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After another roughly 9 months of work after Revenge of the Wicked , I proudly present to you my new custom AP In this AP for Skulls and Shackles, you get to join a warship from Tian Xia - including Ninjas and Samurais - and go on a wild chase through the Shackles to find a Tian noble that stole a valuable heirloom from his clan; no ones knows what he's up to, but you might find out that you need to stop him! Instead of the various ships of the original game, you get a powerful ship from Tian Xia that acts as your base and is similiar to a character in that it gets analogues to skill feats, card feats and even power feats for its crew during the the AP! But don't get too confident because of your ship, since this time, you will face an adventuring party from Tian Xia which grows in strength just as you do! Eventually, they even learn some new tricks and acquire new power feats during the course of your journey! There are 28 (!) new custom cards included this time, made beautiful by the awesome LudwigO, and I even painted some of the artwork myself! The AP is meant to be compatible with all class decks, and there are special rules to incorporate them thematically into your game. While not necessary, the recently released Hayato and Reiko with their ultimate decks, as well as the Monk deck can make for a great thematic experience! By the way; there are also sidequests that you can do (or neglect), and they will have minor and major repercussions on the overall story, which may or may not include how the ending turns out! This first draft surely has some typos and inconsistencies, but if you help me to find them, I'm dedicated to fixing them :) Looking forward to hear what everyone thinks
Take the location Scorched Obelisk from MM:
Which of the following cases describes correctly when you are dealt Electricity damage:
(I think the potential remaining cases can be safely ignored.)
I'm currently playing through some homebrew SnS scenarios with a party of MM Yoon, Siwar and Lesath, and I've realized that Yoon is a big factor why it's not feeling challenging at all lately. With 9 blessings and the ability to recharge one from her discard pile each turn, I basically have unlimited blessings support in a 3 player game: No matter the check, Yoon can throw a blessing on it, and the combat checks feel especially trivial since she she has a lot of BoEstrasil, which can add 2 die to everyone in this party. Since Yoon can recharge blessings for her combat check, she gets to cycle her deck fast as well, so the BoEstrasil come up again quickly. In fact, her blessings power feels much more versatile and stronger than the 1d4+1 from Siwar, which is quite strong already but at least locked to the location she is at and couldn't be played on herself pre-role. It's gotten to the point where I don't even need to bother with healing anymore, since I succeed on almost all the important checks (banes and the boons I need) without discarding anything other than Yoons blessings, and so there simply is no need (for villains and henchman, I have all the blessings from the other characters available on top of that). I can only imagine this being even better when just playing Yoon alone, while still being effective with higher player counts just for the sheer amount of blessings.
One approach would be to change her combat power from recharge to discard, so that there is less cycling, and a greater need to spend the blessings on yourself rather than anyone else. Used on her combat check, the power still gives at least 1d10+2, which is still much better than what a normal blessings would have given for a discard (1d6 for strength or 1d8 on dexterity). A more radical approach would be to just remove the power that recharges a blessing at the end of her turn, bringing her more in line with the monks, or changing it to something similar to the CD Yoon power for healing. I dunno, is anyone else experiencing the same issues with her?
We're starting a goblin campaign tomorrow and I want to make pets for the non-iconic characters (Ranzak and Reepazo). Ranzak's will obviously be the parrot, but has there even been an official name? If not, I'm open for suggestions for thematic names for the parrot and some bugs I'll have to come up with for Reepazo (also, I'm open for suggestions on bugs that jump, as I can't think of any besides grasshoppers).
Reepazo is either completely broken or I'm not understanding her power feat correctly, so I'm asking you to show me the later in order to disprove the former. Verminator Reepazo wrote: When you encounter a card, you may display a card that has the Divine trait. [While displayed, good things happen and there are some restrictions on playing cards.] ([ ] For each card displayed by this power, add 1d4 to your checks.) At the end of any encounter, you may recharge all cards displayed by this power. Now, Reepazo can get up to 6 Spells and 6 Blessings into her deck, which gives her a guaranteed minimum of 12 cards she could display over the course of 12 encounters for this power; I somehow doubt that the intention is to end up with an additional 12d4 on every check, so surely I must be missing something. You could argue that this is balanced by the risk implied of throwing away more than half of your deck, but really, 3d4 is a very strong buff already with almost no downside, and there is no limit on the cards you can acquire just in order to display them. The way I read the power is that while the cards are displayed, you get all the benefits - even after the encounter ends, since it's completely optional to stop displaying them after the encounter, and there is no indication of a time limit.
The following came up today: Winds of Vengeance wrote:
Do you first decide whether to recharge or continue displaying this card and then make the check, or do you first make the check and decide afterwards? If you do first make the check and decide afterwards, is it a check to recharge a spell even if you decide to continue to display it? I'm asking because I'm not sure if CD Seltiyel power is applicable when I want to continue to display the card: Seltiyel wrote: You may recharge a weapon ([] or any boon) to succeed at your check to recharge a spell. There are numerous other cards/powers that care about checks that recharge your spell, so I'd like to know in general if this is the case if I want to continue to display the Winds of Vengeance.
I'm currently working on another homebrew AP, this time for SnS. Right now, I'm halfway done, and while I'm working on the second half, I'd like to get some feedback for some new mechanics I want to include. I'm keeping this vague on purpose to not spoil the surprise when it's done, but there will be a mechanic similiar to the MM traders, which allows you to get some new cards at the end of each scenario.
The idea is that you trade cards of one such type against another card of the same type that comes from outside of SnS; you can make this process more efficient by investing in the corresponding category, so you will always improve two card types at the same time. Right now, my 5 categories are as follows: - Weapons that have the Melee trait
- Weapons that have the Ranged trait
- Spells that have the Arcane trait
- Spells that have the Divine trait
- Allies that list Diplomacy in their check to acquire
The question would be whether this is a good partition of all the cards in the box or if and how you would do it differently, given the following constraints: - each category should be priority for some kind of character
Feedback would be greatly appreciated, and I might use this thread in the future for further questions.
I'm wondering, has anyone ever considered to compile the cards of a gamebox into a class deck? An 'SnS CD', for example, would contain 100 cards selected from SnS and its expansions, such that a character could use it to become a swashbuckling champion by using it as a CD in a homegame using the card game rules. Such a CD shouldn't cater too much to a specific type of character, so that it could be viably used by everyone. I don't have time for such a project at the moment, but I'm curious if anyone is up to the task, and how it would look like. What do you think?
Right now, the only thing that is keeping me from getting more character decks is having a proper way to store the ones not in use. I use several deck boxes from ultra pro to store the ones in use, but it's getting annoying to move the ones not in use around all the time. I'd rather use the deck boxes for the ones in use and store the remaining decks in a sorted fashion somewhere else. I'm looking for some kind of card organizer that is a single piece and can hold multiple class decks, but I don't really know where to find one. Living in germany certainly doesn't help (broken token has shipping fees that match the price of what you want to buy in the first place), but I'm still open to suggestions for US manufacturers (might have luck on ebay). Are there any cheap solutions available? What are people using on the forums? I'm willing to pay some money for this, but not to the point where I could get another base set and expansions for the same money.
It's been 38 days since this order shipped (Hells Vengeance CD2, 2.11.17), but it didn't arrive so far; by now, I'm suspecting that it either got lost on the way or the postman never made the effort to deliver it to me, as I never got a note to pick up a missed parcel at the post office. Granted, going by business days, I still need to wait another week for it to be considered out of the expected time (I'm at 31 business days out of 36), but it never took so long to be delivered to my place, and Hells Vengeance CD1 only took about 14 days to get to me, which makes me quite suspicious. Could you please look into this (maybe it got returned to you somehow)? This order was my most anticipated product of this year, so the delay is rather dissappointing.
I'm working on a couple of custom cards for a new homebrew AP, but I can't find any artwork that is covered by the CUP for some pivotal cards I really want/need to include. If I wanted to comission the artwork of, say, at most 5 cards, how would I go about it? How can I find some artists, and how much costs (if any?) should I expect? Also, what kind of disclaimer would I need to include to the pdf, and are there other things to look out for (is there a need to separate whats covered by CUP and what's not, for example?).
So I bought 4-2 last week, but due to some website errors, I have no means to access it currently; a report has been sent to customer service, but I guess it will take a while for programming to get there. Since it'll take me several months to actually start playing season 4, that's not a big issue for me right now, but I'm super curious to know if the reward contains any character unlocks, so are there any?
We started playing Season 0 recently, and so far, it's just been really hard for the most part, especially 0-1A, 0-1B and 0-1E. We easily lost both 0-1A and 0-1B during the first try, so we decided to move on to 0-1C and 0-1D to get some feats, and today we barely succeeded at 0-1E on the last turn through sheer luck. 0-1C and 0-1D have been so much easier than the other scenarios so far, and I wonder why the more difficult scenarios are at the beginning. Have people been complaining about a lack of difficulty in SnS? I found the original campaign already pretty unforgiving at times, and the scenario setup/rules in A, B and E just seem to make everything more difficult than a comparable scenario from AD1 in the box. As a reference, our party was Ak, Mogmurch and Zeta for scenarios A-D, and now Koren joined our ranks for E.
Hey, I just bought Pathfinder Society Adventure Card Guild #4-2—Fanning the Flames PDF, but it wasn't added to my downloads, so I can't access it. EDIT: I just saw that my payment is on 'Pending', which is likely the reason why it doesn't show up. However, this never happended with any other pdf I bought; they always were set to 'Complete' immediately, so I'm still kind of wondering what is up now. Best regards,
Normally, you can only use your powers once per check/step, but do powers separated by OR count as separate powers or as the same power? As an example, Zetha from the Summoner CD has the following power:
CD Zetha wrote: You may banish a monster from your hand to ... use your Stealth skill in place of the listed skill for a non-combat check ... (□ OR to add 1d6 to your check to defeat a barrier). In this case, the question would be if Zetha can banish 2 monsters to use her stealth skill against a barrier and also add 1d6, using both clauses once. My feeling is no, but that would make the second part of the power very situational... using your stealth skill will most likely be better than adding 1d6 to a non-stealth skill, since using Stealth itself gives a guaranteed +3 over Dexterity, and is most likely better than any other check encountered by a barrier (even Arcane if you focus Dexterity).
This is a really cool idea to incorporate the characters, and the execution is great as well. :)
There is a lot to look forward to - the preview, the decks themselves, the second promo scenario and the resolution of their story arc! I'm excited!
After roughly 9 months of work in progress, I proudly present to you my custom AP In this AP, you get to play the bad guys - cultists of demon lords, to be precise - and go on a lenghty campaign all over Golarion and the Abyss to prove to the world that you are not to be trifled with! Instead of using the mythic paths of the original game, everyone gets to be a Demoniac, which lets you summon demons to fight for you and power up temporarily through abyssal power, along with new ways to use cards that have the Corrupted trait - cultists have no need for the redemption table, after all! There are 25 (!) new custom cards included, and the game should feel quite differently from the original WotR campaign, both in tone and core gameplay mechanics (limited d20, incentives to expend and (new options) to get mythic charges, just to name a few). The AP is meant to be compatible with the Hell's Vengeance CDs just as the Season of the Goblin is compatible with the Goblin CDs, so once released I hope those decks will containt a lot of evil cards that will improve the atmosphere of the game even more. :) I've played through the campaign as it is with Melindra, Wrathack and Grazzle, and I would appreciate any feedback while I'll start another playthrough with friends. Looking forward to hear what everyone thinks
Executioner Zadim wrote:
Tears of Death (Item that has the Poison trait) wrote:
By my interpretation of RAW, Executioner Zadim can recharge his whole discard pile every time he plays Tears of Death and fails the Disable/Craft check. Is that intended, is my interpretation wrong or do we need a FAQ?
The Unstable Accelerant reads, among other things, the following: Unstable Accelerant wrote: When a character at that location rolls a die, treat odd rolls as 1 and even rolls as the highest number on that die. My reading is that this applies to rolls for taking damage or healing as well - is that really the intention?
I agree overall, even though I think the game is more fun if you have less healing. Playing Grazzle lately, the game becomes a total easy mode, since there is no risk at screwing up anymore (I seriously think the Bog Medic role should be errata'd to be less good at healing, as his healing is way more broken than the pre-errata Alain could ever hope to be - using his healing, I easily shrugged off 2-3 'Rite of Heraldry induced' handwipes per character (!) without breaking a sweat, all in a single scenario). Regarding the temptations of WotR, I think most of them are supposed to be the analogue of the various chests in RotR, the plunder in SnS and the traders in MM, namely a thematic means to increase the odds of getting better cards. They don't need to be overcome since you can usually just ignore them; they only introduce an optional layer of risk vs reward.
The Treachery Demon occurs as an AD5 Monster in RotR and as an AD5 Henchman in WotR. The WotR version is 'buffed' compared to the RotR version, since it has an additional (cosmetic) trait, increases the difficulty to defeat by 3 and has an additional power. I get why the WotR is the way it is, but how can this discrepancy be reconciled with the guideline that cards with the same name should do the same?
Qlippoth Runestone's at this location wrote: After you explore, succeed at a Wisdom 9 check or be moved to another location. So, do I move to a location of my choice or is this supposed to be random? I guess if it said 'or move to another location', that would imply the former, but the passive formulation sounds like someone else should decide for me.I couldn't find anything with the search function.
Sorry for the off-topic question, but why has the Brodert Quink card gotten a facelift and is listed with a copyright at 2017, while the other cards seem to be the original versions of the original release with a 2013 copyright? Having seen the original card so many times, this strikes me as very odd, especially since it's missing the 'POWERS' bar above its text.
According to the updates thread, we are encouraged to make suggestions for Class Decks we would like to see, so it may be nice to gather them in one place for ease of reference. I'd like to see
If that is too niche, a single CD themed around Jade Regent similar to the Hells Vengeance CDs would be cool as well, where I imagine it would include the iconic Ninja, iconic Samurai and then someone else as well.
From the recent blog about GenCon: Quote: The Adventure Card Guild has a full stock of events spanning all seasons of organized play, including Season of the Shackles, Season of the Righteous, and Season of the Runelords, Season of Plundered Tombs. We are putting final touches on the next season and hope to announce more information soon. Sounds great, but I wonder what box that season would use? Would be awesome if they went all out crazy and had the season span multiple base sets (changing inbetween ADs), but I doubt that's going to happen. Chronologically, I guess it would be SnS's turn again, but since I like that set the least, I hope that is not the case.
While browsing ebay, I found a seller that allegedly sold a 'Slayer Class Deck', even though it had the image of an Inquisitor class deck. Since there is no such thing to the best of my knowledge, I was curious and clicked the link to find an official sounding description of the product, so I did a short search to come up with this product in the pathfinder wiki. I guess I'm late to the party and missed something major, so might anyone enlighten me to what the story behind this class deck is and why it was apparently cancelled? I can't find anything relating to this product on the official paizo site.
Hello, I've bought the wizard class deck for the adventure card game a while back from a third party seller, and now that I've finally came around to open it, I saw that the card 'Spellsword +2' with adventure deck number 4 is missing. Unfortunately, the seller doesn't seem to respond to me anymore, and so I'd like to ask if there is another way to replace the card somehow. Best regards,
I'm very confused about the relations of demon lords and the material plane. I'd like to know if its possible in golarion to summon a demon lord to the material plane, and if so, how difficult is it? In particular, can a demon lord be summoned to the material plane without consent, and if so, can it be blocked from returning to its abyssal realm?
Can they even move freely to the material plane by themselves, and does it even make sense for a cult to actively try to summon a demon lord to the material plane? Since demon lords gain a lot of bonuses in their abyssal realm, it seems like it would be a good idea in a mythic campaign to move the fight somewhere else. I couldn't find a proper answer to these questions in Lords of Chaos.
Hey everyone, I'm working on a character concept and would like some help with designing the roles. My goal is to have a goblin that works with the Goblins Burn deck, and is a mixture between a monk and a kineticist; the goblin in question would love to be a monk with the elemental fist feat, e.g. set his fists on fire and punch people, but alas, goblins are usually not enough into introspection to achieve the necessary training to do so. For this reason, said goblin chooses to set himself on fire and just punches his enemies anyway, figuring that that is probably the way monks do as well. He eventually got accostumed to it, but as a result, picture the goblin bandaged all over his body, with scorched skin being visible inbetween. The base looks like this: Name Male Goblin Kamikaze SKILLS
Powers
When you encounter a bane, you may display any number of blessings from your hand; the total number of displayed blessings may not exceed your Constitution modifier +1 (□ +2). You may recharge a displayed blessing to add 1d12 plus 1d6 for each displayed blessing and the Fire trait to your combat check; you may not play a weapon on that check. Cold (□ or combat) damage dealt to you is decreased by the number of your displayed blessings. At the end of your turn, (□ you may reveal a card with the Liquid trait to recharge a displayed blessing, then) you are dealt fire damage equal to the number of displayed blessings. Cards List
Weapon - □1
Remarks The displayed blessings measure how much the goblin set himself on fire. The fire slowly dissipated by hitting enemies, so in principle, it can be used for multiple fights; the intent is that I may display 3 blessings for a bane with a combat check, recharge 1 for the check, and use the other 2 blessing in another, unrelated combat check later in the same turn for the effect again. With a lot of blessings, you can make a lot of high combat checks per turn, but if you don't get into enough fights, you'll get a heavy amount of Fire damage at the end of your turn as well; alternatively, you can only play one blessing in each combat as you go along, so you won't get fire damage at the end, but then you're initial checks are weaker than if you had played them all at once at the first check. It's supposed to be high-risk high-reward to fit into the goblin theme. I'd like to make two roles, but I'm somehow not coming up with anything clever for them. The first role would be 'Living Torch', which is about the mastery of staying on fire indefinitely. The second role is 'Fake Mummy', where the goblin embraces the fact that he is bandaged all over his body due to the scorch marks, and develops traits from mummies. Any ideas how to do this in a cool way?
As far as I'm aware, WotR Adowyn and WotR Crowe are the only characters from a base set prior to MM that are currently not confirmed to be playable in OP at some point, as there is no means to unlock them yet, and neither class deck is announced (as compared to the Magus, who is also not available yet, but will be once the class deck hits the shelves). For Crowe, the reason is that there is not really a class deck covering arcane/melee yet, and it was hinted at his likely unlockable inclusion in the upcoming Magus Deck, which makes a lot of sense and takes care of him. What I don't understand is the lack of availability for Adowyn, since she would easily fit into the Ranger class deck. The reason I'm making this thread is that I just bought 3-4, which features the 3rd unlockable class deck for Mavaro as a reward, which I feel is a strange priority given Adowyns exclusion so far. I think its cool that Mavaro has the possibility to choose between class decks, but at this point, I wonder if Adowyns lack of availability is just an oversight, or if there is a deeper reason involved? It would be cool to see her unlocked at some point :)
I'm a bit confused right now. Let's start with the cards in question. Relevant part of Wand of Sacred Weapon wrote: For your combat check, bury this card to summon and play a random non-Basic weapon from the box. Relevant part of Unholy Aspergillum +3 wrote: If this card has the Corrupted trait, a character at your location must discard a blessing or you may not play this card. Now, I got unlucky and Grazzle used the Wand of Sacred Weapon to summon and play the Unholy Aspergillum +3, but is alone at his location and has no blessing to do so. According to the rulebook: MM rules wrote: If one card tells that you cannot do something and another card tells you that you can, comply with the card that tells you that you cannot. So, the obvious conclusion is that I can't play the weapon. However, I'm not quite sure how to proceed now, since I originally played the Wand to define my (combat) check, and that failed. The relevant rule now is this: MM rules wrote:
So I'm wondering how much I am supposed to ignore. I read that as ignoring the instruction to define my check, and so I get to use another card to define it. The wand gets buried (or recharged, depending on my check), and I need to play another card to define my combat check to not end up with my Strength / Melee. Is that correct? I could see an alternative in the aspergillum denying me playing the wand in the first place, or something strange like that.
Unfortunately, I'm not able to play the MM campaign right now due to diminished free time and still running campaigns in both SnS and WotR.
I'm not interested in specifics of any Loot cards, and I'm aware of most of the new mechanics, so I'm curious for things like the following from SnS and WotR: Spoiler:
What I really liked in SnS was the gimmick in 4-3 (I think?) where you exchanged your role card for a custom one, letting a Wizard possess you. Afterwards, WotR pulled even more awesome stuff: Unlocking Arueshalae in AD3, upgrading Radiance and finally unlocking advanced Mythic Paths in AD5 were all really cool rewards that transcendet the standard progression. Without getting to know about the story implications, I'd like to know if there is anything like this in MM? Also, I'm curious about the reward structure of the feats. Sorting in parts of the base set, I saw that you already get a skill and power feat in the base scenario, so I'm curious if those will be skipped sometime later or if there is some other trade-off?
Hey, just so people are aware, the app now features variants of the original cast of RotR. The slight changes can be found here. Now the obvious questions:
Also, in the long run, whats the plan for custom content in the app? Is it supposed to stay there or will it come to the physical card game? On a related note, there is some major rebalancing going on in the app. Might we see another errata that brings the RotR rules in line with the state-of-the-art wording at some point, updating the balance as well?
Hey, since there is a lot of life in the homebrew section lately, and since I had a day off today, I started a little 'dream project' of mine. I'd like to write a homebrew AP based on WotR, were you play as the bad guys. I also actually started, and thought about posting the first AD I've written up today: Now, I post this link for the following reasons: 1) Feedback
2) Cleaning up the writing part
3) Playtesting
Even when I will playtest, I have absolutely no idea how to play with parties bigger than three, as I personally never will play with parties of this size. I'd just be content with designing the AP for three characters, but that seems to be lacking. 4) General tips/insights
5) Any advice, really
Based on the following contribution, I'd thought it was fun to give some more alternatives (and make the list more visible in the homebrew section). cartmanbeck wrote:
I don't know how to access any free art, so I'll refrain from uploading any cards, but I made 3 familiars taylored to SnS. I don't own the witch deck, so I based them on the examples given here - I'm not sure if they are balanced against the class deck, so feedback is welcome. Hermit Crab [Traits: Animal, Arcane, Familiar, Aquatic]
While displayed, when failing a combat check, place this card on top of your deck to reroll 1 die; you must take the second result. Comment:
Blue-Ringed Octopus [Traits: Animal, Arcane, Familiar, Aquatic]
While displayed, place this card on top of your deck to add 1d8 and the Poison trait to your combat check, or to evade a monster with the Aquatic trait. Comment:
Capuchin Monkey [Traits: Animal, Arcane, Familiar]
While displayed, place this card on top of your deck to add 1d6 to your craft check; if you have a role card, add an additional 1d6. Comment:
Feel free to give feedback and post your own familiars!
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