Feiya

Feiya - 勝20100's page

67 posts. Alias of 勝20100.


RSS

1 to 50 of 67 << first < prev | 1 | 2 | next > last >>

Female Human Witch | Deck Handler

As I also need to put UM too, I’m redoing the spell pick:

Spell from Witch + Ultimate Magic:
Acid Splash , Augury, Bit of Luck, Black Spot, Burning Snot, Candlelight, Clinging Venom, Confusion, Cure, Cure, Dehydrating Touch, Electrified Web, Fiery Glare, Fly, Ghost Whip, Guidance, Holy Javelin, Lightning Touch, Locate Object, Marionette, Mind Thrust, Phantasmal Minion, Phantom Shield, Prophesize, Pyrotechnic Blast, Remove Curse, Skitter, Sphere of Fire, Steal Book, Stone Skin, Twisted Space, Verdure’s Wrath, Viper Strike, Warding, Web

1d35 ⇒ 1 Acid Splash


Female Human Witch | Deck Handler

Feiya will get to tier 2.

Deck upgrade:

1. Ally 2 1d1000 ⇒ 981
2. Item 1 1d1000 ⇒ 604
3. Ally 1 1d1000 ⇒ 962

I pick spell for the extra upgrade, I pick spells. Spells from 2 or lower I do not have already have are:
Augury, Black Spot, Confusion, Cure, Dehydrating Touch, Fiery Glare, Guidance, Lightning Touch, Phantasmal Minion, Stone Skin, Verdure’s Wrath, Viper Strike, Web
1d13 ⇒ 13 that’s Web

Card feat:

From tier: Ally
From adventure: Spell


Female Human Witch | Deck Handler

Boon roll: 1d20 ⇒ 9

Still thinking about tiers and card from box.


Female Human Witch | Deck Handler

Temporary close check
Blessing from Mother Myrtle for an extra die, and use Tontelizi’s Blessing of the Gods for 2 more
Wisdom 8: 4d8 ⇒ (7, 7, 2, 5) = 21 Closed
Use my blessing of Pharasma vs the villain.

Feiya at Wounded Lands wrote:

Hand (Size 6): Frigid Blast (Spell), Apprentice (Ally), Frostbite (Spell), Blessing of Pharasma (Blessing), Wand of Force Missile (Item), Burglar (Ally)

Displayed: Daji
Deck: 13 Discard: 3 Buried: 1
Notes: I’ll recharge to reduce difficulty vs ally/barrier/monster at my location if you ask.
Use my blessings if I get to recharge them, or discard them if in dire circumstances (might die, henchman/villain). Otherwise ask.

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
Hand Size 6
Proficient with: None
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.

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
Use power to recharge staff of cackling wrath for a −2, discard blessing for an extra die
Dexterity 11: 2d8 ⇒ (3, 7) = 10 shuffled back in.

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
next card of shuffled Wounded Lands: 1d2 ⇒ 1
Again the door, autofail check.
Bury token of rememberance to recharge good omen.
End turn, draw cards.

Feiya at Wounded Lands wrote:

Hand (Size 6): Frigid Blast (Spell), Apprentice (Ally), Frostbite (Spell), Blessing of Pharasma (Blessing), Wand of Force Missile (Item), Burglar (Ally)

Displayed: Daji
Deck: 13 Discard: 3 Buried: 1
Notes: I’ll recharge to reduce difficulty vs ally/barrier/monster at my location if you ask.
Use my blessings if I get to recharge them, or discard them if in dire circumstances (might die, henchman/villain). Otherwise ask.
Good Omen can be used to add 3 to check to acquire or close location

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
Hand Size 6
Proficient with: None
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.

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
Use staff of cackling wrath with good omen.
Combat 11: 1d12 + 3 + 2d4 ⇒ (10) + 3 + (1, 1) = 15 ghoul is banished
Recharge Apprentice due to staff, then discard good omen.

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
#2 is Longsword
Autofail check, banished

Feiya finds a longsword, but has no interest so just discard it.

End of turn, draw 3 cards

Feiya at Wounded Lands wrote:

Hand (Size 6): Staff of Cackling Wrath (Item), Wand of Force Missile (Item), Burglar (Ally), Archer (Ally), Blessing of the Elements 2 (Blessing), Token of Remembrance (Item)

Displayed: Daji
Deck: 15 Discard: 2 Buried: 0
Notes: I’ll recharge to reduce difficulty vs ally/barrier/monster at my location if you ask.
Use my blessings if I get to recharge them, or discard them if in dire circumstances (might die, henchman/villain). Otherwise ask.
Good Omen can be used to add 3 to check to acquire or close location

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
Hand Size 6
Proficient with: None
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.

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:

Hand (Size 6): Staff of Cackling Wrath (Item), Blessing of the Spellbound (Blessing), Caltrops (Item), Wand of Force Missile (Item), Good Omen (Spell), Burglar (Ally)

Displayed: Daji
Deck: 17 Discard: 1 Buried: 0
Notes: I’ll recharge to reduce difficulty vs ally/barrier/monster at my location if you ask.
Use my blessings if I get to recharge them, or discard them if in dire circumstances (might die, henchman/villain). Otherwise ask.
Good Omen can be used to add 3 to check to acquire or close location

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
Hand Size 6
Proficient with: None
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.

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
Recharge Burglar for a d10 against the barrier
Dexterity 13: 1d8 + 1d10 ⇒ (4) + (8) = 12

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
Next card: 1d5 + 3 ⇒ (3) + 3 = 6 Thieves' Tools
Dexterity 4: 1d8 ⇒ 2 banished

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:

Hand (Size 6): Staff of Cackling Wrath (Item), Blessing of the Spellbound (Blessing), Caltrops (Item), Wand of Force Missile (Item), Good Omen (Spell), Fox (Ally)

Displayed: Daji
Deck: 17 Discard: 1 Buried: 0
Notes: I’ll recharge to reduce difficulty vs ally/barrier/monster at my location if you ask.
Use my blessings if I get to recharge them, or discard them if in dire circumstances (might die, henchman/villain). Otherwise ask.
Good Omen can be used to add 3 to check to acquire or close location

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
Hand Size 6
Proficient with: None
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.

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
Explore card #1: Deathbane Shield (Armor 2)
Autofail check.

Feiya finds a shield but it's too heavy so she discards it.

Discard Soldier to explore. #2 is Ambush
Recharge Burglar for an extra d10, use power and recharge Wand of Force Missile by 2
Wisdom 7: 1d8 + 1d10 ⇒ (7) + (1) = 8
Use free explore from defeat.
Card #3 is Zombie Horde
Everyone faces a zombie
Discard Life Drain, recharge apprentice for a −1
Combat 8: 1d12 + 3 + 2d4 ⇒ (3) + 3 + (4, 4) = 14
Recharge
Arcane 9: 1d12 + 3 ⇒ (9) + 3 = 12
Only soldier to heal, so healed in
Whatever everyone result on the zombie, will end turn there.

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:

Hand (Size 6): Staff of Cackling Wrath (Item), Apprentice (Ally), Blessing of the Spellbound (Blessing), Caltrops (Item), Burglar (Ally), Wand of Force Missile (Item)

Displayed: Daji
Deck: 18 Discard: 0 Buried: 0
Notes: I’ll recharge to reduce difficulty vs ally/barrier/monster at my location if you ask.
Use my blessings if I get to recharge them, or discard them if in dire circumstances (might die, henchman/villain). Otherwise ask.
Potion of Ruggedness can be banished to succeed at a Survival check at my location.

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
Hand Size 6
Proficient with: None
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.

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
Use power and recharge Potion of Ruggedness for a −2, discard Frost Blast to use Arcane + 2d4
Combat 9: 1d12 + 3 + 2d4 ⇒ (4) + 3 + (4, 3) = 14
Recharge spell
Arcane 6: 1d12 + 3 ⇒ (5) + 3 = 8

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:

Hand (Size 6): Staff of Cackling Wrath (Item), Wand of Force Missile (Item), Life Drain (Spell), Burglar (Ally), Soldier (Ally), Apprentice (Ally)

Displayed: Daji
Deck: 18 Discard: 0 Buried: 0
Notes: I’ll recharge to reduce difficulty vs ally/barrier/monster at my location if you ask.
Use my blessings if I get to recharge them, or discard them if in dire circumstances (might die, henchman/villain). Otherwise ask.

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
Hand Size 6
Proficient with: None
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.

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.
Go to Wounded Lands

Hour of the Gods
Explore #1 is Burglar
Recharge Token of Remembrance for a −1 vs ally
Diplomacy 5: 1d8 + 2 ⇒ (7) + 2 = 9 acquired

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:

Hand (Size 6): Frigid Blast (Spell), Staff of Cackling Wrath (Item), Wand of Force Missile (Item), Potion of Ruggedness (Item), Life Drain (Spell), Burglar (Ally)

Displayed: Daji
Deck: 18 Discard: 0 Buried: 0
Notes: I’ll recharge to reduce difficulty vs ally/barrier/monster at my location if you ask.
Use my blessings if I get to recharge them, or discard them if in dire circumstances (might die, henchman/villain). Otherwise ask.
Potion of Ruggedness can be banished to succeed at a Survival check at my location.

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
Hand Size 6
Proficient with: None
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.

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
Move to Collapsing Bridge F
Explore: Battered Chest
Discard Fire Snake to use Arcane, recharge blessing of the elements
Melee 8: 2d12 + 3 ⇒ (1, 6) + 3 = 10
Items: 1d4 ⇒ 4 Wand of Force Missile, Caltrops, Token of Remembrance, Potion of Ruggedness
Recharge Apprentice on recharge check
Recharge Fire Snake, Arcane 8: 1d12 + 3 + 1d6 ⇒ (8) + 3 + (2) = 13 recharged

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.
Recharge Amulet of Life, Arcane 7: 1d12 + 3 ⇒ (9) + 3 = 12 recharged!
Location F is closed
End turn: draw 1 card.

Feiya at Collapsing Bridge F wrote:

Hand (Size 6): Frigid Blast (Spell), Staff of Cackling Wrath (Item), Wand of Force Missile (Item), Token of Remembrance (Item), Potion of Ruggedness (Item), Life Drain (Spell)

Displayed: Daji
Deck: 13 Discard: 4 Buried: 0
Notes: I’ll recharge to reduce difficulty vs ally/barrier/monster at my location if you ask.
Use my blessings if I get to recharge them, or discard them if in dire circumstances (might die, henchman/villain). Otherwise ask.

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
Hand Size 6
Proficient with: None
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.

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
Move: Collapsing Bridge E
Explore E1: Archer (again)
Use Power and recharge frostbite for a −1
Diplomacy 5: 1d8 + 2 ⇒ (2) + 2 = 4

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.
Discard archer to explore, E2 is Cyrdak Drokkus.
Use Power and recharge Codex for a −1
Diplomacy 4: 1d8 + 2 ⇒ (1) + 2 = 3

On the next person, Feiya tries her charm hex but the bard resists and wanders off.

End turn:
- 1d10 ⇒ 6 collapses as expected, I don’t roll low when I need it.
- draw 3

Feiya at Collapsing Bridge E wrote:

Hand (Size 6): Amulet of Life (Item), Frigid Blast (Spell), Fire Snake (Spell), Apprentice (Ally), Staff of Cackling Wrath (Item), Blessing of the Elements 1 (Blessing)

Displayed: Daji
Deck: 10 Discard: 3 Buried: 0
Notes: I’ll recharge to reduce difficulty vs ally/barrier/monster at my location if you ask.
Use my blessings if I get to recharge them, or discard them if in dire circumstances (might die, henchman/villain). Otherwise ask.

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
Hand Size 6
Proficient with: None
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.

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:

Hand (Size 6): Amulet of Life (Item), Frigid Blast (Spell), Fire Snake (Spell), Frostbite (Spell), Codex (Item), Archer (Ally)

Displayed: Daji
Deck: 11 Discard: 2 Buried: 0
Notes: I’ll recharge to reduce difficulty vs ally/barrier/monster at my location if you ask.
Use my blessings if I get to recharge them, or discard them if in dire circumstances (might die, henchman/villain). Otherwise ask.

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
Hand Size 6
Proficient with: None
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.

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


1 person marked this as a favorite.
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


Explore, B #1 is Archer
Use power and recharge Blessing of the Elements 1 for a −1
Diplomacy 5: 1d8 + 2 ⇒ (6) + 2 = 8 acquired

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
Discard Life Drain, use power and recharge Blessing of the Elements 2 to reduce difficulty by 1
Combat 8: 1d12 + 3 + 2d4 ⇒ (3) + 3 + (3, 3) = 12 defeated
Recharge Fox on recharge check
Arcane 9: 1d12 + 3 + 1d4 ⇒ (9) + 3 + (2) = 14 recharged
Healed: Archer

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:
- 1d10 ⇒ 10 Rock B collapses, card 3 and 4 left, the Scout and an Ambush (Toad gets banished)
- draw 4 cards

Feiya at Collapsing Bridge B wrote:

Hand (Size 6): Amulet of Life (Item), Frigid Blast (Spell), Fire Snake (Spell), Frostbite (Spell), Codex (Item), Archer (Ally)

Displayed: Daji
Deck: 11 Discard: 2 Buried: 0
Notes: I’ll recharge to reduce difficulty vs ally/barrier/monster at my location if you ask.
Use my blessings if I get to recharge them, or ask if in dire circumstances (might die, henchman/villain)

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
Hand Size 6
Proficient with: None
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.

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
Feiya moves to Bridge B.
Explores, #1 is Archer.
Recharge Frostbite for −1.
Diplomacy 5: 1d8 + 2 ⇒ (6) + 2 = 8

“You there with the bow, follow me, we must regroup”

Discard Archer to explore, #2 is Soldier
Recharge Blessing of Pharasma for −1.
Diplomacy 5: 1d8 + 2 ⇒ (7) + 2 = 9 acquired

“And you with the helmet follow us.”

Discard Soldier to explore, #3 is Goblin Raid
Everyone faces a Goblin Raider
Discard Life Drain versus the goblin, recharge codex for −1
Combat 7: 1d12 + 3 + 2d4 ⇒ (11) + 3 + (3, 1) = 18 defeated

On the rock, some goblins start attacking everyone. Feiya just drain the life out of the closest one.


Arcane 9: 1d12 + 3 ⇒ (11) + 3 = 14 recharged
Healed 1: Apprentice
End turn
- 1d10 ⇒ 6 6 cards left so no crumbling
- draw 4 cards.

Feiya at Collapsing Bridge B wrote:

Hand (Size 6): Amulet of Life (Item), Blessing of the Elements 2 (Blessing), Fox (Ally), Frigid Blast (Spell), Life Drain (Spell), Blessing of the Elements 1 (Blessing)

Displayed: Daji
Deck: 10 Discard: 2 Buried: 0
Notes: I’ll recharge to reduce difficulty vs ally/barrier/monster at my location if you ask.

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
Hand Size 6
Proficient with: None
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.

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
Display Daji
Explore: Brodert Quink
Recharge Blessing of the Spellbound to reduce difficulty by 1.
Knowledge 6: 1d12 + 3 ⇒ (12) + 3 = 15 acquired

“Sir, I think you should not stay on that rock; it doesn’t look stable”

Discard Apprentice to explore
#2 is Explosive Runes
Recharge Brodert Quink to reduce difficulty by 3 (8+2−3)
Arcane 7: 1d12 + 3 ⇒ (8) + 3 = 11 defeated and banished.

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.
Draw 2 cards

Feiya at Collapsing Bridge A wrote:

Hand (Size 6): Codex (Item), Amulet of Life (Item), Blessing of the Elements 2 (Blessing), Frostbite (Spell), Life Drain (Spell), Blessing of Pharasma (Blessing)

Displayed: Daji
Deck: 9 Discard: 1 Buried: 0
Notes: I’ll recharge to reduce difficulty vs ally/barrier/monster at my location if you ask.

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
Hand Size 6
Proficient with: None
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.

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:

Hand (Size 6): Codex (Item), Amulet of Life (Item), Apprentice (Ally), Blessing of the Spellbound (Blessing), Blessing of the Elements 2 (Blessing), Frostbite (Spell), Daji (Cohort)

Deck: 9 Discard: 0 Buried: 0
Notes: I’ll recharge to reduce difficulty vs ally/barrier/monster at my location if you ask.

Skills and Powers:
Skills

Strength d4
Dexterity d8
Constitution d4
Intelligence d12 ☑ +1
Knowledge: Intelligence +2

Wisdom d6
Charisma d8
Diplomacy: Charisma +2

Powers
Hand Size 6
Proficient with: None
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.

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

Trying to get the new ally for Feiya: 1d1000 ⇒ 281


1 person marked this as a favorite.
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
2. Blessing B (enough for everyone)

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:

Hand (Size 6): Steal Book (Spell), Frostbite (Spell), Life Drain (Spell), Fire Snake (Spell)

Displayed: Daji
Deck: 4 Discard: 9 Buried: 1
Notes: If I have Steal Book in hand, I will play it to grab any Arcane spell or book encontered by another character that would not be able to get the boon.
I’ll recharge to reduce difficulty vs ally/barrier/monster at my location if you ask.

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
Hand Size 6
Proficient with: None
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.

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
All locations have been shuffled due to Canyon being close, so I have to roll to get the explored card.
Random card #: 1d7 ⇒ 2 Aid (spell)
Discard Fire Snake to use Arcane
Arcane 6: 1d12 + 3 ⇒ (6) + 3 = 9 acquired
Draw card after playing an Arcane spell (Blessing of Elements 2)
Recharge Fire Snake Arcane 8: 1d12 + 3 ⇒ (12) + 3 = 15 recharged

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
Random card #, 2 needs reroll: 1d7 ⇒ 4 Monster in the Closet
I should have kept that fire snake for that one… I think it’s better I save my cards and use my blessing to explore again.
Wisdom 9: Autofail (d6)
Barrier is shuffled back in.

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
Blessing of the Elements 2
Random card #, 2 needs reroll: 1d7 ⇒ 3 Goblin Cutpurse
BYA check, discard Aid (that gets banished)
Wisdom 6: 2d6 ⇒ (1, 4) = 5
Random card to bury: 1d4 ⇒ 4 codex

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.
Combat 8: 1d12 + 3 + 2d4 ⇒ (12) + 3 + (4, 2) = 21 defeated
Recharge life drain, arcane 9: 1d12 + 3 ⇒ (5) + 3 = 8 not recharged
Life drain shuffles Frostbite in.

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.
Next turn, I’ll display daji asap

Feiya at Thassilonian Dungeon wrote:

Hand (Size 6): Elven Chain Shirt (Armor), Daji (Cohort), Steal Book (Spell), Frostbite (Spell), Life Drain (Spell), Fire Snake (Spell)

Deck: 3 Discard: 9 Buried: 1
Notes: If I have Steal Book in hand, I will play it to grab any Arcane spell or book encontered by another character that would not be able to get the boon.
I’ll recharge to reduce difficulty vs ally/barrier/monster at my location if you ask.

Skills and Powers:
Skills

Strength d4
Dexterity d8
Constitution d4
Intelligence d12 ☑ +1
Knowledge: Intelligence +2

Wisdom d6
Charisma d8
Diplomacy: Charisma +2

Powers
Hand Size 6
Proficient with: None
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.

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.
So Feiya explores and get #4: Mercenary, combat 10+2+4
Discard Frostbite for combat. Use power and recharge Steal Book to reduce difficulty by 1. Recharge Blessing of the Elements 1.
Combat 15: 2d12 + 3 + 1d6 ⇒ (7, 4) + 3 + (6) = 20 defeated
Recharge spell: Arcane 7: 1d12 + 3 ⇒ (2) + 3 = 5 discarded

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:

Hand (Size 6): Crow (Ally), Elven Chain Shirt (Armor), Life Drain (Spell), Fire Snake (Spell), Amulet of Life (Item), Codex (Item)

Displayed: Daji
Deck: 4 Discard: 8 Buried: 0
Notes: If I have Steal Book in hand, I will play it to grab any Arcane spell or book encontered by another character that would not be able to get the boon.
I’ll recharge to reduce difficulty vs ally/barrier/monster at my location if you ask.

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
Hand Size 6
Proficient with: None
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.

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.
Move phase: 1d3 ⇒ 2 Abbattoir
Waiting for Izdrix to fix his turn (might have to redo the move part if the location ends up closed)


Female Human Witch | Deck Handler

Recharge Codex on Ambush.
Recharge Frigid Blast and blessing of the elements 2 for the icy terrain.

Feiya at Dam wrote:

Hand (Size 6): Steal Book (Spell), Blessing of the Elements 1 (Blessing), Frostbite (Spell)

Displayed: Daji
Deck: 8 Discard: 7 Buried: 0
Notes: If I have Steal Book in hand, I will play it to grab any Arcane spell or book encontered by another character that would not be able to get the boon.
I’ll recharge to reduce difficulty vs ally/barrier/monster at my location if you ask.

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
Hand Size 6
Proficient with: None
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.

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
Move step: still alone at the dam, can not be move elsewhere.
Explore #1: Potion of Ghostly Form
Craft 4: 1d12 + 3 ⇒ (10) + 3 = 13 autosuccess

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.
Use power, recharging Life drain, to reduce difficulty by 2 (12 to 10), discard Fire snake to use Arcane skill, make mother myrtle recharge her blessing of the elements
Arcane 10: 2d12 + 3 ⇒ (1, 1) + 3 = 5 failed
Recharge of fire snake
Arcane 8: 1d12 + 3 ⇒ (5) + 3 = 8
Taking 5 points of Cold damage, so discard Amulet of Life for 3, Bestiary of Garund and Potion of Ghostly Form.
Recharge Amulet of Life, Arcane 7: 1d12 + 3 ⇒ (4) + 3 = 7
Location is shuffled

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:

Hand (Size 6): Blessing of the Elements 2 (Blessing), Steal Book (Spell), Blessing of the Elements 1 (Blessing), Frostbite (Spell), Codex (Item), Frigid Blast (Spell)

Displayed: Daji
Deck: 5 Discard: 7 Buried: 0
Notes: If I have Steal Book in hand, I will play it to grab any Arcane spell or book encontered by another character that would not be able to get the boon.
I’ll recharge to reduce difficulty vs ally/barrier/monster at my location if you ask.

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
Hand Size 6
Proficient with: None
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.

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


1 person marked this as a favorite.
Female Human Witch | Deck Handler


Move step: can’t get out of the Dam as Feiya is alone there.
Explore #1: War Razor +1
Autofail

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
Recharge crow to add a d6
Constitution 6: 1d4 + 1d6 ⇒ (1) + (5) = 6

She then found an armor, finding it does not weigh that much, she put it on.

Discard Apprentice to explore #3: Standard Bearer
Use power and recharge Elven Chain Shirt to reduce difficulty by 2
Diplomacy 4: 1d8 + 2 ⇒ (2) + 2 = 4 acquired

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:

Hand (Size 6): Amulet of Life (Item), Frostbite (Spell), Fire Snake (Spell), Standard Bearer (Ally), Life Drain (Spell), Bestiary of Garund (Item)

Displayed: Daji
Deck: 7 Discard: 4 Buried: 0
Notes: If I have Steal Book in hand, I will play it to grab any Arcane spell or book encontered by another character that would not be able to get the boon.
I’ll recharge to reduce difficulty vs ally/barrier/monster at my location if you ask.

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
Hand Size 6
Proficient with: None
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.

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:

Hand (Size 6): Amulet of Life (Item), Apprentice (Ally), Frostbite (Spell), Fire Snake (Spell), Crow (Ally), Fox (Ally)

Displayed: Daji
Deck: 7 Discard: 2 Buried: 0
Notes: If I have Steal Book in hand, I will play it to grab any Arcane spell or book encontered by another character that would not be able to get the boon.
I’ll recharge to reduce difficulty vs ally/barrier/monster at my location if you ask.

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
Hand Size 6
Proficient with: None
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.

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


Move phase: 1d5 ⇒ 2 Dam
Discard Frigid Blast, while Tontelizi tries to break the leg of the creature, recharge Codex to lower difficulty by 1
Combat 12: 1d12 + 3 + 3d4 ⇒ (9) + 3 + (1, 4, 3) = 20 shadow defeated
Recharge Frigid Blast Arcane 9: 1d12 + 3 ⇒ (10) + 3 = 13

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
Draw 3

Feiya at Dam wrote:

Hand (Size 6): Amulet of Life (Item), Blessing of the Spellbound (Blessing), Apprentice (Ally), Frostbite (Spell), Fire Snake (Spell), Crow (Ally)

Displayed: Daji
Deck: 8 Discard: 1 Buried: 0
Notes: If I have Steal Book in hand, I will play it to grab any Arcane spell or book encontered by another character that would not be able to get the boon.
I’ll recharge to reduce difficulty vs ally/barrier/monster at my location if you ask.

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
Hand Size 6
Proficient with: None
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.

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.
Discard Life Drain for combat, and also Blessing of Pharasma
Combat 15: 3d12 + 3 + 2d4 ⇒ (11, 11, 7) + 3 + (2, 2) = 36 That should do it.
Recharge Life Drain
Arcane 9: 1d12 + 3 ⇒ (7) + 3 = 10 recharged
Life drain heal: Crow

Feiya, attacked by a Janni, answer in kind with her new favorite spell.

Trying diplomacy on second check.
Recharge Blessing of the Elements 1 for an extra die, asking Mother Myrtle’s recharge of her blessing of the elements.
Diplomacy 15: 3d8 + 2 ⇒ (4, 3, 8) + 2 = 17 defeated, nice roll

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.
End turn, drawing 5 cards.

Feiya at Thassilonian Dungeon wrote:

Hand (Size 6): Amulet of Life (Item), Blessing of the Spellbound (Blessing), Apprentice (Ally), Frostbite (Spell), Codex (Item), Frigid Blast (Spell)

Displayed: Daji
Deck: 8 Discard: 1 Buried: 0
Notes: If I have Steal Book in hand, I will play it to grab any Arcane spell or book encontered by another character that would not be able to get the boon.
I’ll recharge to reduce difficulty vs ally/barrier if you ask.

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
Hand Size 6
Proficient with: None
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.

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
Move step: Random Location: 1d6 ⇒ 4 Warrens

Feiya just get lost trying to find her way to the dungeons.


Explore there #1 is Maester Grump
Recharge Fox to lower difficulty with power
Diplomacy 6: 1d8 + 2 ⇒ (3) + 2 = 5 fail, boon is banished
[/dice]

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]
Discard Crow to explore. #2 is Zhaleh Setat Villain.
Other location with random monster shuffled in: 1d5 ⇒ 4 Abattoir
Waiting for temporary close of other locations


Female Human Witch | Deck Handler

Feiya starts at Thassilonian Dungeon (but will get moved somewhere else anyway).
I will display Daji asap.

Feiya at Thassilonian Dungeon wrote:

Hand (Size 6): Daji (Cohort), Amulet of Life (Item), Blessing of Pharasma (Blessing), Life Drain (Spell), Crow (Ally), Fox (Ally), Frostbite (Spell)

Deck: 9 Discard: 0 Buried: 0
Notes: If I have Steal Book in hand, I will play it to grab any Arcane spell or book encontered by another character that would not be able to get the boon.
I’ll recharge to reduce difficulty vs ally/barrier if you ask.

Skills and Powers:
Skills

Strength d4
Dexterity d8
Constitution d4
Intelligence d12 ☑ +1
Knowledge: Intelligence +2

Wisdom d6
Charisma d8
Diplomacy: Charisma +2

Powers
Hand Size 6
Proficient with: None
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.

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.
Discard from deck: 1d4 - 1 ⇒ (3) - 1 = 2
With me able to recharge both life drain and the amulet of life, Feiya would not have been dead at the end of the turn (I was afraid so).
I would have had 7 card left, with closing (draw+bury) that’s 6.


Female Human Witch | Deck Handler

Out of turn recharge for Mother Myrtle: Steal Book

Hour of Oracle of Iovo
Reveal Bestiary of Garund
Constitution 5: 2d4 ⇒ (3, 3) = 6 Yes made it!
I believe Mother Myrtle is at my location, you need to make that check too
Discard Life Drain
Combat 12: 1d12 + 3 + 2d4 ⇒ (2) + 3 + (3, 3) = 11 Discard Codex for damage
Try to recharge the spell
Arcane 9: 1d12 + 3 ⇒ (10) + 3 = 13
Heal: Blessing of the Gods
Then discard Bestiary of Garund
Combat 14: 2d4 ⇒ (1, 1) = 2 discard hand to damage
Try to recharge amulet of life
Arcane 7: 1d12 + 3 ⇒ (4) + 3 = 7
Oracle of Iovo undefeated so must discard hand, but hand is already empty.

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
Explore to find some oracular pool.
Use Mother Myrtle’s Blessing of the Elements and Tontelizi’s belling of the Gods
Arcane 13: 3d12 + 3 ⇒ (7, 2, 2) + 3 = 14 Just made it.
Try to close: draw Steal book, then bury it.
Closed!

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
Rolling to see what Feiya should have encountered:
1d4 ⇒ 3 Hill Giant
Discard life drain, discard bestiary of Garund
Combat 15: 1d12 + 3 + 3d4 ⇒ (10) + 3 + (1, 4, 4) = 22 defeated
Recharge life drain
Arcane 9: 1d12 + 3 ⇒ (6) + 3 = 9 recharged
Heal from life drain: Bestiary of Garund
Draw 4 cards

Feiya at Collapsing Bridge wrote:

Hand (Size 6): Amulet of Life (Item), Codex (Item), Life Drain (Spell), Steal Book (Spell), Bestiary of Garund (Item), Frigid Blast (Spell)

Displayed: Daji
Deck: 6 Discard: 4 Buried: 0
Notes: If I have Steal Book in hand, I will play it to grab any Arcane spell or book encontered by another character that would not be able to get the boon.
I’ll recharge to reduce difficulty vs ally/barrier if you ask.

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
Hand Size 6
Proficient with: None
When a character at your location attemps a check to acquire an ally or defeat a barrier, you may recharge a card to reduce the difficulty of that check by 1 plus the card’s adventure deck number.

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 Collapsing Bridge
#2 is a boon, that was banished
#3 is Skeleton
Discard Life Drain
Combat 8: 1d12 + 3 + 2d4 ⇒ (6) + 3 + (2, 3) = 14 skeleton defeated

Feiya faces another skeleton, and once again drain its energy.


Recharge Arcane 9: 1d12 + 3 ⇒ (9) + 3 = 12
Blessing of the Spellbound was shuffled in the deck.
End turn, drawing cards.
The location should have 3 cards left, a monster, a barrier, and a henchman/villain.

Feiya at Collapsing Bridge wrote:

Hand (Size 6): Amulet of Life (Item), Codex (Item), Bestiary of Garund (Item), Blessing of the Elements 1 (Blessing), Blessing of the Elements 2 (Blessing), Steal Book (Spell)

Displayed: Daji
Deck: 7 Discard: 3 Buried: 0
Notes: If I have Steal Book in hand, I will play it to grab any Arcane spell or book encontered by another character that would not be able to get the boon.
I’ll recharge to reduce difficulty vs ally/barrier if you ask.

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
Hand Size 6
Proficient with: None
When a character at your location attemps a check to acquire an ally or defeat a barrier, you may recharge a card to reduce the difficulty of that check by 1 plus the card’s adventure deck number.

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:

Hand (Size 6): Amulet of Life (Item), Codex (Item), Bestiary of Garund (Item), Life Drain (Spell), Frostbite (Spell)

Displayed: Daji
Deck: 7 Discard: 4 Buried: 0
Notes: If I have Steal Book in hand, I will play it to grab any Arcane spell or book encontered by another character that would not be able to get the boon.
I’ll recharge to reduce difficulty vs ally/barrier if you ask.

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
Hand Size 6
Proficient with: None
When a character at your location attemps a check to acquire an ally or defeat a barrier, you may recharge a card to reduce the difficulty of that check by 1 plus the card’s adventure deck number.

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
Discard Fire snake to use Arcane, recharge Burglar for a d10
Arcane 10: 1d12 + 3 + 1d10 ⇒ (2) + 3 + (10) = 15
recharge spell
Arcane 8: 1d12 + 3 ⇒ (11) + 3 = 14
end phase, 1d10 ⇒ 9 all boons banished at location, draw cards

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:

Hand (Size 6): Amulet of Life (Item), Codex (Item), Blessing of the Elements 1 (Blessing), Bestiary of Garund (Item), Life Drain (Spell), Frostbite (Spell)

Displayed: Daji
Deck: 6 Discard: 4 Buried: 0
Notes: If I have Steal Book in hand, I will play it to grab any Arcane spell or book encontered by another character that would not be able to get the boon.
I’ll recharge to reduce difficulty vs ally/barrier if you ask.

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
Hand Size 6
Proficient with: None
When a character at your location attemps a check to acquire an ally or defeat a barrier, you may recharge a card to reduce the difficulty of that check by 1 plus the card’s adventure deck number.

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.
Discard Life drain
Combat 8: 1d12 + 3 + 2d4 ⇒ (2) + 3 + (4, 1) = 10 defeated

A skeleton comes for Feiya, she cast an attack spell siphoning the energy from the creature to heal her wounds.


For the recharge check, recharge apprentice
Arcane 9: 1d12 + 3 + 1d6 ⇒ (11) + 3 + (1) = 15 recharged
Shuffled Bestiary of Garund into deck.

Feiya at Collapsing Bridge wrote:

Hand (Size 6): Burglar (Ally), Amulet of Life (Item), Fire Snake (Spell), Blessing of the Elements 2 (Blessing)

Displayed: Daji
Deck: 8 Discard: 4 Buried: 0
Notes: If I have Steal Book in hand, I will play it to grab any Arcane spell or book encontered by another character that would not be able to get the boon.
I’ll recharge to reduce difficulty vs ally/barrier if you ask.

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
Hand Size 6
Proficient with: None
When a character at your location attemps a check to acquire an ally or defeat a barrier, you may recharge a card to reduce the difficulty of that check by 1 plus the card’s adventure deck number.

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
Explore Collapsing Bridge Card 1: Burglar (Ally)
Use power and recharge Frigid Blast for a −1 to difficulty, use codex for another die
Diplomacy 5: 2d8 + 2 ⇒ (8, 8) + 2 = 18 acquired
Try to recharge Codex
Knowledge 10: 1d12 + 2 ⇒ (12) + 2 = 14 recharged

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:
- 1d10 ⇒ 2 location power does not trigger
- draw 2 cards

Feiya at Collapsing Bridge wrote:

Hand (Size 6): Burglar (Ally), Amulet of Life (Item), Fire Snake (Spell), Life Drain (Spell), Apprentice (Ally), Blessing of the Elements 2 (Blessing)

Displayed: Daji
Deck: 5 Discard: 5 Buried: 0
Notes: If I have Steal Book in hand, I will play it to grab any Arcane spell or book encontered by another character that would not be able to get the boon.
I’ll recharge to reduce difficulty vs ally/barrier if you ask.

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
Hand Size 6
Proficient with: None
When a character at your location attemps a check to acquire an ally or defeat a barrier, you may recharge a card to reduce the difficulty of that check by 1 plus the card’s adventure deck number.

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
Move to Collapsing Bridge

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”.


Explore #1 is Standard Bearer
Use power to recharge (Frigid Blast) to reduce difficulty by 1
Diplomacy 6−1=5: 1d8 + 2 ⇒ (3) + 2 = 5

“Nice flag! Would you mind helping a young damsel in distress?” says Feiya with a wink.


Discard Standard Bearer to explore
Card #2 is Toad
Arcane 7: 1d12 + 3 ⇒ (1) + 3 = 4
Recharge Steal Book with daji to shuffle 1d4 ⇒ 2 random spells from discard. Only one spell there, Frostbite.
End phase:
- 1d10 ⇒ 4 there’s more than 4 cards here so nothing happens
- Draw hand
Display Daji during next turn.

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:

Hand (Size 6): Frigid Blast (Spell), Amulet of Life (Item), Codex (Item), Fire Snake (Spell), Life Drain (Spell)

Displayed: Daji
Deck: 5 Discard: 5 Buried: 0
Notes: If I have Steal Book in hand, I will play it to grab any Arcane spell or book encontered by another character that would not be able to get the boon.
I’ll recharge to reduce difficulty vs ally/barrier if you ask.

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
Hand Size 6
Proficient with: None
When a character at your location attemps a check to acquire an ally or defeat a barrier, you may recharge a card to reduce the difficulty of that check by 1 plus the card’s adventure deck number.

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
Explore #4: Diseased Rats
Pick Stealth for the check and discard Fire Snake to use Arcane on non-combat check instead, recharge Blessing of the Elements 1 for another die
Stealth 9: 2d12 + 3 ⇒ (10, 3) + 3 = 16
Recharge the spell: Arcane 8: 1d12 + 3 ⇒ (8) + 3 = 11

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.
Got 3 spells, Steal Book, Frostbite, Life Drain so one of them is not going to be recharged: 1d3 ⇒ 2 No frostbite. Daji is then put on top.
End phase: draw 6 cards, during next turn, will display daji back.

Feiya at Citadel wrote:

Hand (Size 6): Frigid Blast (Spell), Amulet of Life (Item), Steal Book (Spell), Fire Snake (Spell), Life Drain (Spell)

Displayed: Daji
Deck: 4 Discard: 5 Buried: 0
Notes: If I have Steal Book in hand, I will play it to grab any Arcane spell or book encontered by another character that would not be able to get the boon.
I’ll recharge to reduce difficulty vs ally/barrier if you ask.

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
Hand Size 6
Proficient with: None
When a character at your location attemps a check to acquire an ally or defeat a barrier, you may recharge a card to reduce the difficulty of that check by 1 plus the card’s adventure deck number.

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.
Discard Life Drain.
Combat 9: 1d12 + 3 + 2d4 ⇒ (9) + 3 + (3, 1) = 16
Shuffle card from discard pile (Codex)
Try to recharge life drain, recharge apprentice
Arcane 9: 1d12 + 3 + 1d6 ⇒ (1) + 3 + (3) = 7

Feiya cast a spell that drains the zombie of its essence and heal her a bit.

Feiya at Citadel wrote:

Hand (Size 6): Fire Snake (Spell), Blessing of the Elements 1 (Blessing), Blessing of the Elements 2 (Blessing)

Displayed: Daji
Deck: 4 Discard: 7 Buried: 0
Notes: If I have Steal Book in hand, I will play it to grab any Arcane spell or book encontered by another character that would not be able to get the boon.
I’ll recharge to reduce difficulty vs ally/barrier if you ask.

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
Hand Size 6
Proficient with: None
When a character at your location attemps a check to acquire an ally or defeat a barrier, you may recharge a card to reduce the difficulty of that check by 1 plus the card’s adventure deck number.

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


1 person marked this as a favorite.
Female Human Witch | Deck Handler

Out of turn: Recharge frigid blast for power

Feiya at Citadel wrote:

Hand (Size 6): Life Drain (Spell), Fire Snake (Spell), Blessing of the Elements 1 (Blessing), Blessing of the Elements 2 (Blessing), Apprentice (Ally)

Displayed: Daji
Deck: 2 Discard: 7 Buried: 0
Notes: If I have Steal Book in hand, I will play it to grab any Arcane spell or book encontered by another character that would not be able to get the boon.
I’ll recharge to reduce difficulty vs ally/barrier if you ask.

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
Hand Size 6
Proficient with: None
When a character at your location attemps a check to acquire an ally or defeat a barrier, you may recharge a card to reduce the difficulty of that check by 1 plus the card’s adventure deck number.

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


1 person marked this as a favorite.

And Now I realize I have to relearn how to read properly. Ups.


2 people marked this as a favorite.
Markov Spiked Chain wrote:

I don't understand who thought "You know what feat is OP and needs to be nerfed? Skill Focus!"

I agree it clearly doesn't stack with other class insight bonuses, and someone went out of their way to make sure it didn't. But this is just bad design. At least Skill Synergy gives you two more Class Skills.

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.


1 person marked this as a favorite.

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).


2 people marked this as a favorite.

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.


1 person marked this as a favorite.
Voss wrote:

This is about straight up murdering Joe Solarion, personal trainer at Asmo-Gym while he's on the way to work in the morning and scattering into the maintenance ducts afterwards, leaving his wife and kids to wonder what happened.

Since you can't be sure you're going to run into a properly equipped solarion out in the wild, doing the legwork and hunting someone specific down is the way to go about it.

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.


1 person marked this as a favorite.

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)

Sovereign Court

1 person marked this as a favorite.
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'm alive, I'm ALIVE!!!!!

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.

Grand Lodge

1 person marked this as a favorite.
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...
If Skarn and Henrik fails their save, then...
If everybody but Skarn pass their save, then...
If everybody but me fails their save, then...

Well, that could be even worse.

Grand Lodge

1 person marked this as a favorite.
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

Grand Lodge

1 person marked this as a favorite.
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
will save: 1d20 + 5 ⇒ (8) + 5 = 13
fascinated for: 2d4 ⇒ (2, 2) = 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


1 person marked this as a favorite.
Boomerang Nebula wrote:

My questions are for the people who believe fudging dice rolls is a form of cheating:

Are all forms of dice fudging considered cheating? For example is ignoring the result of a random treasure roll cheating?

Is breaking other rules also considered cheating? Are house rules a form of cheating?

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:


If a paladin's player is caught fudging/cheating, should the paladin fall?

Not the paladin, but the player. Maybe suddenly removing the chair from under him?

2/5

1 person marked this as a favorite.

Cogratulations to both of you!!!


1 person marked this as a favorite.

Thanks to all that make the special posible: Shifty, Magabeus and the GMs who run the games.

2/5

2 people marked this as a favorite.
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.

2/5

2 people marked this as a favorite.
John Compton wrote:
Even were the human to scribe the wayang spell, it would be bragging rights and nothing more; [...]

And nothing less!!!

Reading this has made me want to start scribbing racial spells in my wizard spellbook.

Grand Lodge

1 person marked this as a favorite.
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 going to wait before posting to see if anything had survived Avril charge. WOW


1 person marked this as a favorite.

HERE are the chronicles. Including you Richelle ;D And the game is reported, check it please.

I has been fun to play with all of you.

Grand Lodge

1 person marked this as a favorite.
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
Perception: 1d20 + 10 ⇒ (9) + 10 = 19
disguise untrained: 1d20 - 3 ⇒ (10) - 3 = 7

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

2/5

3 people marked this as a favorite.

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.

Liberty's Edge

1 person marked this as a favorite.
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:

"YOU! You and your foul lot will answer our questions and then disappear from this place! Unless, of course, you wish to eat the steel of my friends. Think, Ben-Garri, your mortality is in our hands."

Intimidate (demoralize)

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.

Liberty's Edge

1 person marked this as a favorite.
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:


Tell me though, do you have any intentions in regards to our paladin?

Don´t have any. She saw her first ;D

2/5

3 people marked this as a favorite.
Harrowed-Path wrote:

Stuff

I would be angered to buy any thing like say a car...
...

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 home game private enviroment.

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).

Scarab Sages

1 person marked this as a favorite.
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
CLW on Alacorta: 1d8 + 1 ⇒ (5) + 1 = 6
My own wand of CLW on Alacorta: 1d8 + 1 ⇒ (7) + 1 = 8 Not going to abuse of your invitation

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