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Female Human Witch | Deck Handler
![]() Feiya will get to tier 2. Deck upgrade: 1. Ally 2 1d1000 ⇒ 981
I pick spell for the extra upgrade, I pick spells. Spells from 2 or lower I do not have already have are:
Card feat: From tier: Ally
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Female Human Witch | Deck Handler
![]() Temporary close check
Feiya at Wounded Lands wrote:
Skills and Powers: Skills
Strength d4
Dexterity d8 Constitution d4 Intelligence d12 ☑ +1 Knowledge: Intelligence +2 Arcane: Intelligence +2 (Familiar) Craft: Intelligence +2 (Familiar) Wisdom d6 Charisma d8 Diplomacy: Charisma +2 Powers
When you fail to defeat a non-villain, non-henchman monster, you may recharge a spell to shuffle the monster into a random other open location deck. Favored Card: Spell ![]()
Female Human Witch | Deck Handler
![]() Hour of the Gods Explore card #1: Locked Stone Door
Feiya goes back to the locked door trying to open it but to no success. Discard Archer to explore, hoping to find the other card
Feiya at Wounded Lands wrote:
Skills and Powers:
Skills
Strength d4
Dexterity d8 Constitution d4 Intelligence d12 ☑ +1 Knowledge: Intelligence +2 Arcane: Intelligence +2 (Familiar) Craft: Intelligence +2 (Familiar) Wisdom d6 Charisma d8 Diplomacy: Charisma +2 Powers
When you fail to defeat a non-villain, non-henchman monster, you may recharge a spell to shuffle the monster into a random other open location deck. Favored Card: Spell I’ll probably move elsewhere on next turn. ![]()
Female Human Witch | Deck Handler
![]() Hour of Gorum Explore, #1 is Ghoul
Feiya, seeing a ghoul coming towards her, uses her shiny new staff to cast a spell at the undead and bolster her life. Discard Blessing of the Spellbound to explore
Feiya finds a longsword, but has no interest so just discard it. End of turn, draw 3 cards Feiya at Wounded Lands wrote:
Skills and Powers: Skills
Strength d4
Dexterity d8 Constitution d4 Intelligence d12 ☑ +1 Knowledge: Intelligence +2 Arcane: Intelligence +2 (Familiar) Craft: Intelligence +2 (Familiar) Wisdom d6 Charisma d8 Diplomacy: Charisma +2 Powers
When you fail to defeat a non-villain, non-henchman monster, you may recharge a spell to shuffle the monster into a random other open location deck. Favored Card: Spell ![]()
Female Human Witch | Deck Handler
![]() Seing Zombies from afar coming to her, Feiya uses caltrops to stop them. Banish caltrops to defeat Zombies ![]()
Female Human Witch | Deck Handler
![]() Fix hand, no burglar vs bane at Feiya's location Feiya at Desecrated Vault wrote:
Skills and Powers: Skills
Strength d4
Dexterity d8 Constitution d4 Intelligence d12 ☑ +1 Knowledge: Intelligence +2 Arcane: Intelligence +2 (Familiar) Craft: Intelligence +2 (Familiar) Wisdom d6 Charisma d8 Diplomacy: Charisma +2 Powers
When you fail to defeat a non-villain, non-henchman monster, you may recharge a spell to shuffle the monster into a random other open location deck. Favored Card: Spell ![]()
Female Human Witch | Deck Handler
![]() Hour of Serenrae Explore: #4 is Locked Stone Door
Feiya asks her burglar friend to open the locket door in front of her but he doesn’t manage to do it so she starts looking elsewhere. Discard Apprentice to explore
Feiya finds some thieves’ tools but after looking at them and her inability to pick lock she speaks to Daji “I don’t think that would have helped against that locked door before”. End turn, drawing cards Feiya at Desecrated Vault wrote:
Skills and Powers: Skills
Strength d4
Dexterity d8 Constitution d4 Intelligence d12 ☑ +1 Knowledge: Intelligence +2 Arcane: Intelligence +2 (Familiar) Craft: Intelligence +2 (Familiar) Wisdom d6 Charisma d8 Diplomacy: Charisma +2 Powers
When you fail to defeat a non-villain, non-henchman monster, you may recharge a spell to shuffle the monster into a random other open location deck. Favored Card: Spell ![]()
Female Human Witch | Deck Handler
![]() Feiya starts looking around for another clue. See previous post for hand ![]()
Female Human Witch | Deck Handler
![]() Hour of Serenrae
Feiya finds a shield but it's too heavy so she discards it. Discard Soldier to explore. #2 is Ambush
The burglar warns Feiya of an ambush so she prepares herself. Zombies starts attacking everyone so she uses her favorite spell, Life Drain and bolster herself. Feiya at Desecrated Vault wrote:
Skills and Powers: Skills
Strength d4
Dexterity d8 Constitution d4 Intelligence d12 ☑ +1 Knowledge: Intelligence +2 Arcane: Intelligence +2 (Familiar) Craft: Intelligence +2 (Familiar) Wisdom d6 Charisma d8 Diplomacy: Charisma +2 Powers
When you fail to defeat a non-villain, non-henchman monster, you may recharge a spell to shuffle the monster into a random other open location deck. Favored Card: Spell ![]()
Female Human Witch | Deck Handler
![]() Hour of the Gods Explore Wounded Lands #2: Diseased Rats
Feiya is looking around and gets attacked by rats. She uses a cold spell to freeze the creatures. End of turn, drawing 2. Feiya at Desecrated Vault wrote:
Skills and Powers: Skills
Strength d4
Dexterity d8 Constitution d4 Intelligence d12 ☑ +1 Knowledge: Intelligence +2 Arcane: Intelligence +2 (Familiar) Craft: Intelligence +2 (Familiar) Wisdom d6 Charisma d8 Diplomacy: Charisma +2 Powers
When you fail to defeat a non-villain, non-henchman monster, you may recharge a spell to shuffle the monster into a random other open location deck. Favored Card: Spell ![]()
Female Human Witch | Deck Handler
![]() Feiya get some thanks from people she managed to save. One even offer to cure her a bit, which she gladly accept. Heal: 1d4 + 1 ⇒ (4) + 1 = 5 That’s more than my discard pile.
Hour of the Gods
With a bit of concentration, Feiya uses her charm hex and approaches “Hello mister, can I get your help? I need to find treasure.” Turn’s done Feiya at Desecrated Vault wrote:
Skills and Powers: Skills
Strength d4
Dexterity d8 Constitution d4 Intelligence d12 ☑ +1 Knowledge: Intelligence +2 Arcane: Intelligence +2 (Familiar) Craft: Intelligence +2 (Familiar) Wisdom d6 Charisma d8 Diplomacy: Charisma +2 Powers
When you fail to defeat a non-villain, non-henchman monster, you may recharge a spell to shuffle the monster into a random other open location deck. Favored Card: Spell ![]()
Female Human Witch | Deck Handler
![]() Hour of of Sarenrae
Lesath mentions a battered chest, so Feiya comes and use a fire spell to melt the lid. She finds quite a treasure inside put the rock starts crumbling. Closing location: 4 damage, discard Amulet of Life to reduce that by 3, and discard Caltrops.
Feiya at Collapsing Bridge F wrote:
Skills and Powers: Skills
Strength d4
Dexterity d8 Constitution d4 Intelligence d12 ☑ +1 Knowledge: Intelligence +2 Arcane: Intelligence +2 (Familiar) Craft: Intelligence +2 (Familiar) Wisdom d6 Charisma d8 Diplomacy: Charisma +2 Powers
When you fail to defeat a non-villain, non-henchman monster, you may recharge a spell to shuffle the monster into a random other open location deck. Favored Card: Spell ![]()
Female Human Witch | Deck Handler
![]() Hour of Desna
Feiya finds another bowman and starts telling him “Hey you with… Didn’t I just saw you before?” The archer seems angry at the confusion and wanders off. I’m going to continue exploring, the ally will just disappear otherwise.
On the next person, Feiya tries her charm hex but the bard resists and wanders off. End turn:
Feiya at Collapsing Bridge E wrote:
Skills and Powers: Skills
Strength d4
Dexterity d8 Constitution d4 Intelligence d12 ☑ +1 Knowledge: Intelligence +2 Arcane: Intelligence +2 (Familiar) Craft: Intelligence +2 (Familiar) Wisdom d6 Charisma d8 Diplomacy: Charisma +2 Powers
When you fail to defeat a non-villain, non-henchman monster, you may recharge a spell to shuffle the monster into a random other open location deck. Favored Card: Spell ![]()
Female Human Witch | Deck Handler
![]() Updated notes Feiya at Collapsing Bridge B wrote:
Skills and Powers: Skills
Strength d4
Dexterity d8 Constitution d4 Intelligence d12 ☑ +1 Knowledge: Intelligence +2 Arcane: Intelligence +2 (Familiar) Craft: Intelligence +2 (Familiar) Wisdom d6 Charisma d8 Diplomacy: Charisma +2 Powers
When you fail to defeat a non-villain, non-henchman monster, you may recharge a spell to shuffle the monster into a random other open location deck. Favored Card: Spell ![]()
Female Human Witch | Deck Handler
![]() This is also a game of resource management. Our table had our share of brush with death in previous scenarios. Some of the player play more aggressively (this is my feeling), I play more conservatively so our healer can focus on them. Also our healer could very well get moved to another table now that we know this can happen. In the previous scenarios, there was some hard to make checks for a party of tier 1 characters; blessing are the easiest way to get more dice. They can’t help if they are in the discard pile. ![]()
Female Human Witch | Deck Handler
![]() Hour of Iomedae
Feiya finds another person with a bow, but she doesn’t shoot arrows at her so she tries to convince her to come along: “Hi, we need to gather up, follow us.” Discard Archer 2 to explore, B #2 is Cultist
She then approaches a hooded figure, that draws a dagger and put it into the archer. She cast a spell to fell the cultist down and then approaches the archer and tells him “Don’t worry, I’ve got you”. After a bit of healing the archer is ready for action once more. End of turn:
Feiya at Collapsing Bridge B wrote:
Skills and Powers: Skills
Strength d4
Dexterity d8 Constitution d4 Intelligence d12 ☑ +1 Knowledge: Intelligence +2 Arcane: Intelligence +2 (Familiar) Craft: Intelligence +2 (Familiar) Wisdom d6 Charisma d8 Diplomacy: Charisma +2 Powers
When you fail to defeat a non-villain, non-henchman monster, you may recharge a spell to shuffle the monster into a random other open location deck. Favored Card: Spell ![]()
Female Human Witch | Deck Handler
![]() Seeing the first rock crumble, Feiya decides to move on to another one. Hour of Iomedae
“You there with the bow, follow me, we must regroup” Discard Archer to explore, #2 is Soldier
“And you with the helmet follow us.” Discard Soldier to explore, #3 is Goblin Raid
On the rock, some goblins start attacking everyone. Feiya just drain the life out of the closest one.
Feiya at Collapsing Bridge B wrote:
Skills and Powers: Skills
Strength d4
Dexterity d8 Constitution d4 Intelligence d12 ☑ +1 Knowledge: Intelligence +2 Arcane: Intelligence +2 (Familiar) Craft: Intelligence +2 (Familiar) Wisdom d6 Charisma d8 Diplomacy: Charisma +2 Powers
When you fail to defeat a non-villain, non-henchman monster, you may recharge a spell to shuffle the monster into a random other open location deck. Favored Card: Spell ![]()
Female Human Witch | Deck Handler
![]() Hour of Iomedae
“Sir, I think you should not stay on that rock; it doesn’t look stable” Discard Apprentice to explore
Feiya then finds a trap, an Explosive Rune spell. She tell everyone to stand clear while she tries to dispel it. She manages to do it. End of turn bridge collapse: 1d10 ⇒ 3 7 cards left so nothing happens.
Feiya at Collapsing Bridge A wrote:
Skills and Powers: Skills
Strength d4
Dexterity d8 Constitution d4 Intelligence d12 ☑ +1 Knowledge: Intelligence +2 Arcane: Intelligence +2 (Familiar) Craft: Intelligence +2 (Familiar) Wisdom d6 Charisma d8 Diplomacy: Charisma +2 Powers
When you fail to defeat a non-villain, non-henchman monster, you may recharge a spell to shuffle the monster into a random other open location deck. Favored Card: Spell ![]()
Female Human Witch | Deck Handler
![]() Feiya at wrote:
Skills and Powers: Skills
Strength d4
Dexterity d8 Constitution d4 Intelligence d12 ☑ +1 Knowledge: Intelligence +2 Wisdom d6
Powers
When you fail to defeat a non-villain, non-henchman monster, you may recharge a spell to shuffle the monster into a random other open location deck. Favored Card: Spell ![]()
Female Human Witch | Deck Handler
![]() I’d like the Spell B to change Steal Book (not used once in 3 scenario) for Good Omen. In case someone else is interested: 1. Spell B 1d1000 ⇒ 935
From last scenario, I will get Staff of Cackling Wrath, replacing Bestiary of Garund. The skill feat is permanent. That’s very good, we should take her. ![]()
Female Human Witch | Deck Handler
![]() Feiya uses the evil eye hex on the villain recharge steal book for a −1 to Tontelizi combat check and then misfortune hex recharge life drain for a −2 on Mother Myrtle combat check. ![]()
Female Human Witch | Deck Handler
![]() Displayed Daji during the turn, and recharged Elven Chain shirt for hex to help versus the barrier Feiya at Thassilonian Dungeon wrote:
Skills and Powers: Skills
Strength d4
Dexterity d8 Constitution d4 Intelligence d12 ☑ +1 Knowledge: Intelligence +2 Arcane: Intelligence +2 (Familiar) Craft: Intelligence +2 (Familiar) Wisdom d6 Charisma d8 Diplomacy: Charisma +2 Powers
When you fail to defeat a non-villain, non-henchman monster, you may recharge a spell to shuffle the monster into a random other open location deck. Favored Card: Spell ![]()
Female Human Witch | Deck Handler
![]() Hour of the Gods Move step: Random open location: 1d2 ⇒ 2 Thassilonian Dungeon
Feiya finds a scroll, and manages to identify it as a scroll of Aid. She takes it thinking she should be able to use it once. Discard Crow to explore
Feiya does not hear the sound from the monster in the closet and does not get closer to inspect it. Discard Blessing of the Elements 2 to explore
Feiya gets ambushed by a goblin anyway. As he saw her with a book, he just run to her, take the book (that steal words from your head as all goblins know) and throw a torch at it. Discard Life Drain for combat.
For that burned book, Feiya drains the life out of the goblin. Use daji to recharge Amulet of life into deck, only spell to shuffle in is Life Drain; then put daji on top of deck.
Feiya at Thassilonian Dungeon wrote:
Skills and Powers: Skills
Strength d4
Dexterity d8 Constitution d4 Intelligence d12 ☑ +1 Knowledge: Intelligence +2 Wisdom d6
Powers
When you fail to defeat a non-villain, non-henchman monster, you may recharge a spell to shuffle the monster into a random other open location deck. Favored Card: Spell ![]()
Female Human Witch | Deck Handler
![]() Card #3 will have been revealed on Izdrix’s turn. Whatever happens, it will not be in the deck anymore.
A mercenary attacks Feiya as she gets to the Abbatoir; she casts a spell and he just feel the cold in his bones. No more card in hand, so end turn and draw 6 cards Feiya at Dam wrote:
Skills and Powers: Skills
Strength d4
Dexterity d8 Constitution d4 Intelligence d12 ☑ +1 Knowledge: Intelligence +2 Arcane: Intelligence +2 (Familiar) Craft: Intelligence +2 (Familiar) Wisdom d6 Charisma d8 Diplomacy: Charisma +2 Powers
When you fail to defeat a non-villain, non-henchman monster, you may recharge a spell to shuffle the monster into a random other open location deck. Favored Card: Spell ![]()
Female Human Witch | Deck Handler
![]() Hour of Iomedae.
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Female Human Witch | Deck Handler
![]() Recharge Codex on Ambush.
Feiya at Dam wrote:
Skills and Powers: Skills
Strength d4
Dexterity d8 Constitution d4 Intelligence d12 ☑ +1 Knowledge: Intelligence +2 Arcane: Intelligence +2 (Familiar) Craft: Intelligence +2 (Familiar) Wisdom d6 Charisma d8 Diplomacy: Charisma +2 Powers
When you fail to defeat a non-villain, non-henchman monster, you may recharge a spell to shuffle the monster into a random other open location deck. Favored Card: Spell ![]()
Female Human Witch | Deck Handler
![]() Hour of Abadar
Feiya founds a potion, and with her alchemy knowledge manages to identify it as a potion of Ghostly Form. She put it in her satchel and goes on. Discard Standard Bearer to explore, #2 is Icy Terrain, Henchman.
Feiya finds a patch of ice, so she casts her fire snake spell trying to melt it. But the ice was on the top of a frozen lake and she falls in. She manages to get out of it but spend some times trying to warm herself. End turn, drawing 5 cards. Feiya at Dam wrote:
Skills and Powers: Skills
Strength d4
Dexterity d8 Constitution d4 Intelligence d12 ☑ +1 Knowledge: Intelligence +2 Arcane: Intelligence +2 (Familiar) Craft: Intelligence +2 (Familiar) Wisdom d6 Charisma d8 Diplomacy: Charisma +2 Powers
When you fail to defeat a non-villain, non-henchman monster, you may recharge a spell to shuffle the monster into a random other open location deck. Favored Card: Spell ![]()
Female Human Witch | Deck Handler
![]()
Feiya found something that looks like it’s used to shave, and do not bother trying to pick it up. Discard Fox to explore #2: Elven Chain Shirt
She then found an armor, finding it does not weigh that much, she put it on. Discard Apprentice to explore #3: Standard Bearer
She then sees a Pathfinder holding a flag. After a quick hex to help make him a friend, she approaches him, and taking her more innocent air, tells him: “Hello… I’m… a bit lost, would you mind helping me find my way, I don’t know what to do?” The standard bearer answer, trying to look at his best: “Of course, Young Lady, we need to explore this place. Let me accompany you.” Feiya answers, pretending to blush, “How nice of you”. End turn, draw two cards.
Feiya at Dam wrote:
Skills and Powers: Skills
Strength d4
Dexterity d8 Constitution d4 Intelligence d12 ☑ +1 Knowledge: Intelligence +2 Arcane: Intelligence +2 (Familiar) Craft: Intelligence +2 (Familiar) Wisdom d6 Charisma d8 Diplomacy: Charisma +2 Powers
When you fail to defeat a non-villain, non-henchman monster, you may recharge a spell to shuffle the monster into a random other open location deck. Favored Card: Spell ![]()
Female Human Witch | Deck Handler
![]() Hand update I missed Elf olic'lo discards of my blessing before my turn. Feiya at Dam wrote:
Skills and Powers: Skills
Strength d4
Dexterity d8 Constitution d4 Intelligence d12 ☑ +1 Knowledge: Intelligence +2 Arcane: Intelligence +2 (Familiar) Craft: Intelligence +2 (Familiar) Wisdom d6 Charisma d8 Diplomacy: Charisma +2 Powers
When you fail to defeat a non-villain, non-henchman monster, you may recharge a spell to shuffle the monster into a random other open location deck. Favored Card: Spell ![]()
Female Human Witch | Deck Handler
![]()
Warned that a shadow is awaiting at the Dam, Feiya cast a cold spell in advance and as soon as the creature tries to attack her, she freeze it. Tontelizi just give a big weapon smash on it, and the shadow disappear. Turn’s done
Feiya at Dam wrote:
Skills and Powers: Skills
Strength d4
Dexterity d8 Constitution d4 Intelligence d12 ☑ +1 Knowledge: Intelligence +2 Arcane: Intelligence +2 (Familiar) Craft: Intelligence +2 (Familiar) Wisdom d6 Charisma d8 Diplomacy: Charisma +2 Powers
When you fail to defeat a non-villain, non-henchman monster, you may recharge a spell to shuffle the monster into a random other open location deck. Favored Card: Spell ![]()
Female Human Witch | Deck Handler
![]() Before you act: recharge Frostbite, examine next card: Blessing of the Elements 1 so draw it.
Feiya, attacked by a Janni, answer in kind with her new favorite spell. Trying diplomacy on second check.
She then tells the janni “look we’re not bad guys here, I’m not here to kill you ; I just want to know what’s on this rock.” The janni seems a bit convinced but ran away before Feiya has the time to talk more. Villain escapes! but my location, Warren, is closed.
Feiya at Thassilonian Dungeon wrote:
Skills and Powers: Skills
Strength d4
Dexterity d8 Constitution d4 Intelligence d12 ☑ +1 Knowledge: Intelligence +2 Arcane: Intelligence +2 (Familiar) Craft: Intelligence +2 (Familiar) Wisdom d6 Charisma d8 Diplomacy: Charisma +2 Powers
When you fail to defeat a non-villain, non-henchman monster, you may recharge a spell to shuffle the monster into a random other open location deck. Favored Card: Spell ![]()
Female Human Witch | Deck Handler
![]() Hour of Gorum
Feiya just get lost trying to find her way to the dungeons.
She then finds a human she tries to charm, but he insists “I have a farm to tend to”. She looks at him, perplex, while he goes away. [ooc]
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Female Human Witch | Deck Handler
![]() Feiya starts at Thassilonian Dungeon (but will get moved somewhere else anyway).
Feiya at Thassilonian Dungeon wrote:
Skills and Powers: Skills
Strength d4
Dexterity d8 Constitution d4 Intelligence d12 ☑ +1 Knowledge: Intelligence +2 Wisdom d6
Powers
When you fail to defeat a non-villain, non-henchman monster, you may recharge a spell to shuffle the monster into a random other open location deck. Favored Card: Spell ![]()
Female Human Witch | Deck Handler
![]() Just thought of looking at pacg.wikia to look at available cards in my deck. I’ll get Blessing B as the deck upgrade, using Blessing of Pharasma instead of Blessing of the Gods. Extra deck upgrade will be Staff of Cackling Wrath (Item 1). ![]()
Female Human Witch | Deck Handler
![]() Boon roll: 1d20 ⇒ 18 Next scenario extra deck upgrade: need to look at my cards, won’t be home until late tonight. Deck upgrade: need to look at deck too. I had banished the fox, so I need to see if I can grab an Ally B or a Blessing (to replace Blessing of the Gods). Power feat: When a character at your location attempts a check to acquire an ally or defeat a barrier ☑ or a monster, you may recharge a card to reduce the difficulty of that check by 1 plus the card’s adventure deck number. ![]()
Female Human Witch | Deck Handler
![]() You’re right.
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Female Human Witch | Deck Handler
![]() Out of turn recharge for Mother Myrtle: Steal Book Hour of Oracle of Iovo
Feiya is attacked by an oracle of Iovo. Her cold spell ineffective, she can only try her best to not die at the end of the elemental. Move to Cemetery
Feiya gets to the cemetery where the group found the last oracular pool. She manages to do the ritual correctly. ![]()
Female Human Witch | Deck Handler
![]() Redid my turn as it would have been shuffled after banishing boons
Feiya at Collapsing Bridge wrote:
Skills and Powers: Skills
Strength d4
Dexterity d8 Constitution d4 Intelligence d12 ☑ +1 Knowledge: Intelligence +2 Arcane: Intelligence +2 (Familiar) Craft: Intelligence +2 (Familiar) Wisdom d6 Charisma d8 Diplomacy: Charisma +2 Powers
When you fail to defeat a non-villain, non-henchman monster, you may recharge a spell to shuffle the monster into a random other open location deck. Favored Card: Spell ![]()
Female Human Witch | Deck Handler
![]() Hour of the Gods
Feiya faces another skeleton, and once again drain its energy.
Feiya at Collapsing Bridge wrote:
Skills and Powers: Skills
Strength d4
Dexterity d8 Constitution d4 Intelligence d12 ☑ +1 Knowledge: Intelligence +2 Arcane: Intelligence +2 (Familiar) Craft: Intelligence +2 (Familiar) Wisdom d6 Charisma d8 Diplomacy: Charisma +2 Powers
When you fail to defeat a non-villain, non-henchman monster, you may recharge a spell to shuffle the monster into a random other open location deck. Favored Card: Spell ![]()
Female Human Witch | Deck Handler
![]() Out of turn hand update Feiya at Collapsing Bridge wrote:
Skills and Powers: Skills
Strength d4
Dexterity d8 Constitution d4 Intelligence d12 ☑ +1 Knowledge: Intelligence +2 Arcane: Intelligence +2 (Familiar) Craft: Intelligence +2 (Familiar) Wisdom d6 Charisma d8 Diplomacy: Charisma +2 Powers
When you fail to defeat a non-villain, non-henchman monster, you may recharge a spell to shuffle the monster into a random other open location deck. Favored Card: Spell ![]()
Female Human Witch | Deck Handler
![]() Hour of Erastil Explore Collapsing Bridge #1 is Collapsed Ceiling
The bridge starts collapsing around Feiya, thanks to her new friend, and casting fire snake to support part of the bridge; she stays safe. All the people on the bridge seems to have run off. Feiya at Collapsing Bridge wrote:
Skills and Powers: Skills
Strength d4
Dexterity d8 Constitution d4 Intelligence d12 ☑ +1 Knowledge: Intelligence +2 Arcane: Intelligence +2 (Familiar) Craft: Intelligence +2 (Familiar) Wisdom d6 Charisma d8 Diplomacy: Charisma +2 Powers
When you fail to defeat a non-villain, non-henchman monster, you may recharge a spell to shuffle the monster into a random other open location deck. Favored Card: Spell ![]()
Female Human Witch | Deck Handler
![]() Out of turn skeleton attack.
A skeleton comes for Feiya, she cast an attack spell siphoning the energy from the creature to heal her wounds.
Feiya at Collapsing Bridge wrote:
Skills and Powers: Skills
Strength d4
Dexterity d8 Constitution d4 Intelligence d12 ☑ +1 Knowledge: Intelligence +2 Arcane: Intelligence +2 (Familiar) Craft: Intelligence +2 (Familiar) Wisdom d6 Charisma d8 Diplomacy: Charisma +2 Powers
When you fail to defeat a non-villain, non-henchman monster, you may recharge a spell to shuffle the monster into a random other open location deck. Favored Card: Spell ![]()
Female Human Witch | Deck Handler
![]() Hour of Torag
Feiya finds a Pathfinder that seems to be more interested in looting; she tells him “Hi. You know, we all need to help each other or we could all end up dead on this rock.”, tilting her head on the side she adds “Why don’t you give me and my colleagues a hand?” End of turn:
Feiya at Collapsing Bridge wrote:
Skills and Powers: Skills
Strength d4
Dexterity d8 Constitution d4 Intelligence d12 ☑ +1 Knowledge: Intelligence +2 Arcane: Intelligence +2 (Familiar) Craft: Intelligence +2 (Familiar) Wisdom d6 Charisma d8 Diplomacy: Charisma +2 Powers
When you fail to defeat a non-villain, non-henchman monster, you may recharge a spell to shuffle the monster into a random other open location deck. Favored Card: Spell ![]()
Female Human Witch | Deck Handler
![]() Hourglass: Blessing of Abadar
Looking at Mother Myrtle’s explosive work, Feiya notes that “there’s probably nothing left of interest there, I’ll go to the bridge over here. It looks like there’s plenty of pathfinders, maybe I can find some new friend”.
“Nice flag! Would you mind helping a young damsel in distress?” says Feiya with a wink.
Feiya sees a frog and thinks the thing is talking to here, but no that’s she just tell herself that it’s an ordinary animal. Feiya at Collapsing Bridge wrote:
Skills and Powers: Skills
Strength d4
Dexterity d8 Constitution d4 Intelligence d12 ☑ +1 Knowledge: Intelligence +2 Arcane: Intelligence +2 (Familiar) Craft: Intelligence +2 (Familiar) Wisdom d6 Charisma d8 Diplomacy: Charisma +2 Powers
When you fail to defeat a non-villain, non-henchman monster, you may recharge a spell to shuffle the monster into a random other open location deck. Favored Card: Spell ![]()
Female Human Witch | Deck Handler
![]() Hourglass: Blessing of the Gods
Feiya is looking for the villain, finding a swarm of rats she cast a fire spell to disperse it. Use daji to shuffle 1d4 ⇒ 2 random spells from discard into by recharging Blessing of the Elements 2.
Feiya at Citadel wrote:
Skills and Powers: Skills
Strength d4
Dexterity d8 Constitution d4 Intelligence d12 ☑ +1 Knowledge: Intelligence +2 Arcane: Intelligence +2 (Familiar) Craft: Intelligence +2 (Familiar) Wisdom d6 Charisma d8 Diplomacy: Charisma +2 Powers
When you fail to defeat a non-villain, non-henchman monster, you may recharge a spell to shuffle the monster into a random other open location deck. Favored Card: Spell ![]()
Female Human Witch | Deck Handler
![]() A zombie starts slowly moving toward Feiya, moaning “Braaaains”. Encounter Zombie Minion.
Feiya cast a spell that drains the zombie of its essence and heal her a bit. Feiya at Citadel wrote:
Skills and Powers: Skills
Strength d4
Dexterity d8 Constitution d4 Intelligence d12 ☑ +1 Knowledge: Intelligence +2 Arcane: Intelligence +2 (Familiar) Craft: Intelligence +2 (Familiar) Wisdom d6 Charisma d8 Diplomacy: Charisma +2 Powers
When you fail to defeat a non-villain, non-henchman monster, you may recharge a spell to shuffle the monster into a random other open location deck. Favored Card: Spell ![]()
Female Human Witch | Deck Handler
![]() Out of turn: Recharge frigid blast for power Feiya at Citadel wrote:
Skills and Powers: Skills
Strength d4
Dexterity d8 Constitution d4 Intelligence d12 ☑ +1 Knowledge: Intelligence +2 Arcane: Intelligence +2 (Familiar) Craft: Intelligence +2 (Familiar) Wisdom d6 Charisma d8 Diplomacy: Charisma +2 Powers
When you fail to defeat a non-villain, non-henchman monster, you may recharge a spell to shuffle the monster into a random other open location deck. Favored Card: Spell ![]()
![]() Markov Spiked Chain wrote:
Skill focus continue to be worth for every skill you want to be relevant in and doesn't have a class insight bonus; Soldiers who want to be stealthier, thechnomancers who want to be better at engineering, star shamans who want to be the face, etc... What it doesn't works for is to have a character with an uberspecializated skill who isn't challenged when the rest of the team is going to fail no matter what they roll. But that's not bad desing, at least for me. ![]()
![]() Sickened also reduces weapon ranged damage in pathfinder, at long as it comes from a weapon, so that precedent come from a long time. The diference between shaken and sickened is just the penalty to weapon damage, so if you remove it for ranged attacks (wich can be the majority in the game) you're making 2 different conditions almost identical (albeit stackable). ![]()
![]() An if you talk with those players "taking everything that isn't nailed down"? You know, stating to them that their WBL will be the same even if they try to game the system, that it will only bring headaches to the GM as he will the to tailor the amount of credit-sticks you found in chests, put more monsters without treasure and make the enemies use more expendables to keep them in your expected WBL. ![]()
![]() Voss wrote:
Well, I expect that if you face pirates, corps, mercs, and similar the enemies will be varied and sometimes you'll face soldiers, sometimes solarions, or mechanichs, etc. Sounds reasonable to me. But if your players think go manhunting in a civilized world is a good idea maybe you have to talk with them about consequences. Or run a thematic campaing (pirates raiding a distant world colony when X happens, a mob war, etc.). And do the same if you play Pathfinder, because they'll prefer to kill a merchant and take all his valuables instead of risking life against the monster who is threatening the town. ![]()
![]() Can the batteries be removen without destroying the item? The weapons have magazines, but does the comm unit, flashligh and the rest of the items say if it's bateries can be removed? But thanks for pointing it so the people in charge of Starfinder Society can put a clausule to avoid this (and some discussions in my lodge) ![]()
Male Ganzi Mesmerist 3 HP: (27/27) | AC: 19 | T: 12 | FF: 17 | CMD: 12 | Fort: +5| Ref: +6 | Will: +5 (+4 to will if not under fear, +2 vs polymorph, +2(4) vs undead SU & EX ) | Init: +4| Perc: +6
![]() I wasn't thinking this could happen, but I'm grateful for it. And Xukong, I didn't wish to be thrown away of the asteroid, but being in it. Guinfa joined the society without caring for his past or matter about seeing again the people he left behind, all for his desire of explore and see wonders. Being thrown to the dark space is boring. ![]()
Male Tiefling Wizard 4 HP: (26/26) | AC: 17 | T: 13 | FF: 14 | CMD: 15 | Fort: +3| Ref: +5 | Will: +5 | Init: +5 (always act in surprise rounds) | Perc: +10 See in darkness
![]() I didn't say nothing to Skarn the first time because if he doesn't pass his save it will not make sense, and post something like: If Skarn passes his save, then...
Well, that could be even worse. ![]()
Male Tiefling Wizard 4 HP: (26/26) | AC: 17 | T: 13 | FF: 14 | CMD: 15 | Fort: +3| Ref: +5 | Will: +5 | Init: +5 (always act in surprise rounds) | Perc: +10 See in darkness
![]() GMG wrote: Maldrek, you might want to communicate your intentions to Skarn ;-) I clearly did it telepathically ;D Maldrek, once sees Skarn doesn't pay attention to the incoherent bable Doyote is talking about, shouts quickly to Skarn. Give me some space, I can burn them a little. And be knocked down shortly after. Then he moves in position an unleash a wave of flames. fire damage: 4d4 ⇒ (2, 3, 3, 3) = 11 Reflex DC 16 for half That was my most damaging spell, now is your turn ![]()
Male Tiefling Wizard 4 HP: (26/26) | AC: 17 | T: 13 | FF: 14 | CMD: 15 | Fort: +3| Ref: +5 | Will: +5 | Init: +5 (always act in surprise rounds) | Perc: +10 See in darkness
![]() prescience: 1d20 ⇒ 4
Beware it's an allip! it can drain your willpower if you allow him to touch you. And don't dare to touch his mind with a spell, it will cause de same In case it was not clear Maldrek shares the information as soon as he obtains it. It's bable can distract you so NO pay attention he adds as he turns his head toward the creature. But it's babling about the maze, maybe I'll be able to discern something useful ![]()
![]() Boomerang Nebula wrote:
Yes. Yes. Need more context. No I'm not against fudging, but I see no difficult in answer the questions as if I were (mental trick; change fudging for something you consider cheating and answer). Also, the last two has nothing to do with fudging, but to decide what's cheating, and even that can be reasonabily answered: Is breaking other rules also considered cheating? If I broke it as a player hidding it form the rest of the group, yes. If it has been talk and all agree, no (p.e. Facing a new situation to me "I can't find the rule right now, so we'll do this." later I found I do it wrong). Are house rules a form of cheating? If talked in advance, no. Is this a serious question? Does anyone think that if all the group decide to use a houserule, that's cheating? Don't want to sound harsh, but it looks as if you were trying to "lay a language trap" (sorry but I don't know how to say it properly in english), and the next question is: <<Well you said a house rule is not a form of cheating, so if we allow fudging then it shouldn't be cheating>> what is false in the way that if someone feels fudging is bad he will never agree in the house rule. Derailer of Threads wrote:
Not the paladin, but the player. Maybe suddenly removing the chair from under him? ![]()
![]() RollingSwordsman wrote: It's a little much to say that a person who's been at... Pathfinder University or whatever the term is, doesn't know how to deal with a skeleton. It's also a waste of everyone's time rolling knowledge checks for information the character should rightly have. It depends; that hipotetical person has no skill points applied to any knowledge and INT 7 for the sake of being more "powerful" in combat? (I played with one of those, he only had perception, no other skill) I can understand a GM who doesn´t want to give "free" information to someone who made a character thinking only in min-maxing his combat capabilities (Not wanting to offend anyone, but thatt´s exactly the case I know about. He didn´t even made his own character, just ask someone to made it). Having said that, I can tell you if I GM, I have no problem if someone states is character thinks that stabbing between the ribs a creature who doesn´t have nothing between the ribs is ineffective. Or who thinks that throw fire to a creature made entirely and only of fire could be not the best idea. For me that´s commom sense and every character should have a good dose of it. But it´s not a hard written rule and I can´t enforce it in other GMs. And if someone states he/she had fough it before in <redacted> and they had a hard time due to <whatever>, well, for me that´s roleplaying his/her character. And if that doesn´t mean an enormous advantage (or disadvantage) it will make the game better. But again, that´s my opinion, not a hard written rule. ![]()
Male Tiefling Wizard 4 HP: (26/26) | AC: 17 | T: 13 | FF: 14 | CMD: 15 | Fort: +3| Ref: +5 | Will: +5 | Init: +5 (always act in surprise rounds) | Perc: +10 See in darkness
![]() Barth, in my experience a Disguise check means: “the author assumes you try to go unnoticed and there´s no skill for that.” But I´m not sure why it can be substituted by an intimidate check, are why trying to look fierce? Maldrek tries as best as he can to meld with the local population and trying to behave as the bloodcove inhabitants. But he´s fairly sure than a winged skinny tiefling will make some people talk sooner or later. disguise untrained: 1d20 - 3 ⇒ (1) - 3 = -2 And the answer is sooner
For a moment, Maldrek forgots he would have the mouth closed to not draw attention, and starts talking about Captain Calgredine to look like a any other bounty hunter. The Captain is dead? I never had the plesure to work with that dwarf, but I was always told to try it, as he´s one of the best trackers of Mwangi expanse. Or well, he was For Nethys sake, I´ve told about his race. I hope to have had luck about that point ![]()
![]() The legality in PFS must be chacked in the Aditionnal Resources from everything non core, but I´ll asume you´ll check it and are asking only about "evil" in general. Evil spells. Sure, are legal. the most commom can be infernal healing. But from the ruleboock you can cast several evil spells. Evil domain. Not legal, but this si because the aligment domains must match your aligment, and you can´t be evil. Evil auras. Of cours, if you are a LN of Asmodeus you´ll have an evil aura, but you´re perfectly legal. Casting evil spell wouldn´t change your aligment necesarily, it depeds in what do you do with the spell. Society FAQ regarding this; summon an evil creature to defend your mates is ok, summon it to burn a building with people inside is not. ![]()
Male Kitsune Swaskbuckler (Inspired blade) 5 HP: 17/39 Panache 2/4 Charmed life 2/3 | AC: 23 | T: 16 | FF: 17 | CMD: 20 | Fort: +5| Ref: +10 | Will: +2 (+5 vs Mind affecting, +8 Charms & Compulsions) | Init: +5| Perc: +8, low light vision
![]() Kajar wrote:
Ben-Garri has been is demoralized, no need for more threats ;D Kirian, he doesn´t deserve any kind of mercy! He wanted to desecrate our Venture-Captain and impregnate Rillia! Seeing no place where he can thrust him, Jhon picks a dart and throw it agains the man, hoping to not hit any of his companions. Dart, in combat: 1d20 + 7 - 4 ⇒ (1) + 7 - 4 = 41d4 + 3 ⇒ (2) + 3 = 5 And he manages to not hit anyone, companion or not. ![]()
Male Kitsune Swaskbuckler (Inspired blade) 5 HP: 17/39 Panache 2/4 Charmed life 2/3 | AC: 23 | T: 16 | FF: 17 | CMD: 20 | Fort: +5| Ref: +10 | Will: +2 (+5 vs Mind affecting, +8 Charms & Compulsions) | Init: +5| Perc: +8, low light vision
![]() Rilia, Sacred Hetaira wrote:
Don´t have any. She saw her first ;D ![]()
![]() Harrowed-Path wrote:
And find banned to drive at its maximum velocity! Not all people can drive it, you need a "boon"! (a.k.a drive license)If you think about it, with a car, there are lots of things you´re "banned" to do, even if you´ll be able to do it in a It´s only half a car if you think pathfinder is published only for society, but it´s not the case. Kalindara has provided you a list of reason for not allowing something in society. I think it can be included something like don´t fit with golarion fluff (p.e. advanced firearms) or don´t mix well with the pathfinder society (p.e. illiterate feral childs trying to report their mission). ![]()
Sky druid 6 | HP 45/45 AC 21 T 14 FF 18 | F +8 R +6 W +10 | Init +3; Darkvision 60 ft, Perception +16 Sylph Sobrino HP 22/22 AC 26 T 15 FF 22 | F +4 R +9 W +2 | Init +5; Low light vision, Perception +5
![]() Alacorta Fort save: 1d20 + 2 ⇒ (12) + 2 = 14 I´ll use the wands, thanks for letting me use it on Alacorta. Also, I´ll accept one of the potions to cure Alacorta, I´ll need some time to convice him to drink it, but he will accept. CLW on Sele, fey foundling: 1d8 + 1 + 2 ⇒ (4) + 1 + 2 = 7
Drink this Alacorta, it´s good for yo. Don´t look me this way, Have I ever give you anything that meke you sick. Keera looks directly at Alacorta eyes until he yield and drinks the potion. Lesser restoration: 1d4 ⇒ 2 Se he still have 2 Strengh damage Alacorta is better, even if not completely cured. But maybe you´ll need the potion in the future Sele, so keep it and I´ll cure Alacorta tomorrow. Also, where we go? I´ll prefer to open the north door before going into the water Perception, checking for traps: 1d20 + 9 ⇒ (16) + 9 = 25 |