Dinketry is using Core deck building rules so here are some interesting deck tips for new players and potentially veteran players as well. Some older decks had cards at rarity B. When building your initial deck you may include any tier 0 boons from your deck boxes and that includes those B rarity cards. If a card in your deck has a Core or Curse of the Crimson Throne version with the same name up to your current tier you may swap it with that card. Some examples:
Earthbreaker is a tier 0 weapon in the Ultimate Combat deck box but since you start as a tier 1 character you can choose to run the tier 1 Earthbreaker (Core) in your starting deck. Belt of Physical Might is a tier 5 or 6 boon in several decks. If you are playing one of those decks you may use an item 4 upgrade to put Belt of Physical Might (Core) in your deck.
Thank you for the invite! Hmm. A 6 player table means we will have a lot of locations to close but will average 5 turns each at most. So extra explores or encounters are very useful. Healing less so though my only ACG death was early at a 6 player table. Old sets started with a lot of level 0 blessings and the rules for removing cards left a lot of tier 0 boons behind so upgrades will be harder to come by. with that in mind here are some character ideas I'm considering. Core Ezren is an explore machine but I'm already playing him at another table I don't want to play him here. (Oracle) S&S Alahazra's Stargazer role can recharge divine cards to examine the top card of locations and with her role if they are boons she can encounter them.
(Paladin) Raz's Fair Trader role allows acquired cards to be replaced with random cards of the same type allowing better overall boon quality. But that ability doesn't kick in until late tiers. He is good at acquiring boons. (Alchemist) Mother Myrtle is a very good Arcane and Divine caster and is good with utility Alchemical items. Her Reanimator role lets her retrieve cards from her discard pile or even deck when a local monster is defeated. Frankly she may be too powerful but she is potentially a great support character. All 3 of them will have at least some healing. If anyone has thoughts on which one I should play let me know. Otherwise I'll pick once more players have decided what they will play.
Huh. Nearly a year since a new open game was announced. Alas I have never been much of a box runner. But one of my games just ended and another is close. Maybe someone has the bandwidth to run something a bit... challenging. Season 1 which is Wrath of the Righteous. Legendary difficulty. 6 players. Maybe a pipe dream but no harm in putting out feelers. Let me know if you would be interested in playing and or running this. Note this is WotR under Core rules. If you have never had a character die before here is your chance.
#5-07 A Pathfinder Society Scenario designed for levels 5–9. Few are as adept at fighting demons as the Riftwardens, an organization of spellcasters dedicated to protecting the boundaries between the planes. Many are already committed to the Fifth Crusade in Mendev and are unable to assist the Pathfinders directly in the society’s upcoming expedition into the Worldwound, but if the Pathfinders assist the Riftwardens elsewhere, perhaps a small number of the mages might be free to return the favor. Unfortunately, this means entering the godless nation Rahadoum, where several Riftwardens have recently disappeared. Content in "Port Godless" also contributes directly to the ongoing storylines of the Cheliax, Osirion, and Qadira factions.
Zadenar Fumbus wrote:
Fumbus is odd in the fact that he has the Arcane skill but doesn't start with Arcane Proficiency. But he can use Arcane attack spells and even gain full Arcane proficiency with Boomshaker so the Arcane adventure pack seems good. And technically the ownership requirements have been waived due to Covid so even if you don't own the Alchemist class deck it could be used. The Ranged adventure pack gives you some nice weapons and Belt of Physical Might. I'm a big fan of the Occult adventure pack because it has Headband of Mental Superiority, Nightspear, and a couple of great blessings.
You should be fine whatever you pick. The Alchemy pack has a bit of everything you need so the rest is just improving on it.
Welcome to PbP ison. You may note that in the post directly above you they are looking for another player for Boomtown Betrayal. A short adventure for level 1 characters. The signup link for it is here.
Ison Stormgale wrote:
Welcome to PbP! I'm sure you will have fun but this particular adventure is for the card game. If you want to play the Pathfinder 2E RPG look for a game here.
As with anything on PbP we just need a GM and players. GM ??? Players
We could either do a PFS sanctioned AP (I did part 6 of Jade Regent but haven't played any of the others.) or we could pick some modules to do. Here is a link to what I have played. We might want a rule that if anyone goes the Nature Soul - Animal Ally - Boon Companion route the AC has to take at least 1 rank of Perform.
Ghostbane Dirge is a bard spell. And Arcane Duelist provides another alternate option to Inspire Courage with Bladethirst increasing the enhancement bonus of weapons or even adding properties such as Ghost Touch. Aoe is a problem for Bards. Both the lack of it and a lack of good defenses against it. I would say this belongs in a theorycraft section but we don't really have one of those.
Adding low level evocation spells to your arrows with Arrowsong minstrel isn't that useful in the long run. The static luck bonus from Archaeologist Luck ability increases the attack and damage. Plus adds to other rolls. And per RAW it work's with Lingering Performance. Plus it gets bonuses to Perception and Disable and can even take the Trap Spotter rogue talent. Actually since Lingering Performance lets them extend the # of rounds the effect lasts in combat they can use the ability outside of combat when dealing with traps or using Bardic Knowledge without running out of rounds. I prefer helping the whole party which is why I never played one but if I knew someone else had Inspire Courage covered I would be happy to have an Archaeologist in the party.
The key is archetypes that alter Inspire Courage. You have 1 bard that does the basic Inspire Courage. Maybe with the Flagbearer feat and saving up for Banner of the Ancient Kings. Archaeologist with Fate's Favored trait as the party archer and trap spotter/disabler. There are 66 more PFS legal archetypes for Bard so presumably at least 4 of them have altered Inspire Courage. You probably want one that has high int for good Bardic Knowledge. There might be one that lets you take some of the better Clerical healing spells. Maybe one that makes a good frontliner and/or helps with a full animal companion. It's doable.
I have a few options for this. Hunter 9: Mounted on a narrow frame rhino. Lots of aoos via Broken Wing Gambit.
@ Corbrae Illynel If you want to play the Rogue (I think you'll have to slow track at least twice) go ahead. But 2 levels of Rogue for my fighter archer plan should cover us pretty well. Build looks sort of like this. Level 1 Half-Elf Fighter.
Level 2 Fighter again taking Rapid Shot. Will also upgrade to a composite longbow +2 Str Level 3 Rogue. Will have max ranks in perception and Disable Device.
So +12 to Perception +1 to detect traps, +13 to Disable Device +2 from masterwork tool +1 for traps. Level 4 I'll take another level of Rogue and get Trapspotter. Having evasion with my archer is no bad thing. And I'll be pretty good at spotting and disabling traps. More so if buffed with say Heroism :)
I had to double check. Ruins of Bonekeep, Level One: The Silent Grave
Ruins of Bonekeep Level 2: Maze of the Mind Slave
Ruins of Bonekeep Level 3: The Wakening Tomb
My only level 7 core character is my Wizard and I can't find my folder for them so looks like no Bonekeep for me.
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