Kirk Bauer's page

Organized Play Member. 28 posts. No reviews. 1 list. No wishlists. 1 Organized Play character.


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Or sleeve only the cards you need to write on, and write on the sleeve.


paganeagle2001 wrote:
Sooner or later the game will outgrow the main box.

I'm not so sure about that, because as I understand it, after the next 5 expansions, they will release a new adventure path with (presumably) a new core box.

I assume even with the full set of cards sleeved, if you built your own insert this box could fit it all.


micrex wrote:
Reprints needed, that's for sure. There are so many cards needing fixes just in the base set its sorta sad.

IMO there are really only a few cards out of ~600 that have significant enough of errata to warrant a reprint. But I would certainly like new versions of those cards.


I would certainly love to have replacement cards. I don't want to be stoned by fellow players, but personally I wouldn't mind paying a nominal fee to have them shipped to me (<$5).

Even better (for me, since I'm a subscriber) would be to include them along with the promo cards in the future subscription mailings.


Seems to be some confusion here. If you have more players, each player gets fewer turns. But you can spend cards quicker because you have fewer turns, therefore you can burn through more blessings/allies to get extra explores. That's how the game balances.


Myriade is correct all around. To expand upon closing of locations, you can close a location when the deck is empty *or* when something else tells you that you can. In these scenarios the Henchman tells you that you can. So if you encounter the henchman and defeat him then you can try to close the location.

Only way I have seen a location with a henchman still in it close is there was a Barrier that summoned a henchman that said to close the location when defeated. In that case the henchman would be discarded (but not the villain).


Agreed. You choose one, if you fail you have to wait until another chance to close the location (e.g. exploring the last card).


OK, too bad, thank you!

I subscribe to an RSS feed of new posts for a particular forum but don't want to bother getting a feed for each thread.


I agree all players must encounter the monster regardless of the number of cards available. I don't see any problem with passing it around and resolving it one player at a time though.


There are some scenarios where you might want to stay in a place where you can't explore. Perhaps you are close to death and scenario is almost over and you don't want to risk getting group damage. Perhaps another player can heal you on their turn and they are already there. Perhaps another player already with you wants to give you a card at the start of their turn.


Great, thank you Vic.


Myriade,

No, I made up such a card to try to better understand the reasoning for the original ruling (still waiting for an answer here for my theoretical question, but they are probably too busy answering real questions right now :)


Vic,

You say that it is monsters, not combat, that triggers damage. So if you make a non-combat check against a monster and fail, does that result in combat damage or just regular damage?


Is there a way to get emailed or otherwise notified when somebody replies to your post (like this one)?

Likewise, is there a way to get notified of replies to somebody else's threads?

Looking for something like the BGG notification system or what other forums have where they can email you when there is a reply.

I'll try to remember to come back here and check for answers, thanks! :)


I had a player think this meant that, had you played it or already discarded it, you could recharge it when resetting your hand.

My interpretation is that if it is still in your hand while resetting your hand, and you choose to discard it at that time, *then* you can recharge it, but only then.

I think I'm correct?


Personally, I love player reference cards. I also liked the concept of the player "mouse pads" that they had at GenCon but they didn't have any reference on them either.

I'd love to see something, official or otherwise, that serves as both a player mat and a rules reference.


Thanks, Vic. Please consider finding a way to get replacement cards out for these items, it would make gameplay so much easier. At the very least they could be sent to people with subscription services.


I know the FAQ is coming (how do we find out when it is released?) and I wanted to make sure card timing is addressed.

From what I can gather, you can play any card at any time to affect any player unless the cards says otherwise. The exception is that once a player enters an encounter your options are more limited. During an encounter, you and other players can only play cards that effect the actual check(s) involved.

For example, the Sleep spell says "Discard this card to evade a monster whose highest difficulty to defeat is 10 or lower.". You can't play this to allow another player to evade a monster because that player already entered an encounter and this card doesn't impact the check.

The Heal spell, on the other hand, says "Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.". This can be played at any time to heal any player except it can't be played during an encounter because, again, it doesn't affect the check.

The Detect Magic spell ("Discard this card to examine the top card of your location deck. If the card is a blessing or has the Magic trait, you may immediately encounter it; otherwise, return it to the top of the deck.") can be played during another player's turn as long as they are not doing a check. But the card you draw is the one at *your* location. This card overrules the general rule of not being able to have an encounter on another player's turn.


I bought the metal Reaper mini versions of the 11 iconic characters. I am going to start painting them tonight. Of course that's different than pre-painted :)


Vic Wertz wrote:
Nope—you don't recharge that Force Missile at the end of the check, you recharge it immediately after playing it—and, as above, at the time you're playing the Force Missile, you can't play the Glibness.

So, is this restriction only because you are involved in an encounter? In other words, pretend that there is a spell that lets me draw 3 cards. I play that spell and then I happen to draw Glibness. Can I then use Glibness to help me recharge this theoretical card that let me draw 3 cards?


I use the "overhand" shuffle: hold the deck in one hand and grab a few cards off of the bottom and put them on top (or even weave them in) and repeat 10-15 times.

The Hindu shuffle mentioned earlier is also good. Funny enough I used to do quite a bit of card magic and that shuffle is the first way I learned how to keep one or more cards on top of the deck while shuffling. Perhaps be suspicious if somebody uses it in a competitive game :)


If your character is too strong or too weak compared to other characters then you might end up in scenarios that are too easy or too hard for you. I think it would work fine as long as you keep the different games more or less in sync (at least all on the same adventure path).


Another thing to keep in mind: with more players you have more locations to explore but you still only have 30 turns total, so each player gets fewer turns. In order to scale, the design assumes that the more players you have the more you do on each turn.

So if you are playing a 2-player game each of you gets 15 turns (and you have 15 cards in your deck) so you may not want to burn through 3-4 cards per turn.

But if you are playing with 6 players you only get 5 turns each... so you *should* be burning through ~3 cards per turn. The only way this helps is if you can actually explore quite a bit on each turn.


I like the first idea, but I agree it would make the game easier on its own.

I love the idea of a "super villain" in the future!


Agreed. And it isn't obvious whether the numbers are still lined up with the correct item in these cases (I read that they are).


And just to be clear, it only adds the die from the base check. So if you naturally roll 1D6 + 2, then you add a card to add +1D8, and then you play the blessing, you add one extra D6.


I read somewhere else that if you use an item to influence a check then that check gains the attributes of the item. So if the item says it is "Magical" then I think the answer is yes.

http://paizo.com/threads/rzs2q31p?Trait-questions


I don't have the game in front of me: it makes sense that one player could ask the "gods" to help another player in another location, but it wouldn't make sense if I could play some more earthly card and influence another location, right?

Do the cards that allow you to impact any location tend to be supernatural in nature?

Full Name

Lord Burton Al-irillan

Classes/Levels

Male NG Aasimar Sorcerer Solar Bloodline

Alignment

CG

Strength 10
Dexterity 16
Constitution 10
Intelligence 13
Wisdom 10
Charisma 18

About Lord Burton Al-irillan

Lord Burton Al-irillan
Male NG Aasimar Sorcerer Solar Bloodline CG

Description
Alternative Physical Features, Build: graceful, Ears: pointed, Eyes: glowing, Face: unearthly beauty, Voice: musical, Wings: feathered, Other: unusual temperature, Other: don’t sweat, Dressed in simple Noble robs.

Personality
Burton is a free spirit, loves fun and travel. Always looking for new things he holds himself as a Nobel, with fine manners.

=-----Statistics-----
MOVE 30' Fly 20' Init +3; Senses Dark vision 60' Perception +8

DEFENSE:

AC [17] TAC[13] FF[14] 10+4Armor+0Shield+3Dex+0Items+Other+0Size+0NA+0Dodge]

HP: 26/26
{6+0+1}x[1d6+0con+1FC]

Fort: +1, {+1Base,0Con}
Reflex: +4, {+1Base,+3Dex}
Will: +4,{+4Base,+0Wis}

Resistance:
Acid resistance 5, cold resistance 5, electricity resistance 5, Fire resistance 10.
+4 bonus on saving throws against blindness effects.

Immunity's

CMD +09 {+0Base +3Str +3Dex +0size +3misc +0Dodge}

Stats

STR[10][+0][0p]
DEX[16][+3][5p][+2Race]
CON[10][+0][0p]
INT[13][+1][3p]
WIS[10][+0][0p]
CHA[18][+4][7p][+2Race][+1Level]

feats
1:-
2:-

Class Feat
1:Eschew Materials

Race:Aasimars Azata-Blooded (Musetouched)
Azata-Blooded (Musetouched)
The musetouched epitomize freedom and joy, and travel the world to liberate less fortunate individuals. The capricious aasimars known as musetouched are the most likely of their kind to be found adventuring throughout lands both civilized and remote. Imbued with an undeniable spirit of wanderlust, musetouched feel the constant urge to explore new places, meet new people, and ferret out evil and corruption wherever they lurk. Of all the aasimars, musetouched tend to be among the most beautiful by most humans’ standards. They possess features with an unearthly charm, such as long, thick hair of a seemingly impossible hue and limpid, jeweltoned eyes. Musetouched are commonly possessed of innate musical talent and a love for melodies, and many train as bards while they wander.

Standard Racial Traits
Ancestry Azata
Typical Alignment CG
Ability Score Modifiers: Aasimars are insightful, confident, and personable. Ability Modifiers +2 Dex, +2 Cha

Type: Aasimars are outsiders with the native subtype.

Size: Aasimars are Medium creatures and thus have no bonuses or penalties due to their size.

Base Speed: Aasimars have a base speed of 30 feet.

Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan. See the Linguistics skill page for more information about these languages.
Defense Racial Traits

Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.

Feat and Skill Racial Traits
Skilled: Alternate Skill Modifiers Diplomacy, Perform +2

Variant Magical Racial Traits
You have a natural fly speed of 20 feet (poor).

Senses Racial Traits
Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)

Sorcerer L5
Hit Die: d6

Starting Wealth: 2d6 × 10 gp (average 70 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills
Skill Ranks per Level: 2 + Int modifier.
The sorcerer’s class skills are Appraise (Int), Bluff (Cha), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).

Eschew Materials: A sorcerer gains Eschew Materials as a bonus feat at 1st level.

Cantrips x5
Sorcerers learn a number of cantrips, or 0-level spells, as noted on Table: Sorcerer Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.
Level 0 DC14 x5 at will
Read Magic
Prestidigitation
Fire Bolt {DMG 1d3}
Detect Magic
Mending

Level 1 DC15 x5
Celestial Healing
Mage Armor
Vanish
Magic Missile
-

Level 2 DC15 x5
Flaming-sphere
Pyrotechnics
Burning Arc
Burst of Radiance

Bonus Spells:

Blood Line: Elemental Fire Bloodline
The power of the elements resides in you, and at times you can hardly control its fury. This influence comes from an elemental outsider in your family history or a time when you or your relatives were exposed to a powerful elemental force.

Class Skill: Knowledge (planes).

Bonus Spells: burning hands* (3rd), scorching ray* (5th)
*These spells always deal a type of damage determined by your element. In addition, the subtype of these spells changes to match the energy type of your element.

Bonus Feats:
Dodge, Empower Spell, Great Fortitude, Improved Initiative, Lightning Reflexes, Power Attack, Skill Focus (Knowledge [planes]), Weapon Finesse.

Bloodline Arcana: Whenever you cast a spell that deals energy damage, you can change the type of damage to match the type of your bloodline. This also changes the spell’s type to match the type of your bloodline.

Bloodline Powers: One of the four elements infuses your being, and you can draw upon its power in times of need. At first level, you must select one of the four elements: air, earth, fire, or water. This choice cannot be changed. A number of your abilities grant resistances and deal damage based on your element, as noted on Table: Elemental Bloodline Energy Types and Movement.

Elemental Ray (Sp): 7/7 times a day, DMG: 1d6+2
Starting at 1st level, you can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of damage of your energy type + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Elemental Resistance (Ex):
At 3rd level, you gain energy resistance 10 against your energy type.

Skills
Class Skills
Skill Ranks per Level: 2 + Int modifier. [15+10BS]
Appraise (Int), Bluff (Cha), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).

-=Skills=-
5x[2class+1Int+2BSS]=[25]

Acrobatics(Dex)+3{+0Rank,+3Dex+0class}
>Appraise(Int)+1{+0Rank,+1Int+0class}
>Bluff(Cha)+8{+1Rank,+4Cha+3class}
Climb(Str)+0{+0Rank,+0Str+0class}
>Craft (Int)+0{+0Rank,+0Wis+0class}
>Diplomacy(Cha)+10{5Rank+4Cha+3class+2Race}
Disguise (Cha)+4{+0Rank,+4Cha+0class}
Disable Device (Dex)+3{+0Rank,+3Dex+0class}
>Fly(Dex)[/i]+15{+5Rank,+3Dex+3class+4Race}
Heal(Wis)+4{+1Rank,+1Wis+0class+2Item}
>Intimidate(Cha)+6{+1Rank,+4Cha+1class}
Linguistics(Int)+1{+0Rank,+1Int+0class}
>Perception(Wis)+0{+0Rank,+0Wis+0class}
>Profession(Wis)+0{+0Rank,+0Wis+0class}
>Performance(sing)(Cha)+10{+1Rank,+4Cha+3class}
Ride(Dex)+3{+0Rank,+3Dex+0class}
Sense Motive(Wis)+4{+0Rank,+4Cha+0class}
>Spell craft(Int)+5{+1Rank,+1Int+3class}
Sleight of Hand (Dex)+3{+0Rank,+3Dex+0class}
Survival(Wis)+0{+0Rank,+0Wis+0class}
Swim (Str)+0{+0Rank,+0Str+0class}
Stealth (Dex)+3{+0Rank,+3Dex+0class}
>Use Magic/Psionic Device(Cha+8{+1Rank,+4Cha+3class}

>Kn (Arcana)(Int)+5{+1Rank,+1Int+3class}
Kn (Dungeoneering)(Int)+0{+0Rank,+1Int+0class}
Kn (Engineering)(Int)+0{+0Rank,+1Int+0class}
Kn (Geography)(Int)+0{+0Rank,+1Int+0class}
Kn (History)(Int)+0{+0Rank,+1Int+0class}
Kn (Local)(Int)+0{+0Rank,+1Int+0class}
Kn (Nature)(Int)+0{+0Rank,+1Int+0class}
Kn (Nobility)(Int)+0{+0Rank,+1Int+0class}
Kn (Planes) (Int)+7{+1Rank,+1Int+3class+2Race}
Kn (Religion) (Int)+0{+0Rank,+1Int+0class}

Concentration [+6][5CL+1Int]

GEAR/POSSESSIONS
SLOTS
Belt: -
Body: -
Chest: -
Eyes: -
Feet: -
Hands: -
Forhead:-
Head: -
Neck: -
Ears: -
Shoulders: -
Wrists: -
Ring L: -
Ring R: -

Followers

BACKGROUND