Reiko

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encounter the "when closing this location" effect? Or just the character that actually closed the location? Thanks.


Besides the abilities listed on certain character cards(like Lem) what are the benefits of staying together? I saw something in the manual that said characters can attempt "take turns" when encountering a card that has a "then" requirement. Like complete a combat check then a divine check. So the player who draws the card does the combat check and then the same character or another character at the same location can do the divine check. Is this the case? Also if a character defeats a henchman at a location can any other character at that location attempt to close the location or only the player who defeated the henchmen? I'd appreciate anyone giving some insight on the benefits of keeping together. Thanks.


Can anyone give some basic strategies to defeating this scourge? My friend and I got our butt's handed to us as Jirelle and Lirianne trying to beat this scenario. It really stinks because up until this one we hadn't lost a single game. Came close a few times but managed to pull the win through sheer luck. But this guy may be too much for us.


I'm pretty new to Pathfinder and my friend and I have a question regarding the Blessing of Erastil in Skull & Shakles. The second ability of the card states:

Discard this card to add 2 dice to any combat Dexterity check.

So the question is: what exactly is a "Combat Dexterity Check"? If I'm playing as Jirelle and I use a cutlass, which allows her to use Melee: Dexterity +2 since it adds the "finesse" trait to the check. Does this count as a ""Combat Dexterity Check"? If I play this blessing do I get 3 combat dice (in this case 3d10 +2) in addition to the 1d6 for the cutlass? I'm asking because I'm still learning what all the terms mean and there's no index in the manual. Thanks.


My friend and I just started playing Skull and Shackles and had a couple of questions that we couldn't figure out with the rule book. The first one involves "summoning" henchmen. Some locations like, Shark Island, require you to summon a henchman from the box which has me wondering: if you defeat a summoned henchman AND the henchmen allows you to close the location can you make the attempt? Or can you only attempt to close a location by drawing the henchman from the location deck and summoned henchmen don't count for the purposes of closing a location. We assumed that defeating any henchman that allowed you to close a location, even a summoned henchman, gave you a chance to close the location but it seemed a little easy to close locations early when it came to summoned Buccaneers since every player summons one when they're encountered and they're fairly easy to defeat. Or does defeating the summoned Buccaneer only let you attempt to close the location where the buccaneer came from? Can a location only be closed by a character at that location?

Another question I had is regarding traits and checks. So for example the "Shackles Pirate" card says:

"If the check to defeat has Swashbuckling trait, add 1d4 to it".

Does this mean that if I use a rapier card for my combat check, which has the swashbuckling trait, then the combat check will be 8 + 1d4?Or do I get to add the 1d4 to MY roll? This is confusing because the manual doesn't explain how traits affect rolls very clearly and has confusing wording.

Finally the villain Nefti Unwesha requires a Charisma or Diplomacy check of 13 to defeat. My friend had a Potion of Glibness, which let's players succeed at a Diplomacy check if he banished the card. It seemed like a pretty cheesy way to defeat a villain. Was that cool? Or did we miss something in the rules?

We might have more questions as we continue playing but these were the first issues we ran into. Thanks.