Hazardman 101's page

Organized Play Member. 15 posts. No reviews. No lists. No wishlists. 8 Organized Play characters.




The group that I play with just noticed that the role card, in Skulls and Shackles, is not supposed to be obtained until after Adventure Path 3. Following the Guild rules for tiering, at every 2nd completion you get a power feat on top of power feats that would be earned for rewards. playing through Adventure Path 1 and 2 the number of power feats accumulated becomes 6 total. The average character card, it seems, has 4 power upgrades. With Adventure Path 3, following the tiering, a character would obtain 1 more power feat, for a total of 3 power feats not doing anything, before the role card is obtained and a power feat for the role card. This brings up 2 questions.

What happens to the extra power feats that can't be used at the time of obtaining them?

How should we go about fixing this since we have been using the role cards this whole time?


This card reads:

Recharge this card to reduce combat damage dealt to you by 1

Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

If you are proficient with light armors, you may recharge this card when you reset your hand.

My question is, and this is due to tcg experience where all card effects happen regardless of location unless errata say otherwise and card effect trumps rules, does the last ability happen regardless of where it is, including buried, or is there an unpublished errata somewhere that says otherwise?


In PFS, currently speaking, evil characters are not allowed. However, a cleric can follow an evil deity so long as their alignment can fall in the Neutral row, i.e. Lawful Neutral cleric following Zon Kuthon. Following the same thought process, can an Unchained Summoner have an Evil eidolon so long as said summoner has a Neutral row alignment?


Hey All,

In two weeks time I will be hosting a day long event of an assortment of scenarios at my local game shop for Free RPG. Both me and the Venture Captain for my area are concerned about the potentiality of the theft of cards. Aside from a standard sign in sheets to protect the participants and property of borrowed decks, what other means could be used for further protection of participants and cards.