Dave Arlington's page

Organized Play Member. 22 posts. 2 reviews. No lists. No wishlists. 14 Organized Play characters.


RSS


Not sure if this a spoiler or not, so I'll be slightly vague here.

There are two scenarios in Adventure 5 "The Sepulcher Soars Anew" where you replace your Role card with another Role card for that scenario.

Due to my party composition, turns out my character was best suited to take that role. (Poor Flenta, she wants to be a real mage SOOOO bad...) Even character-wise, it sort of makes sense to me.

But I was so excited to get my Role card, it was actually the first Role card I had ever gotten. (All my other campaigns had stalled before getting that far.) So I was also all excited to start using it.

But for 40% of this Adventure, I am not even going to get to use it. (It doesn't make sense for anyone else to take it in either scenario in our current party makeup.)

It's just kind of bumming. Just saying. :)


Hawkmoon269 wrote:
Dave Arlington wrote:

And Flenta says "YEAH!!" for Riffle Scrolls! Oh wait... "could be recharged with a skill you have..." *Grumble* *Grumble*

(Still, my Flenta is Tier 5 now and doing just fine, thank you, but... for a moment I had dreams!)

Dave

Actually, Riffle Scrolls is still pretty good for Flenta. She can display Riffle Scrolls, then play her spells and leave them on the Riffle Scrolls. She still gets to use her power to draw more spells from the box every time she plays a spell with the Arcane trait. And the spells she plays are still just a one time use sort of thing, but with Riffle Scrolls displayed, she never looses any spell she plays and can rebuild her deck with them.

She just leaves the Riffle Scrolls out until the end of the scenario. Then, during the cleanup of the game, she still has them to rebuild her deck. Even if she technically has to deal with the displayed Riffle Scrolls at the end of the scenario, she just buries Riffle Scrolls and buries all the spells displayed on it.

Ahhhh! Yes! I hadn't thought of that! Very nice. Of course, by the time I get this deck, she will probably have completed Seasons of Plunder and retired to her halfling home to regale everyone with the stories of the days she smited the Behemoth Golem! :)

Dave


And Flenta says "YEAH!!" for Riffle Scrolls! Oh wait... "could be recharged with a skill you have..." *Grumble* *Grumble*

(Still, my Flenta is Tier 5 now and doing just fine, thank you, but... for a moment I had dreams!)

Dave


OK, thanks, that's what I thought. Makes her ability a bit less useful than I had hoped it could be, but at least those Blessings of Horus will work with it!

Dave


I am very happy and excited that I finally got my party of characters to the halfway point and their Role cards. (They are behind my OP Flenta, who got her Role card a couple of weeks ago.)

I have had no deaths. I had to retry a couple of scenarios and I did not get the Trader Shardizard when I had the chance. Enjoying it very much so far and happy that I still have three more decks to go!

Role choice was easy for Ahmotep (and seems to be the consensus choice for everyone else as well), a little tougher for Channa-Ti, but REALLY hard for Simoun. Both her Roles I really wanted to play. I will probably pursue her other Role with a Class deck in OP.

Anyway...

Character Name: Ahmotep
Role Card: Eldritch Scion
Skill Feats: STR+1, INT+2, CHA+1
Power Feats: On your check ([x] or a check by another character at your location), after the roll, you may discard ([x] or recharge) a card to add or subtract 2 from the result.; When you would discard a spell for a power on a card that has the Staff trait, you may recharge it ([x] or put it on top of your deck) instead.; You may recharge a card that has the Staff trait to add 1d8 to your combat check ([x] and you may add the Fire trait.
Card Feats: Spell+1, Armor+1, Item+1, Blessing+1
Weapons: Staff of Dark Flame, Twin Serpent Quarterstaff
Spells: Detonate, Disable Mechanism, Elemental Treaty, Fiery Glare, Lightning Bolt
Armors: Armor of the Sands, Reed Snake Armor
Items: Anubis Staff, Staff of Minor Healing, Sun Falcon Pectoral [Loot], Tablet of Languages Lost [Loot]
Allies: Mahga Threefingers, Neferekhu [Loot]
Blessings: Blessing of Abadar, Blessing of Nethys, Blessing of Pharasma, Blessing of Ra

Character Name: Channa-Ti
Role Card: Tsunami Caster
Skill Feats: INT+1, WIS+3
Power Feats: You may discard a card to add 1d8 to your check that invokes the Acid or Cold ([x] or Electricity or Poison) trait.; You may recharge a card that has the Liquid or Magic ([x] or Divine) trait to reduce Acid or Fire ([x] or Poison) damage dealt to you to 0; When you would discard an ally that has the Animal or Elemental trait ([x] or any ally) for its power, you may recharge it instead.
Card Feats: Spell+1, Item+1, Blessing+2
Weapons: Fire Lance
Spells: Commune, Cure, Deathgrip, Holy Light x 2, Sands of Time
Armors: Akhentepi's Armor [Loot]
Items: Effigy of Maat, Hand of the Honest Man [Loot], Muminofrah's Favor [Loot]
Allies: Apprentice, Aunty, Idorii, Tetisurah [Loot]
Blessings: Blessing of Isis, Blessing of Maat, Blessing of Thoth x 2

Character Name: Simoun
Role Card: Lightning Thief
Skill Feats: STR+1, DEX+2, INT+1
Power Feats: Light Armors Proficiency; Reduce Electricity damage dealt to you by 2 ([x] 4); Add your Perception skill to your check to defeat a barrier that has the ([x] Obstacle) or Trap trait; When you would discard a weapon that has the Knife trait ([x] or discard, bury, or banish a boon that has the Electricity trait) for its power, you may recharge it instead.
Card Feats: Weapon+1, Armor+1, Item+1, Blessing+1
Weapons: Chakram, Galvanic Chakram x 2, Javelin of Lightning, Kopis, Shocking Scimitar+2
Spells:
Armors: Bone Lamellar, Scarab Buckler [Loot]
Items: Effigy of Anubis, Mask of the Forgotten Pharaoh [Loot], Scarab Brooch [Loot], Ushtabi of the Willing Servant [Loot]
Allies: Druid of the Storm, Osirion Ancestor, Ubashki
Blessings: Blessing of Ra, Blessing of the Elements x 2, Blessing of Thoth


skizzerz wrote:


2. Is the card a boon with the Electricity trait?

This is the part I'm unclear about. The Shocking Scimitar+2 (and the similar Javelin of Lightning) don't have the word "Electricity" printed on the card as a trait and I wasn't sure if adding the Electricity trait by using the weapon's power only added the Electricity trait to the check only? Or if adding the Electricity trait in this case applied to the weapon as well.

Thanks,
Dave


I am thinking the answer is NO to this question but just wanted to make sure... since I finally got Simoun to her Role card. (Yay!)

Can she invoke her "When you would bury, discard, banish a boon that has the Electricity trait for its power, you may recharge it instead" to recharge the Shocking Scimitar when she discards it to add 1d8 and the Electricity trait to her Combat Check?

Thanks!
Dave


So when I go to "My Pathfinder Society", it lists all my created characters there. But I click on the link for "Sessions", nothing is displayed for any of my characters.

I can go to the separate "Player Sessions" tab (instead of "Player" tab) and all the (recorded) sessions for all my characters are displayed there and there is a filter column on the left so I can filter down to the character I want, but I didn't find out about that for awhile and thought none of my sessions were being recorded.

Is there any plans to ever fix the "Sessions" links on the "Player" tab? It's been that way for months now. If not, they should just remove the link so people don't get confused.

Thanks!
Dave


RagePreacher wrote:

Guild & organized play:

Not sure how this works, I play PACG every Friday with the same 4 people (including me). perhaps this is something we should look into? IDK?

If you're playing consistently with a group on a weekly basis, you ARE a good candidate for Guild/Organized play.

The Advantages: Good way to use the class decks which you need for Guild/Organized play (but you can use the character cards/powers from the base boxes). I play some characters out of the class decks and am using ROTR Seelah with the Paladin class deck and Mummy's Mask Alahazra with the Oracle deck.

There is paperwork involved BUT if you file it, that means you can take your character you built during organized play with your friends and play that same character with all their powers and cards you've collected and play it anywhere in the world in another Organized Play event of the same Tier.

Disadvantage: You DO need the Class decks and one person at least has to buy the Society adventures so some extra expense.

Dave


Agree that the increased story in the Adventure Guild scenarios is very helpful to the RPG aspect.

I'm not a big fan of keywords and symbology to replace a simple easy to understand English (or whatever language) sentence. One of the great things in playing PACG with new players and even us veteran players is knowing you can always just pick up a card and read it to know what it does or can do.

Dave


Doppelschwert wrote:
A good compromise is to use the B cards from the CD only when building your starting deck and afterwards only adding the CD cards to the box whose adventure deck number is at least 1; roughly more than a third of each CD consists of B cards, and if you don't introduce them in the first place, the dilution is much more managable.

Ohh, I really like this idea. Thanks! And for things like Blessings of the Gods etc, I wouldn't even add the ones from the Class decks since there will be plenty of those in the box.

Dave


So, I know Class decks (or whatever they soon will be called) are advertised as you can take the characters in them in the box set adventures.

But in my (admittedly) limited experience, I've seen Class Deck characters only used in Society play. I've seen non-Class Deck characters (obviously in the box set adventures) in Society play.

I was wondering if anyone had ever actually created a party of Class deck characters to play through a box set adventure? Or a partial party?

I saw in another thread, someone mention they wouldn't do that with more than 2-3 Class Deck characters because the addition of the CD cards would dilute the box set cards you need to get past that adventure path. (Like make it harder to find "Remove Curse" in Mummy's Mask if you had too many CD Spells mixed in.)

That's pretty much what I was figuring, but then it occurred to me that maybe if I wanted more CD characters in a box set adventure path that I could not put ALL their CD cards in the box, just the ones that really help them. (Like the ones you would choose in Society upgrades.)

I've started to become attached to a few of my CD characters through Society play and would love to put them together in a team for solo play.

Anyway, just wanted to hear other people's experiences with using the CD characters in the box sets.

Thanks!
Dave


I just want to say thanks! as I see Ahmotep is now a valid selection for creating a new Magus character. I appreciate the followup!

Thanks,
Dave


By the way, I guess Ahmotep won't have access to the Magus Arcana? (I think she's still worth playing as a Guild character anyway but just wondering.)

Dave


Vic Wertz wrote:
She is legal; I will see about getting her reportable. Thanks!

Thanks, Vic!

Dave


Now that the Magus deck is out, it would be great to be able to play as Ahmotep. But she's not listed as one of the available characters under the Magus category or the Unlocked Magus. Simoun is available for Rogue players and Channa Ti for Druid players.

Where's the Ahmotep love? :)

Thanks,
Dave


Eric Clingenpeel wrote:
Why go by Amazon when paizo has it available now...

Our FLGS had multiple copies in stock last Wednesday. I cancelled my Amazon order and bought it there.

Dave


Parody wrote:

She only has access to 1 and B. As long as there's enough 1s and Bs to fill out her requirements that's all she gets unless she uses a deck upgrade.

When you get to Tier 4 then you can pick from B, 1, and 2 when filling out empty slots.

OK, thanks for the clarification. Glad I asked now. She DID get a Level 2 Spell as a deck upgrade last time, so I just have to make sure she doesn't actually ever cast it til Tier 4 unless dire emergency! :)

Dave


Keith Richmond wrote:
As a tier 3 character, she can get AD 1 spells that way, but AD 2 spells are only 1 lower than her tier so don't qualify.

But she can hold 4 Spells and there are only two AD 1 Spells in her Class deck, so wouldn't the other two Spells be the AD 2 Spells? i.e. She doesn't have to go backwards to fill out her deck requirements? Or does she still have to wait for Tier 4 to fill out the Spells with 1s and 2s?

Thanks,
Dave


Flenta and Season 3 of Organized Play

Sorry to resurrect this thread, but since things have probably changed some in regards to Organized Play in the last 2 1/2 years, I just wanted to make sure I had everything right for Flenta in current OP.

(Yes, I know she's not the greatest character for OP, but I just love the character concept so much. Someone who wants to be someone they're not and refuses to let anyone tell her differently. Along with Rooboo, the Tengu Sai-wielding Monk, she's my favorite character. So, nevertheless, I persist in playing Flenta in OP. :) )

She has just reached Tier 3 and we just started playing Adventure 3 in Season of the Plundered Tombs. I wanted to make sure I was interpreting her correctly in regards to current Organized Play now she's hit Tier 3.

Rebuilding her deck between scenarios: Assuming she banished all her spells in the last game by casting them, when she goes to rebuild her deck now as Tier 3 (Also, I have taken Spell as one of her card feats, giving her four Spells), she can skip the two 'B' Spells in the CD and start with the two '1' Spells and the two '2' Spells. I am getting this from the latest Society ACG Guide: "If your character is Tier 3 or higher, you may instead choose appropriate cards that have an adventure deck number at least 2 lower than your tier." Do I have that right?

Assuming that's correct, if she still wants to take "Call Weapon" (been very useful to her so far), a 'B' Spell, that uses one of her '2' Spell slots, right?

Spells she can still cast from the box after Adventure 3 begins: Our OP Coordinator just removed all the Basic Spells from the box instead of banishing them as we go, so the list I have of what she can still get from the box is: Acid Splash (or Acid Jet, whichever one is the Arcane + 1d6 Acid Attack Spell), Acute Senses, Augury, Clinging Venom, and Good Omen. Sound right? (And Clinging Venom goes away after we start Adventure 5?)

Thanks,
Dave


Mark Seifter wrote:

Excellent, just wait until you see the cool things Linda, John, and Amanda have in store for you in the later chapters! (not to mention the mechanical stylings of Keith Richmond throughout)

If you're up for it, consider leaving a review by clicking the left tab at the top of the posts; these ACG adventures haven't usually received many reviews so far.

There's your review. We just finished this Adventure last week so first chance I had to write it up.

Dave


Mark Seifter wrote:


Thanks! When I wrote the story for the adventure, I took a close look at what locations were available and tried to make sure there were strong fits to weave into each scenario's story.

Just started organized play the last couple weeks after finally moving to an area where I could find other PACG players and I REALLY enjoyed how thematic everything feels so far with the Scenarios and their goals matching the story and using the Mummy's Mask improvements and cards.

Thanks!
Dave