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Also, can't every version of Lem recharge a card to add 1d4 +x to a check by another character at the location?

That's an option to help Valeros make the check.


Ekkie wrote:
For your check that...[X] has an adventure deck number less than the current scenario, add 1d4 to your check

Does this power work on location cards, too? The closing check is against the location card, right?


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Last night our friend couldn't make it over to play her character in our Wrath game, so we decided to play one adventure (I needed my fix) and play Arueshalae for her. No big deal, right?

Well later in the game, Arue came across an Ivory Templar (Combat 20). She has a +6 ranged bonus and a Heavy Crossbow to fight with. d8 + d10 +6 and not much help from her comrades.

Fortunately, she had Temptation of the Big Die (card in pic) available. She was pretty healthy, so I thought I'd go for it!

This was the result.

I rolled a 19 and 17 on the d20s! She ended up beating the check but had to bury 17 cards from her hand/discard/deck!

The stack of face down cards there is Arue's BURIED cards. Yeesh!

After burying those cards, she had 6(!) cards left (her hand size). She had to banish a weapon to close the location, but the location closing power gave her a corrupted blessing upon close.

Fortunately, the game was pretty close to done, so she stood pat on her next turn and ended up fine, but I ALMOST had to make a really embarrassing phone call!


Be wary of the expense!

UPS International also charges a "brokerage fee" which can rival the duty/import tax on packages.

This has caused us some issues in the past at work (shipping shoes, not sure if cards would be different).


It works out really nicely (unless we have a 6 character party, but we're working on an add-on location).

Everything is easily accessible and laid out really well.

He did a great job on it!


I'll admit I wrinkled my nose when she chose him. He seemed boring and a bit one-dimensional before we played, but as the adventures rolled on, he really worked out nicely.


I haven't done any analysis, but the Divine attack options in Wrath are greatly improved, IMO.

I haven't played with an Arcane caster yet, but Kyra's having fun throwing cold, fire and holy all over the place.


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The wife and I beat it with Merisiel (crackshot version) and Tarlin (cleric, but I don't remember what role she picked).

Add a Lem in there and I think you'd be covered nicely.


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We just recently started something that has worked pretty nicely so far.

At the end of a scenario, a character may trade in TWO cards of one type, to pull a card of the same type from their class deck.

The card they pull must be of the same adventure deck number (or lower) than the highest card they traded in.

It's taken a bit longer between games, but it's been fun for everyone and hasn't seemed to overpower anything yet.


My friend made a Pathfinder board with a lazy susan base out of LEGO.

Our solution

I took this pic quickly the other day to give him the layout, as he is considering ordering smooth-topped pieces to finish the board off.

It works wonderfully and was pretty simple (although LEGO can get pricey). If you have enough pieces lying around, the lazy susan and wood are reasonably cheap, and he spray-painted the LEGO.


If you've ever played Magic, think of it as putting it on the stack. You add actions to the stack, then resolve them in reverse order (newest to oldest)

Combat check:
Acid Arrow
(deals Arcane +2d4)

THEN:

(banish if no Arcane)
(discard if Arcane)
(recharge on Arcane 8)


Thanks!


So revealing is playing, if the reveal is part of the card?


I know you can use a power that lets you reveal a card, then use the ability on the card to recharge it to do something else.

However, what if both the reveal and the recharge are on the card? Like Besmara's Tricorne. Can you reveal it for 1d8 then recharge it for another 1d8?


I'm only into box 1, but I've got two in strength. For the same reason you stated, I don't feel like I'll be using attack spells. Even if I had to punch someone, it's d8+d4 +4.

My next point will go into wisdom, but I like two skill points in my main stat initially.


E-mail sent! Would love to participate.


I agree with the reveal. Maybe even a recharge for a cost.

Maybe it should just be for combat damage? Or maybe just no scaling on the reduction?


Yes, the intent is for you to "block" the damage, reducing it, but taking it yourself.

Maybe it would read more clearly like this:

If ( □ You or) another character at your location would take damage, you may take that damage instead, and reduce it by 1 ( □ 2).


We have multiple games going at the same time, and just break the decks up and shuffle them back in when we switch games.


Updated with some corrections and suggested changes.

Graynor
Male
Half-Elf
Paladin of Shelyn

STR d10 □ +1 □ +2 □ +3 □ +4
-MELEE: STR +2
DEX: d6 □ +1 □ +2
CON: d6 □ +1 □ +2
INT: d4 □ +1
WIS: d8 □ +1 □ +2 □ +3
-PERCEPTION: WIS +2
CHA: d8 □ +1 □ +2 □ +3
-DIPLOMACY: CHA +1

Cards List:
WEAPON: 3 □ 4 □ 5
SPELL: --
ARMOR: 2 □ 3
ITEM: 3 □ 4
ALLY: 3 □ 4 □ 5 □ 6
BLESSING: 4 □ 5 □ 6 □ 7

FAVORED CARD TYPE: Weapon or Blessing

POWERS:
Hand Size: 5 □ 6
Proficincies: - Light Armor - □ Heavy Armor - Weapons

  • If another character at your location would take damage, you may reduce it by 1 ( □ 2) and take the damage instead
  • You may discard a card to use your perception skill in place of any check to close your location.
  • If another character would fail any check by 1 ( □ 2) you may bury a card to allow them to reroll one die.

--ROLE CARD--
Master Tactician

Hand Size: 5 □ 6 □ 7

  • If ( □ You or) another character at your location would take damage, you may reduce it by 1 ( □ 2)( □ 3) and take the damage instead
  • You may discard ( □ recharge) a card to use your Perception skill ( □ +1)( □ +2) in place of any check to close your location.
  • If another character would fail any check by 1 ( □ 2) you may bury a card to allow them to reroll one die.
  • □ When a character encounters a Villain/Henchman, you may bury ( □ discard) a card to immediately move another willing character to any location.
  • □ When you play a Blessing of Shelyn on any check, you may recharge it instead of discarding it

--ROLE CARD--
Paragon

Hand Size: 5 □ 6 □ 7

  • If ( □ You or) another character at your location would take damage, you may reduce it by 1 ( □ 2) and take the damage instead
  • You may discard a card to use your Perception skill ( □ +1) in place of any check to close your location ( □ or acquire an ally).
  • If ( □ you or) another character would fail any check by 1 ( □ 2) you may bury a card to allow them to reroll one die ( □ and add 1d4)( □ +1).
  • □ Instead of your first exploration on a turn, you may reveal an ally to choose a character at your location. Shuffle 1d4+1 ( □ +2) random cards from their discard pile into their deck, then bury the card you revealed.
  • □ When you play a blessing of Shelyn on a any check, you may recharge it instead of discarding it. If an ally is also played on this check, you may recharge the ally if it would instead be discarded.


isaic16 wrote:

It's a nice design. I think you've got it pretty close on your first try. I do have a few thoughts below:

1. You only have 14 skill feats, I believe the general standard is 15. Fixed!

2. Two of your powers are ones we have only seen on role cards (Perception to Close and Bury to Reroll). I think they're still a decent power level to work on the base card, but you should be sure to keep an eye on them. Yeah, I worried a bit about that, too, which is why I made them costly. We'll see how strong it is.

3. The ability on role cards to add yourself to the damage reduction doesn't seem to do anything, since the damage gets transferred to you anyway. I'm not sure what you want it to do, but right now it's not doing it. It would allow you to reduce damage to yourself as well. It may be too strong with the scaling reduction though.

4. I am a bit concerned about the tactician leader-move ability. That is the most comprehensive ally-moving ability I've ever seen, and I'm wondering if it could cause something bad to happen. That being said, bury/discard is a pretty heavy payment, so you can't just spam it. You're probably fine, but be sure to put it though its paces just to be safe. My thoughts here is that a Master Tactician would be more able to set up fights that favor the group. Moving someone in to help on a second check, or out to avoid a tough check. Could also move someone to an open location to temp close. This would be after the "before the encounter" powers, so you couldn't avoid everything. I did change it to "Another willing character" so you couldn't move the character that started the encounter. Maybe should take the discard upgrade out, to keep it a heavy choice.

5. Your blessing recharge ability is very weak in comparison to other similar powers. If I were you, I think I'd just remove the 'on a check' limits, and just have it be always-on. You can have a power feat used to add that ally effect as well, potentially. Took out the addition of any on there to get the upgrade numbers down to 12

Hope that helps!

Thanks for your input! I'm excited to give him a run!


Ghostfan28 wrote:
Your character looks great! I would classify him more as a fighter than a Paladin, except maybe when he gets the power to heal. Also, both of your role cards should have 12 power feats total, so maybe just remove a few feats or remove one or two add ons to existing feats. Other than that, you have yourself one well thought out character!

I swear I counted those power feats 15 times. Lol.


This is my first homebrew character and I wanted to make something safe and strong, but a little bit different. I know it's a bit weird to have a Paladin with no spells or divine skill, but I thought Paladin was the closest fit thematically to character I had envisioned. Let me know what you guys think!

Graynor
Male
Half-Elf
Paladin of Shelyn

STR d10 □ +1 □ +2 □ +3 □ +4
-MELEE: STR +2
DEX: d6 □ +1 □ +2
CON: d6 □ +1 □ +2
INT: d4 □ +1
WIS: d8 □ +1 □ +2 □ +3
-PERCEPTION: WIS +2
CHA: d8 □ +1 □ +2
-DIPLOMACY: CHA +1

Cards List:
WEAPON: 3 □ 4 □ 5
SPELL: --
ARMOR: 2 □ 3
ITEM: 3 □ 4
ALLY: 3 □ 4 □ 5 □ 6
BLESSING: 4 □ 5 □ 6 □ 7

FAVORED CARD TYPE: Weapon or Blessing

POWERS:
Hand Size: 5 □ 6
Proficincies: - Light Armor - □ Heavy Armor - Weapons

  • If another character at your location would take damage, you may reduce it by 1 ( □ 2) and take the damage instead
  • You may discard a card to use your perception skill in place of any check to close your location.
  • If another character would fail any check by 1 ( □ 2) you may bury a card to allow them to reroll one die.

--ROLE CARD--
Master Tactician

Hand Size: 5 □ 6 □ 7 □ 8

  • If ( □ You or) another character at your location would take damage, you may reduce it by 1 ( □ 2)( □ 3) and take the damage instead
  • You may discard ( □ recharge) a card to use your Perception skill ( □ +1)( □ +2) in place of any check to close your location.
  • If another character would fail any check by 1 ( □ 2) you may bury a card to allow them to reroll one die.
  • □ When a character encounters a Villain/Henchman, you may bury ( □ discard) a card to immediately move a willing character to any location.
  • □ When you play a Blessing of Shelyn on a non-combat ( □ or any) check, you may recharge it instead of discarding it

--ROLE CARD--
Paragon

Hand Size: 5 □ 6 □ 7 □ 8

  • If ( □ You or) another character at your location would take damage, you may reduce it by 1 ( □ 2) and take the damage instead
  • You may discard a card to use your Perception skill ( □ +1) in place of any check to close your location ( □ or acquire an ally).
  • If ( □ you or) another character would fail any check by 1 ( □ 2) you may bury a card to allow them to reroll one die ( □ and add 1d4)( □ +1).
  • □ Instead of your first exploration on a turn, you may reveal an ally to choose a character at your location. Shuffle 1d4+1 ( □ +2) random cards from their discard pile into their deck, then bury the card you revealed.
  • □ When you play a blessing of Shelyn on a non-combat ( □ or any) check, you may recharge it instead of discarding it. If an ally is also played on this check, you may recharge the ally if it would instead be discarded.


Character Name: Kyra
Role Card: Fireflower
Skill Feats: STR d10+3, DEX d4, CON d6, INT d6, WIS d10+3, CHA d6
Power Feats: Hand Size (6), (X) Weapons, Discard Divine for 1d4(+2), Combat Check with Sword (+4) add Magic (and/or Fire), (X) If you defeat a monster using sword trait discard to go again, (X) Recharge Sarenrae
Card Feats: Weapon (4), Spell (5), Armor 2, Item (2), Ally (2), Blessing (7)
Weapons: Fanged Falchion, Keen Rapier +3, Dancing Scimitar +2, Longsword +2
Spells: Scrying, Major Cure (2), Find Traps, Black Spot
Armors: Breastplate of Fire Resistance, Reflecting Shield
Items: Emerald Codex, Holy Candle
Allies: Old Salt, Evangelist
Blessings: Sarenrae (2), Gorum, Shelyn, Abadar, Lamashtu, Cayden Cailean

This character was a TON of fun. This was not my first character, but the first to actually use a role card. She was able to heal effectively, while still being able to mix it up with some cool weapons. Highly recommend!!