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Aric Deck Handler
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Scenario Powers: End of Move Examine - Nefti the Bard
Nefti the Bard:
MM Ally B Traits: Human Bard Aspis To Acquire: Charisma Diplomacy 8 If you fail to acquire Nefti, banish an ally that does not have the Animal trait from your hand or discard pile. Recharge this card to add your Diplomacy or Stealth skill to your check to acquire a weapon, an armor, or an item. During the explore step of a character at your location, discard this card to allow her to explore her location. Diplomacy 8: 1d10 + 4 ⇒ (5) + 4 = 9
Roll Details:
Diplomacy - 1d10+4 Recharge Spy to examine top of location - Acid Flask "Deck the halls with boughs of Holly. Fa La La La La La La La La" 'Who the heck is singing Christmas songs already.' the Red Raven thinks to himself. As the Red Raven makes his way through the howling sands, he comes across an Aspis Bard belting out Christmas song after Christmas song. 'This is a job for Aric, I believe' "Excuse me, sir Bard. But Christmas songs shall not be sung until after Thanksgiving." The Bard gives Aric a quizzical look and says, "Dear Sir, I do believe that November 1st is the official start of Christmas" Amidst the swirling sands, the two continue to debate the appropriate start date for said Christmas songs. " Aric wrote:
Deck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): Bob (Dandy Brute), Lookout, Fencer, Sword Cane, Psychic Detective, Red Leathers, Dredge, Marianix Karn Recharged: Blessing of the Spy (2), Discard Pile: Buried Pile: Skills and Powers: "
SKILLS
Strength d6 ☐ +1 ☐ +2 Dexterity d4 ☐ +1 Constitution d6 ☐ +1 ☐ +2 Intelligence d8 ☐ +1 ☐ +2 ☐ +3 Knowledge: Intelligence +2 Wisdom d8 ☐ +1 ☐ +2 ☐ +3 Perception: Wisdom +2 Charisma d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4 Diplomacy: Charisma +3 Favored Card: None
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Spoiler: Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4 Acrobatics: Dexterity +2 Stealth: Dexterity +2 Constitution d6 ☐ +1 ☐ +2 Intelligence d8 ☐ +1 ☐ +2 ☐ +3 Wisdom d8 ☐ +1 ☐ +2 ☐ +3 Perception: Wisdom +2 Charisma d4 ☐ +1 Favored Card: None
End of Turn Summary
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Agna Deck Handler STR d10+2 (Melee +2) | DEX d8 | CON d6 | INT d4 | WIS d8 (Perception +3)(Survival+3) | CHA d6
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The Rabbit Prince:
CotCT Blessing 1 Traits: Harrow Veteran Suit: Keys When this is the hour: At the start of your combat check, you may recharge a card to draw the top card of your deck; if you do not play that card on this check, bury it. To Acquire: Dexterity Melee 4+# On any combat check, freely recharge to bless; reroll 1 die showing the highest value. Discard to explore. Location: On your check, if any die shows a 1 or 2, count it as 0. Melee 5: 1d10 + 3 + 1d4 ⇒ (2) + 3 + (1) = 6
Roll Details:
Melee - 1d10+3 Maznar's Aid - 1d4 Awesome, so that's a 3! Recharge Squeeker to explore again Armor of Insults:
Core Armor 1 Traits: Light Armor Magic To Acquire: Constitution Diplomacy Fortitude 8 Display. While displayed: * When you suffer Combat damage, you may recharge to reduce it by 2. * When you suffer any damage, you may bury to reduce it to 0. * To avenge, you may discard a card. Location: On your check, if any die shows a 1 or 2, count it as 0. Constitution 8: 1d6 + 1d4 ⇒ (6) + (4) = 10
Roll Details:
Constitution - 1d6 Maznar's Aid - 1d4 Discard Guide to explore again Plaguebearer:
CotCT Monster 1 Traits: Aberration Disease To Defeat: Combat 15 When encountered, succeed at a Fortitude or Perception 7 check or suffer 1d4-1 Combat damage and this monster cannot be evaded. If undefeated, suffer the scourge Plagued. Scenario: When you suffer damage, first recharge an ally or a blessing. Location: On your check, if any die shows a 1 or 2, count it as 0. Perception 7: 1d8 + 3 + 1d4 ⇒ (2) + 3 + (1) = 6
Roll Details:
Perception - 1d8+3 Maznar's Aid - 1d4 That is also a 3! BYA Damage: 1d4 - 1 ⇒ (3) - 1 = 2
Combat 15: 1d10 + 3 + 1d8 + 1 + 1d4 + 1d10 + 1d10 ⇒ (8) + 3 + (7) + 1 + (2) + (3) + (8) = 32
Roll Details:
Combat(Melee) - 1d10+3 Cruel Longsword - 1d8+1 Maznar's Aid - 1d4 Double Blessed - 1d10+1d10 Use Heggals Gorum to bless twice "You're an idiot!" the voice comes from a set of armor on the cliffs. Squeeker and I just stare at each other and shrug. I walk over and grab the armor. "You're an idiot!" the armor calls out to me again. The noise from the armor attracts a rather disgusting aberration. Before I can react, the aberration rips the armor off of me. With little time to spare, I dispatch of the aberration before it can do anymore damage. End of Turn Examine
" Agna wrote:
Deck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): Blessing of the Gods(2), Squaker (Crow), Warhammer, Repelling Pike +1, Heavy Shield, Main-Gauche Recharged: Droogami, Bagheera (Snow Leopard), Squeeker (Pig), Armor of Insults, Discard Pile: Buried Pile: Skills and Powers: "
SKILLS
Strength d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4 - Melee: Strength +2 Dexterity d8 ☐ +1 ☐ +2 ☐ +3 Constitution d6 ☐ +1 ☐ +2 Intelligence d4 ☐ +1 ☐ +2 Wisdom d8 ☐ +1 ☐ +2 - Perception: Wisdom +3 - Survival: Wisdom +3 Charisma d6 ☐ +1 ☐ +2 Favored Card: Ally
End of Turn Summary
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Agna Deck Handler STR d10+2 (Melee +2) | DEX d8 | CON d6 | INT d4 | WIS d8 (Perception +3)(Survival+3) | CHA d6
![]() Boon: 1d20 ⇒ 10 Blessing 1: 1d1000 ⇒ 591 Power Feat: (☐or bottom) Question: Is this "OR" the same as Quinns "OR" which allows him to actually examine at the beginning and end of his turn, or is the english "OR" meaning I have to choose which to examine? ![]()
STR d8+3 (Melee +2) | DEX d8 | CON d6 | INT d4 | WIS d6 (Divine +1) | CHA d10+3 (Diplomacy +2) Raz Deck Handler
![]() I turn to Zova and ask "Do you think I could use the scorpion as a mount?" ![]()
Agna Deck Handler STR d10+2 (Melee +2) | DEX d8 | CON d6 | INT d4 | WIS d8 (Perception +3)(Survival+3) | CHA d6
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"Hey!? Has anyone seen Beezle? No? Is she still trying to find her way out of the other side of the Lab? Think we should look for her?" "Nahhhhhhhhh" Heggal says while taking another drink. Mysterious Relic (Henchman Proxy A3):
Story Bane Type: Barrier Traits: Task Veteran To Defeat: Intelligence Knowledge 4+# OR Perception 6+# If undefeated, each local character moves to a random location and suffers the scourge Dazed. Perception 7(6+1): 1d8 + 3 + 1d4 ⇒ (4) + 3 + (2) = 9
Roll Details:
Perception - 1d8+3 Maznar's Aid - 1d4 I shrug as I see a mysterious relic on the lab table.
Close Recharge: 1d4 ⇒ 2
Just going to YOLO this. Plenty of time
Roll Details:
Intelligence - 1d4 Maznar's Aid - 1d4 Recharge Theater to Examine then Explore Bloatmage:
None Story Bane 0 Type: Monster Traits: Human Wizard Veteran To Defeat: Combat 6+## OR Arcane 3+# THEN Combat 9+## OR Arcane 5+# Resistant to Melee. Vulnerable to Poison. Before acting, attempt a Dexterity, Constitution, Acrobatics, or Fortitude 4+# check. If you do not succeed, either bury 1d4 cards from your discards or discard 1d4 cards from your deck. Location: When you fail a check to defeat a bane, suffer 1 Acid damage. As I clear the relic it leads me right into the Bloatmage himself. Dexterity 5(4+1): 1d8 + 1d4 ⇒ (7) + (3) = 10
Roll Details:
Dexterity - 1d8 Maznar's Aid - 1d4 Combat(Melee) 12(6+2+4): 1d10 + 3 + 1d8 + 1d4 + 1d10 + 1d10 + 1d4 ⇒ (6) + 3 + (7) + (2) + (4) + (3) + (4) = 29
Roll Details:
Combat(Melee) - 1d10+3 Longspear - 1d8 Maznar's Aid - 1d4 Double Blessed - 1d10+1d10 Bagheera (Snow Leopard) - 1d4 The Bloatmage gets off a magical ray, but luckily I get out of the way just in time. As Bagherra and I battle with the mage, Beezle suddenly shows up out of nowhere arcane powers blazing. Pause for Zvarble to take the second check ![]()
STR d8+3 (Melee +2) | DEX d8 | CON d6 | INT d4 | WIS d6 (Divine +1) | CHA d10+3 (Diplomacy +2) Raz Deck Handler
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As I continue to search the Tenements, I am approached by a guy holding a rather large flag. "Hey, my name is Paul, mam and I was wondering if you wouldn't mind me tagging along with you? The last guy I was with had a little too much to drink, if you know what I mean." "HEGGAL?! So Heggal sent you, did he? Well, welcome Paul. My name is Raz, now lets figure out what's wrong with these Monks and protect these innocent people!" Receive Standard Bearer from Heggal Throwing Axe:
Weapon 0 Traits Axe Melee Ranged Slashing Check
Powers
Diplomacy 6: 1d10 + 3 + 1 ⇒ (2) + 3 + 1 = 6
Roll Details:
Diplomacy - 1d10+3 Champion's Do-Maru - 1 Use Power to use Diplomacy to acquire Armor/Weapons "Paul, that's a mighty fine axe you have there. Mind if I hold onto that for you?" "Sure, Raz! Whatever you need!" Discard Camel to explore again, add 1d6 to Survival Checks Haughty Nobles:
Barrier 1 Traits Cache Task Veteran Check
Powers
As I grab the axe from Paul, a couple of well to do folks come by inquiring about Camela. Diplomacy 11(6+1+4): 1d10 + 3 + 1 + 1d10 ⇒ (2) + 3 + 1 + (6) = 12
Roll Details:
Diplomacy - 1d10+3 Champion's Do-Maru - 1 Blessed - 1d10 "Sorry fellas, but Camela belongs to me and really wouldn't fit well in the big city." Choose Armor for defeating Nobles "Understood Mam, because of the way you treat that magnificent animal, could we offer you this armor?" Chain Mail:
Armor 0 Traits Heavy Armor Check
Powers
5 is an Auto using Diplomacy Discard Standard Bearer to explore again. Checks against Story Banes get 1d4. As I try the armor on from the Nobles, Paul points out a shield that matches perfectly. Light Shield:
Armor 0 Traits Shield Offhand Check
Powers
3 is an auto for me Recharge Magic Armor when I reset and discard Flame Staff " Raz wrote:
Deck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): Big John (Riding Horse), Soul Shard, Lance, Blessing of the Samurai(2), Blessing of the Samurai, Longsword (Core), Blessing of the Samurai(3) Recharged: Fox, Magic Scale Mail, Discard Pile: Buried Pile: Skills and Powers: "
SKILLS
Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4 - Melee: Strength +2 Dexterity d8 ☐ +1 ☐ +2 Constitution d6 ☐ +1 ☐ +2 Intelligence d4 ☐ +1 Wisdom d6 ☐ +1 ☐ +2 - Divine: Wisdom +1 Charisma d10 ☑ +1 ☐ +2 ☐ +3 ☐ +4 - Diplomacy: Charisma + 2 Favored Card: Ally
End of Turn Summary
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Flenta Deck Handler
![]() Steal Loot Weapon From Val: 1d1000 ⇒ 890 Spending hero point on Skill Feat: Str Card Upgrade:
Supporter Feat: Ketrik ![]()
Oloch Deck Handler
![]() I guess since I retroactively got the last Weapon 2, I will pass on this one. (Or should I roll just so Merisiel gets to say he used that sweet 904 ;) ) ![]()
Oloch Deck Handler
![]() I did actually add a comment in that thread when it was first started. However, with the new Core changes specifically to gaining Role cards, I may go ahead and add another update. ![]()
Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
![]() As someone who has a Specials only character is coming up on Tier 3, I would love for a way for him to be able to get those level 3 cards during the next Special. I would really prefer not to play an entire Special and get zero cards upgrades because I'm pretty sure I'll have all the Level 2 upgrades I want before this special is over. ![]()
Oloch Deck Handler
![]() Through the haze of the room I see a .... SWARM OF HANDS! What sorcery is this! Quickly grabbing my Hammer, I begin to swat as many of them away as I can. Combat 13: 1d12 + 2 + 1d10 + 1 + 1 ⇒ (9) + 2 + (9) + 1 + 1 = 22
With Gorum guiding my swings, I easily dispatch the reanimated hands. "Our job here is done. Come, Halfling. Let's return to town and tell that foul being we have cleansed these tunnels." As we leave, I notice a Potion of Energy Resistance sitting on the table and grab it. "Good thing that Slayer didn't see this in here, right Halfling? HAHAHAHA!" I exclaim as I give a 'gentle' slap to the back of the Halfling and send her stumbling forward. ![]()
Oloch Deck Handler
![]() Only on an explore. It can be used for 1d4 on an attack without using the blessing (At least that's my understanding. I think I copied the text correctly) ![]()
Arabundi Deck Handler
![]() Brandishing my axe, I smile wryly at my target. "I will finish the job that Aric started you foul demon!" Calling upon every last bit of strength I have and being invigorated by the blessing Nok-Nok sends my way, I launch my axe at my target. Combat 23: 1d8 + 3 + 1 + 1d8 + 1 + 2 + 1d6 + 2d8 ⇒ (7) + 3 + 1 + (2) + 1 + 2 + (2) + (1, 1) = 20 Even with that, the Villain lives! As he staggers towards me, I call upon our reinforcements to come to our aid! Reinforcements: 1d8 ⇒ 7
As the reinforcements swarm the villain, he finally falls! "It is done...." ![]()
Oloch Deck Handler
![]() Flashback: The battle with the halfling over, I return to my quarters for a well-deserved rest. As I doze off I hear a voice call my name. "Oloch, my son." Startled, I quickly jump up to find nobody there. "You have done well." The voice appears to be coming from the air above my head. I quickly draw my Longsword. As I do, a being appears before me. "Oloch, that weapon is beneath one of my followers." Am I imagining things? Standing before me is my Lord Gorum in his true half-orc form! "My Lord!" I quickly kneel at the feet of the source of all I live for. "What do you ask of me, for I shall do whatever you ask." "Ahh my son. How I do believe you. I am very pleased in your service to me, but I have come to you bearing a gift. I have watched you and aided you through your adventures and am pleased in your devotion to our cause! And it pains me to see one such as you wielding such sub-par weapons. For this, I will bequeath to you this Cold Iron Greatsword. Wield it well in your battles ahead as you battle those who would oppose us." Gorum reaches out his hand and shatters the Longsword I hold in my hand, and then hands me a greatsword of exceptional quality. "Take this, my son, and continue to make me proud." And with that, the vision disappears. A Greatsword. THE weapon of my Lord and one he personally delivered to me. I shall do my best to be worthy of such a gift. I have heard rumors of an Antipaladin terrorizing a nearby town. Sounds like as good a place as any for a battle with plenty of opportunities to please my Lord. I will start at the Glass Pavilion after I visit Falsin Deek. ![]()
Oloch Deck Handler
![]() Display Blessing of Horus from top of blessings deck As I listen to the tale spun by the Naga of her experience as she left the Thornscrub, something begins to kindle a memory. Something too familiar to be just a coincidence. I head to the Thornscrub to see for myself. Move to the Thornscrub and encounter the Mirage. "Yes." I think to myself. "There is something too familiar about what I see before me." I quickly say a prayer to Gorum, and calling upon all the blessings my friends can bestow, I concentrate intently at the vision in front of me. Are my eye's deceiving me? Wisdom 7: 4d8 + 1 ⇒ (3, 3, 6, 4) + 1 = 17
THERE!! Out of the corner of my eye, I see a shimmer. As I continue my approach, I notice more shimmers until finally, the entire mirage dissipates before me and I can make out the stream bed we had previously followed. "Come, my friends. I have finally found the stream bed and the way out of this forsaken place. Let us tarry here no more." Oloch wrote:
Skills and Powers: SKILLS
Strength d12 [ ] +1 [ ] +2 [ ] +3 [ ] +4
- Melee: Strength +1 Dexterity d4 [ ] +1 Constitution d8 [ ] +1 [ ] +2 [ ] +3 [ ] +4 - Fortitude: Constitution +3 Intelligence d4 [ ] +1 Wisdom d8 [x] +1 [ ] +2 [ ] +3 [ ] +4 - Divine: Wisdom +2 Charisma d6 [ ] +1 Favored Card: Armor
POWERS:
The Exchange Reward, Society Initiate
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Oloch Deck Handler
![]() After grabbing the Armor, I hear the halfling struggling in his scuffle. Quickly I pray to Gorum to send his favor to aid in her conflict. Recharge Divine Favor
Gorum is pleased with me, and I sense he will grant his Favor again. Suddenly, I am alerted to the screech of the Voices of the Spire as it comes barreling at me. I ready my Longsword and attack.
Close check
As the beast falls to my blade he slashes me across the arm and infects me with his poison and breaking my sword in the process.
Having dealt with the Halfwits lackey, the rest of the thugs in the Quarry scatter and hide. "I'm coming for you Halfwit. I'm coming." Scenario: 1d5 ⇒ 3
Oloch wrote:
Skills and Powers: SKILLS
Strength d12 [ ] +1 [ ] +2 [ ] +3 [ ] +4
- Melee: Strength +1 Dexterity d4 [ ] +1 Constitution d8 [ ] +1 [ ] +2 [ ] +3 [ ] +4 - Fortitude: Constitution +3 Intelligence d4 [ ] +1 Wisdom d8 [x] +1 [ ] +2 [ ] +3 [ ] +4 - Divine: Wisdom +2 Charisma d6 [ ] +1 Favored Card: Armor
POWERS:
The Exchange Reward, Society Initiate
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Oloch Deck Handler
![]() With the grace of an Orc, Oloch crosses the scaffolding behind the Vigilante. Which is to say with every step, he knocks over pails, tools, and anything else in his way as the scaffold wobbles and breaks beneath his feet. The racket from it all alerts a nearby gnoll who ambushes the Vigilante on the other side. As the Gnoll falls it drops its Kukri. With little time to spare, Oloch reaches for Kukri before it falls over the edge. Melee 4: 1d12 + 1 ⇒ (2) + 1 = 3 Drats! The Kukri falls just out of reach and down into the chasm. Since I did not have combat on my turn, I will examine the top card of my deck. It's the Gnoll Slaver which has a trigger to encounter at +3 difficulty. I have no allies in hand to recharge. As I reach for the weapon I catch a glimpse of one of the Slavers out of the corner of my eye charging at me obviously alerted to our presence by the sound of the fallen scaffolding. "Fresh Meat" I snarl with a smirk as the frenzied Slaver launches his first and only attack. Calling on the Power of the Gods, I launch a flurry of punches at the Slaver!
"Take this sacrifice Gorum and guide my hand in all things." Celeste, can you please Recharge your Blessing of the Ancients for the Close Check. Don't want to risk it and it's a recharge because the top Blessing is basic. Fortitude 7: 2d8 + 3 ⇒ (8, 8) + 3 = 19
"This." I gesture at the dead gnoll and the gnolls running in terror. "This is what I was bred to do. May Gorum accept your souls." I'll be heading to the Brickworks next. Oloch wrote:
Skills and Powers: SKILLS
Strength d12 [ ] +1 [ ] +2 [ ] +3 [ ] +4
- Melee: Strength +1 Dexterity d4 [ ] +1 Constitution d8 [ ] +1 [ ] +2 [ ] +3 [ ] +4 - Fortitude: Constitution +3 Intelligence d4 [ ] +1 Wisdom d8 [x] +1 [ ] +2 [ ] +3 [ ] +4 - Divine: Wisdom +2 Charisma d6 [ ] +1 Favored Card: Armor
POWERS:
The Exchange Reward, Society Initiate
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