Lieutentant Pavo Voc

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Thanks for helping me clear that up. The 1d4 seems a bit poor then really. I'm struggling with a lot of Imrijka's combat checks.


I was wondering - can Imrijka's power "You may recharge a card that has the Divine or Ranged trait to add 1d4 and the Divine and Magic traits to your check against a monster" be used more than once on the same check?


skizzerz wrote:
Chimpy wrote:
I just had the issue on Vengeance at Sundered Crag where the Villain, (Thurl&Inhaz) were in Aybssal Rift somewhere (the other 2 locations were closed after the villain escaped), and I defeated the henchmen (Unfettered Eidolon) at the rift. Normally at a location I would do the check to close the location, and if I did so, clear the location apart from the Villain. What happens in this case? The location was on it's flipped side.
The way I would play it is (I think) the same way Mawgrim described it above -- regardless of which side Abyssal Rift is on you can never permanently close it by defeating a henchman which means you can never clear out the location deck of non-villain cards by defeating a henchman. You'll have to just keep burning through the location deck until you hit the villain, and hope that when you do finally encounter the villain that the card is on the flipped (non-Abyssal) side.

Yeah that's what I figured. It takes a bit of tricky logic to work through, though!


I just had the issue on Vengeance at Sundered Crag where the Villain, (Thurl&Inhaz) were in Aybssal Rift somewhere (the other 2 locations were closed after the villain escaped), and I defeated the henchmen (Unfettered Eidolon) at the rift. Normally at a location I would do the check to close the location, and if I did so, clear the location apart from the Villain. What happens in this case? The location was on it's flipped side.


OK so if I fail the check against the demonling, I move randomly (possibly to the same location), continue to make a check against the Adept, but regardless of the result of that check, she is undefeated anyway and gets shuffled back in. I think I got it :p

Thanks


I've had a situation come up in WotR where my character encountered the henchman Blackfire Adept. I summoned a servitor demon Demonling, which I failed the combat check against. I took the damage and then randomly moved to a different location.

Do I still make the check to defeat against the Blackfire Adept? I'm guessing not, and that the Blackfire Adept gets shuffled back into the original location, but I'm a little unsure.


Yeah I just spotted it in the rulebook as well after missing that paragraph first time I read it. Thanks!


What happens to a displayed card (e.g. cohort Leryn) at the end of a turn? Does it just stay out, and the hand is reset up to it's normal size?

I've been recharging a card to put it back into my hand before the end of each turn but actually now I think this is unnecessary perhaps?

Thanks


Adowyn and Alain are doing quite well for me although I've only done the first few scenarios with them yet.


My copy of WotR seems fine.

I had a problem in RotR where some US printed expansion packs had lighter backs from the China printed ones, but from what you are saying it's with cards from the same base set?


I'm having a blocker on the 4th scenario of WotR base adventure - Traitor's Lodge. My character - Alain - doesn't have any magic weapons yet, and yet both the villain and one of the henchmen requires magic to defeat. Although I can acquire the sacred prism, this only really helps on one check, because it gets recharged after use.

Does anyone have any suggestions?


Sounds like I'm not the only one struggling with the base set on wrath then!


Not played Wrath of the Righteous much (only just got it) but have played Rise of the Runelords a lot. I would say get to know your characters weaknesses and choose allies and items that plug those holes.

I think it also takes a few tries to understand how your character works.


Vic Wertz wrote:
You gotta take care of your horse. You'll notice his Lancer role has a power that can help with that.

Explosive runes wiped my hand. So I meant the horse got discarded, not banished. Apologies for confusion!


Troymk1 wrote:
Once he gets a lance his first explore packs A LOT of punch

Been trying him out, but have found once Alain loses his cohort horse Donohan he struggles. Very susceptible to troublesome barriers.

On a general note, WotR seems a little harder than RotR. I've not played SaS but the target numbers seem somewhat higher in general than the first game.


I thought Alain is meant to be the best solo character in WotR?


Unlucky!! haha


Obviously you're free to play it how you wish, but I think playing a blessing to add an extra die after a check would make the game too easy. Losing sometimes makes the winning that much sweeter :-)


After getting experienced with the game and playing it a lot, I take my original statement back. It's not harder at all. It's just some classes work better solo or in pairs. And it's also a game about knowing when to use a card, and what kind of cards to aim for. For example with the cleric, taking all offensive spells rather than cures I find helps a lot, and getting weapon proficiency ASAP makes life a heck of a lot easier.

(Still loving it!)


Also bear in mind that the villain & henchmen will sometimes be near the top, or near the bottom, of the location. On average over many plays (a loose term) the villain/henchmen will be halfway down the location, which means that with 6 players, it will, on average, take 5 * 8 = 40 explores, which isn't so bad, and should be do-able using explore-again mechanics.

For a single player game, on average, it will only take 15 explores to encounter all the villains and henchmen. But I guess in single player there are more failures, so it takes longer.

Paizo have balanced it pretty well I think.


I'm sure this has been asked 100 times before, but will these packs be compatible with Skull & Shackles as well as RotR?


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You're assuming people reading this forum are males with female partners ;-)

For what it's worth, I play it with my housemate and we are both into RPGs, but he is less into card games than I am, but we both love PACG.


My Character Add On Pack cards are a lighter tone, it's quite annoying.


The backs of the cards on my character add-on pack are noticeably lighter than the other cards. I wonder if they are second printing ones then.


I have completed Adventures 1 & 2 solo with Merisiel. Haven't had too many times I've had to bail out. I've given her heavy crossbows and this makes most combat less challenging. She has problems with wisdom and intelligence checks to close locations. I've picked items and allies that help with those kind of checks.


I do struggle with Dexterity checks on my Cleric too. Trying to get some blessings or allies to help but they never seem to appear.


After a bit more playing, I am finding it easier (but still challenging). I think I was recharging or discarding cards when it wasn't worth it so I didn't have them when I really needed them. Choosing when to use a card seems to be the key to success.

I think I had a run of bad luck on my earlier scenarios. Better/more shuffling perhaps!

Yes I concur - I think Brigadoom is one of the hardest scenarios I've done. Trouble in Sandpoint/Glassworks is worse though, that's just horrific.


I usually do an overhand shuffle, a stack and then a couple of cuts. Seems to work pretty well. Habit from Magic the Gathering :p


I'm considering getting a bunch of friends round to play PACG and I'm sure they'll love it, but I'm curious as to what happens to the game when there are 5 or 6 players. There are still just 30 cards in the blessings deck, right? With 6 players, there are potentially 80 cards to get through. Surely even using cards to explore, it's very hard to complete a scenario without the clock running out?


For those people that have played the card game a lot and know its ins-and-outs, I was wondering what advice and recommendations you would give to newb player who wants to play the cleric in the base set? Things such as what spells to pick, when to use a blessing, how to get dice pools large enough in combat, what items are useful to have, that kind of thing.


Thanks for the feedback. I'll have a look for some videos when I have a bit more time.

Question: I thought in order to use thieves tools the character had to be trained in Disable?

I think one of the most annoying things for me was when I was trying to close a location after I failed to close it after the henchman turned up. I was playing the barbarian and there was a Spectre and a Ghost I couldn't defeat as I had nothing magical.

Another question: if I'm playing a scenario and it's not going well - can I bail out and keep the items I've already acquired?


I got the pathfinder card game a couple of days ago and have really enjoyed playing it but I am struggling to get past the first scenario.

The first time I played the cleric and my friend played the monk. The henchmen and the villain were near the bottom of each location and the blessing deck ran out. I found the cleric frustrating since its melee attack was so poor and it didn't seem to have enough offensive spells.

The next time I played the bard and my friend played the wizard. The bard died because I kept having to switch my offensive spells out for the cure spell (on myself), and had nothing to attack monsters with, so my hand of 6 cards kept getting wiped out. The wizard made it to the end.

I then tried a barbarian solo. Vs. monsters was easier but I had nothing against traps, and those, along with a couple of low rolls against monsters, killed my barbarian. Twice.

It just seems that a couple of missed rolls against monsters will end the game. Using blessings and discarding weapons for the extra die helps, but doing that burns through cards too fast.

Am I missing something because I have seen many posts saying how easy the game is and I'm not finding that at all.

Race

male aquatic elf arcanist (occultist) 1 | HP 9/9, arcane pool 3/4 | AC 13, T 13, FF 10 | F +2, R +3, W +3 (+2 vs enchantment; immune to sleep) | CMB +0, CMD 13 | Spd 30', Swim 30' | Perc +3 | Init +5

About Erimis

ERIMIS
male aquatic elf arcanist 1 (occultist)
neutral good medium humanoid (elf, aquatic)

Init +5; Senses low-light vision; Perception +3

DEFENSE
AC
13, touch 13, flat-footed 10 (+3 dex)
HP 9 (1d6 +2 Con +1 FC)
Fort +2, Ref +3, Will +3
Special Defenses immune to sleep, +2 saves vs enchantment

OFFENSE
Speed
30 feet, swim 30 feet
Melee trident (1d8, 10’ range, brace, P) or cold iron dagger (1d4, 19-20/x2, 10’ range, P or S) or club (1d6, 10’ range, B)
Ranged trident (1d8, 10’ range, brace, P) or cold iron dagger (1d4, 19-20/x2, 10’ range, P or S) or club (1d6, 10’ range, B)
Special Attacks summon monster I (1 arcane point, standard action, duration 1 min), arcane reservoir 3/4, consume spells 1/day

STATISTICS
Str
11 (+0), Dex 17 (+3), Con 14 (+2), Int 18 (+4), Wis 13 (+1), Cha 11 (+0)
BAB +0, CMB +0, CMD 13

Feats
Spell Focus (Conjuration):
Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.

Traits
Pragmatic Activator:
You may use your Intelligence modifier when making Use Magic Device checks instead of your Charisma modifier.
Reactionary: You gain a +2 trait bonus on initiative checks.

Skills 2/level + 4/level Int + 2 background = 8
Knowledge (arcana, history, local, nature, planes) +8, Linguistics +8, Perception +3, Spellcraft +8 (+10 to identify magic items), Use Magic Device +8
AC Penalty -0

Languages
Common, Elven, Aquan, Celestial, Draconic, Sylvan, Goblin

Racial Abilities
Elven Immunities:
Aquatic elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses: Aquatic elves receive a +2 racial bonus on Perception checks.
Elven Magic: Aquatic elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Weapon Familiarity: Aquatic elves are proficient with rapiers, short swords, tridents, and treat any weapon with the word “elven” in its name as a martial weapon.
Low-Light Vision: Aquatic elves can see twice as far as humans in conditions of dim light.
Amphibious: Aquatic elves can breathe both water and air.
Arcanist Favored Class Bonus: Increase total number of points in the arcanist’s arcane reservoir by 1. x0

SQ
Weapon and Armor Proficiency:
Arcanists are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with an arcanist’s gestures, which can cause her spells with somatic components to fail.
Spell Casting: An arcanist casts arcane spells drawn from the sorcerer/wizard spell list. An arcanist must prepare her spells ahead of time, but unlike a wizard, her spells are not expended when they’re cast. Instead, she can cast any spell that she has prepared consuming a spell slot of the appropriate level, assuming she hasn’t yet used up her spell slots per day for that level. To learn, prepare, or cast a spell, the arcanist must have an Intelligence score equal to at least 10 + the spell’s level. The saving throw DC against an arcanist’s spell is 10 + the spell’s level + the arcanist’s Intelligence modifier. An arcanist can only cast a certain number of spells of each spell level per day. In addition, she receives bonus spells per day if she has a high Intelligence score. An arcanist may know any number of spells, but the number she can prepare each day is limited. At 1st level, she can prepare four 0-level spells and two 1st-level spells each day. At each new arcanist level, the number of spells she can prepare each day increases, adding new spell levels as indicated on Table: Arcanist Spells Prepared. Unlike the number of spells she can cast per day, the number of spells an arcanist can prepare each day is not affected by her Intelligence score. Feats and other effects that modify the number of spells known by a spellcaster instead affect the number of spells an arcanist can prepare. An arcanist must choose and prepare her spells ahead of time by getting 8 hours of sleep and spending 1 hour studying her spellbook. While studying, the arcanist decides what spells to prepare and refreshes her available spell slots for the day. Like a sorcerer, an arcanist can choose to apply any metamagic feats she knows to a prepared spell as she casts it, with the same increase in casting time (see Spontaneous Casting and Metamagic Feats). However, she may also prepare a spell with any metamagic feats she knows and cast it without increasing casting time like a wizard. She cannot combine these options—a spell prepared with metamagic feats cannot be further modified with another metamagic feat at the time of casting (unless she has the metamixing arcanist exploit, detailed below).
Spellbooks: An arcanist must study her spellbook each day to prepare her spells. She can’t prepare any spell not recorded in her spellbook, except for read magic (which all arcanists can prepare from memory). An arcanist begins play with a spellbook containing all 0-level wizard/sorcerer spells plus three 1st-level spells of her choice. The arcanist also selects a number of additional 1st-level spells equal to her Intelligence modifier to add to the spellbook. At each new arcanist level, she gains two new spells of any spell level or levels that she can cast (based on her new arcanist level) for her spellbook. At any time, an arcanist can also add spells found in wizards‘ or other arcanists’ spellbooks to her own.
Cantrips: Arcanists can prepare a number of cantrips, or 0-level spells, each day as noted on Table: Arcanist Spells Prepared. These spells are cast like any other spell, but they do not consume spell slots. As with her other spells, these spells are not expended when cast.
Arcane Reservoir: An arcanist has an innate pool of magical energy that she can draw upon to fuel her arcanist exploits and enhance her spells. The arcanist’s arcane reservoir can hold a maximum amount of magical energy equal to 3 + the arcanist’s level. Each day, when preparing spells, the arcanist’s arcane reservoir fills with raw magical energy, gaining a number of points equal to 3 + 1/2 her arcanist level. Any points she had from the previous day are lost. She can also regain these points through the consume spells class feature and some arcanist exploits. The arcane reservoir can never hold more points than the maximum amount noted above; points gained in excess of this total are lost. Points from the arcanist reservoir are used to fuel many of the arcanist’s powers. In addition, the arcanist can expend 1 point from her arcane reservoir as a free action whenever she casts an arcanist spell. If she does, she can choose to increase the caster level by 1 or increase the spell’s DC by 1. She can expend no more than 1 point from her reservoir on a given spell in this way.
Arcanist Exploits: By bending and sometimes even breaking the rules of magic, the arcanist learns to exploit gaps and exceptions in the laws of magic. Some of these exploits allow her to break down various forms of magic, adding their essence to her arcane reservoir. At 1st level and every 2 levels thereafter, the arcanist learns a new arcane exploit selected from the following list. An arcanist exploit cannot be selected more than once. Once an arcanist exploit has been selected, it cannot be changed. Most arcanist exploits require the arcanist to expend points from her arcane reservoir to function. Unless otherwise noted, the saving throw DC for an arcanist exploit is equal to 10 + 1/2 the arcanist’s level + the arcanist’s Charisma modifier.
Consume Spells: At 1st level, an arcanist can expend an available arcanist spell slot as a move action, making it unavailable for the rest of the day, just as if she had used it to cast a spell. She can use this ability a number of times per day equal to her Charisma modifier (minimum 1). Doing this adds a number of points to her arcane reservoir equal to the level of the spell slot consumed. She cannot consume cantrips (0 level spells) in this way. Points gained in excess of the reservoir’s maximum are lost.
Planar Spells: An occultist adds all planar ally spells to her spell list (using her arcanist level as the cleric level), and treats plane shift as a 5th-level arcanist spell.
Conjurer’s Focus: An occultist can spend 1 point from her arcane reservoir to cast summon monster I. She can cast this spell as a standard action and the summoned creatures remain for 1 minute per level (instead of 1 round per level). At 3rd level and every 2 levels thereafter, the power of this ability increases by one spell level, allowing her to summon more powerful creatures (to a maximum of summon monster IX at 17th level), at the cost of an additional point from her arcane spell reserve per spell level. An occultist cannot have more than one summon monster spell active in this way at one time. If this ability is used again, any existing summon monster immediately ends. This ability replaces the arcanist exploit gained at 1st level.

SPELLS
Arcanist Spells Prepared:

1 (3/day) – color spray, grease (DC 16)
0 (at will) – acid splash, detect magic, light, mage hand
Caster Level: 1 (+2 to overcome spell resistance) Concentration: +5

Spellbook:
1 – color spray, expeditious retreat, grease, heightened awareness, magic missile, obscuring mist, shield
0 - all

GEAR
Combat Gear
trident, cold iron dagger, club, 2x scroll of mage armor, scroll of comprehend languages

Other Gear
explorer’s outfit, spell component pouch, monk’s kit (includes a backpack, a belt pouch, a blanket, rope, soap, torches (10), trail rations (5 days), and a waterskin)

Money 13 gp

FLUFF
Description
Beauty = 14

Erimis is somewhat better looking than average for an aquatic elf. Of course for surface-dwelling races that makes him somewhat grotesque. He has a fishy appearance, with a round, toothy mouth and prominent gills. His midnight blue hair flows around his greenish turquoise, scaly skin as if carried by the currents, even when he is above the water's surface.

Years of study has given him a permanently downturned mouth but his eyes are alight with curiousity.

He wears no armor and carries only meager possessions. The only weapon one notes offhand is the trident slung across the back of his always-wet cloak.

History Erimis always had a particular knack for the arcane arts, even more than most of his race. His tribe occupied a coral reef along the continental shelf and everyone there knew he would become an important wizard and told him so throughout his childhood. He was sent to the Tolarian Academy in the large underwater city a few hundred leagues away to fulfil his destiny.

Unbeknownst to his tribe and even his family, he resented the pressure they put on him to succeed and as a result barely did well enough in his studies to remain at the school. He enjoyed learning but he didn’t care for the strict study necessary for wizard training. After several decades at the apprentice level, he ultimately left the wizard school and decided to make his way alone.

He had not gotten far when all the chaos began. Since then he has been surviving using the basic training and natural aptitude he possesses. He has no idea what has become of his people and is just seeking some sort of permanency to start building a new life around.

Age 137