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Decided to join a higher tier table. Good luck.


Akaitora has mentioned a few options in chat most of which are casters.
No clue what MatsuKurisu plans to play.

I'm actually considering 2 options for this.

WotR Enora with the Witch CD and Occularium Scholar role or Witch CD Feiya with UM and the Winter Witch role. They have many things in common.

1. Stats: Both have d12 int. Enora has +1 arcane, +1 craft, +3 knowledge. Feiya + Daji has +2 in each. Both have d8 charisma but Feiya has +2 diplomacy.

2. Spells: Feiya starts with 5, Enora starts with 6. Both have 9 max. Both have easy ways of recharging spells from their discard.

3. Local support. Feiya wins hands down here since she can make lots of local checks easier while Enora prevents rare damage types.

4. Post role bonuses: Enora can reveal a book to add 1d4 to any of her checks. Feiya can add the cold trait to many of her checks and reveal Ice Chemist to add 1d4.

5. Post role barriers: Enora can use her Knowledge in place of any check to beat barriers. Feiya can use her arcane skill in place of dexterity non combat checks.

I think Enora gets more power from spending her first couple of feats post-role but Feiya is probably more powerful once she spends 3-4 feats. And of course Feiya provides the better pre role support with her recharge ability.


Assuming the Honaire loophole gets plugged I'll be using the Witch class deck with Enora. Possibly even if it doesn't. I like a few of the boons in OA1 but I like more of the boons in the witch deck.

The main reason I picked WotR Enora is because she has craft and there are a lot of items in the core set that use craft to recharge.


Since the signups are at least 3 TBDs I'll go ahead and lock in.

WotR Enora + OA1

1. Spell Mind Thrust 1
2. Spell Mind Thrust 2
3. Spell Frigid Blast
4. Spell Fire Snake
5. Spell Remove Curse
6. Spell Cure
7. Item Bestiary of Garund
8. Item Spellbook
9. Item Flame Staff
10. Ally Silver Balladeer
11. Ally Chronicler
12. Blessing Blessing of the Gods
13. Blessing Blessing of the Spellbound 1
14. Blessing Blessing of the Spellbound 2
15. Blessing Blessing of the Spellbound 3

Tbh OA1 doesn't seem as good a fit as I hoped but I'm not sure what the best class deck would be.


Not sure what I want to play yet but it will be some flavor of caster.

Here are the ones I'm considering.

WotR Enora UM + OA1
Int based arcane caster with decent charisma. Has Knowledge and Craft. Recharges a spell from her discard when she casts a spell so has some resiliency.

Rivani OA1 + UM
Int based arcane caster with Knowledge. By recharging a card she can use her knowledge skill in place of Perception and ranged. And with a feat Acrobatics, Craft, or Disable.

S&S Alahazra Oracle CD + UM
Charisma based divine caster. Has pretty much no skills but can recharge a divine card to examine the top of any location.

Grazzle Oracle CD + UM
Charisma based divine caster. Can discard cards from his deck to heal other players wherever they are.

Maznar Druid CD + TBD
Wisdom based divine caster. Can reveal an animal ally to add 1d4 to any local check.


Not sure if the signup sheets will account for this but I'm hoping to play at a Crimson Throne table and am wanting to play the Blackjack role.

It is instead of your other roles so I don't think many players will want it, But as I understand it there can only be 1 Blackjack per table so we will want to spread out the hopefuls.

Edit: Apparently this won't be an issue for a few months if at all.


DM Bigrin wrote:

Okay, Acts of Association it is! I will set up another Fast Run table. This means at least 1 post per day. We will use Google slides for the maps/handouts, and I have a Discord channel set up for fast communication.

If you are still interested, go HERE to sign up on Table 1. So far I have 4 reserved slots:

  • Wolffauer
  • Bigguyinblack
  • Farol
  • Dax Thura

    That leaves 2 more open for anyone interested.

    I'll aim to have everything set up and ready to start by Saturday, but the official start day will be Tuesday 5/28, unless everyone is ready to go before then.

  • Thank you. I have a level 2 Technomancer I can play or I can start my new Mystic (healer). I'm fine with either.


    I'm looking to play a low tier run of #1-32: Acts of Association.


    While there may be more to it that will be revealed later, Today's blog suggests that one character in your Crimson Throne adventuring group can become a Blackjack in addition to their chosen role.

    You can see read the blog here.

    It has some generically useful feats. Up to +2 hand size, A kit similar to Alric/Red Raven, The ability to take a local characters place when they encounter a monster or some barriers.
    And, At the cost of 1 power feat you gain Dexterity: Acrobatics, Dexterity: Stealth, and Charisma: Diplomacy all at +3.

    For now let's assume you won't get extra free feats and must choose between taking feats from this role or your normal role.

    What character do you think would get the most out of this role?

    Of the few characters I own I was thinking Ukuja would benefit a fair amount from it.

    Other then discarding an animal to gain a bonus vs barriers and a bigger hand size there isn't much on the Animancer role that I want. But Ukuja has a d10 dexterity to take advantage of the stealth and Acrobatics skills. With the help of maxed out Wisdom and a Wendifisa Spear he is powerful in combat so would be good at taking someone else's combat checks. And the kit would actually help him get to his Wendifisa Spear faster. Assuming the hand size of up to 11 didn't.

    But I suspect he isn't the best choice. Who do you think is?


    Could we get some idea of the mechanics in this? Maybe not specific but general?

    For example
    Skull and Shackles: Ships, Plunder, Survival.
    Mummy's Mask: Traders, Triggers, Curses.
    Curse of the Crimson Throne: ???

    Since Curse is in the title and plague is mentioned in the description I'm guessing scourges.
    And the description focuses more on the types of NPCs then monsters so I'm guessing the Diplomacy skill will come up a lot.


    I don't have the gunslinger deck or the boon. But I agree it would help the poor ranged weapon issue.


    This was specifically OA1 + UM which is why I said the weapon slot was a waste. But I guess even 1d6 +1 is decent if you are adding 1d12 +6.

    My main issue with UM Enora is an issue I have with all stat based games. I don't like characters that want to specialize in more then one thing.

    UM Enora is an Int based arcane caster so of course you want to increase her int. But she also has a power that uses her Charisma in combat.

    Sure I can just not use that or only use it when I lack combat spells but it feels like either a wasted power or incentive for me to try and level charisma along with intelligence.
    Her White Mage role also encourages boosting charisma.

    Rivani does have craft but UW has very few good spells.

    And this is for season 6 so no clue what skills will be useful.


    When the Core set comes out I was considering playing Rivani and adding the UM deck.
    But I notice Rivani and WotR Enora have similarities.

    Both have d12 Int die.
    Both have Arcane and Knowledge skills.

    Rivani can recharge a card to use Knowledge for many checks vs barriers.
    WotR Enora can use Knowledge for all checks vs barriers once she gains her Occularium Scholar role.

    Their deck lists are nearly identical to start with. Enora gets more max items while Rivani gets wasted feat options for weapons. But they both get 9 spells max.

    Rivani gets some location deck manipulation ability while Enora gets some durability with the ability to recharge spells from her discard pile.

    They will both have access to the same cards.

    Have any of you played either character? Any thoughts on which one to play?


    Putting in a request for Varril :)


    We had a cancellation for 10-09: The Rasping Rebirth (12 - 15 Classic) and it couldn't hurt to have an extra player or two.

    Current party consists of
    Bard Arcane Duelist (Banner of the Ancient Kings)
    Bard Lotus Geisha with some Duel-Cursed Oracle added in.
    Bard Dawnflower Dervish
    Cleric Negative Channeling worshiper of Zon-Kuthon

    So support and face skills for days.

    Outpost 2 signups.
    Game discussion.


    GM_Starson wrote:

    Just putting up a bump forALL FOR IMMORTALITY! HARD MODE! Though I'm guessing that a lot of the seekers are signing up for retrocon games?

    Already played it Hard Mode. Good luck. You'll need it.


    Blessing of the Gods in effect. Switching to Red Raven.

    Red Raven moves to the Bridge.

    Examine Bridge card 3. Potion of Healing. Switch to Aric.

    Aric disguises himself as an alchemist and borrows the potion.

    Bridge Card 3: Potion of Healing:

    Item B
    Traits: Alchemical Healing Liquid
    To Acquire: Intelligence Craft 5
    Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.

    craft 5 recharging Quick-Change Mask to use Diplomacy to acquire: 1d10 + 4 ⇒ (10) + 4 = 14

    Take 1 fire damage to keep it discarding Kukri. reset hand and end turn.

    Aric wrote:

    Hand: Psychic Detective, Stalking Armor, Potion of Healing aq, Mask of the Red Raven, Captain's Cutlass 1, Spring Blade +1,

    Displayed: Clockwork Spy,
    Deck: 8 Discard: 1 Buried: 0
    Notes: Location: Bridge
    Sideboard cards: Gambeson, Sharper, Captain's Cutlass 2,

    Skills and Powers:
    SKILLS

    Strength d6 [ ]+1 [ ]+2
    Dexterity d4 [ ] +1
    Constitution d6 [ ] +1 [ ] +2
    Intelligence d8 [ ] +1 [ ] +2 [ ] +3
    Knowledge: Intelligence +2
    Wisdom d8 [ ] +1 [ ] +2 [ ] +3
    Perception: Wisdom +2
    Charisma d10 [X] +1 [ ] +2 [ ] +3 [ ] +4
    Diplomacy: Charisma +3

    Favored Card: None
    Hand Size 6 [ ] 7
    Proficient with: None
    Powers:
    At the start of your turn ([X] or when you examine a card in a location deck), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
    When you would discard an ally that has Diplomacy in its check to acquire as damage ([ ] or for its power), you may instead recharge it.
    [ ] When you acquire a boon, you may examine the top card of your location deck.

    Bridge card #3 acquired.


    Valeros auto fails the stealth check. Forgotten Pharaoh Cultist isn't in the summoned banes sheet but they are on the wiki.

    Forgotten Pharaoh Cultist:

    Traits: Human Cultist Veteran
    Combat 10 Charisma/Diplomacy 7 to defeat.

    The difficulty to defeat is increased by twice the scenario's adventure deck number.

    If undefeated, examine all the cards in your location deck, then roll on the Scourge Table and shuffle the corresponding scourge into your location deck.

    If defeated, you may immediately attempt to close the location this henchman came from.

    Diplomacy 7 +6 recharging Candle of Comity, revealing Grazzle's Binder's Tome, Discarding my Blessing of Zon-Kuthon: 3d8 + 1d4 + 4 ⇒ (1, 6, 4) + (1) + 4 = 16

    Valeros wrote:

    Hand: Neferekhu, Blessing of the Midnight Lord, Stanching Buckler,

    Displayed:
    Deck: 9 Discard: 6 Buried: 0
    "Notes: Unless noted otherwise, use my cards as needed:
    Neferekhu: Reveal this card to add 2 dice to any Wisdom or Knowledge non-combat check by a character at your location, then succeed at a Diplomacy 8 check or suffer the scourge Curse of Withering.
    Blessing of the Midnight Lord: Discard this card to add 2 dice to any Constitution check or any check that has the Finesse trait. If it is your check, recharge this card instead.
    Location: Sulfur Pits"
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d10 [X]+1 [X]+2 [ ]+3 [ ]+4
    Melee: Strength +3
    Dexterity d6 [ ]+1 [ ]+2
    Constitution d8 [ ]+1 [ ]+2 [ ]+3
    Fortitude: Constitution +1
    Intelligence d6 [ ]+1
    Wisdom d4 [ ]+1 [ ]+2
    Charisma d8 [X]+1 [ ]+2 [ ]+3
    Diplomacy: Charisma +3

    Favored Card: Weapon or Ally
    Hand Size 4 [X]5
    Proficient with: Light Armors, Heavy Armors, Weapons
    Powers:
    Reveal an ally from your hand to add 1d6 ([X]+1) ([X]+2) to a combat check by another character at your location.
    When you would discard a weapon for its power, you may recharge it ([ ] or shuffle it into your deck) instead.


    Blessing of the Gods in effect.

    Aric surveys his surroundings paying close attention to a Bridge.
    Perception 5 +2 revealing Stalking Armor: 1d8 + 4 ⇒ (4) + 4 = 8
    Spotting a small shrine to Gorum. Blessing of Gorum

    However it is Red Raven who goes down to check the rest of the Observation Deck.

    End move step use RR's power to examine top of location deck. Skinsaw Ritual. Taking Blessing of the Spy from kit and adding Captain's Cutlass 2. Staying as RR and encountering it.

    Observation Deck Card 1: Skinsaw Ritual:

    Barrier 2
    Traits: Cultist Elite Skirmish
    To Defeat: None
    Each character at this location summons and encounters a Skinsaw Cultist henchman. Each character at this location must discard 1 card from the to of her deck for each undefeated cultist. Banish this card.

    Skinsaw Cultist:

    Henchman 2
    Type: Monster
    Traits: Cultist Human
    To Defeat: Combat 11
    If undefeated, shuffle to top card of the blessings deck into this location deck. If defeated, you may immediately attempt to close this location.

    combat 11 revealing Captain's Cutlass: 1d10 + 1d6 + 5 ⇒ (5) + (4) + 5 = 14

    Recharge Blessing of the Spy to examine top card of location deck. Card 2 Giant Gecko. Switch to Aric.

    Aric wrote:

    Hand: Quick-Change Mask, Stalking Armor, Kukri, Mask of the Red Raven, Captain's Cutlass 1, Spring Blade +1,

    Displayed: Clockwork Spy,
    Deck: 8 Discard: 0 Buried: 0
    Notes: Location: Observation Deck
    Sideboard cards: Gambeson, Sharper, Captain's Cutlass 2,

    Skills and Powers:
    SKILLS

    Strength d6 [ ]+1 [ ]+2
    Dexterity d4 [ ] +1
    Constitution d6 [ ] +1 [ ] +2
    Intelligence d8 [ ] +1 [ ] +2 [ ] +3
    Knowledge: Intelligence +2
    Wisdom d8 [ ] +1 [ ] +2 [ ] +3
    Perception: Wisdom +2
    Charisma d10 [X] +1 [ ] +2 [ ] +3 [ ] +4
    Diplomacy: Charisma +3

    Favored Card: None
    Hand Size 6 [ ] 7
    Proficient with: None
    Powers:
    At the start of your turn ([X] or when you examine a card in a location deck), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
    When you would discard an ally that has Diplomacy in its check to acquire as damage ([ ] or for its power), you may instead recharge it.
    [ ] When you acquire a boon, you may examine the top card of your location deck.

    Card 1 of Bridge examined. Blessing of Gorum (Blessing B)
    Card 1 of Observation Deck banished.
    Card 2 of Observation Deck examined. Giant Gecko (monster B)


    Retconing Valeros's fight vs the Thunder Lizard combat 13 recharging Lini's Blessing of the Elements: 2d10 + 5 ⇒ (10, 10) + 5 = 25

    Enemy defeated. Valeros still had to be decursed and end turn.


    Blessing of the Gods in effect.

    Aric peers from the Observation Deck at the Brig.

    Perception 5+2 revealing Stalking Armor: 1d8 + 4 ⇒ (4) + 4 = 8

    And sees Cryptic Runes (henchman 2).

    Replacing Sharper with Mask of the Red Raven.

    Observation Deck Card 1: Dogslicer:

    Weapon 1
    Traits: Basic Finesse Melee Piercing Sword
    To Acquire: Strength Melee 7
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6 and the Slashing trait. If any d6 rolled on this check is a 1, count it as 3, then discard this card. If you discard this card for its power and defeat a monster, you may examine the top card of your location deck; if it is a monster, you may encounter it.

    Aric has no desire to slice dogs right now. Auto fail.

    Recharge Blessing of the Ancients 1 to examine then possibly explore. Skeleton. Switching to Red Raven.

    Observation Deck Card 2: Skeleton:

    Monster B
    Traits: Basic Skeleton Undead
    To Defeat: Combat 8
    The Skeleton is immune to the Mental and Poison traits.
    If your check to defeat the Skeleton has either the Slashing or Piercing trait, the difficulty to defeat the Skeleton is increased by 3.

    The Red Raven arrives to fight off the Skeleton.

    combat 8 +3 recharging Korundo's Blessing of the Green Faith to add a die: 2d10 + 1d4 + 6 ⇒ (4, 10) + (2) + 6 = 22

    After defeating the skeleton he sends off a Clockwork Spy.

    Examine next card. Potion of Healing. Switching to Aric and exploring.

    Observation Deck Card 3: Potion of Healing:

    Item B
    Traits: Alchemical Healing Liquid
    To Acquire: Intelligence Craft 5
    Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.

    craft 5 recharging Blessing of the Ancients 2: 2d4 ⇒ (4, 2) = 6

    Adding Potion of Healing to Boon pile. Ending turn.

    Aric wrote:

    Hand: Quick-Change Mask, Stalking Armor, Captain's Cutlass 2, Mask of the Red Raven, Captain's Cutlass 1, Spring Blade +1,

    Displayed: Clockwork Spy,
    Deck: 8 Discard: 0 Buried: 0
    Notes: Location: Observation Deck
    Sideboard cards: Gambeson, Sharper, Blessing of the Spy,

    Skills and Powers:
    SKILLS

    Strength d6 [ ]+1 [ ]+2
    Dexterity d4 [ ] +1
    Constitution d6 [ ] +1 [ ] +2
    Intelligence d8 [ ] +1 [ ] +2 [ ] +3
    Knowledge: Intelligence +2
    Wisdom d8 [ ] +1 [ ] +2 [ ] +3
    Perception: Wisdom +2
    Charisma d10 [X] +1 [ ] +2 [ ] +3 [ ] +4
    Diplomacy: Charisma +3

    Favored Card: None
    Hand Size 6 [ ] 7
    Proficient with: None
    Powers:
    At the start of your turn ([X] or when you examine a card in a location deck), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
    When you would discard an ally that has Diplomacy in its check to acquire as damage ([ ] or for its power), you may instead recharge it.
    [ ] When you acquire a boon, you may examine the top card of your location deck.

    Korundo's BotGF recharged.
    Card 1 of Brig examined. Cryptic Runes (Henchman 2)
    Observation Deck cards 1 and 2 banished.
    Observation Deck card 3 (Item B) added to boon pile.


    Due to Sandstorm Roc's power Blessing of Pharasma is placed on bottom of deck shifting the blessings by 1. So Valeros gets Blessings Deck Card 6 Blessing of the Elements instead of Lini.

    Lightning Storm damage: 1d4 ⇒ 3 Discard Akhentepi's Armor to prevent 3 electricity damage.

    Shifting Dunes Card 2: Thunder Lizard:

    Monster 3
    Traits: Dragon Electricity
    To Defeat: Combat 13
    The Thunder Lizard is immune to the Electricity trait.
    Before you act, the Thunder Lizard deals 1d4 Electricity damage to each character at your location.

    yet more electricity damage: 1d4 ⇒ 4

    Valeros discards his hand and is afflicted with Curse of Fevered Dreams which Grazzle kindly uses Remove Curse to banish. Thunder Lizard is shuffled back into the location.

    Valeros wrote:

    Hand: Neferekhu, Blessing of the Midnight Lord, Blessing of Zon-Kuthon, Candle of Comity, Stanching Buckler,

    Displayed:
    Deck: 8 Discard: 5 Buried: 0
    "Notes: Unless noted otherwise, use my cards as needed:
    Neferekhu: Reveal this card to add 2 dice to any Wisdom or Knowledge non-combat check by a character at your location, then succeed at a Diplomacy 8 check or suffer the scourge Curse of Withering.
    Blessing of the Midnight Lord: Discard this card to add 2 dice to any Constitution check or any check that has the Finesse trait. If it is your check, recharge this card instead.
    Candle of Comity: Recharge this card to add 1d8 to a character at your location's Charisma or Diplomacy non-combat check.
    Blessing of Zon-Kuthon: Discard this card to add 2 dice to any Constitution check. Discard this card to add 2 dice to any check that has the Finesse trait. If it is your check, recharge this card instead.
    Location: Shifting Dunes"
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d10 [X]+1 [X]+2 [ ]+3 [ ]+4
    Melee: Strength +3
    Dexterity d6 [ ]+1 [ ]+2
    Constitution d8 [ ]+1 [ ]+2 [ ]+3
    Fortitude: Constitution +1
    Intelligence d6 [ ]+1
    Wisdom d4 [ ]+1 [ ]+2
    Charisma d8 [X]+1 [ ]+2 [ ]+3
    Diplomacy: Charisma +3

    Favored Card: Weapon or Ally
    Hand Size 4 [X]5
    Proficient with: Light Armors, Heavy Armors, Weapons
    Powers:
    Reveal an ally from your hand to add 1d6 ([X]+1) ([X]+2) to a combat check by another character at your location.
    When you would discard a weapon for its power, you may recharge it ([ ] or shuffle it into your deck) instead.

    Blessings shifted down by 1 due to Darago's fight with Sandstorm Roc.

    Card 2 of Shifting Dunes shuffled back into location.
    Recharged Grazzle's Remove Curse.


    Aric starting location Observation Deck. Replacing Masque with Sharper from last time. Taking Weapon 1 as upgrade because I doubt Seoni wants it. Replacing Rapier with Spring Blade +1.

    Aric wrote:

    Hand: Blessing of the Ancients 1, Stalking Armor, Blessing of the Ancients 2, Clockwork Spy, Spring Blade +1, Sharper,

    Displayed:
    Deck: 9 Discard: 0 Buried: 0
    "Notes: Blessing of the Ancients: Add 1 die, recharge if top of blessing deck is basic.
    Location: Observation Deck"
    Sideboard cards: Gambeson, Mask of the Red Raven, Blessing of the Spy,

    Skills and Powers:
    SKILLS

    Strength d6 [ ]+1 [ ]+2
    Dexterity d4 [ ] +1
    Constitution d6 [ ] +1 [ ] +2
    Intelligence d8 [ ] +1 [ ] +2 [ ] +3
    Knowledge: Intelligence +2
    Wisdom d8 [ ] +1 [ ] +2 [ ] +3
    Perception: Wisdom +2
    Charisma d10 [X] +1 [ ] +2 [ ] +3 [ ] +4
    Diplomacy: Charisma +3

    Favored Card: None
    Hand Size 6 [ ] 7
    Proficient with: None
    Powers:
    At the start of your turn ([X] or when you examine a card in a location deck), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
    When you would discard an ally that has Diplomacy in its check to acquire as damage ([ ] or for its power), you may instead recharge it.
    [ ] When you acquire a boon, you may examine the top card of your location deck.


    Continued. Examining Canyon card #1 Locked Passage. Switching to Aric and ending turn.

    Aric wrote:

    Hand: Thieves' Tools, Mask of the Red Raven, Psychic Detective, Blessing of the Ancients 1, Captain's Cutlass 2, Stalking Armor,

    Displayed:
    Deck: 7 Discard: 3 Buried: 0
    "Notes: Blessing of the Ancients: Add 1 die, recharge if top of blessing deck is basic.
    Location: Canyon"
    Sideboard cards: Gambeson, Rapier, Captain's Cutlass 1,

    Skills and Powers:
    SKILLS

    Strength d6 [ ]+1 [ ]+2
    Dexterity d4 [ ] +1
    Constitution d6 [ ] +1 [ ] +2
    Intelligence d8 [ ] +1 [ ] +2 [ ] +3
    Knowledge: Intelligence +2
    Wisdom d8 [ ] +1 [ ] +2 [ ] +3
    Perception: Wisdom +2
    Charisma d10 [X] +1 [ ] +2 [ ] +3 [ ] +4
    Diplomacy: Charisma +3

    Favored Card: None
    Hand Size 6 [ ] 7
    Proficient with: None
    Powers:
    At the start of your turn ([X] or when you examine a card in a location deck), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
    When you would discard an ally that has Diplomacy in its check to acquire as damage ([ ] or for its power), you may instead recharge it.
    [ ] When you acquire a boon, you may examine the top card of your location deck.

    Canyon card 1 is examined and is Locked Passage.


    Blessing of the Gods in effect. Beginning of turn switch to Red Raven Take Lookout from kit put Captain's Cutlass 1 in.

    A wave hits the Red Raven. acrobatics 11: 1d10 + 3 ⇒ (9) + 3 = 12
    He stands his ground.

    End move step examine top card of Warrens. Short sword. Staying as RR.

    Warrens Card 4: Short Sword +1:

    Weapon 1
    Traits: Finesse Magic Melee Piercing Sword
    To Acquire: Strength Melee 7
    For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

    Melee 7 Weapon invokes Finesse trait so rolling Melee:Dex +3: 1d10 + 4 ⇒ (7) + 4 = 11

    Recharge Lookout to examine top card of location. It comes back and reports the presence of Zhaleh Setat. Staying as RR.

    Discard Masque to explore.

    Warrens Card 5: Zhaleh Setat:

    Villain 2
    Type: Monster
    Traits: Outsider Elemental Janni Cold Veteran
    To Defeat: Combat 13 THEN Combat 15 OR Diplomacy 13
    Zhaleh Setat is immune to the Cold and Poison traits. The difficulty to defeat is increased by the scenario’s adventure deck number. If the check to defeat has the Fire trait, add 1 die.
    Before you act, recharge a weapon or spell, then examine the top card of your deck. If it is a weapon or spell, discard it; otherwise, draw it.

    random Monster #2 placed on top of: 1d4 ⇒ 3 Deeper Dungeons.

    BYA recharge Kukri. Draw Blessing of the Ancients 2. Enora is taking the second combat check. Will do Korundo's attempt to temp close in a moment.

    Combat 13 +2 recharging Blessing of the Ancients 2, revealing Short Sword +1. Discarding Short Sword +1: 2d10 + 2d6 + 5 ⇒ (3, 3) + (6, 5) + 5 = 22

    Villain defeated. Warrens closed.

    The Red Raven celebrates his victory by using a Compass to find his way to the rumored party at the Canyon.

    Pause.


    Valeros's turn. Blessing of Maat in effect.

    Valeros travels to Shifting Dunes.

    Shifting Dunes Card 1 (Telekinesis Trap): Telekinesis Trap:

    Barrier 2
    Traits: Trap Arcane Magic Elite
    To Defeat: Arcane Divine 12 OR Constitution Disable 9
    If undefeated, you are dealt 3 Combat damage; display this card next to its location deck. While displayed, characters at this location may not move, be moved, or explore. At the end of your turn, the Telekinesis Trap deals 1d4+1 Acid damage to you.
    At the end of your move step, succeed at a Strength, Dexterity, or Acrobatics 11 check to banish this card.

    constitution 9 recharging Blessing of the Midnight Lord: 3d8 ⇒ (3, 7, 5) = 15

    End turn.

    Valeros wrote:

    Hand: Hat of Glamour, Blessing of Maat, Menacing Backsword +1, Akhentepi's Armor, Shadowless Sword,

    Displayed:
    Deck: 9 Discard: 4 Buried: 0
    "Notes: Unless noted otherwise, use my cards as needed:
    Blessing of Maat: After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result., On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
    Location: Shifting Dunes"
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d10 [X]+1 [X]+2 [ ]+3 [ ]+4
    Melee: Strength +3
    Dexterity d6 [ ]+1 [ ]+2
    Constitution d8 [ ]+1 [ ]+2 [ ]+3
    Fortitude: Constitution +1
    Intelligence d6 [ ]+1
    Wisdom d4 [ ]+1 [ ]+2
    Charisma d8 [X]+1 [ ]+2 [ ]+3
    Diplomacy: Charisma +3

    Favored Card: Weapon or Ally
    Hand Size 4 [X]5
    Proficient with: Light Armors, Heavy Armors, Weapons
    Powers:
    Reveal an ally from your hand to add 1d6 ([X]+1) ([X]+2) to a combat check by another character at your location.
    When you would discard a weapon for its power, you may recharge it ([ ] or shuffle it into your deck) instead.


    Current form Red/Raven since that was the form I ended as last turn. Not switching to Aric yet.

    acrobatics 11: 1d10 + 3 ⇒ (1) + 3 = 4

    Red Raven is washed away to random location: 1d6 ⇒ 5 the Abattoir.

    Examine top card but it is already examined. Staying as RR.

    Abbatoir Card 1 (Goblin Raid): Goblin Raid:

    Barrier 1
    Traits: Basic Goblin Skirmish
    To Defeat: None
    Each character at an open location summons and encounters a Goblin Raider henchman; banish this card.

    Suddenly goblins are everywhere.

    Everyone must summon and fight a Goblin Raider.

    combat 8 revealing Rapier: 1d10 + 2d4 + 4 ⇒ (4) + (3, 2) + 4 = 13

    After beating the goblin the Red Raven rides Appleslayer to the Warrens.

    Discard Appleslayer to move to Warrens, examine top card, and explore if I want. Fiery Weapon spell.

    But for some reason Aric is the one to arrive.
    Switching to Aric. Replacing Rapier with Captain's Cutlass 1.

    Warrens Card 1: Fiery Weapon:

    Spell 1
    Traits: Arcane Divine Fire Magic
    To Acquire: Intelligence Arcane Wisdom Divine 6
    Discard this card to add 1d4 with the Fire trait to a combat check using a weapon.
    If you do not have either the Arcane or Divine skill, banish this card.
    Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    He tries to comprehend the writings on the scroll.
    Intelligence 6: 1d8 ⇒ 5 Banished.

    "Gibberish."

    Recharge Quick-Change Mask to recharge a random ally from discard pile. Standard Bearer. End turn as Aric.

    Aric wrote:

    Hand: Captain's Cutlass 1, Compass, Kukri, Masque, Captain's Cutlass 2, Stalking Armor,

    Displayed:
    Deck: 8 Discard: 1 Buried: 0
    Notes: Location: Warens
    Sideboard cards: Gambeson, Rapier, Lookout,

    Skills and Powers:
    SKILLS

    Strength d6 [ ]+1 [ ]+2
    Dexterity d4 [ ] +1
    Constitution d6 [ ] +1 [ ] +2
    Intelligence d8 [ ] +1 [ ] +2 [ ] +3
    Knowledge: Intelligence +2
    Wisdom d8 [ ] +1 [ ] +2 [ ] +3
    Perception: Wisdom +2
    Charisma d10 [X] +1 [ ] +2 [ ] +3 [ ] +4
    Diplomacy: Charisma +3

    Favored Card: None
    Hand Size 6 [ ] 7
    Proficient with: None
    Powers:
    At the start of your turn ([X] or when you examine a card in a location deck), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
    When you would discard an ally that has Diplomacy in its check to acquire as damage ([ ] or for its power), you may instead recharge it.
    [ ] When you acquire a boon, you may examine the top card of your location deck.

    Abbatoir Card 1 banished.

    Everyone (Just Seoni now) must summon and fight a Goblin Raider.

    Warrens card 1 banished.


    When Korundo encountered the Zombie random monster #1 got placed on another open location.

    location?: 1d6 ⇒ 3 Deeper Dungeons


    Botting Valeros. Blessing of Maat in effect.

    Veleros wears his Quick-Change Mask to confuse his visions in the mist.
    Perception 10 recharging Quick-Change Mask to make it Diplomacy instead and recharging Grazzle's Find Traps: 3d8 + 4 ⇒ (7, 3, 8) + 4 = 22

    Insanity Mist is banished.

    As the mist clears Valeros sticks to his plan to help a small child and travels to the Sulfur Pits.

    Sulfur Pits Card 1 (Burning Child): Burning Child:

    Monster 3
    Traits: Undead Fire
    To Defeat: Combat 16 OR Charisma 10
    The Burning Child is immune to the Fire, Mental, and Poison traits.
    If the check to defeat the Burning Child has the Cold trait, add 1d8.
    If defeated with a combat check, shuffle the Burning Child into a random other open location. If defeated with a Charisma check, you are dealt 1d4 Fire damage.

    charisma 10 recharging Darago's Blessing of the Elements: 2d8 + 4 ⇒ (3, 4) + 4 = 11

    fire dmg: 1d4 ⇒ 4 So much for Stanching Buckler.

    The child is at peace, But at what cost?

    Valeros wrote:

    Hand: Hat of Glamour, Blessing of Maat, Menacing Backsword +1, Akhentepi's Armor, Blessing of the Midnight Lord,

    Displayed:
    Deck: 9 Discard: 4 Buried: 0
    "Notes: Unless noted otherwise, use my cards as needed:
    Blessing of Maat: After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result., On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
    Blessing of the Midnight Lord: Discard this card to add 2 dice to any Constitution check or any check that has the Finesse trait. If it is your check, recharge this card instead.
    Location: Sulfur Pits"
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d10 [X]+1 [X]+2 [ ]+3 [ ]+4
    Melee: Strength +3
    Dexterity d6 [ ]+1 [ ]+2
    Constitution d8 [ ]+1 [ ]+2 [ ]+3
    Fortitude: Constitution +1
    Intelligence d6 [ ]+1
    Wisdom d4 [ ]+1 [ ]+2
    Charisma d8 [X]+1 [ ]+2 [ ]+3
    Diplomacy: Charisma +3

    Favored Card: Weapon or Ally
    Hand Size 4 [X]5
    Proficient with: Light Armors, Heavy Armors, Weapons
    Powers:
    Reveal an ally from your hand to add 1d6 ([X]+1) ([X]+2) to a combat check by another character at your location.
    When you would discard a weapon for its power, you may recharge it ([ ] or shuffle it into your deck) instead.

    Insanity Mist banished.
    Grazzle's Find Traps recharged.
    Darago's Blessing of the Elements recharged.
    Sulfur Pits card 1 Burning Child banished.


    As Aric

    Starting location Warrens.

    Aric wrote:

    Hand: Clockwork Spy, Appleslayer, Rapier, Lookout, Blessing of the Spy, Gambeson,

    Displayed:
    Deck: 9 Discard: 0 Buried: 0
    "Notes: Location: Mill
    Blessing of the Ancients
    Blessing of Lamashtu - bury to add +2 dice to defeat monster"
    Sideboard cards: Quick-Change Mask, Captain's Cutlass 1, Stalking Armor,

    Skills and Powers:
    SKILLS

    Strength d6 [ ]+1 [ ]+2
    Dexterity d4 [ ] +1
    Constitution d6 [ ] +1 [ ] +2
    Intelligence d8 [ ] +1 [ ] +2 [ ] +3
    Knowledge: Intelligence +2
    Wisdom d8 [ ] +1 [ ] +2 [ ] +3
    Perception: Wisdom +2
    Charisma d10 [X] +1 [ ] +2 [ ] +3 [ ] +4
    Diplomacy: Charisma +3

    Favored Card: None
    Hand Size 6 [ ] 7
    Proficient with: None
    Powers:
    At the start of your turn ([X] or when you examine a card in a location deck), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
    When you would discard an ally that has Diplomacy in its check to acquire as damage ([ ] or for its power), you may instead recharge it.
    [ ] When you acquire a boon, you may examine the top card of your location deck.

    Start of turn Aric wanders off and Red Raven wanders back. Put Gambeson in kit and take Quick-Change Mask.

    The Red Raven wrote:

    Hand: Clockwork Spy, Appleslayer, Rapier, Lookout, Blessing of the Spy, Quick-Change Mask,

    Displayed:
    Deck: 9 Discard: 0 Buried: 0
    "Notes: Location: Mill
    Blessing of the Ancients
    Blessing of Lamashtu - bury to add +2 dice to defeat monster"
    Sideboard cards: Gambeson, Captain's Cutlass 1, Stalking Armor,

    Skills and Powers:
    SKILLS

    Strength d6 [ ]+1 [ ]+2
    Dexterity d10 [X] +1 [ ] +2 [ ] +3 [ ] +4
    Acrobatics: Dexterity +2
    Stealth: Dexterity +2
    Constitution d6 [ ] +1 [ ] +2
    Intelligence d8 [ ] +1 [ ] +2 [ ] +3
    Wisdom d8 [ ] +1 [ ] +2 [ ] +3
    Perception: Wisdom +2
    Charisma d4 [ ] +1

    Favored Card: None
    Hand Size 4 [ ] 5
    Proficient with: Light Armors // Weapons
    Powers:
    At the start of your turn ([X] or when you examine a card in a location deck), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
    On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
    At the end of your move step ([ ] or turn), you may examine the top card of your location deck. ([ ] If it is a monster, you may encounter it.)

    acrobatics 11: 1d10 + 3 ⇒ (9) + 3 = 12

    The Red Raven resists the onrushing tide then surveys the area.
    At end of move step examine top card of my location. Standard Bearer.

    Red Raven wanders off to tell his friend Aric of this new friend.

    Switch to Aric and replace Lookout with Stalking Armor.

    Warrens Card 1: Standard Bearer:

    Ally B
    Traits: Basic Human
    To Acquire: Constitution 7 OR Charisma Diplomacy 6
    Recharge this card to add 1d6 to your noncombat Strength or Constitution check.
    Discard this card to explore your location.

    diplomacy 6: 1d10 + 3 ⇒ (10) + 3 = 13

    As they chat a Clockwork Spy does it's thing.

    Display Clockwork Spy to examine top card of location and maybe explore. Short Sword.

    Warrens Card 2: Short Sword:

    Weapon B
    Traits: Basic Finesse Melee Piercing Sword
    To Acquire: Strength Melee 4
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

    Aric checks out the weapon but leaves it alone. banish it.

    Recharge Blessing of the Spy to examine top card of Warrens. Zombie. Red Raven comes back.

    Discard Standard Bearer to explore.

    Warrens Card 3: Zombie:

    Monster B
    Traits: Basic Undead Zombie
    To Defeat: Combat 9
    The Zombie is immune to the Mental and Poison traits.
    Halve the damage dealt by the Zombie (rounding up).
    If undefeated, each other character at this location summons and encounters a Zombie.

    Red Raven fends off a zombie with his Rapier.

    combat 9 using Rapier, banishing Clockwork Spy to add 1d6: 1d10 + 1d6 + 4 ⇒ (10) + (3) + 4 = 17

    Red Raven celebrates his voictory.

    End turn.

    The Red Raven wrote:

    Hand: Appleslayer, Rapier, Stalking Armor, Quick-Change Mask,

    Displayed:
    Deck: 10 Discard: 1 Buried: 0
    Notes: Location: Warens
    Sideboard cards: Gambeson, Captain's Cutlass 1, Lookout,

    Skills and Powers:
    SKILLS

    Strength d6 [ ]+1 [ ]+2
    Dexterity d10 [X] +1 [ ] +2 [ ] +3 [ ] +4
    Acrobatics: Dexterity +2
    Stealth: Dexterity +2
    Constitution d6 [ ] +1 [ ] +2
    Intelligence d8 [ ] +1 [ ] +2 [ ] +3
    Wisdom d8 [ ] +1 [ ] +2 [ ] +3
    Perception: Wisdom +2
    Charisma d4 [ ] +1

    Favored Card: None
    Hand Size 4 [ ] 5
    Proficient with: Light Armors // Weapons
    Powers:
    At the start of your turn ([X] or when you examine a card in a location deck), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
    On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
    At the end of your move step ([ ] or turn), you may examine the top card of your location deck. ([ ] If it is a monster, you may encounter it.)


    You picked who you want to play already but I'm undecided. We are low on healing but my oracle isn't healing focused so not much I can do about that. We have a ranger so my hunter won't be needed for the skills.
    It is a question of more ranged dmg + good at traps vs lots of melee dmg.


    Hmm. More melee.

    @Urien Your link leads to a pic of your mini. So other then you are an archer bard what do you do?

    I'm wondering if a second archer who is good with traps might be better for party balance then a 4th melee character.


    I have 3 options in or near tier.

    1. lvl 9 Duel Cursed Lunar Oracle. General buffing and debuffing. Has good diplomacy. Not much of a healer.

    2. Level 9 archery focused Slayer with Trapspotter and is good at disabling traps.

    3. Level 8 mounted Hunter. Him and his rhino do Broken Wing Gambit/Fortuitous aoo shenanigans. High damage and very mobile but squishy.

    I have played this in Core.


    Strongly considering starting a new character. Mazner.

    Druid so wisdom based divine caster with the Survival skill.
    I'll be including Ultimate Wilderness so he will have a couple of weapons that use his Survival skill in combat as backup to his spellcasting.

    Priority upgrades will be Weapon 1 then ally 1.

    Mazner's main bonus is that he reveals an animal ally to add 1d4 to any check by a character at his location.

    His main drawback is no favored card type. So a bad opening hand can be painful.


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    We could also just create new roles. Vanguard could have an ability that is used during the Engineering phase and boosts shields or the ships AC.


    1 person marked this as a favorite.
    Quote:

    Painful Injection (Ex)

    When you hit an enemy with a weapon with the injection weapon special property, you can cause pain in that creature’s muscles (or their equivalent). The target takes an amount of additional damage equal to half your key ability score modifier (minimum 1). If you hit an enemy multiple times with a weapon with the injection special property, this damage does not stack, although a creature could be affected by multiple biohackers’ painful injections.

    So is this supposed to only deal the extra damage once per round or once per target period?


    So my 2 cents based on what I've read so far.

    1. Int based over Wis based by far. You get more skills, Most of your skills are int based anyway, you add your Int bonus to all of your wisdom based class skills and your Will saves.
    While Wis focused gets a bonus to some of your int skills. Spark of Ingenuity doesn't seem to be a deciding factor.

    2. Injection Expert giving you the Weapon Focus effect while stacking with Weapon Focus is probably not intended.

    I am amused at the combat options available. Sample build.
    Level 9 with 22 Int and 20 Dex due to a Mark 1 and Mark 2 augment.

    Using Conserving Injector Pistol, Poacher (2d6 dmg ammo/usage 21/1 range 60)
    BAB of +6, Injection Expert +2, Weapon Focus +2, Dex +5.

    So +15 to hit.

    Painful Injection adds 3 damage and Arms Expert adds your full level instead of half your level to damage.
    So +15 to hit for 2d6 +12 dmg and a debuff of your choice with no save.
    If you miss the Conserving kicks in and you keep the injection dart.

    Actually, That isn't that great really. 20 damage on top of debuffs is nice and all but at that tier you are facing enemies with 100+ health.

    3. Your scanner can be put pretty much anywhere on or in your body but counts as a basic medkit. I have no idea how you are storing bandages in say your eyes. If it is in your lungs do you treat deadly wounds via heavy breathing?

    4. While they get a lot of skills. Studious anyway. I agree they are not actually good at any of them. A bonus to Life Science and/or Physical Science seems in order. Sure it makes their scanner better but they have to spend a move action and for most of their career be relatively close to do it.

    5. Counteragents seem much better then Restoratives. Best Counteragents: All of the basic ones are good, Sicken, Fatigued, Off-Target, Confused.
    Best Restoratives: +2 enhancement bonus to skills, Blindsense 30ft, melee enemies get -2 to hit them.

    It is a shame that the only field of study with an entry on both lists, Toxicology, is a poison effect.

    I'll have more when I actually play one but that won't be until the day before the playtest ends.


    BR AAUGHWHY wrote:

    Bigguyinblack, Tcolmaster, Ira Kroll, Akaitora, and PinesAwait: Please report for your assignment.

    Bring your swimsuits and knitting needles! It's Season of Tapestry's Tides! I've gotten a couple requests for this season, I hope that's ok with everyone! :)

    Hazzah! Thank you.


    I suppose it is possible to be both box runner and player but no, I was hoping someone wise in the ways of box running would start it up. I don't own any of the base sets anyway.


    With the special nearing it's end many tables that were on pause will start up again. But I imagine the special attracted a few new players so I'm wondering if there is interest in starting up a run of Season 5: Season of Tapestry's Tides?

    Or if there is concern that it will take too long for all of the season 5 adventures to come out, Maybe Season 0: Season of the Shackles instead.

    I would probably play Maznar (DCD + UW)


    The more I think about it the more I'm liking Ukuja over Korundo.
    The skills are pretty much the same.Ukuja has a d10 wisdom instead of d8 but +2 divine instead of +3. Ukuja can go up to +4 wisdom while Korundo only goes up to +3. Ukuja has less starting and max spells but other then a couple of the later aspects there are few spells I want.

    Ukuja doesn't get an innate combat ability but he starts with 4 weapons and can choose weapon or ally as his starting favored card.

    Ukuja has a larger starting hand size.

    Ukuja gets to use 2 cohorts.

    Ukuja can recharge a random card with the animal trait at the end of his turn. That is allies discarded to explore and maybe an Aspect spell.

    A quick check of my weapon options shows Hatchet, Terbutje x2, and Light Crossbow has me covered for starting weapons.

    The only big drawback is only 1 item instead of 3 but I think it is a fair tradeoff. And I suspect having a player at the table who wants more weapon upgrades and less item upgrades is not a bad thing.


    All right. Korundu it is.

    Going to run Long Spear over Hatchet.

    These would be the upgrades I'm looking for in approximate order of interest.

    1. Wendifisa Spear Weapon B
    2. Fire Gecko Ally 1
    3. Raven Ally 1
    4. Wintervine Item 1
    5. Blessing of Milani Blessing B
    6. Charm Animal Spell 1


    Korundu deck would look like this.

    1. Hatchet
    2. Cure
    3. Call Animal
    4. Elemental Treaty
    5. Crocodile Skin Armor
    6. Desna's Star
    7. Cloud Puff
    8. Amulet of Mighty Fists
    9. Dwarf Caiman
    10. Crow
    11. Dog
    12. Koala
    13. Blessing of the Green Faith
    14. Blessing of the Green Faith
    15. Blessing of the Elements

    I think the amulet of Mighty Fists works since my reveal power isn't a weapon and doesn't add the attack trait.


    Actually. RotR Lini does not combo well with UW. She gains access to some nice weapons but she would have to take a card feat to add a weapon to her deck.
    She has a lot of slots for spells but neither the Druid CD or UW have a lot of good spells.

    So never mind Lini. And Zova seems to be very similar to Korundo except she can't heal.

    So I'll narrow the vote down to Mazner or Korundo.


    On reflection, 4 of the last 5 characters I have played have been Oracles. I want to try something new. I ordered Ultimate Wilderness and the Hunter class deck. I'll let you vote on what I play from the following options.

    1. The road not taken. My only non oracle character is RotR Lini with UM because I didn't want to wait for UW to come out. I don't regret the choice but I do wonder how the alternate build (Druid CD + UW) would work out.

    2. Boon companion indeed. Mazner (Druid CD + UW). Mazner has 2 main abilities. He can skip his first explore and bury a card to heal someone at his location for 1d4 [ ] +1. And he can reveal an animal ally to add 1d4 to any check made by a character at his location.

    3. Playing with the new cards A. Of the 3 Hunters Korundo (Hunter CD + UW) looks the most interesting to me. He reveals an animal to use his Survival skill for combat and adds some bonuses to it. Giving me all kinds of incentives to increase his Wisdom.

    4. Playing with the new cards B. Zova (UW + Hunter CD) Uses animals to add her Survival skill to all physical checks including Combat.

    Note that the first 3 options will have 1 cure in the deck. Maybe 2 if we replay the first scenario to grant some of us access to the Sunburst Market. But Zova isn't a regular spellcaster so won't have Cures.


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    I mentioned that I am considering starting a new character and EmpTyger clued me in that you may be recruiting after the special ends.

    Of the options I want to play it looks like Alahazra might fit in well.

    Either CD or S&S version.

    I would have to play catchup but I'm okay with that if you all are. I'll keep an eye on this thread. Let me know. I'm a pretty active player and have a halfway decent grasp of the rules.


    GM Z..D.. wrote:

    Opening up my table for 9-00 Assault on Absalom (tier 10-11).

    Will the following player/character report in HERE

    Saashaa aka Professor
    Fedora Ferret aka Teddy

    There are still four open slots at my table. Please reserve your spot at the Gameday Special Sign Up sheet. The follow the link on the spread sheet to my table.

    Things I think we have covered: Healing, Traps, knowledges

    Things we don't have covered afaik: Swarms, social skills, ranged dmg,

    The ability to cast a long duration Mage Armor would be a bonus.


    Well the other players seem to be ninja and tbd. I want to get a little more idea what the other players will be. Meanwhile I'll start updating my profile for all 3 options so that I'll be ready in time.


    No room at the 7-8 table so I'll risk playing here. 3 options in/near tier.

    1. Level 10 bomb throwing alchemist. We seem to have this covered.

    2. Level 9 Duel Cursed Lunar Oracle with a tiger. Does some buffs, some debuffs, not much of a healer. Good at Diplomacy.

    3. Unchained Monk 9. Unarmed focused, decently tanky, has a Holy aomf, Good at Disable Device.


    It works. Not having a hand free can cause some issues but you can flank or feint to cause the enemy to be flatfooted and buy Doubling Rings so the second weapon just needs to be the same quality to be treated as magic.

    I posted about it here.

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