take your word for it and try her myself before further judgment. I'm not one who is a fan of getting cards out of hand that aren't "immediately useful" because when you run into a situation where they do become useful, they're no longer in your hand. It's happened to me more times than I can count.
It just feels to me she's making an awful lot of ranged and/or perception checks every turn, making her hand-size essentially a 3. But I plan on using her in the upcoming weekend, so hopefully I'm wrong about this.
(I guess it also depends on which adventure you're using her in. I plan on taking her into Plundered Tombs, where I'll probably be recharging cards a lot.)

Dulcee |

I've never made a Ranged check with her... I use spells for her combat exclusively. Since I'm playing Season of Faction's Favor, I normally trade away her weapons for other useful things. Since you're planning to take her to Plundered Tombs, you could consider doing the same.
Thanks, I'll keep that in mind. The artwork with her and the crossbow hovering behind her sounded like a cool concept to play out, but yeah it's probably better just to stick with attack spells.