Elan

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Hawkmoon269 wrote:
...Nothing would stop me from revealing Donahan 328 times ...

With trying to fit that many moves into one step, Alain and Donahan exceed 88 miles per hour and are blasted through time. Remove them from the game box permanently.


Wow I thought I responded to this. I am so completely sorry that i forgot. >_<

Yeah, I agree with you about possibly splitting it up into multiple posts but... I'm not entirely sure about how to go about deleting this thread, since I'd rather not make all new ones and leave this one sitting with the same information. On that note, I'm not even sure how to edit my post. I can't seem to do that to update any of the information I've changed, which seems counter-intuitive to the whole thread. The only reason I can think of is that that feature might "unlock" after I've made 10 full posts, since I haven't... really spoken up very much on the forums.

I really appreciate the feedback so far on Darien and how I ought to go about this. I think you're right in that 2 is the magic number for his discard ability. I've heard folks in my group claim worry that that may be too powerful, but at the same time if it's armor or blessing, you would need to fill your deck with a bloated number of cards that aren't always going to be useful considering the small hand size of 6. Blessings are used to explore and help others, and won't be in your deck forever, and armors will either be more useful in your hand, or you won't want to have too many. Idk. That's what I thought. As for his shield ability, it's nearly word for word a copy of Imrijka's ability, except Darien's is handled slightly differently and in a bit more limiting fashion. I dialed his Diplomacy down to +1, but I feel that having 6 in skills is fine, especially because Seelah in WotR has 6. ...I think. The evade power is worded thus because I think that's how Valeros' power is worded, and I would imagine that with everyone working together, if the person who would be "defended" doesn't want to evade, then Darien wouldn't be burying the card anyway. As for his "not die" power, it's once per Scenario, not Adventure Deck which I think you may have been confusing. That makes it's value a little higher, but some groups or players may not want something that doesn't directly affect deeps. You were definitely right about Righteous Blade though, and I reworked or changed a couple of its powers to make it more interesting. The boring +1d8 vs (enemy types) is still around though, because of flavor reasons. Unfortunately not everything can always be super exciting. :/

I've been working on all of the characters more since my initial post, and I feel a lot of them are more interesting as a result. Rather than spout out all the changes, etc, I'm moreso interested in finding out how to edit this thread or otherwise delete this thread to make separate ones. Actually with the conversation about Darien here it may be easier to just edit this to be the Darien thread, lol.


Certainly! I'm not sure what the policy is on providing card info openly on the forums, so to be safe I'll PM you the information. The location's actually pretty tame as far as Wrath goes so far.


Yeah, I was surprised. I checked the deck box, the box it came in, and even checked in all of the cards inside the wrappers, and didn't see it. I'll have to give customer service a call tomorrow. -_-


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[Aamcotronix casts Wall of Text!]
I've taken on the task of creating a set of custom characters for my group based on an D&D game I ran long ago, even before Pathfinder was a thing. My goal right now is to create an entire custom adventure path for these guys, since we've been having a blast so far with all 3 sets, buuuut that's a bit far off and still tentative. Either way, I've been working on creating characters based as closely to their characters as I could, with hopefully creating some interesting twists to some standard Pathfinder ACG stuff. Some of them I'm not 100% happy with, others I love, but I want to get feedback from the community of whom I have full confidence will be able to point out imbalances. I've tried to be as balanced as possible, but through my rose-tinted glasses I may very well have missed a few things. If you all would be so kind as to provide input that would be absolutely fantastic.

First of all, I want to make mention that I know that some of these classes may not exist in actual Pathfinder. I know that, but I tried to base these classes from ye olde 3.5 as Pathfinder ACG-ey as possible, so please bear with me. As a general rule of thumb in this, for skills a * denotes a potential skill feat, to make typing all of this out easier. IE: The first character's Strength is a d10 with four *s, so a max of d10+4. Parenthesis are also used by me to denote power feats so as to... also make life easier in typing. If it's too confusing looking at I can hopefully edit this later. I'll also try to give a brief description of how the character is supposed to work.

Darien Onchar, Male Human Paladin

Skills
-Str d10 * * * *
Melee +2
-Dex d4 *
-Con d10 * * * *
Fortitude +2
-Int d4 *
-Wis d6 * *
-Cha d8 * *
Diplomacy +2
Divine +1

Cards List (Favored Card Type: Armor)
-Weapon 3 (4) (5)
-Spell 2 (3) (4)
-Armor 3 (4) (5)
-Item - (1)
-Ally 2 (3)
-Blessing 5 (6) (7)

Hand Size: 4 (5)
Proficient with: Light Armor, Heavy Armor, Weapons
-You may discard the top card of your deck to reduce damage taken by a character by 1. If the top card was a blessing (or an armor), recharge it instead.
-You may recharge (reveal) an armor with the Shield trait to add 1d4 (+1) to your combat check that doesn't have the 2-Handed trait.
-When you acquire a boon with the corrupted trait, bury it.

Role 1: Defender
Hand Size: 4 (5) (6)
Proficient with: Light Armor, Heavy Armor, Weapons
-You may discard the top card of your deck to reduce damage taken by a character by 1 (2) (3). If the top card was a blessing (or an armor), recharge it instead (or shuffle it into your deck).
-You may recharge (reveal) an armor with the Shield trait to add 1d4 (+1) to your combat check that doesn't have the 2-Handed trait.
-When you acquire a boon with the corrupted trait, bury it (or banish it to recharge 1d4+1 cards from your discard pile).
(-When a character at your location encounters a henchman or villain, you may bury a card. That character evades the encounter; you encounte it instead.)
(-You may recharge a spell to allow a character at your location to recharge a random card from their discard pile.)
(-Once per scenario when you would die, instead discard your hand then shuffle your discard pile and draw up to your maximum hand size and immediately end your turn. Return all other cards shuffled to your discard pile.)

Role 2: Righteous Blade
Hand Size: 4 (5) (6) (7)
Proficient with: Light Armor, Heavy Armor, Weapons
-You may discard the top card of your deck to reduce damage taken by a character by 1. If the top card was a blessing (or an armor), recharge it instead.
-You may recharge (reveal) an armor with the Shield trait to add 1d4 (+1)(+2)(+3) to your combat check that doesn't have the 2-Handed trait.
-When you acquire a boon with the corrupted trait, bury it (and you may immediately explore your location).
(-You may examine the top card of your location deck at the start (and end) of your turn. If the card is a boon, put it on the bottom of the deck.)
(-Add 1d8 to combat checks made against banes with the Undead or Demon traits.)

Darien specialized in dual wielding, fighting with both his sword and his shield. I tried to replicate that a little bit by allowing him to use his shield to help his attack. The best way I thought to use that would be by copying Imrijka's power. Darien was built like a tank and was made to lead the charge on the front lines, so I copied one of Valeros' powers for his Defender role, and because slayer of evil, I copied one of Kyra's powers for his 'Blade role.

Jay, Female Human Fighter

Skills
-Str d12 * * * *
Melee +2
-Dex d6 * * *
Acrobatics +2
-Con d8 * * *
Fortitude +1
-Int d6 * *
-Wis d6 * *
-Cha d4 *

Cards List (Favored Card Type: Weapon)
-Weapon 4 (5) (6) (7)
-Spell -
-Armor 2 (3) (4)
-Item 2 (3) (4)
-Ally 3 (4) (5)
-Blessing 4 (5)

Hand Size: 4 (5) (6)
Proficient with: Light Armor, Weapons
-Add 1d4 (+1) to combat checks by another character at your location.
-You may reveal a weapon that has the Off-hand trait to add 1d4 (+1) to your combat check with the Melee trait that does not have the 2-Handed trait.
-When you would discard a weapon with the Melee trait for its power, you may recharge it instead.

Role 1: Juggernaut
Hand Size: 4 (5) (6) (7)
Proficient with: Light Armor, Weapons
-Add 1d4 (+1) to combat checks by another character at your location.
-You may reveal a weapon that has the Off-hand (or that does not have the 2-Handed) trait to add 1d4 (1d6) (+1)(+2)(+3) to your combat check with the Melee trait that does not have the 2-Handed trait.
-When you would discard a weapon with the Melee trait for its power you may recharge it (or shuffle it into your deck) instead.
(-When you attempt to defeat a barrier with the Lock or Obstacle trait, you may discard a card to use your Strength or Melee skill in place of any listed skill for the check.)
(-You may treat weapons with the 2-Handed trait as if they did not have that trait.)

Role 2: Tempest
Hand Size: 4 (5) (6) (7) (8)
Proficient with: Light Armor, Weapons
-Add 1d4 (+1)+(2)(+3) to combat checks by another character at your location.
-You may reveal a weapon that has the Off-hand trait to add 1d4 (+1) to your combat check with the Melee trait that does not have the 2-Handed trait.
-When you would discard a weapon with the Melee trait for its power, you may recharge it instead.
(-When you close a location (or defeat a monster) you may move.)
(-When another character encounters a villain (or a monster), you may bury a card to move.)

Jay also fought with dual-wielding, but she used the old 3.5 feats Oversized Two-Weapon Fighting to dual wield bastard swords without the massive penalties you'd normally incur. She also used Monkey Grip to use weapons one size category larger. While that really can't be quantified in Pathfinder ACG terms, it basically allows her Juggernaut to use the best weapons it can while still being able to "dual wield". Her tempest role, on the other hand is designed to be fast and highly mobile, while limiting her weapon selection to cards that aren't two-handed.

Devin Krueger, Male "Human" Artificer

Skills
-Str d8 * * *
Melee +3
-Dex d4 *
-Con d8 * * *
-Int d10 * * * *
Arcane +1
Craft +3
Divine +1
-Wis d8 * * *
-Cha d4 *

Cards List (Favored Card Type: Spell or Item)
-Weapon 2 (3) (4)
-Spell 3 (4) (5)
-Armor 1 (2)
-Item 4 (5) (6) (7)
-Ally 1 (2)
-Blessing 4 (5)
Cohort: Terra
-Display this card. While displayed, when you attempt a check to recharge a spell, you may use your Craft skill in place of any listed skill.
-While displayed, shuffle this card into your deck to add a weapon, armor, or item from your discard pile into your hand.

Hand Size: 5 (6)
Proficient with: Light Armor, Weapons
-You may not play spells with the attack trait.
-After you reset your hand you may discard a card to add a card of the same type from your discard pile to your hand.
-You may discard a spell (or an item) to add 1d6 (+1) and the Fire, Cold, or Electricity (or Acid or Force) trait to your combat check with the Melee trait.

Role 1: Prodigy
Hand Size: 5 (6) (7) (8)
Proficient with: Light Armor, (Heavy Armor), Weapons
-You may not play spells with the attack trait.
-After you reset your hand you may discard a card to add a card of the same type from your discard pile to your hand (and you may recharge a random card from your discard pile).
-You may discard a spell (or an item) to add 1d6 (+1) and the Fire, Cold, or Electricity (or Acid or Force) trait to your combat check with the Melee trait.
(-You automatically succeed at checks to recharge (or acquire) an item with the Magic trait.)
(-You may shuffle an item into your deck to add 1d6 (+1) to a combat check at your location.)

Role 2: Shaper
Hand Size: 5 (6) (7)
Proficient with: Light Armor, Weapons
-You may not play spells with the Attack trait.
-After (and before) you reset your hand you may discard a card to add a card of the same type from your discard pile to your hand.
-You may discard (or recharge) a spell (or an item) to add 1d6 (+1)(+2)(+3) and the Fire, Cold, or Electricity (or Acid or Force) trait to your combat check with the Melee trait.
(-When you acquire a weapon, armor, or item, you may banish it to acquire a random item from the box.)
(-When you would discard a weapon for its power, you may instead attempt a Craft check of 3 + twice the adventure deck number of the weapon, if any. If successful, shuffle it into your deck (and recharge a random card from your discard pile).)

Ok, put down the pitchforks and torches. Divine and Arcane, both on Int, yes yes I know. But that's how Artificers do. I'm actually really happy with how Devin came out. He's built similar to Bards in terms of his spellcasting, though because it's all based on Int which is a pretty useful stat, I didn't want to allow him the use of attack spells, which makes sense in terms of Artificers. He's designed to melee, and be versatile in a lot of ways, imbuing his weapon with magic to help in a variety of situations to help in dealing with enemy weaknesses. Terra, his homunculus, is also there to help him while she's available, but there's plenty of incentive for him to use her to get his stuff back.

Meridius Korinth, Male Human Sorcerer

Skills
-Str d4 *
-Dex d6 * *
-Con d6 * *
-Int d8 * * * *
Knowledge +2
-Wis d6 * *
Perception +2
-Cha d12 * * * *
Arcane +2

Cards List (Favored Card Type:
-Weapon -
-Spell 6 (7) (8) (9)
-Armor - (1)
-Item 2 (3) (4)
-Ally 3 (4) (5)
-Blessing 4 (5) (6)

Hand Size: 6 (7)
-For your combat check, you may discard a card to use your Arcane skill + 1d6 (+1) and the Attack, Electricity (or Force) and Magic traits. This counts as playing a spell.
-You may bury a card to evade a non-villain bane.
-Add 2 to your checks with the Attack and Electricity (or Force) traits.

Role 1: Savant
Hand Size: 6 (7) (8)
-For your combat check, you may discard a card to use your Arcane skill + 1d6 (+1) and the Attack, Electricity (or Force) and Magic traits. This counts as playing a spell.
-You may bury a card to evade a non-villain bane.
-Add 2 (4) to your checks with the Attack and Electricity (or Force) traits.
(-Reduce Electricity (and Force) damage dealt to you to 0)
(-You automatically succeed at your check to recharge a spell with the Electricity (or Force) trait.)
(-When you play a spell with the Attack trait, if it has the Cold, Fire, or Acid trait you may replace that trait with the Electricity (or Force) trait.)

Role 2: Adept
Hand Size: 6 (7) (8)
-For your combat check, you may discard a card to use your Arcane skill + 1d6 (+1)(+2)(+3) and the Attack, Electricity (or Force) and Magic traits. This counts as playing a spell.
-You may bury (or discard) a card to evade a non-villain (or any) bane.
-Add 2 to your checks with the Attack and Electricity (or Force) traits.
(-When you acquire a card with the Magic trait you may immediately explore again.)
(-Your spells with the Electricity (or Force) trait ignore Immunity to that trait.)

Meridius was an elemental savant back in 3.5. 3 guesses on which elemental type he was... He also took Argent... something, Savant? I don't know. It specialized in Force magic and it was a quick 5 level prestige class. So, pretty much everything he does revolves around those two elements. Considering the release of WotR, the lightning specialization is pretty damning buuut he DOES have his Force capability to back him up, and even in his Adept gets the powerful ability to tell those demons where they can stick their immunity, though having to trade away the Savant's powerful increases in... power.

Hanaral Tia'sammaht, Female Human Duskblade

Skills
-Str d6 * *
-Dex d10 * * * *
Acrobatics +2
-Con d6 * *
-Int d6 * *
-Wis d6 * *
Perception +2
-Cha d8 * * *
Arcane +3

Cards List (Favored Card Type: Spell)
-Weapon -
-Spell 4 (5) (6) (7)
-Armor 1 (2)
-Item 1 (2) (3)
-Ally 3 (4) (5)
-Blessing 6 (7) (8)

Hand Size: 5 (6) (7)
Proficient with: Light Armor
-For your combat check you gain the skill Melee: Dexterity +2. (You may add the Magic trait.) You may not play a weapon on this check.
-You may recharge a spell to add 1d4 (+1) to your check.
-You may play 2 blessings on your combat check; recharge them instead of discarding them.

Role 1: Eldritch Born
Hand Size: 5 (6) (7) (8)
Proficient with: Light Armor
-For your combat check you gain the skill Melee; Dexterity +2. (You may add the Magic Trait.) You may not play a weapon on this check.
-You may recharge a spell to add 1d4 (+1)(+2)(+3) to your check (or a check by another character at your location).
-You may play 2 blessings on your combat check; recharge them instead of discarding them.
(-Add 2 (4) to your checks to recharge (or acquire) a spell with the Arcane trait.)
(-Add 2 (4) to your checks with the Attack trait.)

Role 2: Arcane Brawler
Hand Size: 5 (6) (7) (8)
Proficient with: Light Armor
-For your combat check you gain the skill Melee: Dexterity +2. (You may add the Magic trait (and/or the Fire, Cold, Electricity, Acid, or Force trait).) You may not play a weapon on this check.
-You may recharge a spell to add 1d4 (or 1d6 if used on your combat check) (+1)(+2)(+3) to your check.
-You may play 2 blessings on your combat check; recharge them (or shuffle them into your deck) instead of discarding them.
(-When you attempt to defeat a barrier with the Trap or Obstacle trait, you may use your Acrobatics skill instead of any listed skill for that check.)
(-When you play a blessing to add to a Dexterity check, you may add a d12 instead of the normal die.)

This one's gonna look weird to some. An arcane monk, basically. Those of you who know the Duskblade are also going to say "Wait a minute, but Duskblades could use weapons." That's right, but Hanaral did not. She fought with a pair of enchanted gauntlets, so I decided to have some fun and build her up like an arcane monk. I'm not sure I'm 100% satisfied with her Eldritch Born role, but on the other hand it does allow variety in being able to fight with both Attack spells AND her fists.

Elessar Kamkaseel, Male Human Cleric (Work in progress)

Skills
-Str d10 * * * *
Melee +2
-Dex d4 *
-Con d6 * *
-Int d6 * *
-Wis d10 * * * *
Divine +2
Survival +2
-Cha d6 * *

Cards List (Favored Card Type: Weapon or Spell)
-Weapon 3 (4) (5)
-Spell 4 (5) (6)
-Armor 1 (2)
-Item 1 (2)
-Ally 1 (2) (3)
-Blessing 5 (6) (7)

Hand Size: 4 (5) (6)
Proficient with: Light Armor, Heavy Armor, Weapons
-When any character at your location attempts a check to defeat a monster, you may recharge a spell to reduce the difficulty of that check by 1 (2) plus the adventure deck number of the recharged card, if any.
-If your combat check has the 2-Handed trait, add 2 (4) and the Magic trait.

Role 1: Redeemed
(Work in Progress)
Role 2: Godslayer
(Work in Progress)

Obviously not done with Elessar here. He was a neutral cleric that channeled negative energy and fought with a scythe. He tended to get in close with Inflict spells and tear enemies to shreds by debilitating them with negative energy. I'm not entirely sure how else to represent that except by using Feiya's power. What I WANTED to do was give him a power similar to the Wand of Enervation from Rise of the Runelords (Reduce difficulty by 2d4). But even if it was only 1d4 (+1) for his base class, that's still very powerful in the first couple of adventure paths. It balances out later on by being about as powerful as Feiya's but at the initial start it could be way powerful so I don't know. Still working on him. Considering having his Godslayer role do things with corrupted cards but I'm not sure.

Edith Gainsbrook, Female Human Rogue

Skills
-Str d6 * *
-Dex d12 * * * *
Acrobatics +2
Stealth +2
Disable +2
-Con d4 *
-Int d6 * * *
-Wis d8 * * *
-Cha d6 * *

Cards List (Favored Card Type: Weapon or Item)
-Weapon 3 (4) (5)
-Spell - (1)
-Armor 1 (2)
-Item 4 (5) (6) (7)
-Ally 3 (4 ) (5)
-Blessing 4 (5)

Hand Size: 5 (6)
Proficient with: Light Armors
-For your check that has or is against a card with the Knife trait, gain the skill Ranged: Dexterity +2.
-You may discard (recharge) a card to evade a bane.
-When you would discard a weapon with the Knife trait for its power, you may shuffle it into your deck (or put it on top of your deck) and add 1d4 (+1) to your combat check. You may not play another weapon on this check.

Role 1: Trickster
Hand Size: 5 (6) (7) (8)
Proficient with: Light Armors
-For your check that has or is against a card with the Knife trait, gain the skill Ranged: Dexterity +2.
-You may discard (recharge) a card to evade a bane (and put it on top of the deck it came from, if any).
-When you would discard a weapon with the Knife trait for its power, you may shuffle it into your deck (or put it on top of your deck) and add 1d4 (+1) to your combat check. You may not play another weapon on this check.
(-When you defeat a summoned monster, you may draw a card.)
(-You gain the skill Survival: Wisdom +2.)
(-When a monster deals damage to you before (or after) the encounter reduce that damage to 0.)
(-If there is more than one location open when you defeat a villain, randomly choose one of those locations. The villain may not escape to that location.)

Role 2: Master Thrower
Hand Size: 5 (6) (7)
Proficient with: Light Armors
-For your check that has or is against a card with the Knife trait, gain the skill Ranged: Dexterity +2.
-You may discard (recharge) a card to evade a bane.
-When you would discard a weapon with the Knife trait for its power, you may shuffle it into your deck (or put it on top of your deck) instead, and add 1d4 (+1)(+2)(+3) to your combat check. You may not play another weapon on this check.
(-You may recharge a card to add 1d4 (+1) to a combat check by a character at another location.)
(You gain the skill Perception: Wisdom +2.)
(-If you begin your turn with no weapons in your hand, you may draw a card.)
(-For your combat check with the Knife trait, any 4s rolled on a d4 count as 5s.)

Edith is another one I am super proud of. She's basically daggers daggers daggers and more daggers. When she's not throwing daggers she's being a rogue and when she's not being a rogue she's throwing more daggers. I had a hard time initially figuring out how to balance her around a weapon type that is weak by design. However, I figured out that by adding a d4 to the weapon recharge ability, it would basically (thematically) be like throwing multiple daggers at the same time. I realized though that because daggers have the inherent ability to discard them when using another weapon to add to your check, that would also use her power. That started leading to some pretty serious power creep, so I had to cut that off at only using one weapon's discard. Her Trickster's final ability is also an interesting concept to me, thematically representing either crippling the villain or leading the target so it's escape options are limited. You can't win the scenario with this ability, but you can know one place the villain isn't going. Note that this doesn't temporarily close the location, so it still gets a blessing shuffled into it like normal. Also, I do know that there are some melee weapons with the Knife trait, and you ask, what would that do for you if she encountered, say, a Sickle? Well... she'd still get the Ranged trait for that check but... won't do you a whole lot of good on your MELEE check to acquire, so I didn't see a problem really.

So, those are my characters I've been building. I would very much appreciate feedback if anyone has any. If I've worded things poorly or used the wrong trait names or anything please point it out to me and let me know. I'm very excited to share these characters with you and to hear what you guys have to say. If I do wind up completing my Adventure Path one day I will most definitely share with the lot of you.

Well, that took an exorbitantly long time to type out with all the info being on my phone. D:

[It's super effective!]


Oh good. I'd hoped not but wanted to make sure just in case. I looked through all of the locations, scenarios, henchmen, and villains and nothing else seemed to use the Daughters. In fact, I didn't think they were used at ALL until I finally saw the Ghol-Gan Obelisk. That's when I started putting things together.

Amusingly enough, all of these discoveries and theories started with a bit of pure OCD when it comes to card storage, lol.


Hawkmoon269 wrote:

Maybe. But...

Aamcotronix wrote:
B)(Text)

You could encounter the Ghol-Gan Obelisk multiple times. If it was undefeated, you could encounter it again. Then you would need another Daughter of Imerta.

Aamcotronix wrote:
C)(Text)

I don't think Gholdako is his name, I think it is a type of monster. See this wiki entry. It isn't 100% clear, but it reads to me like Gholdako is a type of undead cyclops.

I'm not saying you are wrong or right though.

ThreeEyedSloth wrote:
Based on my memory of the actual Adventure Path, there's only one tower/obelisk that I'm aware of, and many Gholdako. So I think it's just a typo on the scenario card.

Yeah, that's true. Normally I would assume it's just a typo on the scenario card as well but... I don't know. It just seems like there is a lot of evidence piling up.

As for the Daughters, yeah that's definitely true that you could encounter it multiple times but... technically you could encounter the henchman dozens of times and you would then need that many daughters for each one. Not a terribly strong argument, admittedly, but I would assume Paizo would only include the number that they absolutely -need- in order to cut down on costs and cards for the deck. That number in this case showing to be 6. Curiously, the same number of Ghol-Gan Obelisks the scenario seems to assume are in existence. Also, for the Obelisk itself it seems unlikely that anyone would really run into it multiple times given that all it takes to defeat it is to bury a card with the "Magic" trait. Possible, certainly, but in my opinion a little unlikely.

As for the Gholdako... Yeah I don't know. I'm certainly convinced that it is not a unique "named" henchman, per se, though I still believe it's powerful enough to warrant that "unique henchman" feel. Again, that point was mostly speculation based on what I've seen from all of the sets so far.

I honestly hope that I'm wrong in this since it seems like a load of hassle to try to fix, but I'm just not sure. Mostly what's convincing me are the numbers involved and how they work themselves out pretty perfectly. If I do turn out to be wrong, I'm curious what the other Daughters of Imerta are there for or if they really are all in case you fail to have a magic item in your hand to defeat the Obelisk five times in a row. Also just figured I'd mention: I'm certainly not trying to be confrontational here so in case I come off as such I apologize. This is the first time I've really come across such a large error and my friend and I are Phoenix Wright-style trying to find out the truth.


I believe actually the scenario card is CORRECT and the cards we received are incorrect. Here's why:

A) The scenario reads Gholdako (singular), Ghol-Gan Obelisks (Plural). This could easily be misinterpreted as a typo until you realize that:

B) Island of Empty Eyes comes with 6 Daughters of Imerta. Ghol-Gan Obelisk's "Before you act" text reads: "Before you act, shuffle the henchmen Daughter of Imerta into a random open location deck." If there is only one Obelisk why would six Daughter of Imerta cards be added? Wouldn't one suffice as only one Obelisk exists to summon one Daughter? Also let's not forget the fairly speculatory (but not easily discountable) opinion that:

C) Gholdako is a fairly powerful henchman with a lot of text. I probably could have worded this better, but in the past with "named" henchmen, usually they were more powerful than average with a lot of text. Certainly Gholdako is more powerful than average because of his "If the check to defeat has the Attack or Ranged trait, the difficulty is increased by 10" effect. Plus if you look at Gholdako he... quite frankly meets the qualifications of what you would consider a "unique" unit.

Currently my friend and I are playing the scenario as it looks it's intended, with one Gholdako and six Obelisks to make full use of the six Daughter of Imerta cards. Whether this theory turns out to be correct or not, though, either way it looks as if there is some work that needs to be done by the developers in either clarification, potential errata, or distribution of the extra cards needed in order to make up the scenario proper.


My friend and I completed this already in our run playing it safe without closing locations and before turns 29-30, but still I question a lot of what's being brought up here. My concerns are twofold:

1) Closing the locations during this scenario.
I understand the arguments folks are making in terms of what constitutes what is and is not a deck, but I start to think the design intent was that closing locations was fine for this scenario. Enemy Ship the card has printed on it that it allows you to close the location but that doesn't count since it's used in plenty of other scenarios. What's odd though is that all of the other henchmen (Hurricane Winds, etc) all allow you to close the location after defeating them. I find this line of reasoning compelling especially since the rulebook makes it a point to say that unless a henchman card specifically tells you you're allowed to close it, you can't. Why would these henchmen all have this printed on them if you're not supposed to close any locations? To knowingly try to trick the player into failure? If the henchmen unique to The Free Captains' Regatta all come with this distinction it's either an oversight on the design of the henchmen or scenario, or allowed in this scenario. I'm curious to find out what was the intent.

2) When the scenario ends.
This is a lot more of a case of design intent vs rules RAW (read as written). While the rules may read that the game may end at the start or the middle of the final turn, I imagine the designers probably wouldn't want to skip the last player's turn. It would feel pretty dumb if, say, I was the last player and got cheated out of my turn because the game decides HOLD UP BLESSINGS DECK IS EMPTY EVERYONE OFF THE BUS. This one's a bit tougher to argue on my end but still, I kinda think the last player would usually feel kinda salty if their last turn got skipped, just for being unfortunate enough to be the last player in turn order which I'd imagine is usually something fully out of their control (assuming folks determine starting player randomly like we do). Again, I'm curious to find out what the intent is here.

Then again that's just my two cents. Usually don't post anything in any of these and just read to get more info but... figured I'd chime in and see what happened. I uh... also may have forgotten what most of the previous posts have mentioned so if any of this was already brought up then hoo boy will I feel dumb, feel free to disregard anything I've said.


Character Name: Jirelle
Role Card: Pirate Queen
Skill Feats: Dexterity +3, Wisdom +1
Power Feats: +2 Hand size, reroll 2 dice on Swashbuckling check, reveal swashbuckling card to add swashbuckling trait
Card Feats: Item +1, Ally +2
Weapons: Brine's Sting, Cutlass +1, Cat-O'-Nine-Tails, Humanbane Crossbow +2
Spells:
Armors: Shark Skin Armor
Items: Emerald of Dexterity, Besmara's Tricorne, Farglass
Allies: Sandara Quinn, Tessa Fairwind, Ambrose "Fishguts" Kroop, Joseph "Jack" Scrimshaw, Conchobhar Turlach Shortstone
Blessings: Blessing of Besmara x4, Pirate's Favor
Current Party Ship: Kraken

Character Name: Damiel
Role Card: Grenadier
Skill Feats: Dexterity +2, Intelligence +2
Power Feats: +1 Hand size, 1d6+2 discard, (or acid, cold, electricity, or mental)
Card Feats: Item +3
Weapons: Fire Lance
Spells: Aid x2
Armors: Wilderness Studded Leather
Items: Liquid Ice x2, Potion of the Ocean x2, Potion of Healing, Potion of Flying, Potion of Heroism x2, Tot Flask
Allies: Pierce Jerrell
Blessings: Blessing of Abadar x4
Current Party Ship: Kraken

Character Name: Oloch
Role Card: Shield of Gorum
Skill Feats: Strength +4
Power Feats: +2 Hand size, add 2 to check, return displayed cards at the start of the turn
Card Feats: Blessing +2, Spell +1
Weapons: Keen Falcata +1 x2, Falcata +1, Seaborne Trident +1
Spells: Cure x2, Black Spot
Armors: Buccaneer's Breastplate, Besmaran Vestments, Fortified Shell Armor
Items: Topaz of Strength
Allies:
Blessings: Blessing of Gorum x4, Blessing of Cayden Cailean x2, Blessing of Abadar x1
Current Party Ship: Kraken

Character Name: Alahazra
Role Card: Stargazer
Skill Feats: Charisma +4
Power Feats: Hand size +1, light armor proficiency, may add fire trait to combat check with attack trait, encounter boons when examining
Card Feats: Spell +1, Armor +1, Blessing +1
Weapons:
Spells: Aqueous Orb x2, Fireblade x2, Cure, Geyser
Armors: Besmaran Vestments
Items: Ruby of Charisma, Crystal of Healing Hands
Allies: Surgeon, Dindreann, Imp
Blessings: Blessing of Pharasma x4, Blessing of Kelizandri x2
Current Party Ship: Kraken

Character Name: Lirianne
Role Card: Musketeer
Skill Feats: Dexterity +2, Wisdom +2
Power Feats: +2 Hand size, 1d4+2 to combat check at another location
Card Feats: Item +1, Ally +1, Blessing +1
Weapons: Muskey +2, Toxic Blunderbuss +1, Dragon Pistol +1, Shock Musket +1
Spells:
Armors: Sniper's Studded Leather, Fortified Leather Armor
Items: Pearl of Wisdom, Ring of Wave Walking, Svingli's Eye
Allies: Old Salt x3, Lady Agasta Smythee
Blessings: Blessing of Erastil x2, Blessing of Milani x3
Current Party Ship: Kraken

Character Name: Feiya
Role Card: Sea Witch
Skill Feats: Intelligence +4
Power Feats: +1 Hand size, recharge card to reduce by 2 + adventure deck number, add barriers, recharge Blessing of Hshurha
Card Feats: +1 Spell, +1 Item, +1 Blessing
Weapons:
Spells: Freezing Sphere x2, Dehydrating Touch x2, Sphere of Fire x2, Animate Water
Armors:
Items: Sapphire of Intelligence, Ring of Wave Walking, Letter of Marque
Allies: Fox, Monkey x2
Blessings: Blessing of Hshurha x4, Blessing of Pharasma x1
Current Party Ship: Kraken

First time posting in one of these. Hopefully I did it right. >_<