Sajan

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Hawkmoon269 wrote:
I don't think anyone has mentioned anything before about switching from one to the other. I suppose it would depend on how far along you are.

I built 6 character decks at the start (Valeros, Merisiel, Harsk, Kyra, Seoni, and Sajan). After a couple of false starts (call them mulligans) I soloed each through Perils of the Lost Coast and then began using them in duos (Valeros/Seoni, Harsk/Merisiel, Kyra/Sajan) in Burnt Offerings. None of the pairs has completed it yet, so none of the characters is that far along (although I did free up enough basic cards to start Lini and Lem, just to see how they fare teamed together in PotLC). I kind of like the idea of switching most (or all) of the ones I can with their CD counterparts.


On the advice of various people in the YouTube videos I watched before getting PACG, I downloaded and am using the character sheets provided by Paizo. In anticipation of getting the Class Decks as they become available in my area, I DL'ed those sheets as well. In looking through them, I see each deck included 3 new characters, plus the one from the base set, although modified (skills, powers, roles, etc.).

I'll assume the changes were made as a result of tweaking based on player feedback and such. Examining the originals and the reboots, I find some of the changes intriguing. Like giving Harsk the Valeros-like ability to recharge discarded weapons, even if they are just ones with the Ranged trait.

My question is: Is there any protocol (official or un-) to switching in-use base set characters to their new twins?


Thank you for the answer. It's a bummer that she (and Harsk) can't just throw rocks at foes (amusing as that picture is).


This may have been answered somewhere in the previous 900 posts, so forgive me if I ask again...

If a character has to make a combat check, I know that it can be either melee or ranged, whichever is better for the character based on abilities and weapons. But what if the character has no weapon at the time? Sans weapon, does Merisiel have to make a melee check (1d4, because she lacks melee skill), or a strength check, or can she make a weaponless ranged attack (ie: picking up an available rock and throwing it, using just her dexterity die plus possibly adding a d6 if she is solo)? I know that she can, of course, simply evade a monster if she is weaponless, but it kind of sucks to not be able to close a location when facing something wimpy like a Goblin Raider just because she can't slap it hard enough with her bare hand. And other characters facing an monster (with longsword/crossbow/whatever firmly tucked away in their backpacks) don't even have the evasion option (short of having some item).


I have a question, which I am asking based on this post from David. I've encountered the Siren much too often, to my regret. According to her card - "All damage dealt is Mental damage that may not be reduced." Does what David say, about banish/burying an armor card to reduce all damage to 0 apply here?

Dave Riley wrote:
Like Jones said, most armor has a "banish/bury" option to "reduce all damage to 0." Great if you're up against something that does fire damage and you fail a check, but it only works once and then the card is gone (either forever if you're not proficient in armor, or until the next game if you are). If you have a card like a Ring of Protection, which says "reduce damage by 1," that also reduces all types of damage. Like the mentioned Hide Armor of Fire Resistance, If you have an armor that reduces Combat and Poison damage, it's good for those two things, but its recharge power does nothing against fire.


I started playing this about a week ago, and didn't really consider solo-play with more than one character at first. After some bumps and bruises, I started to get an idea of which characters worked well by themselves. As most of the bane cards in any location deck are monsters/henchmen/villains with combat checks, I found that characters who were more likely to pass those checks worked best for me. They could still have problems with a barrier or difficult-to-beat monster (I learned to really, really hate Sirens), but otherwise, it was pretty easy. My best characters for that were Valeros, Merisiel, and Harsk.

Playing one character meant that I didn't ever have to worry about the time running out. Only a combination of having the villain/henchmen be on the bottom of each deck and some bad die rolls would enable the blessings deck to run out (and assuming I never once used a card's power to continue exploring). Of course, playing one character means that you have no shot to temporarily close a location when a villain escapes, but that actually worked to my advantage. I learned to look at the locations and see what the closing requirements were, then made sure that the most difficult (or detrimental) location to close would be the last explored, since defeating a villain automatically closes the location. The villains I'd encountered so far all seemed pretty easy to beat. I know that they will get harder as things go along, but I'll cross that bridge when I come to it.

One place that I did get hurt at alot was that Shrine of Lamashtu that showed up in Black Fang's Dungeon. One time playing it with Harsk, I found Black Fang in the first location explored. So when he escaped, I had to get a blessing and shuffle it and Black Fang and then shuffle a card each into the two remaining decks. Yep, I found Black Fang in the second location and chased him to the last one (the Shrine) so I now had 4 blessings in there. I hit three of them on three consecutive draws (for 6 total points of damage). Ouch. But fortunately for me I had only discarded 3 cards at that point (and 5 in my hand made 8) and I had 7 cards left in my deck. After all the blessing damage I still had 3 cards in the deck when I found Black Fang at last (for the last time) and ended the scenario.

I did play the first scenario of Burnt Offerings with each of the three solo, and it was a little more difficult (but only a tiny bit). However, looking at the next one, I'm actually a little worried. Fighting monsters is not the focus, but gathering allies instead. Most of the allies I've seen require checks I'm not confident that these three will make. In most cases the die rolled will be a d6, so careful use of blessings to add extra dice to the checks will be very important. Moreso, because I might have to team them all together to increase my chances of successful ally recruitment, which means I might find myself having to burn blessings to continue exploring locations before the timer runs out. Should be interesting...