I have a couple of questions about Nosoi Psychopomps taken as Improved Familiars: 1) Their languages are listed as Abyssal, Celestial, Infernal. Can they learn any others, and if so, how? 2) They have an innate Speak With Dead ability (3/day at 12th level), which sounds really interesting. However, since this is language-dependent, isn't it almost useless? They can't even employ an interpreter or use their ability to let someone else speak with dead, so they can only speak with dead creatures which speak Abyssal, Celestial or Infernal, which must be a very small group indeed... Thanks in advance,
Climber's Gloves reads: "After you shuffle a location deck, reveal this card to examine its top card."
I'm finding AP3 pretty challenging with 4 characters. One of the scenarios I failed twice before completing it, and I've had one character down to 0 cards in his deck and a couple of characters down to 2-3 cards. The last scenario I completed on the last turn of the Blessings deck. Sure, a well-equipped Alain should be able to defeat most villains, but you're not always exploring with Alain. Earlier today Harsk encountered a villain and had to make two DC30ish checks to defeat him - he succeeded, but could easily have failed, even with help from other characters. And earlier, Alain lost by 4 to an Ivory Guardian, which was painful.
One thing that has bothered me in Wrath of the Righteous is the distribution of types of boons available. There seem to be many opportunities to acquire weapons, armour and allies, but very few opportunities for spells or items. At the end of AP 3 my spellcasters are still carrying spells like Agility and Frigid Blast because they just haven't found anything better :-(
Follow-up Maggot Swarm question: I have three characters at the Canyon location and one of them explores and encounters a Maggot Swarm. How many Maggots do the characters have to fight? I think the answer is "three each" but I want to be sure. Follow-up question: do I have to beat every Maggot Swarm by 4 (to avoid having to shuffle it back into the deck), or just the first one, or the first one each character fights?
Hawkmoon269 wrote:
Thanks Hawkmoon, that's the way I have been playing it - I just had a moment of doubt... Amazingly quick response too :-)
carterjray wrote: As other people suggested, I'm not sure why this location wouldn't be your priority to close first? When I played through it I put all four characters there and powered right through it, then spread out after that. The problem is that all 4 of your characters need to pass Wisdom 10 checks or Eustoyriax is evaded. That's pretty challenging unless you have a handfull of blessings. Then you need to win a combat 22 check with the exploring character (by no means trivial, since you have just recharged your hand). And, assuming you win the combat, Eustoyriax escapes to a random location and you lose 5 cards from the blessings deck. If you're really unlucky, he may even return to the Chasm of Shadows...
Gauntlet of Ruin: "If you would defeat Eustoyriax, but the Chasm of Shadows is not permanently closed, Eustoyriax is undefeated instead". I have just encountered Eustoyriax at the Chasm of Shadows. So far as I can see, I can never defeat him, since I can only close the location after I have defeated him. Is this really the designer's intent? If so, it seems harsh.
Suppose I have Mist horn in my hand ("Display this card next to a location. Reduce damage dealt by monsters at that location by 3") and I encounter a Mongrel Wizard ("Before you act, Mongrel Wizard deals 1 Acid damage to you. After you act, Mongrel Wizard deals 1 Poison damage to you"). When am I allowed to play the Mist Horn and what damage can I prevent?
Last Saturday I was exploring and encountered a Locked Stone Door. After a mighty effort (Find Traps spell and Blessing of Abadar) I managed the Dex 17 check to defeat the it - "If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck". Top card was a Chime of Unlocking (Reveal to defeat a barrier with the Lock trait)...
Hawkmoon269 wrote:
Various groups of 2-4 characters. Hawkmoon269 wrote: 2. Are you through deck 5 yet? If so, how has this worked with some of the really high closing requirements and other higher checks? Yes. Only really an issue in scenario 5 which doesn't have too many locations to close. But you do need to play for closing more, rahte rthan just relying on blessings to do all the work. Hawkmoon269 wrote:
One of the biggest improvements is ha it encourages characers to carry the blessings they actually want to use for themselves. Without this rule, the blessings are effectively a single pool shared by the whole party and it doesn't really matter much which character has which blessings. Apart from that, knowing other characters can only add d4s to your checks means you have to think more about what your character can deal with on their own. Additionally, all the non-blessing boosts are relatively more useful - this helps the Aid, Find Traps and Cloud spells, Lem and Valeros' powers, Wand of Enervation etc.Hawkmoon269 wrote:
Hard to say. Maybe 1 in 3? apart from sme of the really hard checks with little downside which we wend to fail all the time ("Dexterity 12 check or take 1 damage", "Wisdom 8 chack or difficulty of checks is increased by 1" etc) Hawkmoon269 wrote:
Hope this helps, John
Hawkmoon269 wrote: One thing I've seen people say they do is limit blessings. I've seen people say they only let the blessings be a d4. Or that they limit the number. Or that they limit them to only from the same location. The variant I recommend is that blessings played on other characters only give d4s (unless the character has some special power to give a bigger die, like Seoni's). I have played this a lot and it works well. Quote: One thing I've thought of, but haven't tried since I'm happy with the game as is, would be "Diminishing Returns on Blessings". Basically, the first blessing adds the same die (or 2 if it is the right blessing), but the second one adds the next smaller die, and the third even smaller, until each one is only adding a d4. And the character powers would override that. So if your character always added a d12, it would always be a d12 and not effected by the diminishing returns. I don't think this would have much effect. It is pretty rare that I see more than one or two blessings played a check (except when everyone's throwing one in to defeat the villain at the end).
There are 2 problems with scenario 5 which combine to make it too easy:
With 2 players, there are only 21 encounter cards, and there is not even any danger of meeting the villain when you are not set up to defeat him. It's just dig through those two locations, defeat the henchmen, close the locations and then take whatever time you need to defeat the villain.
Lollingsgrad wrote: Do you think this would make the game far too easy? Any specific examples where it would be totally broken? You are definitely making what is already a pretty easy game easier and also potentially removing some of fun too - a lot of the memorable moments happen when an unprepared character has to fight a difficult opponent. If you want to be able to choose which character encouters each enemy, stock up on spyglasses, augury spells etc.
Draco18s wrote:
With respect, this isn't just some crazy idea I've just thought of. I've played two groups of characters through to the end of AP4 with this rule, plus some other house rules to make the game more challenging. I'm not suggesting everyone should use it, but if you're finding the game too easy, this might help.
Interesting idea.
Best of luck!
Colin McMillen wrote: I liked the harpies' ability -- it guaranteed that we had both Valeros and Lem's "add 1d4+3" feats available every time. ;) Not so much fun if your group has Harsk rather than Valeros (as mine does) - no way he's going to make that Wisdom save! Quote: It does suck to get pulled to the courtyard or mountain peak though. On the upside, if you defeat the Harpy Monk at the Mountain Peak, you get to close the location before it affects anyone else. Not so with the courtyard :-(
Captain Bulldozer wrote: Lini is so good that she's really too good. As a result, expect for her version in the next AP to be a little more balanced! Really? I've been playing Lini solo and it has been really hard work. Even with discarding a card, revealing an animal and playing a blessing, she's only got 2d10 + 1d4 as a combat check, which can easily lose even against lowly 8-strength goblins. Some of the villains have been really hard to defeat - such as Nualia (1d4 damage before combat and then two combat checks). Earlier today I lost three combats in a row against Jaagrath Kreeg (combat 15 then combat 21). And I've really struggled at Guard Power pocations (encounter a bandit henchmn at the start of each turn). Yes, she's good, but I've also seen her lose her hand to a bad combat result far more often than any other character I've played.
Kennell Frederick wrote: I also like the idea of adding 1 location to a scenario for solo adventures. Does anyone have any other ideas for making solo games more difficult? What I do is replace some (typically 3-5) of the cards in the Blessings deck with monsters chosen at random from the box. When you flip a monster, immediately encounter it. Definitely adds to the challenge!
1) How often would you expect to fail a scenario (time out the blessings deck)?
2) If you played the entire Adventure Path (packs 1-6) through ten times (just imagine!) with an average of 4 characters per playthrough (i.e. 40 characters in total), how many times would you expect to see a character die?
3) What would you do if a character died (and was not legitimately resurrected by some game effect)?
Background: Late 40s, live in UK, used to play a lot of RPGs (only occasional now), board games, wargames, CCGs. Before Pathfinder I played a lot of the Lord of the Rings card game, which is far more challenging (the last LotR scenario I played, I failed on the first 5 attempts, even as an experienced player with access to all the in-print cards).
Jjiinx wrote: Has anyone here played with the house rule that "add 1 die to a check" (such as blessing of the gods) should be interpreted as "add 1d4 to a check"? It seems like a huge difficulty adjustment and I'l love to hear any insight regarding it! Haven't tried this but I use a house rule that blessings played on other characters always add d4s. I've used this in a lot of games and it works well.
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