Let's say a poison has a frequency of 1/round for 6 rounds and requires 2 saves to cure. That is pretty common with poisons. So with the newer unchained rules, if a PC is unlucky enough to fail 5 saves, that would mean that they have advanced to death on the progression, right? The new poison rules are that deadly?
If you encounter a card like Ambush, and you have a card that adds dice to defeat a barrier, it wouldn't work, right?
What about if you are closing a location and you have to defeat a monster to close it. Would a card that gives bonuses to closing a location work?
So how the heck is the cohort Lyren supposed to work?
You display him to look at the location deck, then he gets shuffled into you deck.
But if you use it's power during a combat, you can get 1d8 added on, you you want to use it's power during your combat.
In addition, while it's displayed, you can recharge another card to put it back in your hand instead of shuffling it away?
It seems to be because I clone the events to make new ones, rather than remaking and retyping everything. Because the Wounded Wisp and Slave Master's Mirror just disappeared after I made a new event.
I've noticed recently that sometimes when I come back to a event to report on a scenario, or even on an already reported scenario, it deletes all the choices of scenarios for the event. 56257 is an example. I came back to it now because I noticed one of the players was missing this event's scenarios, because the event doesn't actually have the scenarios listed under it. It's happened a few times with the ACG events too.
I'm actually having some reporting problems. There are a few players at the table I had on Sunday that didn't have a character registered online, but had a number registered with Paizo. It's giving me an error when I try to enter those players into the system.
"One or more characters cannot play this scenario due to being the wrong character/scenario type."
Edit: It also seems that the two who had no account set up with a registered number worked fine.
Or maybe they had an account but no character 1.
It's the two that have an account, and a character 1, but no registered character for their 2nd slot(which they played) that are not working.
So if you have to banish a card from your hand from an encounter or banish a card to close a location, would banishing a loot card banish the card you replaced instead?
But, if the check lists a skill that you don't have, you can always try that skill with a d4.
House of stolen kisses says that if you get an ally, you need to discard a card(or something like that). So if you find an ally that needs a charisma/diplomacy 5 to acquire, and you don't want to temp your d6 charisma, use diplomacy at a d4.
As the ACG is almost at the point for choosing a role, one of my players was questioning Heggal's Rejuvenator role.
One of the powers says:
"Add 2 (□ 4) to your check against a card that has the Healing (□ or Divine) trait."
From what I understand, that would be when exploring and against checks when you encounter a card. If so, is it really a useful power? I don't know many cards that have the Healing trait. Just the potions and cure spells really.
Maybe if it is upgraded twice for the Divine trait it might be better.
Does that sound about right? Because that doesn't sound very useful. Or am I missing something?
I don't know that it really needs clarification. I think it would confuse people so rarely, it seems pretty clear that you don't play with cards the adventure hasn't gotten to yet just because someone has added them to the box.
It does need to be somewhere, because to some people, if it isn't written, then the rule doesn't exist. People could assume that they can acquire high level boons at lower levels.
Yeah that is what I have been doing. I just wanted to be sure on this. Probably something good to clarify. Especially about not getting deck upgrades higher than the adventure deck number you are on.
So maybe I just missed it in the rules, but if you have the set 2 and above decks in the box when you are setting up a game in the first adventure, how should that be handled?
Should all the set 2+ boons and banes be switched out for set 1?
What if you acquire a set 2+ boon? Does it allow you to get a set 2+ upgrade? Or should that be downgraded to the highest set they are on?
I know if you are higher, you take out the lower sets. I'm just curious if there is a limit for how high of sets you should add.
I am a little confused by the text in this card and what makes it different from regular half-plate. The last bit of text says:
If you are proficient with Heavy Armors, you may recharge this card when you reset your hand.
What good is that supposed to be? Just recharging it instead of discarding it when you want other cards in your hand?
So is it expected of all the GMs at an event to own a copy of the scenario they are running? Unless one of them prints it off for them(which I am guessing they must get rid of it after)? Or is only a VC supposed to be able to share them like that?
What is the purpose of having to own a physical copy or a watermarked PDF of something?
Full Name
Nurk
Race
Goblin
Classes/Levels
Fighter 1
Gender
Male
Size
Small
Age
7
Alignment
NE
Deity
Zarongel, goblin god of dog killing, fire, and mounted combat
Location
Seven Tooth tribe, Varisia
Languages
Goblin, Common
Occupation
Knight
About Nurk
Appearance: Nurk is 3’2” tall, weighing 45 lbs. He is green-skinned, has the wide head of goblins, with beady red eyes, big ears, and bright, red-dyed hair above a mouth filled with tiny, sharp teeth. He wears a dogskull helmet and a tattered, fire-blackened hide shirt over a filthy leather loincloth, and carries a battered wooden shield emblazoned with a crudely painted red goblin dog clutching a baby in its jaws.
Equipment
Hide shirt, heavy wooden shield, dogskull helmet, dogslicer, horsesticker (lance), sling, handful of rocks
Leather sack, wooden holy symbol of Zarongel, flint & steel, 2 flasks of oil, 3 torches, clay jug, gallon of ale, chunk of meat, burnt piece of wood that kind of looks like Zarongel, shiny beetle, dead rat with the ears and legs gnawed off, smelly mushroom, stick for backscratching or hitting Grindle, old shoe, small lump of unidentifiable hard shiny material, lint
Grindle’s Equipment: leather barding, riding saddle, bit & bridle
Money: 4 cp, 1 sp
Encumbrance: 41 lbs (Light load)
Mount: Grindle, Goblin Dog
Spoiler:
N Medium animal
Init +2; Senses darkvision 60 ft., low-light vision, scent; Listen +1, Spot +1
DEFENSE AC 15, touch 12, flat-footed 13
(+2 armor, +2 Dex, +1 natural)
hp 9 (1d8+5)
Fort +4, Ref +4, Will +1
Immune disease
OFFENSE Spd 50 ft.
Melee bite +2 (1d6+3 plus allergic reaction)
Space 5 ft.; Reach 5 ft.
STATISTICS Str 15, Dex 14, Con 15, Int 2, Wis 12, Cha 8
Base Atk +0; Grp +2
Feats Toughness, Track
Skills Balance +6, Hide +6, Jump +14, Move Silently +6
Gear leather barding, riding saddle, bit & bridle
SPECIAL ABILITIES Allergic Reaction (Ex) Goblin dogs constantly shed copious amounts of dander to which all creatures (except for those with the goblinoid subtype) are violently allergic. Any non-goblinoid creature that is damaged by a goblin dog’s bite attack, deals damage with a natural weapon or unarmed attack, or attempts to grapple, ride, or otherwise come into close contact with the creature, must make a DC 12 Fortitude save or break out in an itching rash. Any creature affected by this rash takes a –2 penalty to Dexterity and Charisma for 1 day (multiple allergic reactions do not stack). The spell remove disease or any magical healing removes the rash instantly. The save DC is Constitution-based.
Background
Spoiler:
A faithful follower of the goblin god Zarongel, Nurk is a goblin "knight" of the Seven Tooth tribe. Ever since witnessing (from the safety of a hollow tree) the power of human knights on horseback, he has been obsessed with forming a unit of goblin cavalry mounted on goblin dogs, which would crush all opposition (and dogs!) and raise the Seven Tooth tribe to dominance in the region. Unfortunately, the chief of the Seven Tooths was less than accepting of this idea, preferring the traditional Seven Tooth role of scavengers in Sandpoint's junkpile.
Realizing that the only way to achieve his dreams was to increase his status in the tribe, Nurk decided to follow the Seven Tooth hero Koruvus and attempt to kill him, coming back triumphant with Koruvus' prized longsword and claiming his rightful place in the tribe.
Tracking Koruvus to Thistletop, Nurk found that Chief Ripnugget was more interested in his ideas, and so has switched his allegiance (for the moment, anyways) to the Thistletop goblins. The goblin witch Vera had already started a goblin dog breeding program, and together Nurk and Vera convinced Ripnugget to support the training of new breed of goblin warrior mounted on goblin dogs.
At Thistletop, Nurk found Koruvus as well, but has so far been to afraid to risk Erylium's wrath by killing him. Nevertheless, he still has plans to do so and take Koruvus' sword. Once he has formed his elite cavalry squadron, perhaps he can even become chief of both the Thistletop and Seven Tooth goblins!
Lately, Nurk's also become jealous of the position Bruthazmus has in the Thistletop tribe, especially his access to Chief Ripnugget's wives, but he hasn't decided what to do about it yet. In his wildest flights of fancy, Nurk sees himself as the head of a mighty army of mounted goblin knights, King of all the Goblins, fawned over by a harem of wives, possibly even including the human wizard Lyrie Akenja (although he goes back and forth whether he would make her one of his wives or just set her on fire and watch her burn).