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There are not completely identical. Full Plate has a higher level which some characters care about. Although they do seem to have the same powers.


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Longshot11 wrote:


... so we're probably looking at least at 2+ years before another PACG set. There's my opportunity to work through some of the Organized Play campaigns.

I highly doubt it will take that long given they went through all the trouble of making a core set. At most I would put it at a single year for another product like Curse to come out. (This is just a guess)


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I got my email too. I feel like I have been waiting forever for the new Set.


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People keep talking about moving when a location closes to be purely bad but I don't see it that way. As a player who commonly plays support characters that uses cards which can only be played targeting characters as my location (or local characters now) being able to move when a location closes and keep supporting people is a huge boon.

The is especially true if I would happen to close that location, get a new hand, and actually get to use that hand supporting characters. Sure this change might be a bit more risky but it is also lets players interact more.


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ryric wrote:

Sorry, your example just moves the issue back one step. I'm fine with characters not knowing odd sword techniques from distant lands, but when the player wants his next character to be from distant lands using said odd sword techniques, I need a better answer than, "No, that's for NPCs only." An option that a human fighter can take is an option that a human fighter can take, and whether they are a PC or NPC should not matter because the game world doesn't know what a PC or NPC is.

PF2e already has a great mechanic for restricting things based on culture with the rarity system - the GM can declare the oddball technique Uncommon or Rare and now the player needs a justification to take...

I'm generally good with just making up custom content in my game. If there was some odd sword technique that an NPC had and a player expressed interest in it I would probably guess at how many class feats it would be worth and then require them to go get training to get access to the uncommon feat.


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JDLPF wrote:

The rules on p. 279 state "once you have the dedication feat, you can select any feat from that archetype in place of a class feat as long as you meet its prerequisites."

I'm pretty sure that this means you can take one of the Archetype traited feats (in this chapter) as a class feat. So you could take a Fighter Archetype feat, not any Fighter feat.

Although I might be wrong but that is how I read it.


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Sure 15 days might seem like a lot to restock 4 lesser healing potions but how often are they actually purchased? Is there likely going to be another group of adventurers through the same place within two weeks? For small towns that seems unlikely.


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Arakhor wrote:
Arakhor wrote:
Angelic Form on p111 grants you both darkvision and low-light vision. Why is this?

Acute Vision on p57 does this too. I still don't see why you would ever need both.

I suppose having both lets you see colors perfectly fine in low light conditions? Since darkvision is explicitly black and white.


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Yeah, you probably fell, but ~6 feet of falling damage isn't very high. I recommend just dealing with it. I recommend lay on hands.


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I am able to download pdfs now. Whatever you did, thanks!


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I am also having this issue.


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One of the things I've always found annoying in the game and wish was different was the Attack trait. When trying to explain the game it is super confusing. "No, you are not using Attack, you are using a weapon. Attack is for combat spells"

I really would like it to be called basically anything else.


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My strategy will be to let him fill in the gaps of the team. Don't have a Divine caster? Mavaro can do that. Don't have a ranged weapon user? Mavaro could use those.

He could fill any role that you need him to fill. Sure he won't be as good as a dedicated character in that role but he is also probably better at doing random odd jobs.

Edit: One of the weirdest features about Mavaro is that he actively doesn't want Loot in his deck because they don't have checks to acquire.


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I just thought I would mention that this ruling means that his last ability on both of his roles is significantly worse than I initially thought. It restricts the use to his natural Intelligence, Knowledge, and Disable (and potentially Arcane & Divine on his channeler side).

These abilities are...

Acquisitor:
[] On your Intelligence check, after the roll, you may bury ([] or discard) a weapon, an armor, or an item to add or subtract 3.

Channeler:
[] On your Intelligence check, after the roll, you may discard an item to reroll the dice; take the new result.


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Got it! Thanks!

Mavaro was just weird (and cool) enough that I wasn't certain how the finer points of his ability worked. Thanks for clarifying.


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More questions that are Mavaro related.

1. Does his gained skills also count as intelligence? The wording makes this unclear. It it equivalent to getting Arcane: Intelligence +0 or is it closer to gaining 1d10 Arcane skill that isn't linked to anything. It depends where I could use Embalmer (recharge for +1d4 on an Intelligence check) for all his weird checks.

2. Can get gain Strength, Dexterity, etc using his ability? I think so because everything is a skill and there isn't really a distinction between Strength and Arcane in what they count as. Combined with question 1 does this let him make an Intelligence & Strength check?


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Mavaro has the ability:

You may display a card to gain all skills listed on the check to acquire for that card qual to your Intelligence until the end of the turn. At the end of the turn, recharge the displayed cards.

My question is can Mavaro display a card during an encounter to gain the skill needed in the encounter or does he have to display it before his encounter?

For example Mavaro encounters Find Traps which is a Wisdom/Divine 6 check to acquire. He has a Flame Staff in his hand which is an Arcane/Divine 4 check to acquire. Can he display Flame Staff to gain Divine: Intelligence +0 during the encounter?

Second question. If he can display during the encounter could he also do the same in for a ranged combat check? During the encounter could he display a Kopis to gain Intelligence: Ranged +0 and then immediately play another Kopis to use that skill in combat?

I know there are some restrictions about what is valid to play during the encounter and I'm not certain whether his power lets him trigger it during an encounter or not.


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He could also add it to his hand by drawing it randomly from the box when discarding a spell to draw a random monster from the box. (I know this isn't what you meant but it is a way for him to get it in his hand)

(Nitpicking words time - Balazar never technically 'acquires' monsters. He adds them to his hand or draws them from the box. This distinction probably never matters but it is possible.)


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Andrew L Klein wrote:

Ranzak is the little kid who has to touch everything and demands that every toy is his. But if anything bad happens, it's your fault.

It's why I love him!

We beat the Hurricane King and Ranzak insisted on taking his crown... along with basically every loot card we got throughout the game.


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Because exploring is not mandatory.

Speaking of examining cards, it is an ongoing joke that every time Adowyn has a good hand for exploring a location she immediately examines the boss of the scenario and decided it would be better not to encounter it.


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I kinda want to play a Menhir Savant Lini just because it is so strange and I want to know how it plays.


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Zhayne wrote:
I don't know why, but it's been very hard for a couple people not to get that the list of skills are all independent entries. Someone playing the Swashbuckler in Shackles came across some barrier with Strength - Melee (and a couple others I can't recall) and assumed he couldn't try it because he did melee off of his Dex, as he was reading it like Strength(Melee) or something.

To be fair they probably couldn't do it anyways. The Swashbuckler (Jirelle) only has Melee if the check has or is against a card that has the Finesse trait. Generally that makes to rather hard to roll Melee against a barrier.


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KennedyHawk wrote:

I read in the rule book that each hero is able to use no more than one card type per check...

We ran into this last night (on our first mission).

Lini had a spell and weapon in hand that she had picked up earlier in the scenario. Is she able to roll dex + weapon die and divine + spell die by using both the weapon and spell card? Or is she only allowed to use one for the combat check?

You can only use one card that says "For your combat check".

KennedyHawk wrote:


How does revealing work. Lini again is able to reveal a animal traited card in order to add a 1d4 to any check. Can the same animal be revealed twice in a turn (say you continue exploring). Can the animal that was revealed be discarded to continue exploring if that's a card effect. We weren't sure if it was a once per turn thing. In another light if you have two animals in hand can you reveal both for a 2d4 bonus?

Yes to everything except the last one.

You can use each card or power once per step or check. This prevents you from using that power to reveal an animal and then do it again.

KennedyHawk wrote:


What happens to undefeated monsters are they shuffled back in the deck or returned to the box like boons after an unsuccessful check?

Shuffled back in. This applies to Barriers as well.


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The only thing elite does is mark cards that get permanently removed during adventure 5+. (See the Adventure Path card for the actual rule)

There are no deck building rules regarding Elite cards so you have to acquire them to add them to your deck like other types of cards.


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Indeed you are right (And Vic is always right).

Although in my opinion the "Remember that" part of the sentence is a tiny bit confusing since it implies that it is referring back to the rule about Encountering a card not extending that rule to also apply in all checks attempted. (But that is just rulebook phrasing minutiae)


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Vic Wertz wrote:
Why would you think you could only recharge one such armor at the end of your turn?

The rules in "Encountering a Card" say that "Each player may play no more than 1 card of each type during each step". Since this generally applies during other steps of the game as well (because if it didn't then you could play any number of blessing to close a location, for example) it could also be inferred that could could only play one armor while resetting your hand. So if recharging the armor is playing the armor when you could only play one of them.

At least that is where I am getting that restriction from (Since I brought it up in this thread so I thought I would mention why).


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My opinion is that using the recharge effect on the armor does qualify as playing the card. I would think it qualifies as the "Performing another action specified by that card" which is exactly what you are doing.

Although....

I guess that would also means that you can only recharge a single armor when you reset your hand because you can only play one armor card during that step. Putting it that way makes me feel like this is wrong.... so maybe it doesn't count as playing that card.


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skizzerz wrote:
Ilpalazo wrote:
For question # 4 does that mean that Imrijka, who's divine goes off of wisdom, can use non combat wisdom blessings against divine checks such as picking up a cure spell or a blessing.
Yes. Any Divine check is also a Wisdom check for her, so you can play cards that affect either.

Imrijka is actually one of the few characters where this is not always true. Since she can recharge a card to add a 1d4 and the Divine trait to any check against a monster so can actually have a Strength, Ranged, and Divine check which is not a Wisdom check.

(Note this is still true when doing spell stuff. Her normal Divine check is also a Wisdom check. I don't want to try and confuse people with technicalities.)


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Well, you have to test your new weapon on something. Better another character than yourself. :D


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Honestly one of the reasons I like Balazar is that I like all his Power Feats. I choose Tyrannomancer because I wanted to recharge my spells and spend discarded monsters (although not with Padrig). The summoned monster feats are tempting but less so in a party with Adowyn.

Not going Eidolomancer was tough though, being able to pass basically any check is very tempting. Super charging basic blessings is could also be really strong.


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Well, they can always go Tyrannomancer Balazar, There is a power feat on that role that lets you recharge the spells you discard to gain monsters.


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Just to be super nitpicky... By RAW I think the Lady of Valor always stays in the discard pile even if you do encounter her.

Since when she is discarded a character summons and encounters her the "shuffle Lady of Valor in the blessing deck" is ignored because of the general rule for summoned cards to "never put it anywhere other than back in the box unless the card that caused you to summon it instructs you otherwise".

Obviously that is not what is actually supposed to happen but it should be brought up if we are getting into the evading summoned banes territory.


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Just play a Mythic Champion and enjoy your free boons when encountering the boss.


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Mongrels are actually Elite, strange but it is true.


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Another in this vein is a non-caster (that can get spell card feats) displaying spells (like Ghost Wolf) and then ending the game without having had to banish them. Do they get to keep them in their deck?


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Is that location actually used anywhere except the special text on the monster Deacon of Death? (I haven't gotten set 5 so it might be used there)


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You could take Hierophant and then add one combat spell to deck. That way when you really need to roll a bunch of d20s then you can still do that.

Our Adowyn took Hierophant which makes certain she recharges all her spells and made sure we could actually succeed at Rallying Cry. While she is less good at combat then the other members of the party we just spend blessings when she runs into anything nasty.


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The reduce combat damage by making an Acrobatic test seems really lackluster. Maybe if it was any damage or if the damage reduction started at 2 then it would be considerable but it seems like a lot of investment for very little effect. (For example RotR Amiri can just get damage reduction 1 for combat damage for one power feat)

Also I would make it Dexterity or Acrobatics so you could conceviebly pick it or the Acrobatics training up in either order.

And I agree that Elite seems like a weird trigger. Maybe "non-Basic enemy with an adventure deck number equal to the current scenario"? Then he would get an additional exploration for defeating tougher monster.


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Here is our team:

Character Name: Adowyn
Role Card: Blight Scout
Skill Feats: Strength +1, Dexterity +2, Constitution +1, Wisdom +2, Charisma +1
Power Feats: +1 hand size; At the start of your turn, you may search your deck or discard pile for a cohort (* or a card that has the Animal trait)(* or a weapon) and put it into your hand, then recharge a card; You may recharge a card to evade a summoned bane (* or discard a card to allow another character to do so)
Card Feats: Spell +1, Item +1, Ally +1, Blessing +1
Weapons: Javelin, Demonbane Light Crossbow +1, Corrosive Dagger +1
Spells: Cure x 3
Armors: Celestial Armor 
Items: Archer’s Bracers, Manual of War, Scale of Resistance
Allies: Demon Hunter x2, Warhorse, Thylacine
Blessings: Blessing of Shelyn x 2, Blessing of Shax, Blessing of Baphomet, Blessing of Deskari
Mythic Path: Mythic Hierophant

Character Name: Balazar
Role Card: Tyrannomancer
Skill Feats: Strength +1, Dexterity +1, Constitution +1, Wisdom +1, Charisma +3
Power Feats: +1 hand size; You may discard (* or recharge) a spell to draw a random monster from the box; You may banish a monster from your hand to draw a card (* or add 1d4 to any check to defeat a barrier)(* or to any check to acquire a weapon, an armor, or an item)
Card Feats: Spell +2, Item +1, Ally +1
Weapons:
Spells: Enchanted Fang x 2, Skitter, Agility, Good Omen, Mirror Image, Glibness
Armors: Armor of the Pious
Items: Wand of Cancellation, Wardstone Fragment, Banner of Valor
Allies: Retainer, Apprentice, Wolf, Fortune-Teller
Blessings: Blessing of Iomedae x 3, Blessing of Shax
Mythic Path: Mythic Marshal

Character Name:[/b] Enora
Role Card: Eldritch Savant
Skill Feats: Strength +1, Dexterity +1, Constitution +1, Intelligence +2, Wisdom +1, Charisma +1
Power Feats: When you attempt a check to acquire a spell (* or an item), you may use your Knowledge skill in place of any listed skill; Discard (* or recharge) a spell to reduce Cold or Fire (* or Acid, Electricity, or Force) damage dealt to you (* or to any character at your location) to 0.
Card Feats: Spell +2, Item +1, Ally +1
Weapons:
Spells: Life Drain, Fiery Glare x 3, Ice Strike, Good Omen, Hellmouth Lash, Force Missile
Armors:
Items: Black Robe, Demon Hunter’s Handbook, Ring of Forcefangs, Wand of Paralyze
Allies: Interrogator, Carbuncle, Frog
Blessing: Blessing of Abraxax, Blessing of Torag, Blessing of Sarenrae, Blessing of Pulura
Mythic Path: Mythic Archmage

Character Name: Arueshalae
Role Card: Redeemed
Skill Feats: Dexterity +4, Constitution +1, Charisma +2
Power Feats: +1 hand size; You may evade your encounter (* then if it is your turn, you may move); When the cohort Arueshalae's  Gift is displayed next to a character’s deck, add 1d4(*+1) to his checks that use the marked skill. At the start of your (* or any) turn, you may add Arueshalae's Gift to your hand. 
Card Feats: Item +2, Ally +2
Weapons: Flaming Spear +1, Starbow, Spirit Blade, Skirmishing Spear
Spells:
Armors: Sniper’s Studded Leather
Items: Spherewalker Staff, Scale of Disguise, Scale of Sacred Weaponry, Swallowtail Bracers, Sacred Prism
Allies: Druid of the Storm, Druid of the Leaf, Lann, Kimroth Otai
Blessings: Blessing of the Starsong x2, Blessing of Sarenrae, Blessing of Nethys, Blessing of Abadar
Mythic Path: Mythic Champion

Redeemed Cards: Black Robe, Ghoul Hide, Stalker’s Crossbow


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We finished set #3 and we have redeemed: Black Robe, Ghoul Hide, and Stalker's Crossbow.

Ghoul Hide was what we happened to have when we closed the Corruption Forge. The other two were our rewards for completing the scenarios in set #3.


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Stupid Shadow Demons... as Balazar I run two Magic Fang spells just for dealing with ghost type monsters and in one Demonic Horde I had both of my Magic Fangs but had to fight three of them. (And that was only in a 4 player game)


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Mogloth wrote:

I realize I misread rules a lot of times. But, why is it bad letting Balazar discard a spell during an encounter to grab a monster? And let me add the other options that people are talking about. The Merchant and Cure and whatnot.

WHY are they all bad? And don't just throw the rules at me. What some may call a slippery slope, others may call incredible teamwork.

Let me rephrase the question so that I can try and give you my opinion.

"Why are there some cards and abilities that you can not trigger after you encounter a card?"

There is a bunch of discussion in this thread about which abilities can be triggered during an encounter card is drawn but answering this question is important because it provides a framework about why each ability should or should not work during an encounter.

The answer is planning compared to reacting. Things you have to play before the encounter card is drawn have to do with planning. If you don't have a weapon then maybe you think it is too dangerous to explore. Or maybe you gamble because you know that the only enemy that could be in the deck is the Villain.

Cards you play after the encounter card is drawn let you react. Say you have two weapons in your hand and one is better against monster you are fighting so you choose to play that one.

Abilities that you can play after the encounter is drawn are more powerful then things you have to do before it because reacting is more powerful then planning. This is because it lets you only expend the resource if the eventuality comes to pass instead of having to use the card regardless of what you actually draw. (For the same reason that getting a +2 after you roll is better than a +2 before you roll)

There is also the point that the developers of the game seem to like the idea that people have to plan and decide if you want to spend the card now to protect yourself from what might happen instead of always just spending the card when the thing does happen.