Gelarshie's page

Organized Play Member. 25 posts. No reviews. No lists. No wishlists. 1 Organized Play character.


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Yewstance wrote:
Gelarshie wrote:

Yewstance, that is just perfect. Is there any chance of getting something like this for Enora?

Occularium Arcanist seems just so much better than the other options that it makes me wonder if I'm missing something.

Thanks for the positive feedback! I'll happily add her to the list!

Was this still something you were interested in doing, Yewstance? I got to Tier 3 for Enora with a combination of the Ultimate Magic / Occult Heroes 1 Character Deck and I'm not as satisfied with this combination as I thought I'd be. Most of the OH goodness seems to be high level.


Yewstance, that is just perfect. Is there any chance of getting something like this for Enora?

Occularium Arcanist seems just so much better than the other options that it makes me wonder if I'm missing something.


Same.


Quote:
And I wouldn't recommend that either because I think that build is broken even by my standards (and I regularly go semi-infinite, though that's by exploiting banes that let me reset my hand), because Robe of Bones and Animate Dead are both way, way, way too good.

Am I missing something here about the brokenness of Robe of Bones / Animate Dead specifically with those two? Robe of Bones seems like it would be great for anyone with a discard engine -- for example, MM Ezren with a Robe of Bones, a Spell, and Monster Cards.

Darago and Nyctessa get to do things with Monster cards than just use them for fuel, but except for Soul Warden Darago getting to burn monster cards for additional draws (which is admittedly VERY good, but brokenly good? Eh.) I'm not seeing the brokenness, especially with Nyctessa.


Yewstance wrote:

I'm not a big fan of Lamp of Fiery Visions (and you do recharge the Lamp itself - not a card in your hand - to use it, making it just a very, very, very weak "Scrying" effect... but one you can display until you want it laterand will automatically recharge).

I am a huge fan of Thought Shield, though... but that's a very playstyle-dependant card. It allows you to draw up to your hand size mid-turn, and "drawing cards" is usually how you break the game, if you so choose to try to make infinite combos. "Resetting your hand" is very similar to saying "Take an extra turn", because fundamentally your hand size is the only meaningful limit of what you can or cannot do in a turn.

I've linked before how to break the game with a few characters before on this forum, but, for example I'm literally in the middle of an infinite move-and-exploration loop in an official PFSACG play-by-post. So I'm always going to be a strong advocate for anything that lets you 'reset your hand'.

So out of Ultimate Magic and the Occult Heroes Character Deck 1, what Allies / Spells / Items / etc. do you recommend at level 3 or below? Or if there's a REALLY good level 4 you just have to recommend, which are those?

Finally, while Enora is lucky enough that I don't have to put Armors or Weapons in my deck, are there any Armors/Weapons in UM/OHCD1 that would make it worth putting one or two card feats?

Also: While I have most of my advances on Enora right now, I'm not so high level as not to be able to try out other decks. MM's Ezren in particular intrigues me with his 'discard ANY spell to explore' feature, but the Wizard Class Deck is really bad and I'd have to choose betwen going OHCD1 and UM.


Going back to some of the questions raised in this thread:

Why is Mind Probe and Thought Shield so good? I can see why Thought Shield would be good, but I'm playing Enora and unless a lot of untyped damage shows up, I don't see what'd be better than just using her card.

What's the best subclass for Enora? It seems to me that the Enora from Wrath of the Righteous is best simply because she uses a d12 for Arcana and she already has a pretty low bonus.

Why is Lamp of Fiery Visions so good? Again, especially compared with Enora. She gets a version of that power anyway -- it seems more prudent to have something that would help her recharge cards.

Is there a card/loot that will add extra spells to your hand like the Book of Origami Animals?

Is there a card that will help you easily un-bury cards that are buried?


I heard there was a way to get Honaire into your deck with the PACG so long as you were of high enough tier and used Occult Heroes 1. Surprisingly, I don't know if that will be all that helpful for Enora (except for the refresh) but that would be baller if you could.


Hi Tyler,

I was thinking of going Occularium Scholar with Enora, but are there better subclasses to take Enora, you think? My big concern is recharging spells (Occult spells are much harder for non-psychics to recharge) from the Occult deck and getting a 1d4+2 would be a big help.

Also, what would be a good starting deck for Skulls and Shackles with that setup? I completed 1-1 for Wrath of the Righteous literally 2 years ago and I've almost completely lost track of the metadeck. I have a few deck upgrades, mainly a couple of Spell 1s, Item 1s, and Blessing 1s. A couple of non-basics for Spells and Blessings. Nothing for allies, weapons, or armor.


I have Wrath of the Righteous, Ultimate Magic, and Occult Adventures 1.

Ultimate Magic has the Enora card with the Arcanist trait; I trade the card from the Ultimate Magic out for the Enora character card from Wrath of the Righteous.

Then I combine Ultimate Magic with Occult Adventures 1. Is this a legal build of Enora?

BONUS POINTS: If I decide to go Occularium Scholar, what would be a good ratio of books to non-book items?


Because Guided Hand exists, all the Erastil feat does is save clerics a feat. Which is a pretty big deal, but I don't think it's game-breaking.


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What's this about having an option for Thassilonian mages?

Spoiler:
I just finished The Waking Rune not too long ago and I'm excited to make my next character as Thassilonian. That there's an option specifically for my character makes me perk with excitement.


I'm most curious about Acadamae Graduate. I really want to make a summoner wizard but that feat more-or-less makes or breaks the build.


Did any feats or magical items get changed between the original iteration of this AP and now?


Are we going to ever get official clarification on this? Divine Anthology just came out and with no PFS mention of what and who qualifies as a priest, we're still left hanging five years after the original question was posted.


Anything interesting for a melee cleric?


Anything in there good for melee clerics? Like, say, that archetype or the divine fighting style or spells or magic items or subdomains? Even something that gave a couple of extra combat feats or bonuses to-hit or damage or even let them poach combat-enhancing spells via domains would be fine.


The NPC wrote:
Did we get a confirmation of a dragon summoner archetype, or was that just a pipe dream?

I'd rather have a dragon summoner feat akin to Summon Good Monster or Expanded Summon Monster rather than an archetype. Not everything cool that's summon-related has to go to the class.


Any options for clerics or wizards looking to improve their summoning?


Are there any new player options that don't specifically revolve around serving/worshiping a specific entity? Like, say, Summon Good Monster or some new spells?


Bah. Looks like I'll be playing a Lawful Neutral cleric of a Lawful Evil god again, then.


I see. Well, for clerics with the Sacred Summons feat, are there enough new creatures on the lists that chaotic/neutral/lawful good clerics won't be forced to just use the same small set of creatures over and over again? It's kind of baffling how much better evil cleric summoners are than good or especially neutral ones owing to how lopsided the lists are.


I just want to know what new ways are there to summon monsters as a standard action. What about those tattoo feats? Are those valid?


What new ways are there to summon as a standard action or at least not as a 1 round action?


Are there new ways to summon monsters as a standard action in the book aside from the Inquisitor ability?

Are there enough monsters added to the spell list so that Sacred Summons works better for clerics? Lawful Good clerics only getting three monsters to work with that spell and Neutral Good clerics only getting one did make the feat rather underwhelming.


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Manimal wrote:

"I don't get my candy anymore?! Well why don't we just get rid of everybody's candy?! That'll teach 'em...and be hilarious, too!

"...or would it just sound whiny?

"Naaaaah!"

You're snarking, but that's exactly the kind of core design conceit that made 4th Edition D&D as vibrant, long-lasting, and well-loved edition as it was.

Is.

Is is what I meant.