The new season looks pretty cool! I am so glad that the story puts the players in the position of Pathfinders. That, and having the story of the season play out alongside the current story arc of the RPG campaign helps bring the Roleplaying Guild and the Adventure Card Guild closer together. Now players can experience crossover story elements between the RPG and the card game; This is fantastic! I hope that we get another end of season RPG special scenario with an Adventure Card Guild component.
On a more mechanical note, does the party count as having the Technologist feat if they decide to bring Isirah along? For example, would she allow the party to use Technologist specific options regarding disable device checks, or can the technology in the scenario be used without this feat, and or her presence?
Isabelle Lee wrote:
Thank you for the reply. Your choice makes more sense to me now. I still like the flavor, and it seems to me that the encounter would play out similarly enough either way. I only asked because we haven't seen skalds, or bloodragers even, in a PFS scenario. In my opinion, there was enough flavor to see one, but I respect your decision. It was also really fun to see Numerian technology in the accounts of early Pathfinders.
It allows you to move to another location and then explore, so long as it is still your explore phase. This acts similarly to a potion of flying. You explore your current location, discard the Pegasus, move to a different location, and then explore again. This makes it not useable outside of your turn.
A Medium's Inspiring Call ability (OA) is the intermediate spirit power that is granted by the Marshal spirit. It is described as follows.
Inspiring Call (Intermediate, Su): As a standard action, you can grant all allies who can see and hear you a competence bonus equal to your spirit bonus on either saving throws or attack and damage rolls. You choose which bonus to grant each time you use inspiring call. This ability lasts for 1 round. If you have the decisive strike greater spirit power, you can use inspiring call as a move action. If you have the legendary marshal supreme spirit power, you can use inspiring call as a swift action.
My question is whether or not this would be considered a type of bardic performance for the purpose of feats and magic items, such as the Lingering Performance feat, or the magic item the Harp of Contagion? Any insight into this would be most appreciated.
My table of five played this scenario thrice, and everyone died on the first two tries because of the 1d4 acid to everyone. Then again, the party was set up in two groups of two, with a solo elsewhere. This setup rolled multiple consecutive "5s" on the goblin chart in each attempt. So many explosions! We did beat it on the third try. Everyone had fun, but that chart really threw some people.
Congratulations to all of our new five star GMs, and the slew of new Venture Agents!
Well done, especially to Joshua Hancock and Brett Sweeney, the Venture Captain and former Venture Captain of St. Louis, Missouri.
A warm welcome to the new Venture Agents for St. Louis: Alex Blaes, Matthew Gill, and Arturo Moreno.
I recently completed the Season of the Righteous with just one other player. The party was Olenjack (Spider) the Archmage and class deck Kyra (Fireflower) the Hierophant. At higher levels, we were both capable of doing massive nova damage, evading, auto-acquiring boons, and even auto-beating some barriers. Kyra did 109 points of damage to the final boss on a single check with Time Stop and Transmogrify, and Olenjack got 89 with a mythic weapon, and 86 with Form of the Dragon.
The most maniacally difficult encounters (for various reasons) in my opinion were: 1-4A: In Another Dimension, 1-5C: Plura's Fall, 1-5D: Gods Save the Queen, 1-6A: Champions of the Horn, 1-6C: Fate Hangs in the Balance, and 1-6D: Apocalypse Worldwound.
In short, the organized play scenarios were challenging and fun, but not what I would call overly difficult. I hope that the card game team at least considers ramping up the difficulty of future OP scenarios.
I also really appreciated the tie in to one of the RPG specials in one of the later adventures, and I hope that this happens at least once per season if possible.
At present, only characters from the Pathfinder Class Decks are legal for play. You can unlock the ability to play Jirelle the Swashbuckler and Enora the Arcanist by completing the Card Guild AP Skull and Shackles. Also, Alain the Cavalier is available to play if you finish the Card Guild AP Wrath of the Righteous.
Today, a band of pirates and myself completed the last card guild scenario of the Skull & Shackles adventure path. A tale to be told, for sure. Our band of brigands were four in number. There was the short and fiery Amaryllis, Agna the Stoic, the halfling virtuoso Lem, and Ezren the Blessed. As we sailed deeper into the Shackles, Amaryllis and Agna perished beneath the waves, taking down a few nagas with them. Lem and Ezren pressed ever onward. After an excruciatingly difficult battle against an enemy armada and an unholy storm, we clashed with the blasphemous horrors of the deep in a climatic final battle and emerged victorious! We now take our seats upon the Pirate Council and rest before our next adventure.
Thank you to the Pathfinder Adventure Card Game Development Team for creating an incredibly fun gaming experience.
I did not playtest this class myself, but I want to share some of my GMing observations. The people who played this class at my tables really emphasized the social elements, as well as the disguise and transformational aspects of this class. Perhaps magical transformation options could be added as universal vigilante talents? Would it be possible to become able to change your form a female to male, or any such variation; or take on an animal aspect, etc? In the current playtest, the vigilante gives their other identity power because they assume a different persona. How about an item, or something similar, giving a vigilante another identity or persona altogether?
This is my first GenCon experience. I caravanned all the way from St. Louis, Missouri to GM PFS all weekend long. I arrived and got my badge, and found myself volunteering to run the Adventure Card Game on Sunday. My first GenCon and I'm running 9 slots, a lot of people have been saying I'm crazy!
I have gotten to meet some interesting people here at the convention. Some of the highlights include meeting Tannis and the ACG team, as well as getting to run a table of The Wounded Wisp with Alexander Agunas of Know Direction at the table.
It's the end of day one, and I'm still alive...for now. This first day has been exciting, nerve wracking, and so much fun.
Hello everyone. The Fantasy Shop in St. Charles, MO is now hosting a bi-monthly game day for the Pathfinder Adventure Card Game. These events will be taking place on every other Sunday, starting on July 5th. Multiple tables will be available, with sessions starting at 1:00PM, and running until 4:00PM. The event is free, and all scenarios, past and current, will be available for play. Multiple copies of the base sets will be available for use.
The event is listed on paizo.com as "St. Charles PACG."
The new Wrath of the Righteous chronicle sheets includes new information such as tier and die bumps. Is it possible to update the Skull and Shackles chronicle sheets to match this new format? Tiered play allows single characters to play between the current adventure paths, and having the sheet formatting match could make updating chronicle sheets more consistent.
If you plan on playing a character from outside of the core assumption, be able to provide your GM with a quick overview of your character's abilities, in addition to legal sources. Playing A Gunslinger, for example, you should be able to provide your reload time, misfire range, and grit abilities to your GM. Not all GMs are familiar with every class and or rule. Being able to quickly explain how your character works makes for a smoother table.