Karlbarx's page

Organized Play Member. 5 posts. No reviews. No lists. No wishlists. 3 Organized Play characters.


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Basically the question I have for the board is in what order do you pick your power feats?

In my group we just got to S&S 4A and I'm trying to figure out how to make use of my first few points to be an affective strength in group play.

We have a couple of very good characters with re-rolls and one or two characters who can help us transmogrify items into other items. It just doesn't seem like the group is really passing on items on purpose. Even a B boon can be picked up for a higher version of the same boon.

I can see all of her skills being useful individually but I can't figure out how they all work together or in a group. Poison / backstab / skip boons / finesse weapons... I just don't get it really. Please help me outline my progress :)

edit: I guess its worth noting that I have pretty much chosen hand size 5 and weapon proficiency as 1 and 2.

there's some sort of combo in my head involving an eagle, a helpful haversack, and defeating monsters to draw two cards


what should Kyra take as her first card list upgrade? Spell or blessing? Blessings can be used as heals and you can explore a location again as well as being used as support. But a 4th spell card could be a "find traps" or "cure." (since I already have the 3 offensive spells she gets before adventure set 2)


pluvia33 wrote:
I think he's also factoring in that she has Melee: Strength +2, so between that and the +2 for using the sword, the -4 non-proficient penalty is negated and she just rolls straight dice when using swords. Plus the sword attacks are magic. I'm kind of tempted to build a Kyra starting with swords for OP and try to power through the Adventure 1 scenario that gives a power feat first to take Weapons. It'd be rough to get through, but the payoff can be rather nice. Although it probably wouldn't take that many upgrades to switch out to swords afterwords.

Affirmative. I'm referring to the pacg cleric class deck version of Kyra who has Melee: Strength +2 and 2 extra sword damage. 2 + 2 -4 = straight dice roll on swords. When you get weapon proficiency you start hitting 4 harder on sword rolls.


Kyra also gets 2 extra on sword rolls. So she negates the -4 before her proficency. And gets +4 after she has it.


Fromper wrote:

Still not convinced that Kyra needs the Holy Water. If she's just handing it off, then why not let the other character start with it instead of taking up her item slot? And really, caltrops are almost as good, but work on any enemy.

I can see the point about giving up shields in favor of more armor. I might try Valeros with 3 chain mails to start next time I do a fresh deck for him. I'm also thinking longspear instead of the short sword on his recommended list.

I'm also leaning towards Detect Magic as a means of scouting for all three arcane characters (Ezren, Seoni, and Lem). I don't remember if there are enough of those to go around, though.

This got answered on another forum but the reason she has holy water is because it has the "Divine" trait. Her innate ability to heal requires a card with the divine trait to be revealed and discarded.

These include blessings, her spells, and holy water

she starts with 6 blessings, 3 spells, 1 item for a total of 10 cards out of 15 that you can discard to heal once per turn.