Damiel Morgethai

Donny Schuijers's page

Organized Play Member. 193 posts. No reviews. No lists. No wishlists. 7 Organized Play characters.




This might be me, but I find the box "Preparing the Game Box" ambigue.

It some point the Rules tell this:

"To make things more interesting and to
help you remove the right cards faster, after completing
adventure 3, when you add a new Adventure Deck to your
game box, you may remove all cards that have the Basic
or Elite trait and an adventure deck number at least three
lower than the adventure deck you just added."

So, does this mean that, after completing Adventure 3, and thus adding the cards from Adventure 4 to the Game Box; I get to remove all the currect cards in the Game Box that have 1) the Basic trait, 2) the Elite trait and 3 all cards from Adventure B and 1?

Or does "at least three lower" mean only the B cards?


The rulebook of OP mentions that "when anything refers to the Box, it always means the Game Box. But when it's for a reward it refers to your Class Deck Box."

So, my question arise in Season 1-1A and 1-1C; The rewards mention something like

"Each character may draw a weapon, armor or item from the box."

Does this mean that I get a Deck Upgrade, like normal, and draw a random card (out of the above 3) to add to my deck, thus gaining 2 new cards?

or; does it mean that I get to draw the chosen card at random and add them to the potential Deck Upgrades and thus gain only 1 new card to my Deck?


So; Zelhara is an Inquisitor from the Hell's Vengeance Deck.

Does this mean I can choose from which cLass Deck I'd like to use cards from or can I use both when building my Starting Deck and choosing upgrades? Or is she solo usable with the Hell's Vengeance 2 cards?


So, probably a weird question;

But, taking in to account that we can 'unlock' the Villains in Factions Favor, can you start any Adventure (OP or not) as one of the 6 Villains?

I mean, according to my knowledge, yes, but it would be weird to be able to play as one and later one actually defeat 'yourself'..?


About two years ago, I made a couple of Homebrew characters, of which one I will link here:

Ninniz

Back then, I really put a lot of thought in to Ninniz and her 5 fellow characters. Now, 2 years later, and after playing a bit with my characters around, I decided to make 3 characters. Some based on the ideas I had back then, some based on the 2 year experience I've done up in this time with PACG. But most of all; I've decided to turn all of them in to Ratfolk! In the RPG's I mostly play as Ratfolk, because I have a soft spot for them!

So, without further talking, here is the first Ratfolk PACG Character I designed, the other 2 will get there own seperate post:

Ninniz:
Male Ratfolk Alchemist

Strength d4 []+1
Dexterity d10 []+1 []+2 []+3 []+4
- Disable: Dexterity +3
- Ranged: Dexterity +1
Constitution d6 []+1 []+2 []+3
Intelligence d10 []+1 []+2 []+3 []+4
- Craft: Intelligence +2
Wisdom d6 []+1 []+2
Charisma d6 []+1

Favored Card Type: Item
Weapon: 2 []3 []4
Spell: - []1 []2
Armor: 1 []2
Item: 6 []7 []8 []9
Ally: 3 []4
Blessing: 3 []4

Powers:
Hand Size: 6 []7
Proficient with: Light Armors []Weapons
You may discard a card to add 1d6 to your combat check; if the discarded card has the Alchemical ([]or Poison or Acid) trait, you may add an additional 1d6 ([] and ignore a non-villain monster's immunities.)
When you would banish a card with the Alchemical trait, you may instead attempt a Craft 8 check. If you succeed, instead recharge the card, otherwise discard it.

Demoman:
Hand Size: 6 []7 []8
Proficient with: Light Armors []Weapons
You may discard a card to add 1d6 to your combat check; if the discarded card has the Alchemical ([]or Poison or Acid) trait, you may add an additional 1d6 ([] and ignore a non-villain monster's immunities.)
When you would banish a card with the Alchemical trait, you may instead attempt a Craft 8 check. If you succeed, instead recharge the card, otherwise discard it. ([] When you recharge a card this way, you may draw a spell or item from the box that shares a trait with the recharged card)
[] Add 2 ([]4) to your checks to acquire a boon with the Alchemical trait.
[] You may bury a card with the Alchemical ([]or Poison or Acid) trait to automatically succeed at a check to defeat a bane with the Cache ([] or Lock) trait.
[] Whenever you would banish or play a spell with the Acid or Poison trait, gain the skill Arcane equal to your Craft skill.

"When out of stuff to explode, make new stuff to explode."

Plague-Doctor:
Hand Size: 6 []7 []8
Proficient with: Light Armors []Heavy Armors []Weapons
You may discard a card to add 1d6 to your combat check; if the discarded card has the Alchemical ([]or Poison or Acid)([]or Animal) trait, you may add an additional 1d6 ([] and ignore a non-villain monster's immunities.)
When you would banish a card with the Alchemical trait, you may instead attempt a Craft 8 check. If you succeed, instead recharge the card, otherwise discard it.
[] Add 2 to your checks that invoke the Animal or Vermin trait
[] You gain the skill Survival: Wisdom +2
[] Whenever you defeat a Monster with the Animal or Vermin trait, you may add it to your hand. You may banish a card with the Animal or Vermin trait from you hand to shuffle 1d4 random cards from your discard pile in to your deck ([] or to add 1d6 to any check that invokes the Acid or Poison trait).
[] Reduce Acid and Poison dealt to you by 2.

"What's that smell? Oh, it's me!"


So, I finally completed my collection of ALL Class Decks.
Now that I have the 2 Goblins Class Decks, the fun can officially began.

Or.. not?

So, I have this huge fascination with Alchemists. So I tried my hands on the Arsonist from Goblins Burn!

"Okay," I told myself, trying to make an OP deck, "let's find some Ranged weapons for this Arsonist, since he has no melee!"
But wait. There are only 2 Basic B Weapons and they both have the Melee trait.

Is this intended.. Are there additional rules for the Goblins? Doesn't seem right that a Ranged Character has to start with 2 Melee Weapons.

There are more weird things in this Class Deck, which makes senses, since it kind of includes 3 different classes instead of 1.. But it still doesn't allow me to make a 'dependable' Goblin for OP.. or is it really just me?


Greetings,

I come before you bearing a question regarding gaining Rewards in OP!

So, let's say I just started my first scenario ever in a Adventure. I've built my character from the ground up with only Cards with the "B"-Mark and Basic Traits from an appropiate Class Deck.

So, I finished my first Scenario; Succes!
The rewards (per example) are as follows: "Each player chooses weapon, armor or spell, then draws a card of that type from the box."

Right, if I'm correct, I should do these things:

- Choose either Weapon, Armor or Spell.
- Draw a random card from the chosen type from my Class Deck with the number "B" or "1".
- Display this drawn card with all the other newly acquired cards from the scenario.
- Choose one of the displayed cards to choose a card from my Class Deck to be my Deck Upgrade.
- Return all non-chosen cards to their corresponding boxes
- Gain a skill feat. (Since it's my first scenario in this tier)

Is this correct?

(Or do I get the drawn card nonetheless and then display cards for my Deck Upgrade?)


Ok, so, my girlfriend and I have finally caught up with everything. As of now, we own most of the class decks and have complete the 3 previous Adventure Paths twice and have 'completed' Mummy's Mask up until the point of release.

Still feeling the Pathfinder itch, we decided to check this "Organized Play" out, but it kind of confuses me.

So, I was hoping that there were some people out here, willing to answer some questions. :)

1. If I want to start with a character, let's say a rogue, I can then use any rogue, but only make my starting deck out of cards from the Character Add-On Deck "Rogue" with the Basic-trait and the "number" B?

2. When building locations, you use cards from the Box associated with the Season, but not the cards from the Character Add-On deck?

3. You don't keep Boons you find during a scenario, you get to pick one type of acquired boon and then draw a card of your choice with the same type from the corresponding Class Deck which?

4. Do I really have to register myself to the Guild website and keep track of everything that happens with an Chronicle Sheet?

5. There is no one near us who plays PACG, just my girl and I, can't we just 'host' our own events with the two of us at home? I assume yes, but this is more or less the same as question 4.
(It seems so obvious to just download the Seasons and go play..)

6. I have not downloaded any of the Seasons yet, since they cost a dollar or 4, but I assume the rewards explain for themself? Like; "Deck Upgrade" and "Skill Feat"?

Thanks in advance,
I assume OP is the same as PACG in the rest of the rules?


So, while looking through some cards a train of thought occured to me.

One of Arueshalae's traits is "Outsider". Every Playable Characters becomes a "so-called" outsider when in a Abyssal Location.

So: Does this mean that when Arueshalae encounters a monster without the Outsider trait in an Abyssal Location, that the monster she encounters gains the Outsider trait?


I'm loving those Knights of Kenabra!

At the end of the Second Adventure every character gets 4(or 5) skills feats, I believe! That's so much awesomeness!

A total of 6 skills feats at the end of the 2nd adventure. The difficulty-scale is so weird: But it's a nice addition to the hard basic adventures.

Also: The Forge is my new favorite location. Ever.


I have some questions, hence the title.
If these are in the FAQ: I apoligize for my sloppy reading work!!

1) If I encounter "Giant Maggot Swarm" do I encounter it twice? It says "Before you act, each character encounters Giant Maggot Swarm". Mind you: It doesn't "each other" or "a random other". So if I was alone, I would encounter it twice? If I was with 2 other characters, I would encounter it twice and they all once?

2) The check to close the "Torture Chamber" requires all characters to take 1 Mental Damage. Is this damage for every character in The Torture Chamber or EVERY character? It doesn't really specify that, but some locations (and cards) do.


Shouldn't the Loot Weapon Radiance have either the Slashing or Piercing trait...?


Simple question: If Shardra wants to closre a location which requires her to summon a certain monster. Can she recharge Kolo to get 1d8 on her combat check, since it is for Closing?


Greetings and Salutations,

Now before you start sighing add this thread for being another one of those rants about the difficulty: This is NOT the point of this thread. There certainly enough of threads that tackle why it is hard and that people don't like a game to be this challenging this early.

So, how did I come to this thread: Today I finished the first Adventure with my girlfriend, and we felt a bit.. awkward. Having had so much struggles with the Base Adventure and later on just plowing through the first adventure. How was this possible. So, we decided to try it all again. But different.

So, how did we make Wrath easier?

Well, it's fairly simple. We decided to start with the First Adventure, and then doing the Base Adventure. We decided to stick to original reward system. So the rewards switched over from Adventure to Adventure. Meaning we would get to Loot Scales in the Base Adventure and some extra (simple) boons at the end of our first Adventure.

We found this to be a more fair game of playing, because (as others have pointed out) this way, the more fun boons and banes come in to play in the (Very Hard) Base Adventure.

Now, I hope you can all enjoy or (at least) try this new way of playing. It certainly made the first two adventure for us more entertaining and they even felt more rewarding and less anti-climax(ish).

If this way op playing has been pointed out in a different thread, I apoligize. Keeping up with all the threads about difficulty is too much work for me. Anyway: Hope you enjoy.


So, today I got an email that a Package from Paizo has been sent containting 2 items. Adventure 2 of WotR and 1 promo.

I thought that every AD came with 2 promos? Did I miss something or is my package missing a promo?

Help. :(


Regarding the new armor in Wrath of the Righteous.

If yes, then why would anybody ever start his deck with a Leather Armor..?


Why is the Longsword Basic and the Warhammer Elite?

They both have the same check to acquire, they both do the same, they even have the same penalty.

The only difference is that one is Slashing the one Bludgeoning. Is this really enough to make a difference between Basic and Elite?


So, I think this might be asked before. But we, game group of 2 characters, tried to play really smart and stick together and just close location by location.

That is until we came to Pinnacle Atoll and we failed to defeat the Villain who fled to a new location. Also, with 4 cards remaining, we rolled a 1 on the Location check, adding Hirgenzosk to the location deck.

After shuffling he ended up on the bottom and Becalmed on top of him.

We know are with 2 characters (full party) on Pinnacle Atoll with just Hirgenzosk in it and no means of movement and 20 cards in the Blessing Decks with Becalmed face up next to Pinnacle Atoll.

Does this count as losing the scenario? Is there a way to .. not get stuck?

Eventually we just.. restarted, telling our selves that Damiel and Oloch would need to get settled downed on a lonely island with each other and maybe give a Volleyball a face and just grow beards..


So, I have another pretty straightforward question.

What happens if you are at a location with a docked ship: You use your ships power (Abrogail's Fury: Discard a card from the Blessing deck to add 1d12 to your check to defeat a ship or bane) and the card you turned over is Brinebones?

We were totally flabbergasted by this Event and I even think my brain stopped functioning for a moment. You have to finish a check, before you can start a new check, but the moment Brinebones shows up, he is encountered. So I'm trying to add some d12's here, but this Dragon keeps breathing in my neck.

We resolved by just ignoring Brinebones for "one time" and just putting him beneath the top card, thus discarding a Blessing and our next card would be Brinebones.

But how is the correct order to resolve this?


So, after finally getting my hands on "Potion of the Ocean" as Damiel, I started to realize it was just as strong as I had imagined, but we had some questions regarding some checks.

Wording on Potion:
"Banish this card and choose a character at your location to succeed at a check to defeat a bane with the Aquatic trait."

1. What if this is used on a monster with the Swarm trait, saying:
"If you do not defeat the Monster by at least 4, shuffle it into the deck it came from; the Monster still counts as defeated."

Is the Monster defeated? Is it defeated and shuffled? It is unclear to the number of your check when playing the Potion. We played it now as that you get the exact number of the Check to Defeat. Meaning it would be shuffled back, but still defeated.

2. The Sea Troll requires you to have the Fire or Acid trait in your combat check, else it is undefeated.

Playing a potion therefor kills it with 20, but doesn't defeat it? Hence you get no damage and it gets shuffled back in the deck?

3. Some monsters require you to make one check twice, and only will the monster be defeated if you succeed at the second check. (Giant Rock Crab example:) "If the Giant Rock Crab would be defeated, reroll the dice. The Giant Rock Crab is defeated or undefeated based solely on the result of the second die roll."

If I were to play Potion and defeat it, I would need to reroll the dice a second time, but I didn't roll any dice? Does this mean my second check is automatically succeeded, because the Potion repeated it self? Or did I roll 0 dice on my first check, so I roll 0 dice on my second check, making my second check a 0 + modifiers?

And what if I rolled 4 dice and need to reroll them? Can I then instead use the Potion to make the second check?

4. Last question: Some Villains (Like Horrus the Incredible Strong Wereshark) have the Aquatic Trait. Making these a cakewalk if you have 2 Potions to just kill him without even breaking a sweat. Should this be this case?

Thank you!


Disclaimer: This character is based on my previous Fighter, who just didn't work in RotR. Since the Fighter, Kilmar, was based on Dexterity checks and Finesse Weapons which weren't just all that many. So here is ANOTHER attempt at a Fighter-Archetype in the form of a Brawler (A Fighter with the Inner Divine Spirit of a Monk). Please, feel free to give positive and negative feedback!

Oran:
Male Half-Elf Brawler
Strength d10 []+1 []+2 []+3 []+4
- Melee: Strength +2
Dexterity d8 []+1 []+2 []+3
- Stealth: Dexterity +2
Constitution d6 []+1
Intelligence d4 []+1
Wisdom d8 []+1 []+2 []+3
- Divine: Wisdom +2
Charisma d6 []+1 []+2

Favored Card Type: Weapon
Weapon: 4 []5 []6 []7
Spell: 3 []4 []5
Armor: 2 []3
Item: 1 []2 []3
Ally: 2 []3
Blessing: 3 []4

Powers:
Hand Size: 5 []6
Proficient with: Light Armors []Heavy Armors Weapons
When you discard a weapon for its power, you may recharge it ([] or shuffle it into your deck) instead.
You automatically succeed at your checks to recharge Spells without the Attack trait.
Add 1d4 ([]+1) to another character’s combat check at your location

Ancient Guide:
Hand Size: 5 []6 []7
Proficient with: Light Armors []Heavy Armors Weapons
When you discard a weapon for its power, you may recharge it ([] or shuffle it into your deck) instead.
You automatically succeed at your checks to recharge Spells without the Attack trait.
Add 1d4 ([]+1) to another character’s combat check at your location. ([]If this check is against a Henchman or Villain, add 2d4+1 instead).
[] Add 2 ([]4) to your check to acquire a weapon.
[] Add the number of the adventure deck to your check to defeat a bane with the Veteran trait. ([] or your combat check against a Henchman or Villain).
[] When you play a blessing on any check, you add a +3 ([]+6) instead of the normal die.

Blade Dancer:
Hand Size: 5 []6 []7
Proficient with: Light Armors []Heavy Armor Weapons
When you discard a weapon for its power, you may recharge it ([] or shuffle it into your deck) instead.
You may automatically succeed at your checks to recharge Spells without the Attack trait.
Add 1d4 ([]+1)([]+2)([]+3) to another character’s combat check at your location.
[] You gain the skill Acrobatics: Dexterity +3
[] You may reduce non-Combat damage dealt to you by 1 ([]2). If you do so, you may not play any Armor for the remainder of your turn.
[] You may discard additional Weapons on your combat check to add an additional 1d10 ([]or 2d8) and the Slashing trait to this check per Weapon discarded this way. Weapons discarded this way can’t be recharged.


Hey guys,

I'm looking for PACG players in the Netherlands to start an OP group.
Haven't seen one 'dutchy' yet on this site, but I'm hoping they will pop up now.
Let me know if you're interested!


Hey guys,

As you may or may not have noticed, I decided to try my hand on some Homebrew characters, but while Playtesting we stumbled on the problem of Space. So I decided to work my characters so far in the Templates which are offered by Paizo.

But, I'm totally bad with computers and software and I can't figure out how to edit the .pdf-files to add text or make the lines of the tables different.

Anyone any ideas/tips/experiences to help me out?

Thanks guys!


]i]Disclaimer:[/i] Me? Well, I'm just a great fan of the game and can't stop playing it with the misses. We just love the game so much and have played through RotR three times and are almost done with S&S now. Also, with the new box coming right around the corner, we can not wait for it to start shipping!

Now, since I'm such a fanatic, I started to develop some of my own characters. Granted, they are still under construction and need to be playtested. But I would love some user feedback.

I will eventually work these in to cards, but I want them to be just right and balanced before I do that.
So please review these on every aspect: both positive and negative are welcome! (You're free to playtest them too!)

Krazz’k:
Male Goblin Merchant
Strength d4 []+1 []+2
Dexterity d10 []+1 []+2 []+3 []+4
- Acrobatics: Dexterity +2
Constitution d6 []+1 []+2
Intelligence d8 []+1 []+2
- Knowledge: Intelligence +2
Wisdom d4 []+1
Charisma d10 []+1 []+2 []+3 []+4
- Diplomacy: Charisma +2

Favored Card Type: Item
Weapon: 1 []2
Spell: - []1
Armor: 1 []2
Item: 6 []7 []8 []9
Ally: 4 []5 []6 []7
Blessing: 3 []4

Powers:
Hand Size: 6 []7
Proficient with: Light Armors [] Weapons
When you reset your hand, you may recharge items instead of discarding them.
When you would discard ([]banish) an item, you may recharge it instead.
When another ([]any) character at your location succeeds at a combat check, you may draw a random Basic item from the box.

Dealer:
Hand Size: 6 []7 []8
Proficient with: Light Armors [] Weapons
When you reset your hand, you may recharge items instead of discarding them.
When you would discard ([]banish) an Item, you may recharge it instead. ([]You may then draw card.)
When another ([]any) character at your location succeeds at a combat check, you may draw a random Basic ([]or Non-Basic)([]or Non-Elite) item from the box.
[] At the end of your turn, you may display an Item. Every character is considered to have one copy of this Item until the start of your next turn. Discard the displayed card at the start of your turn.
[] You may use your Diplomacy skill to acquire Items instead of the listed skill.
[] When you encounter an Item ([]or any boon) you may draw a random card of the same type from the box. You may then choose to encounter the drawn card instead.

Sapper:
Hand Size: 6 []7 []8
Proficient with: Light Armors [] Weapons
When you reset your hand, you may recharge Items instead of discarding them.
When you would discard ([]banish) an Item, you may recharge it instead.
When another ([]any) character at your location succeeds at a combat check, you may draw a random Basic ([]or Non-Basic) item ([] with the Tool trait) from the box.
[] When you defeat a barrier, you may immediately explore again.
[] You gain the skill Disable: Dexterity +3
[] Add 2 ([]4) to your noncombat check to defeat a barrier ([]or close a location).


Disclaimer: Me? Well, I'm just a great fan of the game and can't stop playing it with the misses. We just love the game so much and have played through RotR three times and are almost done with S&S now. Also, with the new box coming right around the corner, we can not wait for it to start shipping!

Now, since I'm such a fanatic, I started to develop some of my own characters. Granted, they are still under construction and need to be playtested. But I would love some user feedback.

I will eventually work these in to cards, but I want them to be just right and balanced before I do that.
So please review these on every aspect: both positive and negative are welcome! (You're free to playtest them too!)

Adinda:
Female Human Cleric
Strength d6 []+1 []+2
Dexterity d8 []+1 []+2 []+3 []+4
- Ranged: Dexterity +2
Constitution d8 []+1 []+2
Intelligence d6 []+1 []+2
Wisdom d10 []+1 []+2 []+3 []+4
- Divine: Wisdom +2
- Survival: Wisdom +2
Charisma d4 []+1

Favored Card Type: Spell
Weapon: 4 []5
Spell: 4 []5 []6 []7
Armor: 2 []3
Item: 1 []2
Ally: - []1
Blessing: 4 []5 []6 []7

Powers:
Hand Size: 5 []6
Proficient with: Light Armors []Heavy Armors Weapons
Instead of your first exploration on a turn, you may reveal a card with the Ranged trait to choose a character at your location. Shuffle 1d4+1 ([]+2) random cards from his discard pile into his deck, then discard the card you revealed.
When you defeat a monster ([] or a barrier) you may shuffle a card with the Ranged trait from your discard pile in to your deck.

Sentinel:
Hand Size: 5 []6
Proficient with: Light Armors []Heavy Armors Weapons
Instead of your first exploration on a turn, you may reveal a card with the Ranged trait to choose a character at your location. Shuffle 1d4+1 ([]+2)([]+3) random cards from his discard pile into his deck, then discard the card you revealed. ([]You may then draw a card).
When you defeat a monster ([] or a barrier) you may shuffle a card with the Ranged trait from your discard pile in to your deck.
[] When you play a blessing to add to your Wisdom check, add 1d12 instead of the normal die.
[] When a character at your location is dealt Combat damage, you bury ([]discard) a blessing to reduce this Combat damage to 0.
[] Add 2 to your checks to acquire boons with the Healing ([] or Divine) trait.
[] You may discard any card to allow another character at your location to evade a monster: If they do, you encounter this monster immediately.

Bowman of the High Order:
Hand Size: 5 []6 []7
Proficient with: Light Armors []Heavy Armors Weapons
Instead of your first exploration on a turn, you may reveal a card with the Ranged trait to choose a character at your location. Shuffle 1d4+1 ([]+2) random cards from his discard pile into his deck, then discard the card you revealed.
When you defeat a monster ([] or a barrier) you may shuffle a card with the Ranged trait from your discard pile in to your deck. ([]You may then draw a card)
[] You may discard ([]Recharge) a card with the Divine trait to add a 1d8 ([]+1)and the Magic trait to your Ranged combat check
[] You gain the skill Perception: Wisdom +2
[] At the end ([]or start) of your turn, you may examine the top card of you location deck. If it’s a bane, you may shuffle the deck.


Me? Well, I'm just a great fan of the game and can't stop playing it with the misses. We just love the game so much and have played through RotR three times and are almost done with S&S now. Also, with the new box coming right around the corner, we can not wait for it to start shipping!

Now, since I'm such a fanatic, I started to develop some of my own characters. Granted, they are still under construction and need to be playtested. But I would love some user feedback.

Please, feel free to try this character at home and give my your feedback, positive and negative!

Disclaimer: I know a lot of people have tried to make a Lycanthrope character, so please, if you can, pay close attention to the first Role-card, since I really want the flavor of a Ravenous Werewolf to come out there.

Okami:
Male Lycanthrope Ranger
Strength d8 []+1 []+2
- Melee: Strength +2
Dexterity d10 []+1 []+2 []+3 []+4
- Ranged: Dexterity +2
Constitution d8 []+1 []+2 []+3
Intelligence d4 []+1
Wisdom d8 []+1 []+2 []+3 []+4
- Perception: Wisdom +2
Charisma d4 []+1

Favored Card Type: Blessing
Weapon: 5 []6 [] 7
Spell: -
Armor: 2 []3 []4
Item: 1 []2
Ally: 1 []2 []3
Blessing: 6 []7 []8 []9

Powers:
Hand Size: 4 []5
Proficient with: Light Armors []Weapons
You may recharge a card to add 1d4 to a combat check at another location. ([] This also counts as your combat check.)
When the top card of the blessings discard pile matches a card in your discard pile, you may add 1d6 ([]+1) to your combat check.
When you defeat a monster, you may display it next to your character. You may banish any of these displayed cards to add the Adventure Deck Number of the banished cards to your combat check. Banish all displayed
cards in this way at the end of the scenario.

Hunter of the Night:
Hand Size: 4 []5 []6
Proficient with: Light Armors []Weapons
You may recharge a card to add 1d4 to a combat check at another location. ([] This also counts as your combat check.)
When the top card of the blessings discard pile matches a card in your discard pile, you may add 1d6 ([]+1) ([] or 1d8+1) to your combat ([]or Constitution) check.
When you defeat a monster, you may display it next to your character. You may banish any of these displayed cards to add the Adventure Deck Number of the banished cards to your combat check. Banish all displayed cards in this way at the end of the scenario.
[] You gain the skill Acrobatics: Dexterity +3
[] If you play no Weapons on your combat check, you gain the ability: You may play any number of blessings on your combat check ([]; for every blessing you play, you get one extra die).
[] If you start your turn with no blessings in your hand, you may draw one card ([] or draw until you find a blessing, then shuffle the previous drawn cards back in to your deck).

Bounty Hunter:
Hand Size: 4 []5 []6
Proficient with: Light Armors []Weapons
You may recharge a card to add 1d4 ([] or 1d8) to a combat check at another location. ([] This also counts as your combat check.)
When the top card of the blessings discard pile matches a card in your discard pile, you may add 1d6 ([]+1) to your combat check.
When you defeat a monster, you may display it next to your character. You may banish any of these displayed cards to add the Adventure Deck Number of the banished cards to your combat ([] or Charisma) check. Banish all displayed cards in this way at the end of the scenario.
[] You gain the skill Diplomacy: Melee +1
[] When you would discard a weapon with the Ranged trait for its power, you may recharge it instead.
[] Add 1d8 to your check to defeat a bane that has the Animal (or [] Dragon)(or []Outsider or Aberration) trait.


Me? Well, I'm just a great fan of the game and can't stop playing it with the misses. We just love the game so much and have played through RotR three times and are almost done with S&S now. Also, with the new box coming right around the corner, we can not wait for it to start shipping!

Now, since I'm such a fanatic, I started to develop some of my own characters. Granted, they are still under construction and need to be playtested. But I would love some user feedback.

Please, feel free to try this character at home and give my your feedback, positive and negative!

Topec:
Female Human Wizard
Strength d4 []+1
Dexterity d6 []+1 []+2
Constitution d6 []+1 []+2
Intelligence d8 []+1 []+2 []+3
- Knowledge: Intelligence +2
Wisdom d6 []+1 []+2 []+3
Charisma d12 []+1 []+2 []+3 []+4
- Arcane: Intelligence +3
- Diplomacy: Charisma +2

Favored Card Type: Spell
Weapon: - []1
Spell: 7 []8 []9 []10 []11
Armor: -
Item: 1 []2
Ally: 5 []6 []7 []8
Blessing: 2 []3

Powers:
Hand Size: 6 []7
You may discard ([]recharge) an ally with the Human trait to automatically succeed at your check to recharge a spell with the Arcane trait.
When you acquire a spell with the Force ([] or Mental) trait, you immediately explore again.
Add 1d4 ([]+1) to your checks against banes with the Human trait.

Mentalist:
Hand Size: 6 []7 []8
You may discard ([]recharge) an ally with the Human trait to automatically succeed at your check to recharge a spell with the Arcane trait.
When you acquire a spell with the Force ([] or Mental) trait, you immediately explore again.
Add 1d4 ([]+1) to your checks against banes with the Human trait.
[] If you succeed at your check to recharge a card with the Force or Mental trait, you may shuffle it in your deck ([]or put it beneath the top card of your deck) instead.
[] You may bury ([]discard) an Ally with the Human trait ([]or any Ally) to evade ([] succeed at your check to defeat) a barrier.
[] You may bury an Ally with the Human trait to reduce combat damage by 3.

Mage of the High Order:
Hand Size: 6 []7 []8 []9
You may discard ([]recharge) an ally with the Human trait to automatically succeed at your check to recharge a spell with the Arcane trait.
When you acquire a spell with the Force ([] or Mental) trait, you immediately explore again.
Add 1d4 ([]+1)([]or 1d8+1) to your checks against banes with the Human trait.
[] Add 1d6 ([]2d6) to your combat check that have the Force or Mental trait.
[] Reduce Force and Mental damage dealt to you by 2
[] When a character at your ([] any) location fails any check, you may recharge a card with the Arcane trait to let that character re-roll 1 die. Keep the second result.

Ps: I hope the theme in this is evident, but I'm still missing a good name for the second Role card. So if you have any. Please help.


1 person marked this as a favorite.

If you are like me, you probably enjoyed Pathfinder Adventure Card Game. Hell, if you are like me, you probably own everything that PACG has brought up until now and are waiting eagerly for Wrath of the Righteous to release. What am I saying? I mean, you are waiting in tension for the next blog, because what the hell is a cohort? Is it an ally? Is it a support? Is it BOTH? Who knows. But for know, we have to suffice with the complete Adventure Paths. One of which being Rise of the Runelords. Now I, myself, love to make and finetune homebrew stuff and so does this wonderful community. And what is better than PACG? More PACG! So a user on this forum, Ron Lundeen, made a new Adventure 7 for the original Adventure Path. In case you are unfamiliar with his work:

http://www.welbybumpus.com/

Go check it out, he even made a WHOLE NEW adventure (which I might just as well review).

But now to get to the good stuff:

Product

Mhar of Leng, as it has been titled, is a 5-scenario long adventure in which you can test your new card feats and that shining loot you got for bringing down Karzoug. Now, I won't go in to the details of these items, but I, as a Melee Fighter, loved the Glaive and my partner really enjoyed the Robe on her spellcaster. Ron made an excellent looking pdf-file with one scenario per page and makes everything easy to read. Everything you need, is already in your possession. Except for 2 Henchmen and 2 Villains for the endgame battle. There is a website where you can order these, or, if you're like me, you can just use placeholders like Black Fang and Ancient Skeleton (which Ron also pointed out himself in the Adventure). With 5 scenarios, come some new rewards and it's pretty decent, it's nothing overly powerful or out of balance. Some weapons here, some spells there, oh and look a power feat! What makes this product shine is probably the difficulty that got ramped up. Don't think that just because it's old cards it's just as easy. No. You're wrong. Some combinations of Scenario-rules and Locations can be dreadfully annoying and hard. I think I've never died in RotR, but I've been on the verge of death in THREE of the five scenarios. We even got a wipe and decided to just try again. One of my favorite parts is where a Guard Tower is summoned, but the Scenario tells you to not use Bandit Henchmen but his own created henchman. And trust me: To fight a monster at the start of your turn with 30 in Combat, that is pretty hard.

My second favorite factor might be the setup. Before you start your game, you need to remove EVERY Basic and Elite card from the box. Making sure you never encounter a Long Sword when you don't need it. It's just good items and strong monsters. Nice twist!

So, it looks nice, it plays nice, it's harder it got loot. So should you get? Why: Yes, Yes ofcourse! It's free after all. It's the fruits of labor of a fan who obviously put much thought in to the locations, scenarios and even the theme of monsters is rich. Just, trust me, don't get too attached to your allies. Consider them as friends all you like, but when the Tremor comes, run!

The Good:
- Great difficulty ramp up. It made me sweat!
- Theme is very rich. It's not just another adventure, it really combines well after Karzoug.
- Rewards feel great, not out of place.
- User-friendly lay-out. Not hard to get started. No more Long Swords!

The Bad:
- The Villains might just be too powerful. The combination of locations are great, but these might be too strong. I could also stop being a kid, and stop crying over my first death.

Endpoint:
9 out of 10. Great. Did you complete RotR? Go. Go now! Stop reading! Unless you like reading, then continue reading. I'm not your boss.

So, why not a 10? Well, I believe that nothing is perfect.. So, that's why. This did gave me some good vibes for the future. Ron made an 7th Adventure that's solid and perhaps even a Solid Adventure Path. So who is to tell what's more to come? Man, do I love this game and community.

I also didn't gave a 10 for 2 reasons, but these were minor oddities that I will put down here. Warning: these are Spoilers!
I hope Ron reads these and might attend to the problems at hand.

1. In "Across the Crawling Plains": Do I need to discard an Ally too if I defeat Bhole Jaws, or does the location where he came from close automatically? The rule book say that this always happens automatically, so we played it like that (also, we had no more allies). I assume it's without discarding. Since, if you have a party without Allies and some bad rolls, then you're out of luck.

2. In "Mhar's Quickening": The check to defeat Junk Beach is still a Poision Trap. Maybe change this to a stronger version of it self or a Titanic Bulk. Just like you did in "Ambush at the Thinning".

Thanks for reading!

And Ron, thanks for your contribution!


Me? Well, I'm just a great fan of the game and can't stop playing it with the misses. We just love the game so much and have played through RotR three times and are almost done with S&S now. Also, with the new box coming right around the corner, we can not wait for it to start shipping!

Now, since I'm such a fanatic, I started to develop some of my own characters. Granted, they are still under construction and need to be playtested. But I would love some user feedback.

I will post more when time goes by, but for now, here is my first shot!
Please, feel free to try this character at home and give my your feedback, positive and negative!

Shadani:
Female Ratfolk Alchemist
Strength d4 []+1
Dexterity d10 []+1 []+2 []+3 []+4
- Disable: Dexterity +2
- Stealth: Dexterity +2
- Ranged: Dexterity +1
Constitution d8 []+1 []+2 []+3
Intelligence d10 []+1 []+2 []+3 []+4
- Craft: Intelligence +2
Wisdom d6 []+1 []+2
Charisma d4 []+1

Favored Card Type: Item
Weapon: 1 []2 []3
Spell: 1 []2
Armor: 1 [] 2
Item: 6 []7 []8 []9
Ally: 2 []3 []4
Blessing: 4 []5

Powers:
Hand Size: 6 []7
Proficient with: Light Armors []Weapons
For your combat check, you may discard a card with the Alchemical trait to roll your Dexterity die +1d6 ([]+1) with the Poison ([]or Fire) trait. This counts as playing a weapon.
When you would banish a card that has the Alchemical trait, recharge it instead.
You may reduce damage with the Poison trait by 1.

Demo-Woman:
Hand Size: 6 []7 []8
Proficient with: Light Armors []Weapons
For your combat check, you may discard a card with the Alchemical trait to roll your Dexterity die +1d6 ([]+1) ([]+2) (+3) with the Poison ([]or Fire, Electricity, Cold, Mental, or Acid) trait. This counts as playing a weapon.
When you would banish a card that has the Alchemical trait, recharge it ([]or shuffle it into your deck) instead.
You may reduce damage with the Poison trait by 1.
[] Add 2 to your checks to acquire a boon with the Alchemical trait.
[] You may bury a card with the Alchemical trait to automatically succeed at a check to defeat a bane with the Trap ([] or Cache) trait.
[] You may bury a card to try to succeed at a Craft 9 check. If you succeed draw a random item with the Alchemical trait from the box.

Plague-Nurse:
Hand Size: 6 []7 []8
Proficient with: Light Armors []Heavy Armors []Weapons
For your combat check, you may discard a card with the Alchemical trait to roll your Dexterity die +1d6 ([]+1) ([]+2) with the Poison ([]or Acid) trait. This counts as playing a weapon.
When you would banish a card that has the Alchemical trait, recharge it instead.
You may reduce damage with the Poison trait by 1 ([] to 0, this also counts for damage with the Acid trait).
[] For your check that is against or has the Acid or Poison trait, you may recharge a card to add an additional 1d6 ([]1d12).
[] Add 2 to your checks to acquire a boon or defeat a bane with the Animal trait.
[] You gain the skill Fortitude: Constitution +2


Me? Well, I'm just a great fan of the game and can't stop playing it with the misses. We just love the game so much and have played through RotR three times and are almost done with S&S now. Also, with the new box coming right around the corner, we can not wait for it to start shipping!

Now, since I'm such a fanatic, I started to develop some of my own characters. Granted, they are still under construction and need to be playtested. But I would love some user feedback.

I will post more when time goes by, but for now, here is my first shot!
Please, feel free to try this character at home and give my your feedback, positive and negative!

Kilmar:
Male Half-Elf Fighter
Strength d8 []+1 []+2 []+3
- Melee: Strength +2
Dexterity d8 []+1 []+2 []+3
Constitution d6 []+1 []+2 []+3
- Fortitude: Constitution +1
Intelligence d4 []+1
Wisdom d10 []+1 []+2 []+3 []+4
-Survival: Wisdom +2
Charisma d4 []+1

Favored Card Type: Weapon
Weapon: 5 []6 []7 []8
Spell: -
Armor: 3 []4 []5 []6
Item: 2 []3
Ally: 2 []3 []4
Blessing: 3 []4

Powers:
Hand Size: 4 []5 []6
Proficient with: Light Armors Heavy Armors Weapons
When you discard a weapon for its power, you may recharge it ([] or shuffle it into your deck) instead.
For your combat check that the knife or spear trait, you may use your Melee skill instead.
Add 1d4 ([]+1) to another character’s combat check at your location

Master-at-arms:
Hand Size: 4 []5 []6
Proficient with: Light Armors Heavy Armors Weapons
When you discard a weapon for its power, you may recharge it ([] or shuffle it into your deck) instead.
For your combat check that the knife or spear ([]or any weapon) trait, you may use your Melee skill instead.
Add 1d4 ([]+1) ([]+2) to another character’s combat check at your location.
[] Add 2 ([]4) to your check to acquire a weapon.
[] Add the number of the adventure deck to your check to defeat a bane with the Veteran trait ([]or a Henchman or Villain)
[] When you encounter a spell, you may banish it and immediately explore again.
[] When you would bury a boon with the Light Armor or Heavy Armor trait, succeed at Fortitude 6 check to recharge it instead.

Blade Dancer:
Hand Size: 4 []5 []6 []7
Proficient with: Light Armors Heavy Armors Weapons
When you discard a weapon for its power, you may recharge it ([] or shuffle it into your deck) instead.
For your combat check that the knife or spear trait, you may use your Melee skill instead.
Add 1d4 ([]+1) ([]+2) to another character’s combat check at your location
[] When playing a weapon with the Finesse trait, add 1d6 ([]+1) ([]+2) to that check.
[] You gain the skill Acrobatics: Dexterity +3
[] You may recharge a card ([] or shuffle it into your deck) to add the Finesse trait to your combat check.