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![]() Wide stone ledges of red marble line the curving walls of this room, which is well lit by four burning skulls that sit in each corner. Three chairs rest in the room, and both stone ledges are covered with old books, scrolls, teeth, bones, scrimshaw artwork, jars of deformed creatures soaking in brine, taxidermied animals and limbs, and other strange objects. To the north, a large round fountain filled with frothy blue water fills the room with the gentle sound of bubbling. A woman stands in this room, accompanied by a demonic looking dog. The woman has silver hair, violet eyes and her armor is shaped so that her belly is visible. Her belly is scarred and her arm ends in a red monstrous talon. Knowledge local DC 15:
This is Nualia, the supposedly dead daughter of Father Tobyn. Her tomb is one in that crypt that got robbed in the Sandpoint goblin raid. Knowledge religion DC 20:
Her scars can be recognized as the mark of Lamashtu. Together with the transformed hand, this means that she has been favored by Lamashtu, which is probably why she has a demonic dog next to her. Knowledge planes DC 13:
This is a Yeth hound. They are given as reward for service to powerful evil beings. They like to feast on intelligent creatures. More information can be asked by the monster identification rules. Init:
Enemies: 1d20 + 1 ⇒ (3) + 1 = 4 Dolgrin: 1d20 + 1 ⇒ (3) + 1 = 4 Poppy: 1d20 + 1 ⇒ (18) + 1 = 19 Izumi: 1d20 + 3 ⇒ (19) + 3 = 22 Rooke: 1d20 ⇒ 17 Party acts first. ![]()
![]() The group manages to jury rig a small bridge and are able to pass the trap without activating it. The curious eye can see a couple of glaives hidden in the walls, waiting to cut through the corridor. It should do a lot of noise too. At the end of the room, there are two doors, one to the north and one to the south. ![]()
![]() Dolgrin is checking the room very carefully and as well before he moves forward he finds a pressure plate on the floor. Surely enough, some slits on the wall indicate that something dangerous awaits the unwary adventurer. It's a trap! Sadly, it's a magical trap, and it would require one to jump over it to pass safely. It's a DC 5 Acrobatics to jump over it. ![]()
![]() This short hallway rises in a slope to the east. Five feet from the western door, the floor is polished and shiny, unlike the dusty floor elsewhere. A pair of stone statues depicting stern men wielding glaives stand in alcoves north and south of this section of the hallway. At the eastern end stand two stone doors, their faces carved with strange runes. Just past the doors is a third alcove in which a partially collapsed statue sits. The top half of the statue is missing, leaving behind a ragged stump of a torso. ![]()
![]() The statue's expression is somewhat reminiscent of the one below Sandpoint, of a woman holding a book and a ranseur. However, the woman was angry whilst this one seems more diplomatic. Neither Izumi nor Rooke can really remember anything about it. The many levels of this goblin fort were clearly built in different times, this one being the oldest. A door lies to closed to the east. ![]()
![]() Unfortunately I can't get to my image editor right now, so I can't update the map. It should be up by Monday or Tuesday. The woman nods and seems to tend to Tsuto for now. Dolgrin moves down. A stone door just around the corner from the steps hangs slightly ajar, the detailed carvings that once covered its surface defaced by chisel marks and hammer blows to the extent that only a few remnants of images (mostly of gemstones and crowns) remain. The floor here is slanted downward toward the west. A door to the east opens to another room where two pillars support the ceiling. In many places the stone walls, floor, and ceiling are caked with ancient grime and soot. Alcoves in the north and south walls contain partially damaged statues of a man in robes clutching a book and a glaive. The entire room is canted toward the west, and whatever ancient upheaval caused the complex to tilt knocked the statues from their bases so that now they lean against the western walls of their alcoves. ![]()
![]() The dogs seem to not like getting bitten and move at the tiefling again. GM screen:
Blue @Ribitta: 1d20 + 7 - 1 ⇒ (14) + 7 - 1 = 20 Damage: 2d6 + 4 ⇒ (3, 6) + 4 = 13 Red @Ribitta: 1d20 + 7 - 1 ⇒ (10) + 7 - 1 = 16 Damage: 2d6 + 4 ⇒ (3, 4) + 4 = 11 The dogs manage to bite her. Ribitta: Take 13 damage I think I want to speed this along. Nothing meaningful will happen before you manage to close the door. The group manages to drag Thakus' body behind closed doors. The dogs seem to angrily claw at the door. The group quickly drags him back upstairs. There is no sign of the bugbear who came up and the dogs do manage to fly around the corridor to where the group was, but they don't notice they got upstairs. Sweat is running down their brows as they look at each other trying to figure out what happened. ![]()
![]() I embarrassingly posted this in another thread. The woman ignores Rooke and Izumi and pours the liquid into Tsuto's mouth. Tsuto opens his eyes slowly and she seems to calm down. Realizing that she is probably doing something she shouldn't, she tells the group "I have known him since he got here. You should leave now. Go away!" ![]()
![]() And we're back! The dogs find the new target exciting and go for her. GM screen:
Blue @Ribitta: 1d20 + 7 - 1 ⇒ (10) + 7 - 1 = 16 Damage: 2d6 + 4 ⇒ (2, 3) + 4 = 9 Red @Ribitta: 1d20 + 7 - 1 ⇒ (6) + 7 - 1 = 12 Damage: 2d6 + 4 ⇒ (4, 6) + 4 = 14 The tiefling's magic seems to stop the dogs attacks on her. Party's up! ![]()
![]() @Brand: you already acted this round. Knowledge planes DC 18:
These dogs will probably eat Thakus if he is left here. Wisdom DC 15:
The woman that Brand killed is probably someone the leader in this place. The dogs turn to Brand to attack. GM screen:
Red @Brand: 1d20 + 7 - 1 ⇒ (12) + 7 - 1 = 18 Damage: 2d6 + 4 ⇒ (3, 3) + 4 = 10 Blue @Brand: 1d20 + 7 ⇒ (16) + 7 = 23 Damage: 2d6 + 4 ⇒ (3, 2) + 4 = 9 Brand, I'm a little confused. How much is you AC right now= The dogs miss Brand. Party's up ![]()
![]() Poppy zaps Tsuto again. Kame Hame Ha!! into melee: 1d20 + 1 + 4 - 4 ⇒ (20) + 1 + 4 - 4 = 21
Poppy shoots some lightning at Tsuto which he barely manages to dodge the worst part. He seems very hurt from all the punishment the others dealt on him. This time, however, he has nowhere to run. He looks to the sides feeling helpless but still jabs at Dolgrin, hoping for a miracle. The woman, however, looks at Izumi enraged and screams "Don't hurt him!" and casts a spell aimed roughly at her. Her scream coming from 6 different versions of her sound a little spooky. GM screen:
Tsuto slap @Dolgrin: 1d20 + 4 - 3 ⇒ (18) + 4 - 3 = 19 Damage: 1d6 + 1 ⇒ (1) + 1 = 2 Tsuto slap @Dolgrin: 1d20 + 4 - 3 ⇒ (4) + 4 - 3 = 5 Damage: 1d6 + 1 ⇒ (3) + 1 = 4 Lyrie concentration: 1d20 + 7 ⇒ (3) + 7 = 10 Tsuto lands one slap, but the woman is a little scared of being attacked by Rooke and fails to concentrate. Party's up! ![]()
![]() Thakus fills the room with positive energy. The dogs are confused for a moment, but the regain their focus. However, one goes for their archnemesis, Brand, and the other goes for Thakus. GM screen:
Red @Brand: 1d20 + 7 - 1 ⇒ (5) + 7 - 1 = 11 Damage: 2d6 + 4 ⇒ (2, 5) + 4 = 11 Blue @Thakus: 1d20 + 7 ⇒ (17) + 7 = 24 Damage: 2d6 + 4 ⇒ (4, 6) + 4 = 14 Brand's attacker hurts its tooth on his shield, but Thakus is an easy target laying on the ground. Thakus, take 14 damage Party's up! ![]()
![]() The dogs turn their attention to Brand, definitively the scarier target at the moment. GM screen:
Red @Brand: 1d20 + 7 - 2 ⇒ (14) + 7 - 2 = 19 Damage: 2d6 + 4 ⇒ (4, 3) + 4 = 11 Blue @Brand: 1d20 + 7 - 1 ⇒ (11) + 7 - 1 = 17 Damage: 2d6 + 4 ⇒ (6, 2) + 4 = 12 Once again the dwarf's defenses prove too much for them. Party's up. ![]()
![]() All right, we're back! Tsuto, Ameiko's evil half-brother, punches Dolgrin twice in quick succession while the woman casts another spell. It provokes a very strange effect where five versions of herself pop up and they move with her. It's really hard to tell where the real one is. GM screen:
Tsuto slap @Dolgrin: 1d20 + 4 ⇒ (3) + 4 = 7 Damage: 1d6 + 1 ⇒ (2) + 1 = 3 Tsuto slap @Dolgrin: 1d20 + 4 ⇒ (4) + 4 = 8 Damage: 1d6 + 1 ⇒ (5) + 1 = 6 Mirror image: 1d4 + 1 ⇒ (4) + 1 = 5 Tsuto's attacks only hit air. Party's up! ![]()
![]() Sorry for the delay. The dogs, tasting blood, continue thrashing at Azadi. GM screen:
Red @Azadi: 1d20 + 7 - 2 ⇒ (20) + 7 - 2 = 25 Damage: 2d6 + 4 ⇒ (2, 1) + 4 = 7 Blue @Azadi: 1d20 + 7 - 1 ⇒ (9) + 7 - 1 = 15 Damage: 2d6 + 4 ⇒ (6, 6) + 4 = 16 Crit confirm: 1d20 + 7 - 2 ⇒ (15) + 7 - 2 = 20
One of the dog bites really hard into him, cracking bone. Azadi, take a 19 damage crit. Party's up!
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![]() I'm running this for my table of a bomber Alchemist, Wizard, Bard, and Monk. Even though I heavily sign-posted long days ahead, they are nearly out of top level spells 2.5 combats into the temple and I'm getting nerveous. Given that 3 of the characters are daily resource dependent, and worrying that the long days in Book 1 will undoubtedly lead the characters to being tapped out by noon, I was thinking of offering the following power to the Phoenix Necklace: Activate 10 minutes (envision, Interact); Effect The necklace consumes one of the attached silver feathers and allows the party to take the effects of a full night's Rest. You may then spend the next hour making daily preparations, ignoring the usual once per day limit. Activating this ability is particularly costly and every activation requires consuming one more silver feather than the previous activation. This, to me, allows them to be a bit more blasty with their spells and bombs, while still punishing being too loose (both by taking a feather and an hour of the day away). Are there any drawbacks others can see with this? Has anybody else run this AP with a caster-heavy party? ![]()
![]() Recruitment thread! Please post below if you are interested. I'm planning on running the entire campaign, starting during the con, but continuing for the next several months at least. All levels of player are welcome. We'll play the hardest difficulty mode of which everybody agrees. We'll also be using Discord to handle out-of-game communication. If you're interested, please post below. Include your character and/or class that you hope to play. I may fill in, depending on how much interest we get. If there are more than 6 players interested, still feel free to post, and we'll do a lottery, or maybe even split this into two tables. Thanks, and hope to game with you soon! ![]()
![]() Catastrophe struck the world 10,000 years ago, and mighty Osirion was one of the first great nations to rise from the ashes. For centuries its pharaohs oversaw a golden age of expansion and innovation while crushing rivals such as the Tekritanin League and the golem armies of the Jistka Imperium. Eventually, though, the kingdom began to stagnate, its leaders unable to match the splendid accomplishments of their forebears. Following millennia of decline and foreign occupation, Osirion is once again autonomous and prospers under the Ruby Prince Khemet III. Hoping to uncover forgotten secrets that his kingdom might employ while encouraging foreign traffic into the increasingly prosperous land, the Ruby Prince opened Osirion to foreign explorers approximately a decade ago. Those hoping to plunder tombs and make their fortune are subject to Osirian customs agents who reclaim the most historically sensitive finds and collect a modest tax on other goods. Yet even this is hardly enough to discourage treasure-hunters—not when one could uncover gold, lost magic, or even a piece of one of the legendary Shory flying cities from a lost age. Among the region’s most influential archaeological operations is the Pathfinder Society, an international league of explorers and adventurers dedicated to discovering and chronicling the world’s mysteries. You recently completed your training as a Pathfinder agent in Absalom and set out for Osirion, dreaming of the ancient secrets buried beneath the sands and stone. Before you embark overland, though, it’s critical that you meet with Venture-Captain Norden Balentiir, who coordinates Pathfinder activity throughout Osirion and is an invaluable sage of which sites remain unexplored and unspoiled by common looters. As your ship approaches Sothis, you can take in its beauty firsthand. Smooth-sided structures of tawny stone stand tall and proud, many capped with sparkling domes and adorned with spectacular columns. Famous temples tower over the skyline, including the Necropolis of the Faithful, overseen by Pharasma’s priests. It’s a stark reminder that even though Osirion condones treasure-hunting, the Lady of Graves demands that all respect the dead. Perhaps greatest of all Sothis’s monuments is the Black Dome, a colossal, translucent scarab beetle that stands at the city’s center. History says that this was once Ulunat, a destructive behemoth laid low by the city’s founder and now inhabited by its elite. There’s little time for sightseeing here, though—once you meet with Norden Balentiir, the archaeological wealth of all Osirion will be yours to explore. What you uncover might not just change your fortunes; it could change the world! Welcome to Season 3! Run with the Mummy's Mask base set, we'll be visiting traders, getting hit with Triggers, and suffering scourges. Depending on player count, I'll potentially play, trying to fill in as needed. We'll start with the con on Jan 10, so I hope to have the table and characters locked in by the 7th. ![]()
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![]() This will be discussion tab for deciding in-between games things like deck upgrades, hero point allocation, etc. Right now, all I need is your character's tier, current hero points, and whether you'll be playing for tier advancement or not. If not, you will not gain hero points for successful scenarios, but you will still gain scenario rewards and deck upgrades per usual. Welcome, and I hope you enjoy the 2021 PACS Special, The Protean's Prank! ![]()
![]() Proteans seek to unmake reality, twisting the laws of physics to their errant whims. Fortunately, proteans exist in a distant plane of impossible changes called the Maelstrom, through which they wind their serpentine forms and weave and unweave space and time as they see fit. When powerful proteans come to the Material Plane, they cause problems—often serious problems—where matter and causality break down and reform in unusual ways. The keketars are priests and leaders among the proteans, commanding their followers with confidence and impulsiveness. When keketars leave the Maelstrom of their own accord, they tend to cause trouble. When drawn to the Material Plane by a warp in reality or a ritual gone wrong, they tend to cause a lot of trouble. The keketar Rippling-Sapphire-Crown—whose real name even they cannot pronounce, to their great pride—was pulled into Golarion two years ago by a desperate spellcaster seeking otherworldly aid. Unfortunately, for the spellcaster, the impetuous and peevish Rippling-Sapphire-Crown responded to their call, along with a cadre of subservient azuretzi proteans. Rippling-Sapphire-Crown twisted knots in history to ensconce themselves on the Material Plane, erecting alternate histories to guarantee they couldn’t be thrown back into the Maelstrom. These alternate histories inadvertently tied Rippling-Sapphire-Crown to several groups of heroes who were present at the protean’s emergence and who went on to make a name for themselves over the years. Jumbling up the stories and memories of heroes to tie themselves to reality might be the ancient keketar’s greatest prank. Will the heroes survive a storm of chaos and right the timeline, or will they be lost to the protean’s schemes? The Protean’s Prank is an interactive event in which multiple tables contribute to a shared success. A table coordinator oversees the event, making announcements and tallying results over the course of the adventure. Some or all of the tables might also have a box runner, a person who handles the logistics of setup but is not playing a character. The box runner will have an additional role that will be explained as we get playing. The table can choose any number from 1 to 6 for # (characters must be of an appropriate tier). We are choosing tier 6. Before beginning this adventure, choose whether you wish to count it for purposes of tier advancement. If you choose not to count it, you do not gain hero points for completing scenarios, but you do earn scenario rewards and deck upgrades as normal. When you complete a scenario, report whether you won or lost to the table coordinator; you may replay the scenario until the table coordinator calls time. If you do not complete a scenario before the table coordinator calls time, you did not win or lose it, and do not earn the scenario reward, but players can upgrade their decks. If your character is dead at the end of a scenario, you may play another character for the next scenario.
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![]() Hi, I'm running a game for a group that is new to second edition, and they've selected Monk, Wizard, Alchemist, and Bard for their characters' classes. I'm a new BR, but we all have a decent amount of RPG experience from other systems. With this party, I'm imagining that encounters will entail the Monk constantly surrounded on the front lines, while the Alchemist and Wizard run around lighting things on fire, and the Bard helplessly trying to keep everybody on their feet. Are there any particular considerations in terms of equipment or starting skills/feats/proficiencies that you would recommend? Or ways I can modify encounters to make them balanced and fun for the full group? Thanks in advance! ![]()
![]() Koren (from the fun Paladin class deck) has a power on his Unflagging Champion role:
Koren wrote: ☐ At the start or end of your turn, if a bane is displayed next to the deck of another character at your location, you may display it next to your deck instead. In the days of RotR and Skulls, there were some banes that got displayed by characters, notably various flavors of Haunts and those with the Curse trait. In Mummy's Mask (which came out after this Class Deck), such effects on cards were all but removed in favor of the Scourge table. In a post-Core world, this idea was mainly replaced by Scourge cards (which don't even get displayed by characters, as markers are used instead). The power as written seems mostly useless, except for the very small handful of cards that it applies to. Would it be possible to have this power changed to work against Scourges? That seems in the spirit of the original power, both in function and flavor. Something like: Koren wrote: ☐ At the start or end of your turn, if a local character has a bane displayed or is suffering a Scourge, you may display the bane or suffer the Scourge instead. This is admittedly a bit wordy, but I feel captures the spirit of what I feel this power should be. ![]()
![]() Tabletop Simulator is currently %50 off. We've been using a sanctioned mod for PACS at the various online conventions, and even have a weekly lodge that plays using TTS every week. There's never been a better time to check out Pathfinder Adventure Card Game Online! For any questions, hit up the #mindscape-tts-lodge channel at pfschat.com ![]()
![]() Curse of the Crimson Throne - Sanctioned for Adventure Card Society Play When the empire of Cheliax expanded north into Varisia, the Chelaxians found a Shoanti tribe living around an immense pyramid on the shores of a deep bay—a perfect site for a city. Much bloodshed eventually left the Shoanti defeated, driven back to the harsh Cinderlands. Yet as the new city of Korvosa flourished, few bothered to ask why the Shoanti had dwelt here. For the past 300 years, the Shoanti have spoken only in whispers of the troubles the Chelaxians will face for their outrages. Today, Korvosa’s reigning king, Eodred Arabasti II, is feared by all the right people. To date, however, he has produced no heir to the throne, the latest in a line of rulers affected by this facet of the so-called curse of the Crimson Throne. When he finally wed late in life, his bride was barely a third of his age. Queen Ileosa was a woman of breathtaking beauty matched only by her desire for the life of luxury the queenship afforded. But with the seneschal Neolandus Kalepopolis guarding Castle Korvosa’s interests, the citizenry believes it has little to worry about. It is wrong, of course. Like any city, Korvosa has its share of undesirables. Cutpurses, thugs, thieves, burglars, assassins, and lowlifes of every sort can be found in waterfront slums, creeping in the sewers, or hiding in the tangled rooftops known as the Shingles. The Korvosan Guard does what it can to keep the city’s criminals from causing too much harm, but the crooks will always outnumber the lawgivers. One such undesirable is Gaedren Lamm, a despicable wretch who missed his chance at being somebody big in Korvosa’s murky underworld. The decrepit thief abducts orphans and forces them to support his parasitic lifestyle with petty crime. Many Korvosans have had their lives complicated by this foul old man. Yet no matter what he does, he always avoids answering for his crimes. But Gaedren Lamm’s luck is about to change; he has run afoul of some hard-driven people. Specifically, he has run afoul of you. Each of you has been drawn here by some offense caused by Lamm. Perhaps a family member was caught in his orphanage and fed to his pet alligator. Perhaps a lover expired due to an overdose of his dream spider–derived drug called “shiver.” Perhaps his fishery goons sunk your trawler off the coast of Veldraine. Whatever it was, it motivates you like no other rage you’ve felt in your days. Finally, you have a lead on his whereabouts. A Varisian fortune-teller named Zellara Esmeranda has summoned you to her home in Korvosa’s Midland district. She claims to know where Lamm is... and how to defeat him. She promises to read the harrow deck to set the fates on your side. By King Eodred’s good name, you will make your bones here in Korvosa. Into the city you go, with the wind of vengeance at your back. ![]()
![]() Welcome! Please dot in here and in the gameplay thread. As we're playing on Legendary, this is not recommended for new-comers, but new characters are welcome. You might even consider decking your character out with some boons from previous conventions (if you're like me, you have a stack of them lying around waiting for the right time to use them). Legendary mode is played with 3 wildcards - either chosen by the group, randomly, or some combination. We can discuss how exactly we want to do this as we get closer to start. Legendary mode also adds banes of 1 higher tier and # is also increased by 1 for banes. That means that we'll be seeing lvl 2 monsters and barriers in the first scenario, as well as veteran banes being (even) more difficult. I'm looking forward to ![]()
![]() Hey all! We're starting a new initiative to host live PACS games via Discord and Tabletop Simulator. Each Thursday, join PAGC fans around the world to play through the latest Adventures and Modules. For more information, see the new #mindscape-vtt-lodge channel in the Org Play Online discord server at pfschat.com. Sign-ups are at Warhorn.
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![]() Welcome to the Discussions tab! This will primarily be used to handle post-scenario wrap up, such as deck upgrades, hero point expenditure, etc. First though, it will be used to check in on all the players to see who and how they will be playing. Once you have chosen a character, please let me know the following:
Please put a link to your deck handler (and make it publicly viewable) in your profile header. And general questions for the group:
Alternatively:
I've been interested in trying "Adventure Time" mode aka "Keith mode" as detailed in his blog posts. These changes seem to fall near the Legendary difficulty level, with some more or less challenging, but all very thematic. I'm not sure if this would break us out of PACS rules, so if we do decide to go this route, we may not be eligible for reporting as official Organized Play scenario (and I may have to do this outside of a convention). What time zone/time of day will you usually be able to post? This is mostly to figure out an optimal turn ordering. Though this is also something that can be trial and error, as it is easily rearranged in between scenarios. ![]()
![]() Welcome! I'm excited to host a playthrough of my favorite PACG adventure path to date! This has some very fun scenarios, and some interesting twists and turns. Whether this is your first time, or you are a veteran, I'm hoping we can have a great time! If you are looking for any information about how to work with character sheets, PBP, or PACG in general, our Overseer's profile page is invaluable. I expect players at my tables to post about once a day, and to be communicative if they will be unable to post for an extended time. (I'm guilty myself of slipping into an average of every-other-day posting speed when work picks up.) There will be a lot of extra upkeep for playing Sanctioned Curse as well, since each character will need to keep track of which cohorts and their feats they have unlocked and some other fun things in later adventures. I'll try to keep everything on the Campaign Info tab. This thread is for gameplay, both in character and out of character. Scenario updates and player's turns will happen here. The discussion tab will primarily be used to track between-scenario changes, upgrades, etc. I also like to use a hangouts or discord chat room for more live discussions like asking for assistance, avenging, general strategy talk, etc. So please dot in here once you have decided on a character, and away we go! ![]()
![]() The Pre-core version has a base use of Str/Melee + 1d6 + 2 and the Curse version has a base use of Str/Acro/Melee + 1d6 + 2, so it seems they are both a "+2" weapon. The remaining powers are similar though not exactly equivalent:
Sawtooth Saber +2 (Pre-core) wrote:
Sawtooth Saber (Curse) wrote:
I'm playing (Curse) Varian in a card guild campaign, who would greatly benefit from being able to use Acrobatics with the Sawtooth Saber from Curse via the replacement rule (when I get there in a couple adventures). I know the rule as currently written forbids this, but I wonder if the name of the Curse version of the card was an oversight? I also wonder if there are other cards where the names are nearly the same that might at least qualify for a review or discussion. ![]()
![]() Ascetic's Belt wrote: On your combat check, if you did not play a spell that has the Attack trait, bury this card to reroll the dice; take the new result. If you have the Monk trait, you may recharge this card instead of burying it. Transition Guide wrote: On weapons and spells from previous sets, any power that adds to or subtracts from a check, or that rerolls dice, may be played freely. Powers that also determine the type of check may not be played freely. The transition guide specifically allows spells and weapons which grant a reroll to be played freely, but not items. However, since Ascetic's Belt is from the Monk class deck, it will often be held by a character who uses an item to boost their attack rolls (such as any of the Amulets). Also, many Belts (Belt of Giant Strength, etc) have the pre-"freely" phrasing of "You may play another item on this check" but the Ascetic's Belt lacks this. Having both played Athnul, and having an Athnul at a table that I am currently running makes me think that this card should be allowed to be played freely. Thoughts? (Or maybe the solution is to let Athnul play a belt, a ring, and an amulet on the same check) ![]()
![]() Initial post. Game starts June 21st. Currently recruiting! Will use new rules set forth in Core set rulebook and Adventure Card Guild / Pathfinder Adventure Card Society Guide 6.0. More info coming soon ![]()
![]() AKA, Can you choose the order in which to recover cards in your recovery pile? From my first read through of the new core rules, there is a section, "Dealing with cards" that states (only relevant parts shown):
Dealing with cards wrote:
If I had an exciting turn with Seoni, casting spells to fight off several monsters (say, Firebolt and Life drain), then before ending my turn, cast Magic eye to examine what was coming next, could I choose to recover, that is, recharge the Magic Eye first, before recovering/recharging the Firebolt and Life drain spells? From my read of the rules (and I've only gone over them once so far, and played just the intro scenario, so forgive me if I've missed something), it seems that the Recovery pile is intended to be face up, and thus you can recover in whatever order you wish. This is a fundamental change from pre-core rules where your spells (or whatever) would always be recharged (recovered) in the order that they were played. Of course, this is all rendered irrelevant when Seoni checks off her power feat: "On your check to recharge an Arcane spell... ([x] You may instead shuffle it into your deck.)" |