I wanted to confirm if I understood correctly;
For example Yoon from the Mummy's Mask Set has a power on her character card:
You may recharge ( or shuffle into your deck) a blessing to add your Fortitude skill and the Fire trait to your combat check.
So my question is;
Using this power on my combat check, does it make my check a Fortitude check as well ?
Hi everyone, just a small question, about the Armor [Commander's Field Plate] in Wrath of the Righteous (Adventure deck number 2); Is it possible that there is an error in its powers ?
(The card powers)
When another character at your location would encounter a monster on [YOUR] turn, you may discard this card to encounter that monster instead.
Shouldn't it say; when another character...on [His] turn, you may discard...
[HIS] or [HER] whichever, instead of [YOUR] turn. It just seem extremely situational, like it barely ever happens.
Thank you in advance
My friend and I are arguing over the rule about playing 2 weapon on a check.
my friend understand that;
[If you played a weapon that has the 2-handed trait on this check, you may not play this card.]
So, since he did not play a 2-handed weapon on his combat check , he can play this weapon in addition to a the other 1-hand weapon.
I told him it refers to the 2nd effect recharging this card to reduce Combat damage.
Lately I have been playing with only 1 friend so we play 2 character each, sometimes 3 each.
2 of my favorite combo is;
Zetha (from the Summoner Class Deck) and Varian (from the Pathfinder Tales Character deck).
I use to find Zetha weak, but I have grown to like her non-combat utility, since she can use her stealth skill for any non-combat check.
We're playing Skull & Shackles right now, just started the 3rd scenario, can't wait for the end of this scenario so that we can finally get our role card.
Varian is a pretty powerful mage, and the fact that he gets to increase his melee if using finesse is just so cool to me. I also like any mechanic that help automatically recharge spell, and the fact that he can actually put back one of his spell in his hand, makes him one of my top 3 favorite character in the entire game.
Combo wise- Zetha has a Power that allows her to draw 1, 2 or 3 (role card) monster from the box at the start of your turn, I then proceed to give 1 monster to my other character varian, which he will use to recycle his spell at the end of his turn; With Varian I get to bury 1 card from my hand to draw a spell and shuffle any number of spell from discard into my deck.
2nd Combo is
Lazzero (from the Hell's Vengeance character deck 1), Talitha (from the Magus class deck), Angban (From the Gunslinger Class deck)
Reason for combo, Lazzero can heal someone at his location, but the cost is that must forfeit his first exploration and someone at his location must bury a card from his hand. And the coolest thing is; the character who buries the card does not be the one getting heal, so I get to heal anyone at my location, by; either using Talitha and bury a blessing, or Angban and Bury a Weapon with firearm trait or a Shield (*usually the latter). And then I get to recharge that buried blessing to reroll or succeed at recharging a spell, or in the case of Angban recharge the weapon/shield at the end of his turn.
Lazzero is a decent Divine caster, with a decent strength rating, on his role card, he gets to recycle his spell automatically by recharging them and even shuffling them, and can even extend that power to other character at his location.
Talita, ability to recharge buried blessing is so cool, and with lazzero, this power is even more useful. She also get to recharge her spell, actually on her role card she gets to put the spell back on top of her deck, if she reveals a card that as the staff trait on it. she also has a decent strength rating.
Finally Angban, ability to recharge buried firearm weapon is extremely cool, and he gets to recharge buried shields as well. and get an additional utility while teaming with Lazzero. on the role card he gets to examine 2 or 3 cards once every turn.
Sorry if my post is repetitive, my friend insisted that I ask to be sure;
I just want to confirm that detect evil, works the same way as Magic Detect, meaning that when Alahazra power examine 1 addtionnal card, that the additional card return on top, then the first card can be encountered if it is a monster. Or if Alahazra, can encounter the 2nd card if it is a monster.
Thank you in advance
Hello, me again, I believe I know the answer but we also can't agree on the latter, so if someone could confirm please.
Thank you in advance
Blessing of Nethys
Alahazra (Class Deck)
SEER'S HEADDRESS (Item/ Promo Card)
2a- Can Alahazra add her power multiple time in a chain of effect; Can Alahazra examine top 2 (Bo Nethys) + 1 (Alahazra power) then Seer's Headdress examine bottom card + 1 (Alahazra power) ?
2b- And if 1 & 2 is yes;
2c- And If all the above is yes, and Bo Nethys affects the order of all cards examined (top and bottom); If the top 3 cards are (A, B and C), and the bottom 2 cards are (Y and Z).
Can Alahazra put Y at the top and and B at the Bottom ?
3- Finally, Does the exploration of BoNethys happens before the examining of the bottom card(s) ?
Up until now, the player at my table playing Alahazra have been doing all the above. (Except for (2c); Bringing a card on top at the bottom vice versa).
Blessing of Nethys
We have been arguing about the effects of both card.
1- Blessing of Nethys makes player examine 2 top card of his location deck, then;
-- Fog Bank interrupts --
Shuffle the location deck, then explore the location.
2- Blessing of nethys makes player examine 2 top card - then explore the location (preventing the shuffle)
3- Shuffle is delayed; Examine 2 top card, explore, then shuffle location deck.
My friend and I have been arguing over this for a few games so I thought I would ask here.
Alahazra has a power which enables you to examine 1 additional card whenever you examine card(s).
Magic Detect, makes you examine the top card of the location deck, and if that card has the magic trait or is a blessing you may encounter it.For the sake of example, the 2 top card on the location deck are spells.
1- Alahazra examine both card, and encounters both card senquentially in the order the player chooses
2- Alahazra examine both card and encounter only 1 of those card, of the player choosing
3- Alahazra examine both card and encounter only the first card drawn.
4 - Alahazra examine the first card - encounter the 1st card, after the encounter, examine (the additional card) and encounter it.
5- Alahazra examine the first card - encounter it then examine the 2nd card only.
OK so on Nyctessa Role card (UNDEAD MASTER side), the 3rd power reads as follow;
It's the 2nd part in the parentheses, I understand 2 different thing;
1- Only when you would be require to remove card from your deck and are unable to and did not die because of this power, at that moment you may reset your hand - from your discard pile.
2- At the end of your turn, and or whenever you are required to reset your hand (as when forced to by the effect of a location or a bane), independently of if you have enough card in your deck or not, you may choose to reset your hand from your discard pile.
2nd Question; When you do reset your hand from your discard pile; Do you get to choose which card you put back in your hand ?
Or its basically the last card discarded, which would be the one on top of your discard pile, and going down (same as when drawing from the deck) ?
Thank you in advance.
I am saying that she is underpowered compared to other characters. I am saying that she could have, and in my opinion should have more power on her role card. entire box with other powers, she has 1 utility for the monster and that is to give herself #'s d4 for combat or to acquire an ally.
Edit: And she can also banish an ally to get that 1d4, how is that an acceptable cost to get a 1d4. Discarding an ally to get 1d4 is acceptable, burying an ally to get 1d4 is ridiculous, banishing an ally to get 1d4 is absolutely insane in my opinion, I would never take an ally from my hand and lose is forever to get 1d4. on a check. Most ally will give you more than 1d4 by simply recharging it or discarding it.
I would expect from a master necromancer something more impresive. So basically until you get to destroy a mosnter, you can't use your power. Also, the 3rd power is that if you run out of card , you don't die. Which is cool but at the same time really lame, because 95% of the time you are not dying, out decking out.
It never happened to any of us to deck out, it was close once or twice, but we use cure, and heal each others. So in a way its almost has if she has 3 powers.
1st- if you Kill a monster, you may add it to your hand instead of banishing it.
I don't see how you guys look at that character card or role card and see an overpowered character.
Why doesn't she has other utility for her monster in her hand. if it must be a simple utility, and her 1st is simply to add a monster and her third is not to die when decking out.They could give her power at least 2 other power on that role card, look how big is the box for the flavored text on the role card is. The role card power is almost half emptied. If they must reduce hand size, or other balancing fine, but they should add powers, make us actually go, oh s*&%, look at what that character can do, it's really nice.
The only thing, that gives me a glimmer of hope, is that we have not seen the other side of the role card yet. which may redeem this awful side, which is half emptied. Getting a bonus die to fight undead is just...when you have so few powers, its ridiculous. What if she could use the monster to help her recharge spell, or what if she can't recharge, but she can exchange a monster from her hand with a spell from her discard pile. Give her something special.More utility for her monsters than just 1 d4 for her combat or acquiring allies.
Maybe she can draw monster that other characters at her location defeat, like that Dwarf Magus in the Magus deck does with Barrier. What if she was the first character who, when building deck before a scenario, she can add or treat monster as if they were allies, and keep monster in her deck, or something crazy like that.
I have 1 question though, that third power on her role card;
( and you may reset your hand from your discard pile). Is that something you can do, even if you have enough card in your deck to reset normally, or not having enough card in your deck is also a condition for the reseting your hand from the discard pile part ?
Um, you get to draw defeated monsters. You use those as your banish fodder. You literally animate the corpses of your foes to get those d4s. (Or the corpses of hapless NPCs you happen to encounter.) Plus as you level you get d4s equal to the cards deck number. So when you beat a deck 6 monster, you get to turn it around into 6d4 to a check.
But that is only when you get to scenario 6 which is almost the end of the game. my average result on d4 are 1 and 2, so multiply that by 6 and you get maybe=12 to the result, maybe 16 if you get a 4. Zetha gets to add 2 monster from the box independently of if she fights or not, it should be the same for her.
Nyctessa should have more use for her monters than just to add 1d4 or a couple for combat. or to get an ally. Zetha can banish 1 monster to use her stealth check for non combat check, why can't she do something like that.
I would have given her like bury or discard an ally to draw a monster with the same adventure deck number as that discarded ally. If that ally has the undead trait recharge that ally instead. One per turn you can display 1 or 2 monster or card with the undead trait, you can bury displayed card to reduce combat damage by 1 or 2.
On the roll card, once per turn, when you reset your hand, you may draw from 1 card with the undead trait from your buried card as one of the card you would have drawn when reseting. something cool.
Maybe she can draw a number of monster from the box at the start of the turn equal to the numnber of allies burried, like she brings them back as undead. Maybe if she is really good at it, like they said in the article above, when she defeat a henchman monster she can draw the card, and use it like an ally or a cohort for the rest of the scenario.
Edit: It makes sense to me that bringing back buried allied or monster should be a specialty for any powerful necromancer, thematically it makes sense.
Made she could shield herself from monster effect that happens before or after she act, like the wall of undead shielding her from the attack of the bane. Ignore the effect of bane that would evade you., you cut off their escape route with a wall of undead. Give her some more utility, because as of right now, she is really weak
I don't understand what Paizo has against cool looking characters, Nyctessa is among the coolest character that exist, (In my opinion anyways). Or maybe you have something against Necromancers, Nyctessa card and power are weak, she is bearly stronger than Durago also one of the coolest character but also, one of the weakest, if not the weakest character of the entire game.
On her role card she gains 1 power. One. SO lets look at her power...She can lose permanently a card deck; (Banish) a card from her hand to gain 1 d4, 1D4 right.
My God, did you say 1 D4, OP!!!!...holy s*%* this is so powerful. Not only that but she has in fact 3 power, because 1 of them is if she move card(s) from her deck and there isn't enough, she doesn't die once per turn.
So what, are you suppose to purposefully put yourself at risk so that you can say doesn't matter, I can't die once per turn, we're cool.
Even Zetha from the Summoner Deck, again, cool character getting short side of the stick, (she can't play spell with attack trait, or she must banish it). But for some reason even zetha is better at getting monster, she can put 2 or 3 (when you get the role card). And she has more use for them.
Why can't Durago or Nyctessa get something powerful like Amiri, when she bury a card any card(by the way) to get 1d10... or Brielle does 1d12 or Ostog 1d12, not banishing simply bury. NOt only that but brielle even get to recharge the card if she succeed. You might say ok but they are barbarian, ok what about Tup, he can recharge 1 card any, to give you 4 and the fire trait. or Mogmurch who can discard any card to give any character combat check 1d6(+1 if you check the box) and; if that card was an Alchimical (or attack or poison) an additional 1d6 (2d6 on one of the side of the role card) (and the other side, that card adventure deck number).
I never play rpgs unless I can play a necromancer, I love them, but I never found this game so boring than when I played with Duraga. Everyone was helping and doing some cool s$*# and having a good time except for me, one of my friend was playing Zarlova, and got to put multiple time holy light on top of his deck. the other was playing Cogsnap, and could heal us, throw potion, fight with ranged weapon and even use spell, he was like a 1 man army. The other was playing Feiya, and roll d12plus 2 for arcane, + she could actually heal herself with her Familiar Daji. What was I doing I could'nt even put any monster in my hand, because you have to wait to fight a monster with the undead trait, and %95 of the monsters were outsiders demon and what not, and when we finally saw 1, well, I wasn't the one fighting it, not to talk about the fact that before I got to unlock that power , I was a necromancer who can't raise nothing. I got a 1d4 against bonus against undead, which I never got to use not even once.
Why could Nyctessa be like Varian he has d12 in Intelligence, he gets to draw a spell at the end of his turn, and return the rest to the deck. This is f***ing amazing. And on his role card he gets to roll melee : Intelligence +2. And that is just 1 of his powers. But Has I am finishing to write this wall text I am wondering if there is even a point to write all of this, because I am also sure it is too late to change her and even if its wasn't I don't think you guys would change her just because some nobody in Canada (I am talking about myself) think she is weak.
Ever since that blog entry;
Meet the Villains—Nyctessa
I have been waiting for you guys to bring her to this game. I actually accepted to play this game entirely and solely because of her, because her design, because she looked so god**am cool. The only thing I love more than necromancer in Videogames and RPGs, are Vampire, and you get both or almost, Dhamphir is still pretty close.
My only hope is that the other side of her card, she is stronger, but at this point I don't really expect that to happen, if Durago is any indication, the other side, is probably even worse.
Thank you VRMH, yeah, I tend to do that sometimes, I have been passing the last ten...- 15 years, my god, on the other side of the table (been Storyteller /GM for Vampire the Masquerade) so use to creating NPC, obviously not the same.
Also in VTM your character has live well depending on the age of your character an entire life so to speak as a human, and for at least 25 years as a vampire. Which obviously for an Immortal is nothing but 25 years enough to put something together and become good at it, not saying that after 25 a newly turn vampire is now a powerful lord, ruling a city, but he could easily be at the top of a firm or anything else. And that is a starting character. I realise this is not VTM. Just that I have been doing that for so long is almost second nature.
My character when we roll his background core value, don't know how its called like preset and all, My character roll that he was 60 years old, so that would mean I have been around more than half a life time. I'd imagine that even without going as far as saying he is on par with batman, that he had time to become pretty good at it.
But I understand your point, and I agree with you. I'll try to refrain from doing that.
But I was more looking for help on the side of rules, did I understand correctly ? About the archetype, which one should I go for ? would I be better off chosing another starting class.
Edit: Or anyone else, any suggestion if any of you have experience playing that class, what I might want to do or avoid,anything I should know.
Hi everyone, so a few months ago, my friends came to me and ask if I would be interested in playing Pathfinder, said yes, we all sat at the table and roll our attributes and all, but we never got to fully finish our character. We had to delay the game for months now, but I think we may be able to start in the next month or so.
Anyways, long story short. I am hoping to create this character (the game will be set in a Japanese-style setting. My character is a Dhampir, the GM already agreed to it, no problem. I roll for the background and everything. Background I roll is that my Parent is nobility, and my mother is Dead. I ask if it the same if my character is convince she is but maybe she isn't, could be a plot twist for my character later on... The GM was ok with it. Anyways, my initial story was that my character was a samurai at the service of a Daimyō (his father), I should say was as he's no longer at his service, he is a Ronin now, and he joined a temple whose underground serve as a base of operation for witchhunters - Particularly Vampire Hunter, which my character joinsed.
Now what I was going for is a Batman meets jack the ripper, sort of hunter, I don't just hunt the the bloodsucking fiend but I prey upon them, leave behind a message, a calling card of sort like a serial killer, fill the Vampire Nobility, and those who serves them with dread. Anyways. I was having a bit of difficulty joining my concept of samurai, with his alter ego, I initially thought that since it was set in Japanese like setting and I wanted my character to be a master of the Katana, that it would make sense that my character b or have been a samurai.
Anyhow, reading about the all classes this afternoon, I came upon the Vigilante Class, I had seen one such character in some images and read a little about him (the Red Raven) thought he was really cool, but I was unaware that vigilante was an actual class. So I got to reading about it, and its Class Skills and Features, and then I saw the archetypes, and I got a little loss, so that is why I am here, to ask if some of you Gentlemen, or ladies would be so kind as to share some of your wisdom and knowledge about how to best get to creating the charcter I have in mind.
So my character (apparence wise) started with the Batman villain; Talon, he is an Assassin of the Court of Owl - A Secret Society that is the architect of almost anythign that happens everywhere. Anyways, so an assassin, and the theme of the Owl, I wanted to keep that. As a symbol of Natural predator of bats - I know its cliche and cheesy, but I like it. Anyways, His vigilante name would be the Grey Owl, he would look something like a cross between an assassin from Assassin's creed and a Samurai, or now I guess a Japanese style armor. At his side his trusted and fearless companion a Eurasian eagle-owl. For weapon, I was thinking since a common theme of samurai, and superstition was that a Sword can be made corrupted or evil or if made by or with evil intent be curse, I thought my character katana is a Demon sword, (was also inspired by the Anime - Owari no seraph). My GM agreed but for obvious reason, my character cannot start with such a powerful weapon, I am ok with that. He wears a mask to protect his Identity and also inspired by the demon mask the samurai are often depicted wearing. He wears a wooden mask that cover all his face like Vega from Street Fighter, the mask would look very much the same as the Court of OWl mask, except made from wood, texture I imagine it would look like the Mask from the Movie the Mask. He would also wear a cloak with a hood, and light or medium armor, not sure in what category samurai armor falls into.
In term of skills, I see him as a master stalker, following his prey unotice in the shadow, like batman would. who has absolutely no regards for the safety of other vampire, they will all die, but he understand that there are priority, and ins't delusional or blind thinking he can take all of them head on. So he preys upon the predator and the hunter becomes the hunted, when he sees a vampire approaching a human, he strike with deadly intent, *not sure if vampire disintegrate in Pathfinder upon death* hoping they don't so he can leave their bloody corpses for the authority and other vampire to find.
So by day, he is a rich brat, son of a Vampire Count, a little prince so to speak, socializing with human and vampire nobility, and by night he preys upon the latter, but also on those who would serve them.
So I was reading the archetype and I saw the Magical Child (I think it was called), it was written that Vigilante of that archetype begins play with an animal companion like a druid. I thought he might need to be that archetype, but then I read about the faceless and I think it also fits my character, and the Serial Killer archetype, I think would fit the glove nicely too, but it was also written that you cannot take archetype that overlap on what they alter and I think some of the alteration of these archetype overlap.
Also I though I would take the Stalker side of the Vigilante from level 1 specialization.
Sorry for the long wall of text. So what would you guys suggest I do ? Also if you guys a better Idea or different class in mind which may be closer to what I wam going for by all means... thank you in advance for helping :)
Regarding that Page 9 Side bar
Affecting the situation
How far does it goes ? you can play whatever card/power that would alter any given situation aside from affecting the check directly. I know that VIC said they need to remain a bit vague so they have room for expansion later but this is one very shady, left to interpretation rule.
So you could basically have played a card to move him from the location, or bring someone else or anything that would affect what is happening, even if it does not respect the steps ?
I played with 3 different group.
The first one, we took 2 hours initially (Group of 6). we were able to reduce that to 1 hour and half and eventually it was close to 1 hour.
Second group we were only 2, so that helps. (we were playing 2 characters each)
Initially took us 1 hour and half, and we were able to bring that down to between 30 and 45 minutes. But we agreed before the game that we would limit discussion not related to game to a minimum or at least we would try
Last group only 2 (we are playing 2 character each)
He is a lot less experience and we often have very diverging opinion on strategy to the game, so we argue a lot about how to go about, but it remains friendly. we are usually are able to play 2 games in a 5-8 hours.
Our game last about 2 hours, the rest is spent for lunch and diner. And doing talking and setting table and removing it. Last game we played we manage to lower that to 1 hour and 5 minutes. We'll see if it continues that way. It help too that each of us are starting to better understand our character. Our deck, the combo we can do, and the order to do them, to maximize efficiency.
I think in a month or 2 we will be able to bring that down to 45 minute maybe a bit less.
Tips; Personally I don't like us eating and touching the cards, risk of making them greasy, or and I really dont want any juice, beer or water spilled on my cards. Not that much of a tip, but if not eating it is one less little distraction.
Have them help you set up the table.
Depending on the group and the mood, we usually have no problem at least trying to reduce the unrelated talking for after the game is over. Never had too much problem with that since, all my groups actually were asking for ways for us to go through sceranio faster, so yeah.
Try to figure out, what you're going to do during the other players turn, or have an Idea at least, it helps when it gets to your turn. I know some people will go to their cellphone screen, as soon as their turn ends. So we added a rule no cellphone except for emergencies, until the game is over.
Also talking about what your current options are, to other players and what you are lileky to do or to try to do, during the next 2 or 3 turns, may help others, also figure out what they are going to do now or during their turn, when their turn comes. The latter is even more important if you are playing Close hand and even more true if playing with inexperience players. I know that some people myself included have played multiple session with open hands.
Personnaly I like both. Both have their ups and downs.
Have a group strategy before the game start, like we usually agree that we don't expect any of us to play their blessing to explore on the first 10 turn. After that, we are expected to take as much risk we can exploring, taking most of our blessing for that purpose.
Finally, when we are stuck, and the game starts stalling because one of the player or I is/am having difficulty choosing between 2 or more bad options, and we are not sure about which one is the less bad option, we usually roll a die.
I would also like an official statement on that,
Also I you were reffering, about the lazy interpretation, not sure, I did not take offense but I still want to valide my point by adding that I was basing myself on what is written word for word in the Base set Rulebook,
Page 9 and 10. Mummy's Mask
At page 10 (Skull and shackles)
Encountering A Card (paragraph, it is written word for word);
... During each of the steps, you and the other palyers may perform only the specified actions. Players may only play cards or use powers that relate to each step (or relate to cards played or power used in that step).
going a bit further; it is written word for word;
After you flip over the top card of the location deck, put it on top of the deck and read it. Then go through the following steps in order.
Apply any effects that happen when you Encounter a Card.
As for Stride, is not written on the card; When you.. or when a character..etc.. it does not specify when it can be played so it can be played at anytime. EXCEPT During an encounter, unless an effect during an accounter would allow you to play any card even cards that do not relate to the specific step or encounter. Which is not the case with Skulking Vampire.
At least as far as I am concerned, the rule are pretty solid and clear regarding that point. And that is coming from me, someone who is often complaining to his friend because I find sometime, too often, that their choice of word, often lead to the reader's interpretation. Which often makes us (my friends and I) argue around the table as we understand different things reading the same effect on a card.
If this happens to be false and Stride could/can actually be played during that encounter or any Encounter; Well I really hope Paizo can update their Next Base set Rulebook to include something along the lines of; Even if a card does not specify when it can be played, card power like moving a character, can be played even if the effect is unrelated to the step , and not does specifically refer to a certain step during an encounter.
Which also means that the Card;
Potion of Hiding, is extremely powerful in combo with any character using a boon or power which enables him/her to use his/her Stealth skill + 1d(#) for his/her combat check like with Blowgun.
Potion of Hiding
Banish this card and choose a character at your location to succeed at a stealth check.
(I also have Alchemist's Kit)
Display this card, while displayed, when you would banish a card that has the Alchemical trait for its power, discard it instead.
You have displayed Alchemist's Kit on the table.
You simply reveal blowgun, and then discard Potion of Hiding, boom instant kill of any monster/henchen/villain who is not immune to poison in this case (since Blowgun has the poison trait).
And :) Zadim 5th Power on his role card (Side/Role: Executioner);
You may ignore a monster's immunity to the poison trait.
Meme: Green Power Ranger evil laugh lol
thank you for the answer;
For your combat check, reveal this card to use your Dexterity, Ranged, or Stealth Skill + 1d4, you may additionally recharge this card to add another 1d6.
When playing another weapon that has the Ranged trait, you may discard this card to add 1d4 and the Poison trait to your combat check.
This makes my attack a Dexterity and Stealth Check since I am using Zadim which has Dexterity d8 Stealth: Dexterity +2.
If I know I won't be exploring again, I have a not so bad potentional, I usually go if I have all the card in my hands;
Reveal Blowgun, to use Stealth Skill(1d8(+2)) + 1d4
Zadim 2nd Power (which is; You may recharge a card to add your Intelligence Skill to your check that invokes the Poison trait), (Intelligence = d8), for add 1d8
I also use Zadim 3rd Power (which is; You may discard a weapon that does not have the 2-Handed trait to add your Stealth Skill to a combat check by a character at your location). for add. 1d8(+2)
Plus if I also have my trusty armor; Stalking Armor (which does; (2nd effect) Reveal this card to add 2 to your Stealth or Perception check). for an add. (+2)
End result; I roll 1d10 + 3d8(+6) +1d6 + 1d4, lol its a minimum of 12.
I would argue that stride cannot be played at all during that encounter or any encounter for that matter.
At no time during the encounter are you legal/allowed to play Stride; not during the [Trigger/When you encounter] step, not during the [Evasion] step, not during the [Before you act] step, not during [Attempt the check] step either and not during any other step that follows during an encounter. Only powers or cards relating to a specific step or check may be played during an encounter. For example you wouldn't be allowed to play Cure during a combat and/ or non-combat check or any kind.
Stride would have to be played during the Exploration Phase but before the actual exploration of the Turn-player.
Now, regarding the difficulty. I am hesitating a little, but I believe that the difficulty is static, meaning that; At the [Before you act] Step, if you happen to be the only player at the location, and you fail the check required on Skulking Vampire, you will receive a +4 difficulty, even if you or another player find a revelant/legal power to move another character to the turn-player location.
That being said, I believe that a character like Zadim with his role Outrider, the last power(is written);
When another character encounters a bane that has the poison or trigger trait, you may move to that character's location.
Now, Skulking Vampire does not have the Trigger or Poison trait so that wouldn't work, BUT, the wording of that power would enable a character to move, at the [Trigger/when you Encounter] step which happens before the [Evasion] step and therefore also happens before the [Before you act] step. Which means that in the case of failure from the turn-player, the difficulty would be of +2 instead of +4.
I also believe that even if there is another character at the current location during the [Before you act] step, even if that character somehow found a way to move to another location, before determining the difficulty, even if the turn player failed the Skulking Vampire (before you act check), the difficulty would remain +2 because during the [Before you act] step, the Turn-Player was not alone at that location.
Sorry if the question sounds too obvious but, I just wanted to confirm with you guys, if you play a boon that add a 1d10 to a stealth check for example.
Can I use that card on a Stealth combat check ?
Because most card specify do specify wether it affect combat or only non-combat check.
But there are a few cards that do not specify wether it affects combat or non-combat checks; Like the Ally;
I have been playing for months now, using the Ally [Burglar] in combo with weapon such as [Blowgun]; which enables me to use my Stealth Skill + 1d4 for my combat check. Was I wrong all that time doing so ?
I am a little late to the discussion, I just saw the article I was away from this website for several month well almost a year. Anyways my favorite is;
Vampire (well Dhampir, close enough) and Necromancer.
I am in love.
Actually I saw the artwork of nyctessa over a year ago, I fell in love with that character almost right-away, love her background story, and I thought to myself; Oh boy! How cool would it be to play as her! Well now its actually happening.
I can't wait...
Edit: The only thing cooler would be a Dhampir Samurai
Thank you for the swift answer - have a good day!
(In Skulls&Shackles) when encountering the card Enemy Ship (Henchman B) card. On the right hand just under the name its says Type underneath it is says Barrier.
1) Does that mean that this card is always treated as a barrier
When encountering the [Henchman B - Enemy Ship], Its first effect is;
Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated.
Which brings me to my 2nd question, for That random ship summoned;
2) Can I use the 2nd effect of the Blessing of Abadar ?;
Discard this card to add 2 dice to any check to defeat a barrier.
I have a lot of questions
1) Is is forbidden to skip your turn, can you begin your turn advance the blessing deck, and choose to skip/end your turn/Reset your hand right there.
2) Also, my friend has the Wrath of the Righteous Base set, and sometimes we play with his game and he says that if you choose to skip your turn you get a Peace token and that at the end of the scenario/or if we lose the scenario and you have a peace token, you lose 1 card permennantly from your character's deck, and get to begin 1 card short on the next game. Is that an official ruling ?
Finally, I bought SKull & Shackles about a year ago, fell in love with the game bought the gunslinger class deck, been playing with Skizza love him by the way.
Anyways, I bought Mummy's Mask last week, and I was planning on starting a scenario soon and I was planning on using Seltyiel, from my Skulls & Shackles Base set, am I allowed to do that ?
In the rulebook it says that; certain card from other set may not be as effective - that I understand and I accept the consequence, It also mentions that you are not allowed to swith the role card I am ok with that as well. SO I have a few more questions
3) Is there any official rulling that says its forbidden for me to use a character from a previous Base set into another base set game. (By the way I didn't play with Seltyiel in Skulls & Shackles) I would start with no feats unlock - fresh.
4) About the exchanging of the role card, I understand you cannot switch but what if I decide to play with the same character from a class deck instead, I just have to remove the character from the base set entirely right ?
5) And what if I decide to remove the Alahazra from the mummy's mask base set, and use the character card and role card of the S & S base set, Is there any rulling against that ? isn't the same as using a card from a class deck ?
I received my Summoner Class deck a few days ago and I was looking forward to playing Zeta.
I was quite sad when I saw her very first power on her character card that says (Word for word);
After you play a spell that has the Attack trait, banish it.
She can use her Cohort for combat but she is rolling only 1 die for combat.
Anyways, my question is; even though it went back into the box because of her Power, can I still attempt to recharge the card I just played.
At first I thought not, but now I have a glimmer of hope because; I came across that page of errata or update on ruling, on this website, a few minutes ago.
Its basically under;
Then in the box on the right hand side of the page (MORE FAQS)
The 8th one;
Pathfinder Adventure Card Game: Wrath of the Righteous Fri, Oct 7, 2016
Then under Rules Question
The 7th one;
Something made a card go back in the box or into a deck even though there were still things on the card that hadn't been done. Do I still do those things?
Resolution: On page 10 of the rulebook, following the paragraph that appears after the bulleted list of actions, add the following: "Cards often have instructions that you need to follow after you play the card; follow these instructions even if the card is no longer in your hand (even if the card is out of your sight, such as in the box or in a deck)."
posted May 2015 | back to top
I have read a few thread about this issue. But most answer on them are still not enough to convince me, if anyone here would be able to confirm the following.
Most(if not all spell) card are seperated into 3 sections.
Cost - Effect - Recycle
1- Cost; Discard this card to use your...Arcane/Divine SKill + XdY
which is the cost - Discard to ...
2- Effect [To use your Arcane/Divine Skill] + xdy
3- Recyle - After playing this card, if you do not have the Arcane/dinvine skill banish it; Otherwise succeed a to a Arcane/Divine X check to recharge...
Also what reinfoce my stand on this question is 2 things
First: It says after the effect part - After playing this card which in my opinion means the end of [for its power] which means that you are banishing not for its power, but you are banishing as an effect of not having the required skill to recycle the spell.
Second: On the role card of Damiel (MINDCHEMIST), ...( or discard) a card...or a spell for its power...
Which in my opinion makes it so that once you unlock/gain/upgrade that power by checking that box you will be able to automatically recharge a spell after playing it, since you are discarding it for its power.