The ratio of people who bounce off of PF2 because of its rules is incredibly lower than the ratio who bounced off of SF1 because of its rules. All your subjective complaints about PF2 pale in the face of this inexorable truth.
Got stats to back that up?
Our local group quite likes and regularly plays Starfinder.
Pathfinder 2 still causes us more frustration than fun.
We are working on pushing through playing PF2 scenarios, but presently we've had no-one bounce off SF and a few people bounce off PF2.
The possibilities of polishing some spiky bits on SF 1 rules still leave me optimistic about SF 2.
The basics of either system seem equally easy/difficult for a brand new RPG player to learn. Both have quirks to make the "game" (or the "math") work. Many other posters in the thread have already flagged aspects of PF 2e that don't seem like an upgrade (to them) to base SF.
I am looking at building an Operative with the Ghost specialization. Under the "associated skills" section of the Ghost Specialization, the CRB says:
Associated Skills: Acrobatics and Stealth. When you use Stealth to make a trick attack, you gain a +1 bonus to the skill check.
I'm also looking at taking the "Stunt and Strike" alternate class feature from the Character Operations Manual. This feature says it replaces Trick Attack, but it doesn't explicitly say that it counts as Trick Attack.
Would my Ghost Operative specialization provide me with a +1 bonus to Stealth checks made to Stunt and Strike?
While I continue to be mildly disappointed by Paizo's unwillingness to provide PDFs to those who prefer to support their friendly local gaming stores, these humble bundles provide a great opportunity to support charities while acquiring virtual maps (and searchable books) to complement my physical collection. So, a net win-win. :)
(And for those who eschew dead-tree versions: these bundles are a must purchase, in my opinion!)
Start of turn: Bury Knock* and Marianix Karn* from discard to prevent a blessing discard.
Location Power start of turn Baal Themm* is shuffled into my deck.
Nothing left to do here but clean up. [ooc]Blessing of Master of Masters
Int 6 + 7 = DC 131d10 + 4 + 2d10 ⇒ (9) + 4 + (7, 5) = 25
There we go.On closing: 1d4 + 1 ⇒ (3) + 1 = 4 whole discard.
Turn remains Hour of Bastet on my turn.
Surgery closed
Radillo wrote:
Hand: Gravewatcher Chainmail, Khai-Utef (AD 5) (L), Magnetic Grimoire, Disintegrate, Volcanic Storm, Blessing of Abraxas, Life Leech, Mountaineer (AD 6),
Displayed: Deck: 14 Discard: 0 Buried: 0
Notes: Local: recharge ally to reduce DC to defeat of monster by (AD+1) . Global: feel free to use Khai-Utef (1d on Combat check vs. Monster, 2 dice on v/h combat) blessings (
Sideboard cards:
Favored Card: Spell or Ally
Hand Size [x] 7 [x] 8
Proficiencies: None. Powers:
When you play a spell that has the Arcane trait during an encounter, you may examine the bottom card of your deck; if it is a spell ([x] or an ally), you may put it on top of your deck ([x] or add it to your hand)
When you attempt to acquire an ally, you may use your Arcane skill in place of any listed skill.
You automatically succeed at your check to recharge ([ ] or acquire) a boon that has the Mental trait.
[ ] When another character at your location ([ ] or at any location) fails to acquire a boon, you may banish a card to put the boon in your discard pile.
[x] When you discard an ally to explore your location, you may recharge a random ally from your discard pile ([ ] or shuffle it into your deck).
[ ] If you play a spell to evade a bane, you may put the bane on top of its deck.
[x] When any character at your location attempts a check to defeat a monster, you may recharge an ally to reduce the difficulty of that check by 1 ([x] 2) plus the adventure deck number of the recharged ally, if any.
All clear here Linxia! Now, all we need to worry about is that fire. Oh, and you mentioned having a Cure handy? [ooc]Steal Linxia's cure for 1d4 + 1 ⇒ (2) + 1 = 3 healing = Disintegrate, Blessing of Master of Masters, Life Leech
EoT 1 fire damage, reveal Gravewatcher Chainmail to block.
EoT examine... 1d2 ⇒ 2 = Surgery. Examine the top 1d4 + 1 ⇒ (4) + 1 = 5 cards of an empty deck!
Recovery Fire Snake Arcane DC 81d10 + 7 + 1d4 ⇒ (9) + 7 + (3) = 19
Redraw: Blessing of Master of Masters
Disintegrate
Volcanic Storm
Life Leech
Blessing of Abraxas
End of Turn Summary:
All cards at Surgery cleared
Linxia's Cure used.
Radillo wrote:
Hand: Gravewatcher Chainmail, Khai-Utef (AD 5) (L), Magnetic Grimoire, Blessing of Master of Masters, Disintegrate, Volcanic Storm, Life Leech, Blessing of Abraxas,
Displayed: Deck: 12 Discard: 4 Buried: 0
Notes: Local: recharge ally to reduce DC to defeat of monster by (AD+1) . Global: feel free to use Khai-Utef (1d on Combat check vs. Monster, 2 dice on v/h combat) blessings (Master of Masters = 2d on Int, Abraxas = 2d on Arcane or Divine)
Sideboard cards:
Favored Card: Spell or Ally
Hand Size [x] 7 [x] 8
Proficiencies: None. Powers:
When you play a spell that has the Arcane trait during an encounter, you may examine the bottom card of your deck; if it is a spell ([x] or an ally), you may put it on top of your deck ([x] or add it to your hand)
When you attempt to acquire an ally, you may use your Arcane skill in place of any listed skill.
You automatically succeed at your check to recharge ([ ] or acquire) a boon that has the Mental trait.
[ ] When another character at your location ([ ] or at any location) fails to acquire a boon, you may banish a card to put the boon in your discard pile.
[x] When you discard an ally to explore your location, you may recharge a random ally from your discard pile ([ ] or shuffle it into your deck).
[ ] If you play a spell to evade a bane, you may put the bane on top of its deck.
[x] When any character at your location attempts a check to defeat a monster, you may recharge an ally to reduce the difficulty of that check by 1 ([x] 2) plus the adventure deck number of the recharged ally, if any.
Autumn Witch (AD 6)
Magnetic Grimoire
Gravewatcher Chainmail
Mountaineer (AD 6)
End of Turn Summary:
Card 1 at Smoking Den banished, Cards 3 and 4 examined, shuffled back in, Card 2 (Hungry Fog) put on bottom of deck.
Lightning Storm displayed at Golden Lake
Golden Lake Closed
Card 4 at Surgery (Spellbottle) banished.
Radillo wrote:
Hand: Fire Snake, Blessing of Master of Masters, Khai-Utef (AD 5) (L), Blessing of Isis, Autumn Witch (AD 6), Magnetic Grimoire, Gravewatcher Chainmail, Mountaineer (AD 6),
Displayed: Deck: 11 Discard: 2 Buried: 0
Notes: Local: recharge ally to reduce DC to defeat of monster by (AD+1) . Global: feel free to use blessings (Master of Masters = 2d on Int, Ra = 2d on Fire or non-combat Str)
Sideboard cards:
Favored Card: Spell or Ally
Hand Size [x] 7 [x] 8
Proficiencies: None. Powers:
When you play a spell that has the Arcane trait during an encounter, you may examine the bottom card of your deck; if it is a spell ([x] or an ally), you may put it on top of your deck ([x] or add it to your hand)
When you attempt to acquire an ally, you may use your Arcane skill in place of any listed skill.
You automatically succeed at your check to recharge ([ ] or acquire) a boon that has the Mental trait.
[ ] When another character at your location ([ ] or at any location) fails to acquire a boon, you may banish a card to put the boon in your discard pile.
[x] When you discard an ally to explore your location, you may recharge a random ally from your discard pile ([ ] or shuffle it into your deck).
[ ] If you play a spell to evade a bane, you may put the bane on top of its deck.
[x] When any character at your location attempts a check to defeat a monster, you may recharge an ally to reduce the difficulty of that check by 1 ([x] 2) plus the adventure deck number of the recharged ally, if any.
End of turn summary:
Card 1 at Tooth and Hookah dealt with
Ring of Protection shuffled into location
The Viper, Fiery Gaze, and Cursed Jewel Box all examined
Location shuffled[b]
Radillo wrote:
[b]Hand: Cloudburst, Blessing of Achaekek, Blessing of Master of Masters, Life Leech, Pharaoh's Key (L), Disintegrate, Cat (AD 3), Blessing of Abraxas, Blessing of Isis,
Displayed: Deck: 10 Discard: 1 Buried: 0
Notes: Local: recharge ally to reduce DC to defeat of monster by (AD+1) . Global: feel free to use blessings (Master of Masters = 2d on Int, Ra = 2d on Fire or non-combat Str)
Sideboard cards:
Favored Card: Spell or Ally
Hand Size [x] 7 [x] 8
Proficiencies: None. Powers:
When you play a spell that has the Arcane trait during an encounter, you may examine the bottom card of your deck; if it is a spell ([x] or an ally), you may put it on top of your deck ([x] or add it to your hand)
When you attempt to acquire an ally, you may use your Arcane skill in place of any listed skill.
You automatically succeed at your check to recharge ([ ] or acquire) a boon that has the Mental trait.
[ ] When another character at your location ([ ] or at any location) fails to acquire a boon, you may banish a card to put the boon in your discard pile.
[x] When you discard an ally to explore your location, you may recharge a random ally from your discard pile ([ ] or shuffle it into your deck).
[ ] If you play a spell to evade a bane, you may put the bane on top of its deck.
[x] When any character at your location attempts a check to defeat a monster, you may recharge an ally to reduce the difficulty of that check by 1 ([x] 2) plus the adventure deck number of the recharged ally, if any.
Cleric of Nethys (AD 2) Khai Utef (AD 5)
Channel the Gift Gravewatcher Chainmail / Skyplate Armour
Icy Prison Ditto
Pearl of Magic Pharaoh's Key
(Since we now have a dedicated fire-fighter, I decided it was better to swap out the Cleric than the Autumn Witch, in case I encounter the villain at an inopportune time)
Might as well start at the Tooth and Hookah.
Radillo wrote:
Hand: Cloudburst, Cat (AD 3), Blessing of Achaekek, Fire Snake, Khai-Utef (AD 5) (L), Blessing of Master of Masters, Life Leech, Ring of Protection,
Displayed: Deck: 13 Discard: 0 Buried: 0
Notes: Local: recharge ally to reduce DC to defeat of monster by (AD+2) . Global: feel free to use blessings (Master of Masters = 2d on Int, Ra = 2d on Fire or non-combat Str)
Sideboard cards:
Favored Card: Spell or Ally
Hand Size [x] 7 [x] 8
Proficiencies: None. Powers:
When you play a spell that has the Arcane trait during an encounter, you may examine the bottom card of your deck; if it is a spell ([x] or an ally), you may put it on top of your deck ([x] or add it to your hand)
When you attempt to acquire an ally, you may use your Arcane skill in place of any listed skill.
You automatically succeed at your check to recharge ([ ] or acquire) a boon that has the Mental trait.
[ ] When another character at your location ([ ] or at any location) fails to acquire a boon, you may banish a card to put the boon in your discard pile.
[x] When you discard an ally to explore your location, you may recharge a random ally from your discard pile ([ ] or shuffle it into your deck).
[ ] If you play a spell to evade a bane, you may put the bane on top of its deck.
[x] When any character at your location attempts a check to defeat a monster, you may recharge an ally to reduce the difficulty of that check by 1 ([x] 2) plus the adventure deck number of the recharged ally, if any.
Already have a curse of Poisoning; blindness gives me Curse of the Mummy
It seems a little wasteful, given all the trouble we've just been through to heal... but I really don't need this scroll right now...Use playmat to discard Ice and Fire, drawing... Volcanic Storm. Oh well.
Hmph, more scrolls, not what I need... hey, Seelah! Do you think you might be able to use this to power more healing, please?Hand off Volcanic Storm to Seelah for more healing on her turn
You know, I'm just not feeling confident about dealing with the Will of Ahriman right now...
decline to explore, random card = 1d2 ⇒ 2 = Barrier = Tabe's Last Jest
Tabe's Last Jest
Disable DC 151d4 ⇒ 3
Really? I'm not in the mood for humour right now...
No downside to failure
End of Turn Summary:
Pass of Volcanic Storm to Seelah to power healing.
*have remove curse in hand to remove any nasty curses we might hit*
Redraw: Icy Prison, Blessing of Master of Masters, Remove Curse*, Fire Snake, Blessing of Ra*
Radillo wrote:
Hand: Autumn Witch (AD 6), Marionette, Mountaineer (AD 6), Icy Prison, Blessing of Master of Masters, Remove Curse*, Fire Snake, Blessing of Ra*,
Displayed: Curse of the Sphinx, Curse of Daybane, Curse of Poisoning, Curse of Blindness, Curse of the Mummy,
Deck: 3 Discard: 9 Buried: 4
Notes: Local: recharge ally to reduce DC to defeat of monster by (AD+1) . Global: feel free to use blessings (Master of Masters = 2d on Int, Ra = 2d on Fire or non-combat Str)
Sideboard cards:
Favored Card: Spell or Ally
Hand Size [x] 7 [x] 8
Proficiencies: None. Powers:
When you play a spell that has the Arcane trait during an encounter, you may examine the bottom card of your deck; if it is a spell ([x] or an ally), you may put it on top of your deck ([x] or add it to your hand)
When you attempt to acquire an ally, you may use your Arcane skill in place of any listed skill.
You automatically succeed at your check to recharge ([ ] or acquire) a boon that has the Mental trait.
[ ] When another character at your location ([ ] or at any location) fails to acquire a boon, you may banish a card to put the boon in your discard pile.
[x] When you discard an ally to explore your location, you may recharge a random ally from your discard pile ([ ] or shuffle it into your deck).
[ ] If you play a spell to evade a bane, you may put the bane on top of its deck.
[x] When any character at your location attempts a check to defeat a monster, you may recharge an ally to reduce the difficulty of that check by 1 ([x] 2) plus the adventure deck number of the recharged ally, if any.
Unless I missed something, Seelah picked up a Curse of Fevered Dreams on her turn? If so, the easiest way to deal with it is probably for Radillo to have removed it immediately post-hour change, instead of removing my own blindness?
Oh, thank you Seelah! That feels much better!
Blessings of Ra*, Master of Masters, and Elements*, along with Icy Prison and Volcanic Storm, all now healed
My hand after Seelah's turn:
Radillo wrote:
Hand: Autumn Witch (AD 6), Cloudburst, Marionette, Ice and Fire, Mountaineer (AD 6),
Displayed: Curse of the Sphinx, Curse of Daybane, Curse of Poisoning, Curse of Blindness,
Deck: 8 Discard: 8 Buried: 4
Notes: Local: recharge ally to reduce DC to defeat of monster by (AD+1) .
Sideboard cards:
Favored Card: Spell or Ally
Hand Size [x] 7 [x] 8
Proficiencies: None. Powers:
When you play a spell that has the Arcane trait during an encounter, you may examine the bottom card of your deck; if it is a spell ([x] or an ally), you may put it on top of your deck ([x] or add it to your hand)
When you attempt to acquire an ally, you may use your Arcane skill in place of any listed skill.
You automatically succeed at your check to recharge ([ ] or acquire) a boon that has the Mental trait.
[ ] When another character at your location ([ ] or at any location) fails to acquire a boon, you may banish a card to put the boon in your discard pile.
[x] When you discard an ally to explore your location, you may recharge a random ally from your discard pile ([ ] or shuffle it into your deck).
[ ] If you play a spell to evade a bane, you may put the bane on top of its deck.
[x] When any character at your location attempts a check to defeat a monster, you may recharge an ally to reduce the difficulty of that check by 1 ([x] 2) plus the adventure deck number of the recharged ally, if any.
Redraw, then Poisoning... 1d8 ⇒ 7 = recharging Fire Snake. :(
End of Turn Summary:
Give Blessing of Isis to Seelah to bury for healing on her turn.
Clear 1 card.
Radillo wrote:
Hand: Autumn Witch (AD 6), Cloudburst, Marionette, Ice and Fire, Blessing of the Elements*, Remove Curse*, Mountaineer (AD 6),
Displayed: Curse of the Sphinx, Curse of Daybane, Curse of Poisoning, Curse of Blindness,
Deck: 2 Discard: 12 Buried: 4
Notes: Local: recharge ally to reduce DC to defeat of monster by (AD+1) . Global: feel free to use blessings (Achaekek = 2 dice vs h/v, Elements = recharge on Elemental tag, Ancients = 1 die)
Sideboard cards:
Favored Card: Spell or Ally
Hand Size [x] 7 [x] 8
Proficiencies: None. Powers:
When you play a spell that has the Arcane trait during an encounter, you may examine the bottom card of your deck; if it is a spell ([x] or an ally), you may put it on top of your deck ([x] or add it to your hand)
When you attempt to acquire an ally, you may use your Arcane skill in place of any listed skill.
You automatically succeed at your check to recharge ([ ] or acquire) a boon that has the Mental trait.
[ ] When another character at your location ([ ] or at any location) fails to acquire a boon, you may banish a card to put the boon in your discard pile.
[x] When you discard an ally to explore your location, you may recharge a random ally from your discard pile ([ ] or shuffle it into your deck).
[ ] If you play a spell to evade a bane, you may put the bane on top of its deck.
[x] When any character at your location attempts a check to defeat a monster, you may recharge an ally to reduce the difficulty of that check by 1 ([x] 2) plus the adventure deck number of the recharged ally, if any.
It seems Radillo finally has gotten the hang of riddles... maybe?
On Flenta's turn: play Remove Curse on Seelah, removing Withering from Seelah.
Recovery: Fire Snake Arcane DC 8 *meow* 1d10 + 7 + 2 ⇒ (3) + 7 + 2 = 12
Radillo decides that discretion is the better part of valour.
She suffers Curse of Blindness on her turn, then banishes the Cat (AD 3) to avoid the end of turn badness.
Redraw: entire hand.
Avenged the Voice of Ra, so *no location shuffle*
Seelah's Withering removed.
Radillo wrote:
Hand: Mask of the Forgotten Pharaoh (L), Blessing of Achaekek, Volcanic Storm, Mountaineer (AD 6), Autumn Witch (AD 6), Cloudburst, Marionette, Blessing of Isis,
Displayed: Curse of the Sphinx, Curse of Daybane, Fire Snake,
Deck: 2 Discard: 10 Buried: 4
Notes: Local: recharge ally to reduce DC to defeat of monster by (AD+1) . Global: feel free to use blessings (Achaekek = 2 dice vs h/v, Elements = recharge on Elemental tag, Ancients = 1 die)
Sideboard cards:
Favored Card: Spell or Ally
Hand Size [x] 7 [x] 8
Proficiencies: None. Powers:
When you play a spell that has the Arcane trait during an encounter, you may examine the bottom card of your deck; if it is a spell ([x] or an ally), you may put it on top of your deck ([x] or add it to your hand)
When you attempt to acquire an ally, you may use your Arcane skill in place of any listed skill.
You automatically succeed at your check to recharge ([ ] or acquire) a boon that has the Mental trait.
[ ] When another character at your location ([ ] or at any location) fails to acquire a boon, you may banish a card to put the boon in your discard pile.
[x] When you discard an ally to explore your location, you may recharge a random ally from your discard pile ([ ] or shuffle it into your deck).
[ ] If you play a spell to evade a bane, you may put the bane on top of its deck.
[x] When any character at your location attempts a check to defeat a monster, you may recharge an ally to reduce the difficulty of that check by 1 ([x] 2) plus the adventure deck number of the recharged ally, if any.
Hour of... Daybane. Because I already have a Daybane, this one is banished.
It's amazing what a little rest can do for how one faces the morning.
Seelah! Could I ask you to please beseech the Ancients for some healing?Pass off BotAncients* to Seelah, so she can bury it to heal me on her next turn
Right now, onwards.
Curse of the Sphinx to examine... Steel Scorpion
Steel Scorpion
Disable DC 101d4 ⇒ 2
Ouch!1d4 ⇒ 3 poison damage, revealing Rhino Hide Armour to block, barrier displayed next to my deck
Curse of the Sphinx examine: Blessing of Ra. Recharge Hand, redraw:
Blessing of Abraxas
Icy Prison
Fire Snake
Ice and Fire
Blessing of the Elements*
Rhino Hide Armour (T)
Khai-Utef (AD 5) (L)
discard Khai-Utef (AD 5).
Blessing of RaFire Snake, recovering Cat (AD 3)
Divine DC 61d10 + 7 ⇒ (3) + 7 = 10
Truly, the sun god smiles on me today. I wish he'd shine a little less brightly, mind you...
Recharge Remove Curse, to remove Seelah's other CurseSeelah, I think I'm getting the hang of this lay on hands!
EoT: 1d2 ⇒ 1 = Random Monster = Earth Ossumental
Earth Ossumental
**All characters need to make a Dex/Acro 13 BYA, or take 1d4 Acid damage**
BYA: Acro DC 13 1d4 ⇒ 21d4 ⇒ 1 Acid damage
Fire and Ice should melt you back to mud!Fire and Ice, recover Remove Curse*
Recovery: Fire Snake Arcane DC 8 1d10 + 7 + 2 ⇒ (3) + 7 + 2 = 12
Ice and Fire Arcane DC 12 1d10 + 7 + 2 ⇒ (3) + 7 + 2 = 12
End of turn summary:
Cards 3-4 dealt with
**Both of Seelah's Curses Removed**
*Seelah gets a Blessing of the Ancients*, along with a request to please heal Radillo with it on her next turn
**Seelah and Flenta must succeed at a Dex/Acro 13, or take 1d4 Acid damage**
NOTE: I have Remove Curse in hand, in case Seelah or Flenta pick up a nasty curse at the SOT.
Radillo wrote:
Hand: Blessing of Abraxas, Icy Prison, Fire Snake, Remove Curse*, Blessing of the Elements*, Rhino Hide Armour (T), Cat (AD 3), Blessing of Ra*,
Displayed: Curse of the Sphinx, Curse of Daybane,
Deck: 5 Discard: 12 Buried: 2
Notes: Local: recharge ally to reduce DC to defeat of monster by (AD+1) . Global: feel free to use blessings (Achaekek = 2 dice vs h/v, Elements = recharge on Elemental tag, Ancients = 1 die)
Sideboard cards:
Favored Card: Spell or Ally
Hand Size [x] 7 [x] 8
Proficiencies: None. Powers:
When you play a spell that has the Arcane trait during an encounter, you may examine the bottom card of your deck; if it is a spell ([x] or an ally), you may put it on top of your deck ([x] or add it to your hand)
When you attempt to acquire an ally, you may use your Arcane skill in place of any listed skill.
You automatically succeed at your check to recharge ([ ] or acquire) a boon that has the Mental trait.
[ ] When another character at your location ([ ] or at any location) fails to acquire a boon, you may banish a card to put the boon in your discard pile.
[x] When you discard an ally to explore your location, you may recharge a random ally from your discard pile ([ ] or shuffle it into your deck).
[ ] If you play a spell to evade a bane, you may put the bane on top of its deck.
[x] When any character at your location attempts a check to defeat a monster, you may recharge an ally to reduce the difficulty of that check by 1 ([x] 2) plus the adventure deck number of the recharged ally, if any.
PairakaIce and Fire, redraw Marionette, flank with Flenta
Combat DC 131d10 + 7 + 2d8 + 3 + 1d4 + 1 ⇒ (9) + 7 + (2, 2) + 3 + (1) + 1 = 25Again, even without the 2's and the 1, handily succeed
Ugh. Many thanks for the assist Flenta, that could have... oh no.
1d4 ⇒ 1 = Bury Ring of Protection
There, thats...
1d4 ⇒ 1 = Discard Blessing of Maat
...recharge entire hand of 6
Ugh. There, I think I'm alright now...
End of Turn: can't banish a card, so 1d2 ⇒ 1 = Random Monster = Ubashki Swarm
Ubashki Swarm
Not right now, your undead meowling really isn't what I need at the moment!
Stealth DC 61d4 ⇒ 4
Flenta and Seelah each summon and encounter an Ubashki Swarm
Combat DC 81d6 + 1d4 + 1 ⇒ (3) + (2) + 1 = 6
Combat DC 81d6 + 1d4 + 1 ⇒ (2) + (3) + 1 = 6
No cards to discard or bury
They pick the worst time to try and be friendly...
Discard 1d4 ⇒ 2 from top of deck
Recovery: Volcanic Storm DC 13 1d10 + 7 ⇒ (5) + 7 = 12
Ice and Fire Arcane DC 12 1d10 + 7 ⇒ (5) + 7 = 12
I think I'm going back to bed in a while. Wake me in a couple hours, will you please?
Redraw: entire hand
End of Turn Summary:
*Flenta's Memories of Violence banished*
Cards 4-9 Dealt with
x2 Blessing B's (Elements, Ancients) Acquired
Villain Defeated, put on bottom of deck
**Flenta + Seelah to summon Ubashki Swarm**
Radillo wrote:
Hand: Blessing of the Elements*, Rhino Hide Armour (T), Blessing of Achaekek, Cloudburst, Marionette, Cat (AD 3), Autumn Witch (AD 6), Blessing of the Ancients*,
Displayed: Curse of the Sphinx, Curse of Daybane,
Deck: 4 Discard: 11 Buried: 2
Notes: Local: recharge ally to reduce DC to defeat of monster by (AD+1) . Global: feel free to use blessings (Achaekek = 2 dice vs h/v, Elements = recharge on Elemental tag, Ancients = 1 die)
Sideboard cards:
Favored Card: Spell or Ally
Hand Size [x] 7 [x] 8
Proficiencies: None. Powers:
When you play a spell that has the Arcane trait during an encounter, you may examine the bottom card of your deck; if it is a spell ([x] or an ally), you may put it on top of your deck ([x] or add it to your hand)
When you attempt to acquire an ally, you may use your Arcane skill in place of any listed skill.
You automatically succeed at your check to recharge ([ ] or acquire) a boon that has the Mental trait.
[ ] When another character at your location ([ ] or at any location) fails to acquire a boon, you may banish a card to put the boon in your discard pile.
[x] When you discard an ally to explore your location, you may recharge a random ally from your discard pile ([ ] or shuffle it into your deck).
[ ] If you play a spell to evade a bane, you may put the bane on top of its deck.
[x] When any character at your location attempts a check to defeat a monster, you may recharge an ally to reduce the difficulty of that check by 1 ([x] 2) plus the adventure deck number of the recharged ally, if any.
Yaawn. Thank you, Flenta! My head is ringing, I'm feeling dehydrated, and EGADS what is that bright light?
Scarab Buckler: 1d4 + 1 ⇒ (3) + 1 = 4 = Autumn Witch (AD 6), Blessing of Abraxis, Khai-Utef (AD 5), Blessing of Achaekek
Oh, thanks Flenta: you're a lifesaver. What time is it... and what did we do last night?
Encounter Memories of Violence
Memories of Violence
Diplomacy DC 81d10 + 3 ⇒ (6) + 3 = 9
Oh. Oh my. Flenta... if anyone asks, we remember nothing of last night. And we were nowhere near that brawl. Right?Memories of Violence banished
Curse of the Sphinx examine... Alchemist's Kit. Recharge hand, redrawing: Volcanic Storm
Blessing of Achaekek
Fire Snake
Khai-Utef (AD 5) (L)
Disintegrate
Pyromaniac Mage (AD 5)
Game of Afterlife (L)
Rhino Hide Armour (T)
Discard Khai-Utef (AD 5)
Alchemist's Kit
Int DC 61d10 + 4 ⇒ (2) + 4 = 6=4 because of scenario power
Ugh, looks like there's no headache pills left. You there, go the the shop and get me some would you?Pyromaniac Mage (AD 5) to explore, recharging Khai-Utef (AD 5) (L)
Curse of the Sphinx examine... Blessing of the Ancients
Recharge hand, redraw: Ice and Fire
Autumn Witch (AD 6)
Blessing of Abraxas
Cat (AD 3)
Ring of Protection
Blessing of Maat*
Icy Prison
Channel the Gift*
Discard: Channel the Gift*
Blessing of the Ancients
Divine DC 31d4 ⇒ 3
Huh. This one ancient secret that doctors don't want you to know about might actually be a decent headache cure.Cat (AD 3) to explore, recovering Pyromaniac Mage (AD 5)
Curse of the Sphinx examine... Blessing of the Elements.
Recharge Hand. Redraw: Mask of the Forgotten Pharaoh (L)
Mountaineer (AD 6)
Cloudburst
Marionette
Game of Afterlife (L)
Rhino Hide Armour (T)
Disintegrate
Blessing of Achaekek
Discard: Mask of the Forgotten Pharaoh (L)
Blessing of the Elements
Int DC 61d10 + 4 ⇒ (8) + 4 = 12
Ugh, my head. Well, at least I'm in my element with this one, I can do this with my eyes closed!Mountaineer to explore, recharging Cat (AD 3)
Curse of the Sphinx examine... Flaming Spear +1.
Recharge Hand. Redraw:Volcanic Storm
Khai-Utef (AD 5) (L)
Fire Snake
Pyromaniac Mage (AD 5)
Blessing of the Ancients*
Blessing of Maat*
Icy Prison
Blessing of Abraxas
Discard Khai-Utef (AD 5) (L)
Flaming Spear +1
Dex DC 91d8 + 1 ⇒ (5) + 1 = 6
What? Oh, sorry, I thought you said Flaming SPHERE. No, I haven't seen it.
Pyromaniac Mage (AD 5) to explore, recovering... 1d2 ⇒ 2 Khai-Utef (AD 5) (L)
Curse of Sphinx examine: Plague Zombie
Plague Zombie
Ugh, you look worse than I do. Hey, whatdaya think you're doing: I qued for the bathroom first!Volcanic Storm + Flenta
Combat DC 111d10 + 7 + 3d6 + 1d4 + 1 ⇒ (4) + 7 + (3, 2, 1) + (1) + 1 = 19Even without the 1s or the 2, still succeeds at 15
Back of the que, buster.Khai-Utef to refill hand, drawing Autumn Witch (AD 6), Ring of Protection, Ice and Fire, and explore.
Curse of the Sphinx examine... Ushering of Oblivion
In short: Hour of the Curse of the Sphinx. Display.
Punched the Skull Ripper, after recharging Khai-Utef to drop the DC to 7. Use reroll on the Skull Ripper. Flenta's aid was invaluable.
Bonecrusher Chieften is off the Curse of Sphinx examination. Use Volcanic Storm, and flank with Flenta.
Poison Spiked Pit trap used Seelah's Blessing of Iomadae (which recharged). Wouldn't have made it without the extra boost from Seelah!
Will of Ahrimain used my Blessing of Achaekek
Blessing of Maat used my Blessing of Abraxas
Hungry Fog ate my Life Leech. :(
I use Game of Afterlife to get rid of Flenta's Curse of Vulnerability.
End of turn summary:
Cards 1-8 dealt with
Spell 4 (Channel the Gift) Acquired
Blessing 1 (Maat) Acquired.
**Seelah's Blessing of Iomadae recharges**
**Flenta's Curse of Vulnerability removed**
Radillo would appreciate a heal if there is one going, as I now have 4 blessings in my discard pile... and my life leech, which I carefully finagled to the top of my deck, got buried by Hungry Fog. :(
Hand: Cloudburst, Mask of the Forgotten Pharaoh (L), Marionette, Icy Prison, Ring of Protection, Blessing of Maat*, Cat (AD 3), Mountaineer (AD 6),
Displayed: Curse of the Sphinx,
Deck: 8 Discard: 6 Buried: 1
Notes: Local: recharge ally to reduce DC to defeat of monster by (AD+1) . Global: feel free to use blessings (Maat: +2 / -2 after roll, or replace all dice w/d8's)
Sideboard cards:
Favored Card: Spell or Ally
Hand Size [x] 7 [x] 8
Proficiencies: None. Powers:
When you play a spell that has the Arcane trait during an encounter, you may examine the bottom card of your deck; if it is a spell ([x] or an ally), you may put it on top of your deck ([x] or add it to your hand)
When you attempt to acquire an ally, you may use your Arcane skill in place of any listed skill.
You automatically succeed at your check to recharge ([ ] or acquire) a boon that has the Mental trait.
[ ] When another character at your location ([ ] or at any location) fails to acquire a boon, you may banish a card to put the boon in your discard pile.
[x] When you discard an ally to explore your location, you may recharge a random ally from your discard pile ([ ] or shuffle it into your deck).
[ ] If you play a spell to evade a bane, you may put the bane on top of its deck.
[x] When any character at your location attempts a check to defeat a monster, you may recharge an ally to reduce the difficulty of that check by 1 ([x] 2) plus the adventure deck number of the recharged ally, if any.
I do realize I failed to do the scenario power to discard x2 cards from my deck as a result of the 2 structural damage, though. :( Those would have been Blessing of the Elements 3 and Meteor Swarm, with me redrawing Pteranodon* and Old Salt* instead.
I can take it!Vengeful Storm + Ambrosia + Flenta + Old Salt* + character power recharge on Elixir of Healing
I then wouldn't have MM's Blessing of Elements, but I still have both Eagle Aeire* and a recharge of Pteranodon* for my +2d4 character power
1d8 + 2d4 - 3 ⇒ (4) + (1, 4) - 3 = 6 = net difference to Flenta's first check
Flenta passes on the first swing. :)
Well, team. I can finally say with certainty that I see no Divs.
If it would be preferable for me to have kept the original hand, i.e. for the blessing on Flenta's check, I play Meteor Swarm instead of Vengeful Storm + Old Salt*
Per chat discussion, my understanding is that evading the Giant Sea Anemone meant that I didn't encounter it, and thus didn't need a Hirgy roll?
Throwing down a 1d12 ⇒ 10 roll, though, in case I was wrong on that.
Zova! If you are in the mood to work out some of your fury, can I trouble you for some aid while I flank with Flenta?Dragon's Breath + BoGreenFaith + Flenta
End of Turn Summary:
Blessing 6 (geryon) acquired
**Zova must encounter a random monster**
**Used Zova's BotGreenFaith**
Blessing discarded from Blessings deck
**Location "closed", only villain left**
Mother Myrtle wrote:
Hand: Blessing of the Elements 3, Meteor Swarm, Ambrosia, Bearskin Armour*, Elixir of Healing, Vengeful Storm (L), Bone Lamellar, Eagle Aerie*,
Displayed: Shapechange*, Pirate Shade Haunt (x1),
Deck: 8 Discard: 10 Buried: 4
Notes: Local: Feel free to use my +2d4 vs. Acq/An/Plant/Vermin/Out/Und, or +1d4 to Wis.; Global:
Sideboard cards: Baby Triceratops (L),
Reroll: Used
Skills and Powers:
SKILLS
Strength d4 [ ]+1
Dexterity d4 [ ] +1 [ ]+2
Constitution d8 [x] +1 [x] +2
Fortitude: Constitution +1
Intelligence d8 [x] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d12 [x] +1 [x] +2 [x] +3 [x] +4
Craft: Wisdom +2
Survival: Wisdom +2
Charisma d6 [ ] +1 [ ] +2 [ ] +3
Favored Card: Spell
Hand Size 6 [x] 7 [x] 8
Proficient with: Light Armours
Powers: (Reanimator)
You may use your Wisdom skill ([x] +1d4) for your Arcane ([x] or Divine) check
When you attempt to recover an Alchemical or Liquid boon, you may instead attempt a Knowledge check
with a difficulty of 7 ([ ] 5) plus the card's level. If you succeed, recharge it ([ ] or shuffle it into your deck); if you fail, discard it.
[x] You may recharge a card to add 1d4 to a Wisdom check by a character at your location ([x] or to add 2d4 to his check against a card that has the Animal, Aquatic, Plant, or Vermin trait) ([x] or the Outsider or Undead trait).
[ ] When a character at your location defeats a monster, you may draw an ally ([ ] or a spell or an item) from your discard pile ([ ] or deck, then shuffle your deck).
Cards 3, 7, and 8 at Pinnacle Atoll dealt with
Ally B (Old Salt*) Acquired
**Zova needs to deal with 1 fire damage**
**Zova needs to deal with 4 poison damage**
Mother Myrtle wrote:
Hand: Ederleigh Baines*, Bottled Lightning, Blessing of Ptah, Anesthetizing Slime, Crystalline Carnivore, Dragon's Breath, Blessing of the Elements 2, Elixir of Focus,
Displayed: Shapechange*, Pirate Shade Haunt (x1),
Deck: 10 Discard: 6 Buried: 3
Notes: Local: Feel free to use my +2d4 vs. Acq/An/Plant/Vermin/Out/Und, or +1d4 to Wis.; Global:
Sideboard cards: Baby Triceratops (L),
Reroll: Not Used
Skills and Powers:
SKILLS
Strength d4 [ ]+1
Dexterity d4 [ ] +1 [ ]+2
Constitution d8 [x] +1 [x] +2
Fortitude: Constitution +1
Intelligence d8 [x] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d12 [x] +1 [x] +2 [x] +3 [x] +4
Craft: Wisdom +2
Survival: Wisdom +2
Charisma d6 [ ] +1 [ ] +2 [ ] +3
Favored Card: Spell
Hand Size 6 [x] 7 [x] 8
Proficient with: Light Armours
Powers: (Reanimator)
You may use your Wisdom skill ([x] +1d4) for your Arcane ([x] or Divine) check
When you attempt to recover an Alchemical or Liquid boon, you may instead attempt a Knowledge check
with a difficulty of 7 ([ ] 5) plus the card's level. If you succeed, recharge it ([ ] or shuffle it into your deck); if you fail, discard it.
[x] You may recharge a card to add 1d4 to a Wisdom check by a character at your location ([x] or to add 2d4 to his check against a card that has the Animal, Aquatic, Plant, or Vermin trait) ([x] or the Outsider or Undead trait).
[ ] When a character at your location defeats a monster, you may draw an ally ([ ] or a spell or an item) from your discard pile ([ ] or deck, then shuffle your deck).
End of Turn Summary:
Cards 1-2 at Teleportation Circle dealt with
Pirate Shade Haunt displayed by my deck
Spell 6 (Shapechange) Acquired
Mother Myrtle wrote:
Hand: Disintegrate, Death's Touch, Fuse Grenade, Ambrosia, Tangleburn Bag, Blessing of the Elements 1, Stained Glass Elemental, Blessing of Hshurha (L),
Displayed: Shapechange*, Pirate Shade Haunt (x1),
Deck: 16 Discard: 0 Buried: 3
Notes: Local: Feel free to use my +2d4 vs. Acq/An/Plant/Vermin/Out/Und, or +1d4 to Wis.; Global:
Sideboard cards: Baby Triceratops (L),
Reroll: Not Used
Skills and Powers:
SKILLS
Strength d4 [ ]+1
Dexterity d4 [ ] +1 [ ]+2
Constitution d8 [x] +1 [x] +2
Fortitude: Constitution +1
Intelligence d8 [x] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d12 [x] +1 [x] +2 [x] +3 [x] +4
Craft: Wisdom +2
Survival: Wisdom +2
Charisma d6 [ ] +1 [ ] +2 [ ] +3
Favored Card: Spell
Hand Size 6 [x] 7 [x] 8
Proficient with: Light Armours
Powers: (Reanimator)
You may use your Wisdom skill ([x] +1d4) for your Arcane ([x] or Divine) check
When you attempt to recover an Alchemical or Liquid boon, you may instead attempt a Knowledge check
with a difficulty of 7 ([ ] 5) plus the card's level. If you succeed, recharge it ([ ] or shuffle it into your deck); if you fail, discard it.
[x] You may recharge a card to add 1d4 to a Wisdom check by a character at your location ([x] or to add 2d4 to his check against a card that has the Animal, Aquatic, Plant, or Vermin trait) ([x] or the Outsider or Undead trait).
[ ] When a character at your location defeats a monster, you may draw an ally ([ ] or a spell or an item) from your discard pile ([ ] or deck, then shuffle your deck).
End of Turn Summary:
Cards 1-2 at Theatre of Corruption dealt with
Mother Myrtle wrote:
Hand: Disintegrate, Blessing of Ptah, Stained Glass Elemental, Death's Touch, Ambrosia, Tangleburn Bag, Elixir of Healing, Fuse Grenade,
Displayed: Deck: 14 Discard: 2 Buried: 3
Notes: Local: Feel free to use my +2d4 vs. Acq/An/Plant/Vermin/Out/Und, or +1d4 to Wis.; Global:
Sideboard cards: Baby Triceratops (L),
Reroll: Not Used
Skills and Powers:
SKILLS
Strength d4 [ ]+1
Dexterity d4 [ ] +1 [ ]+2
Constitution d8 [x] +1 [x] +2
Fortitude: Constitution +1
Intelligence d8 [x] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d12 [x] +1 [x] +2 [x] +3 [x] +4
Craft: Wisdom +2
Survival: Wisdom +2
Charisma d6 [ ] +1 [ ] +2 [ ] +3
Favored Card: Spell
Hand Size 6 [x] 7 [x] 8
Proficient with: Light Armours
Powers: (Reanimator)
You may use your Wisdom skill ([x] +1d4) for your Arcane ([x] or Divine) check
When you attempt to recover an Alchemical or Liquid boon, you may instead attempt a Knowledge check
with a difficulty of 7 ([ ] 5) plus the card's level. If you succeed, recharge it ([ ] or shuffle it into your deck); if you fail, discard it.
[x] You may recharge a card to add 1d4 to a Wisdom check by a character at your location ([x] or to add 2d4 to his check against a card that has the Animal, Aquatic, Plant, or Vermin trait) ([x] or the Outsider or Undead trait).
[ ] When a character at your location defeats a monster, you may draw an ally ([ ] or a spell or an item) from your discard pile ([ ] or deck, then shuffle your deck).
Redraw:
Disintegrate
Meteor Swarm
Elixir of Healing
Blessing of Ptah
Stained Glass Elemental
Baby Triceratops (L)
End of Turn Summary:
**Dex/Acro DC 6 for Zova, 1 Electric if succeed, 1d4 electric if fail**
Cards 1-2 at Gozreh's Flow cleared
Fog Bank Closed
At the start of flenta's turn: Elixir of Healing 1d4 + 1 ⇒ (4) + 1 = 5 = all except Ederleigh Baines*
Recovery: Craft DC 61d12 + 6 ⇒ (11) + 6 = 17
Mother Myrtle wrote:
Hand: Blessing of Hshurha (L), Toff Ornelos, Disintegrate, Meteor Swarm, Baby Triceratops (L), Blessing of Ptah, Stained Glass Elemental,
Displayed: Deck: 17 Discard: 1 Buried: 2
Notes: Local: Feel free to use my +2d4 vs. Acq/An/Plant/Vermin/Out/Und, or +1d4 to Wis.; Global:
Sideboard cards: Reroll: Not Used
Skills and Powers:
SKILLS
Strength d4 [ ]+1
Dexterity d4 [ ] +1 [ ]+2
Constitution d8 [x] +1 [x] +2
Fortitude: Constitution +1
Intelligence d8 [x] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d12 [x] +1 [x] +2 [x] +3 [x] +4
Craft: Wisdom +2
Survival: Wisdom +2
Charisma d6 [ ] +1 [ ] +2 [ ] +3
Favored Card: Spell
Hand Size 6 [x] 7 [x] 8
Proficient with: Light Armours
Powers: (Reanimator)
You may use your Wisdom skill ([x] +1d4) for your Arcane ([x] or Divine) check
When you attempt to recover an Alchemical or Liquid boon, you may instead attempt a Knowledge check
with a difficulty of 7 ([ ] 5) plus the card's level. If you succeed, recharge it ([ ] or shuffle it into your deck); if you fail, discard it.
[x] You may recharge a card to add 1d4 to a Wisdom check by a character at your location ([x] or to add 2d4 to his check against a card that has the Animal, Aquatic, Plant, or Vermin trait) ([x] or the Outsider or Undead trait).
[ ] When a character at your location defeats a monster, you may draw an ally ([ ] or a spell or an item) from your discard pile ([ ] or deck, then shuffle your deck).
*BYA: Dex or Acro DC 6 for Zova + Me*Recharge Blessing of Ptah1d4 + 2d4 ⇒ (2) + (2, 1) = 5
As the sea drake dives in for a bite, it realizes with surprise and dismay that it is diving towards a shiny, shimmering reflection. *Tinkle tinkle* With a screech, the creature swoops off with a mouth full of glass. Recharge Stained Glass Elemental to succeed
Shaken and weakened from its initial mistake, the Drake is no match for Mother Myrtle's deadly touch.
Recharge Baby Triceratops for the Structural Damage
This dream isn't turning out quite as I expected... might as well try something different!Pteranodon to travel to Fog Bank
Seaweed Siren
Ugh, this earworm even follows me to my dreams! It's just never going to give me up...
Wis DC 121d12 + 4 + 2d4 ⇒ (11) + 4 + (2, 3) = 20Recharging Vengeful Storm
Wis DC 121d12 + 4 + 2d4 ⇒ (7) + 4 + (2, 3) = 16Recharging Ambrosia
Wis DC 12
Bury Blessing of Asmodeus, redrawing... Tangleburn Bag
Anesthetizing Slime
Fuse Grenade
Dragon's Breath
Bone Lamellar
Blessing of the Elements 2
Blessing of the Elements 3
Crystalline Carnivore
Displayed: Deck: 15 Discard: 0 Buried: 0
Notes: Local: Feel free to use my +2d4 vs. Acq/An/Plant/Vermin/Out/Und, or +1d4 to Wis.; Global:
Sideboard cards: Reroll: Not Used
Skills and Powers:
SKILLS
Strength d4 [ ]+1
Dexterity d4 [ ] +1 [ ]+2
Constitution d8 [x] +1 [x] +2
Fortitude: Constitution +1
Intelligence d8 [x] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d12 [x] +1 [x] +2 [x] +3 [x] +4
Craft: Wisdom +2
Survival: Wisdom +2
Charisma d6 [ ] +1 [ ] +2 [ ] +3
Favored Card: Spell
Hand Size 6 [x] 7 [x] 8
Proficient with: Light Armours
Powers: (Reanimator)
You may use your Wisdom skill ([x] +1d4) for your Arcane ([x] or Divine) check
When you attempt to recover an Alchemical or Liquid boon, you may instead attempt a Knowledge check
with a difficulty of 7 ([ ] 5) plus the card's level. If you succeed, recharge it ([ ] or shuffle it into your deck); if you fail, discard it.
[x] You may recharge a card to add 1d4 to a Wisdom check by a character at your location ([x] or to add 2d4 to his check against a card that has the Animal, Aquatic, Plant, or Vermin trait) ([x] or the Outsider or Undead trait).
[ ] When a character at your location defeats a monster, you may draw an ally ([ ] or a spell or an item) from your discard pile ([ ] or deck, then shuffle your deck).
Hand: Blessing of the Master of Masters, Marionette, Game of Afterlife (L), Icy Prison, Volcanic Storm, Khai-Utef (AD 5) (L), Cat (AD 3), Life Leech,
Displayed: Deck: 14 Discard: 0 Buried: 0
Notes: Local: recharge ally to reduce DC to defeat of monster by (AD+1) . Global: feel free to use blessings (Gozreh: 2 dice to close. Achaekek: 2 dice vs. h/v)
Sideboard cards:
Favored Card: Spell or Ally
Hand Size [x] 7 [x] 8
Proficiencies: None. Powers:
When you play a spell that has the Arcane trait during an encounter, you may examine the bottom card of your deck; if it is a spell ([x] or an ally), you may put it on top of your deck ([x] or add it to your hand)
When you attempt to acquire an ally, you may use your Arcane skill in place of any listed skill.
You automatically succeed at your check to recharge ([ ] or acquire) a boon that has the Mental trait.
[ ] When another character at your location ([ ] or at any location) fails to acquire a boon, you may banish a card to put the boon in your discard pile.
[x] When you discard an ally to explore your location, you may recharge a random ally from your discard pile ([ ] or shuffle it into your deck).
[ ] If you play a spell to evade a bane, you may put the bane on top of its deck.
[x] When any character at your location attempts a check to defeat a monster, you may recharge an ally to reduce the difficulty of that check by 1 ([x] 2) plus the adventure deck number of the recharged ally, if any.
Mother Myrtle finishes de-necromanting the Draugar monstrosity just in time to see Zova tackle Akinaru. Taking advantage of the distraction, she slips around behind their foe and prepares to call down the parties' final vengeance...
1d4 + 1 ⇒ (1) + 1 = 2, bury discard pile.
The div, alert for signs of trouble, manages to claw Mother Myrtle as she moves into position. Before he can press the assault, however, a Shadowcat bounds forth at Zova's call (or is it Zova herself? Always hard to tell with shifters) to distract Akinaru once again with a ball of teeth and claws, while Flenta calls forth the fury of the seas...[/b]
Focused on the frenzied ring of combatants, Akinaru is able to parry the blows and slashes of the heroic trio with ease, if not style. As the Div prattles on about the inevitability of its victory, Mother Myrtle calls out:
Hey, Akinaru! You may be hot stuff, but we've figured out your crucial weakness!
Mother Myrtle's serene expression (and sudden cessation of chanting) catches the Div's attention, who follows her pointed finger upward to the heavens...
TEAMWORK!
KABOOOOOM!
Later, floating amongst the splinters of the ruined ship, it wasn't clear to Mother Myrtle whether or not the Div was annihilated by the flaming aura of the meteor before its adamantine core made impact with the deck of the ship. In the result, it didn't really matter.
After the ringing in her ears subsides, Mother Myrtle looks around, and smiles at her comrades.
Hey, Flenta! We've almost found that scurrilous villain... come here and help us search!
Redraw: Meteor Swarm
Vengeful Storm (L)
Crystalline Carnivore
Tangleburn Bag
Bottled Lightning
Blessing of the Elements 2
End of Turn Summary:
Cards 1-2 dealt with.
Mother Myrtle wrote:
Hand: Disintegrate, Steel Ibis Lamellar, Meteor Swarm, Vengeful Storm (L), Crystalline Carnivore, Tangleburn Bag, Bottled Lightning, Blessing of the Elements 2,
Displayed: Fuse Grenade,
Deck: 9 Discard: 5 Buried: 1
Notes: Local: Feel free to use my +2d4 vs. Acq/An/Plant/Vermin/Out/Und, or +1d4 to Wis.; Global:
Sideboard cards: Reroll: Not Used
Skills and Powers:
SKILLS
Strength d4 [ ]+1
Dexterity d4 [ ] +1 [ ]+2
Constitution d8 [x] +1 [x] +2
Fortitude: Constitution +1
Intelligence d8 [x] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d12 [x] +1 [x] +2 [x] +3 [x] +4
Craft: Wisdom +2
Survival: Wisdom +2
Charisma d6 [ ] +1 [ ] +2 [ ] +3
Favored Card: Spell
Hand Size 6 [x] 7 [x] 8
Proficient with: Light Armours
Powers: (Reanimator)
You may use your Wisdom skill ([x] +1d4) for your Arcane ([x] or Divine) check
When you attempt to recover an Alchemical or Liquid boon, you may instead attempt a Knowledge check
with a difficulty of 7 ([ ] 5) plus the card's level. If you succeed, recharge it ([ ] or shuffle it into your deck); if you fail, discard it.
[x] You may recharge a card to add 1d4 to a Wisdom check by a character at your location ([x] or to add 2d4 to his check against a card that has the Animal, Aquatic, Plant, or Vermin trait) ([x] or the Outsider or Undead trait).
[ ] When a character at your location defeats a monster, you may draw an ally ([ ] or a spell or an item) from your discard pile ([ ] or deck, then shuffle your deck).
Recharge my BotE 1 for char power for Flenta. Recharge my own BotE 4 for char power for me.
Wis DC 12 1d12 + 4 + 2d4 ⇒ (10) + 4 + (4, 1) = 19
Recharge my Elixir of Focus for character power
Wis DC 12 1d12 + 4 + 2d4 ⇒ (11) + 4 + (3, 1) = 19
You know, you'd probably be a more alluring monster if you change up your repertoire a bit. "Mournful Dirge" has its time and place, for sure, but it gets old on the second or third time, you know?
Good work, Flenta and Zova! I'll try to root out the Villain...
Reflecting Buckler
Fort 10+1 DC 111d8 + 3 ⇒ (8) + 3 = 11
Oooh, a shiny buckler. Hmm, maybe I can stash my Bone Lamellar here... that might get these pesky Ghosts off my tail!Bury Bone Lamellar to banish Pirate Shade Haunt
Stained Glass Elemental to explore
Invigorating Kukri
Divine DC 91d12 + 4 + 1d4 ⇒ (11) + 4 + (4) = 19
Heh, look at me with this armour and weapon. I must be learning something from hanging out with Flenta... now, at least, I can provide a flank! :)
End of Turn Summary:
Cards 1-2 at Sea Fort dealt with
Armour 5 Acquired (Reflecting Buckler)
Weapon 4 Acquired (Invigorating Kukri)
Mother Myrtle wrote:
Hand: Disintegrate, Elixir of Focus, Fuse Grenade, Steel Ibis Lamellar, Blessing of the Elements 4, Reflecting Buckler*, Blessing of the Elements 1, Blessing of Hshurha (L),
Displayed: Deck: 12 Discard: 4 Buried: 1
Notes: Local: Feel free to use my +2d4 vs. Acq/An/Plant/Vermin/Out/Und, or +1d4 to Wis.; Global:
Sideboard cards: Reroll: Not Used
Skills and Powers:
SKILLS
Strength d4 [ ]+1
Dexterity d4 [ ] +1 [ ]+2
Constitution d8 [x] +1 [x] +2
Fortitude: Constitution +1
Intelligence d8 [x] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d12 [x] +1 [x] +2 [x] +3 [x] +4
Craft: Wisdom +2
Survival: Wisdom +2
Charisma d6 [ ] +1 [ ] +2 [ ] +3
Favored Card: Spell
Hand Size 6 [x] 7 [x] 8
Proficient with: Light Armours
Powers: (Reanimator)
You may use your Wisdom skill ([x] +1d4) for your Arcane ([x] or Divine) check
When you attempt to recover an Alchemical or Liquid boon, you may instead attempt a Knowledge check
with a difficulty of 7 ([ ] 5) plus the card's level. If you succeed, recharge it ([ ] or shuffle it into your deck); if you fail, discard it.
[x] You may recharge a card to add 1d4 to a Wisdom check by a character at your location ([x] or to add 2d4 to his check against a card that has the Animal, Aquatic, Plant, or Vermin trait) ([x] or the Outsider or Undead trait).
[ ] When a character at your location defeats a monster, you may draw an ally ([ ] or a spell or an item) from your discard pile ([ ] or deck, then shuffle your deck).
@Radillo, Correct since it gets displayed you wouldn't get to activate radillos "when you discard an ally" power feat until the end of your turn when Khai-Utef is discarded. So essentially - Display Kahi-Utef, do the things, carry out rest of your turn, then at end of turn Khai-Utef is discarded and Radillo's power feat is activated.
Thanks for the confirmation, I wasn't certain that it fired at EOT, so I had been playing that it didn't. (I feel like this was asked/answered previously, but my google and google chat search fu failed me!)
If neither Flenta nor Seelah want Khai-Utef, I might still take them. -7 DC and +2 dice vs. a henchman / villain is too good to pass up, as compared to -7 DC and 1d6+1.
Radillo will snag the Ally 6 (replacing Rift Warden), and will take a blessing B for her second upgrade (TBD on Abraxas or Spellbound).
I'll be mixing up my Loot for this next scenario:
Magnetic Grimoire >> Game of the Afterlife
Channel the Gift >> Gravewatcher Chainmail / Skyplate Armour from Trader
Scrying >> Ditto
Pearl of Magic >> Mask of the Forgotten Pharaoh (assuming Seelah is okay with throwing down a heal or two at some point during the adventure? :) )
I'm also not sure if I should take Khai-Utef this time.
https://pacg.fandom.com/wiki/Khai-Utef
It's a great Ally which can combo ridiculously with Radillo's power in combat (Recharge for -7 DC, play spell and recover, recharge for +1 / +2 dice). The recharge-hand-and-explore power is quite strong too.
Since its nerf errata, however, I don't think it combos with Radillo's power to recharge another ally from the discard after it is played?
If I read that correctly, then it might be better for me to keep the Pyromaniac Mage, and for one of you to take Khai-Utef instead?
Radillo would like that Ally 6 (for Autumn Witch, looking to upgrade from Rift Warden), but might also be interested in a Blessing (All Seeing Eye > Gozreh).
If either Seelah or Flenta would like an Ally 6, Radillo will add an ally.
Otherwise, Radillo is happy to go fishing for whatever card type Seelah/Flenta want.
If no-one wants the Ally and no-one wants a shot at whatever card Radillo adds, then Radillo will add Blessing to see if a Blessing 6 is added (since those are usually the hardest to find).
Ultimate Intrigue gave use the Vigilante class, and more importantly the Warlock, Cabalists, and Magical Child.
The Warlock archetype became my favorite class, but a lot of people get hung up on the Vigilante thing, and not everything else the class offers.
So, I set out to break the vigilante part out and make a more warlock like class.
I've set up a link to an editable word document, and would like feedback either on it or on here. If enough people like it, I'll take a stab at doing the same for some of the other archetypes.
Benefit: Pick one energy type which you have elemental focus and greater elemental focus. Half of the damage from that energy is not subject to being reduced by resistance or immunity.
Rationale:
The knowledge is to gatekeep the feat to mid to high levels, I mean I doubt getting it at level 3 would be game breaking, but the Winter Witch gets it at level 8 so min level 13.
Maybe knowledge religion instead, since Abadar's vault contains 'perfect copies of everything' it would have the Platonic Form (or Golarion verion) of fire.
"Trust me kid Everything has a melting point." Mick Rory The Flash, Blackest Night #3
So the Aldori Dueling Sword and the Elven Thornblade. Two of my favorite finesse weapon with art that looks so much alike. So which of the two do people prefer?
The Aldori sword comes with a feat tree to make it more flexible, at the feat cost. It also gets an archetype and a prestige class if you want to go the full Aldori.
The thornblade is a late arrival to the game, like a rapier and scimitar loved each other very much. No feats or archetypes, but it is more versatile out of the box (P/S damage, +2 to confirm crits)
I also wonder which looks more like the Honshu Katana from United Cutlery?
If this has been answered, apologies, my search fu is weak.
(And that I am asking this for the first time in 5 seasons should tell you how often I play prepared arcane casters)
Should the costs of scribing spells beyond 1st level be tracked on an ITS? I was wondering since my PC dropped 490 gold after last scenario on getting spells out of another PC's spellbook.
Ok, I didn't see anyone else mention this, but really?
I'm trying to build a bard for Sunday. Sad that tanglefoot isn't on the bard spell list, so I went for my old standby, prestigitation.
And stopped.
Ok, so the two more 'fun' portions of the spell are no longer available to the bard? 'lift' is worse than mage hand in every possible aspect, and 'make' is not even good for the purpose of making eggs pop out of your mouth, as it is now concentration only.
So apparently the bard should not be able to season his food, chill his wine, clean his outfit after going through the sewers or change the colour of his cape to match his patron's preferences.
With Season 10 being the last 1.0 season being released...
Any chance we can see some of the races opened up/opened back up? Yes I know it may lead to 'year of the zoo' parties, but if 1.0 doesn't get any more scenarios/support, I'd like to have hard coded the option to play some of the previous boon races I never got to until I run out of 1.0 stuff to run/play.
I understand it's likely too late for November, but I'd like to end my module and pathfinder society scenarios subscriptions. The modules just don't hit the right spot anymore and I'm not GMing much society here in Columbus any more.
I'm in the all too common situation of the player catching things and the PC doesn't have a clue. Here be some spoilers.
Finding our first cultist
Spoiler:
I recognized the robes and knew who they worshiped right away. No one could make the knowledge roll, so I'm laughing inside. GM goes "Matthew is having an OH crap moment right now." I said, "No, I'm laughing at how wrong this goes."
GM's art skills.:
So we get the guy to draw the symbol, I compliment the GM on how well his drawing is. Other players are getting worried I'm enjoying their panic.
Missonaries! Assume the position!:
So the players are thinking we can ask Whisper what the symbol is. I send the GM a note "Now we get PCs walking up to strangers and asking, "Excuse me, have you seen the Yellow Sign?"
We encounter Whisper. One player picks up the GM's art and says "Have you seen this sign?" I start laughing...
I'm just looking for a bit of lightheartedness. Post your crazy elemental concepts here. A couple of mine will likely see play, but I'm thinking of other silly options. Kind of like my Werechihuahua or the Tengu Summoner I've been threatening... "Greetings. I am Pidge. Pidge Eyoto."
Oread Lore Warden, transitioning to Living Monolith
Ifrit Archaeologist (Because of timey wimey, thinking about making this one the child of one of my tiefling's um, adventures in a certain scenario)
Ifrit Winter Witch, for the absurdity of it all (bonus, still has burning hands as a spell like)
Still thinking of a Sylph and Undine... Undine pirate seems too easy
Not going to GenCon, but Columbus is closer? Come join us for three days of gaming in the heart of Ohio! Pathfinder Society and D&D 5E events are going live!
Friday nights games are to be held at Perkins in Hilliard:
1451 Rome Hilliard Road, Columbus OH 43228-9778
Saturday and Sunday are to be held at The Guard Tower:
3600 Trabue Rd, Columbus, OH 43204
I'm looking at the Vigilante, and kind of doing it backwards. My character's vigilante identity is his 'real' identity, he was a Pathfinder in training who lost friends in Siege of Serpents. As such he's sworn personal revenge on the Aspis, and cultivated a 'civilian' identity for those times he needs to be subtle. Basically Warlock by day, businessman by night.
anyone else done similar with the meta-plot? New PC was all gung-ho for the Shadow Lodge, then it went sideways, Follower of Lysalla who joined after season 4, etc etc.
And realizing it's almost a Starfinder AP In and of itself.
If you think about Destiny as the connecting glue, you have both the adventure of exploring the Destiny of itself with the various stops on worlds as 'rooms' in a mega dungeon.
Ok, I apologize if this has been discussed elsewhere and my search-fu is too weak to find it...
How does a Warlock add spells to their spellbooks? I am assuming like a magus (all 0 level and 3+ int mod spells at first level, then 2 per level after that) and then they can also scribe as a magus/arcanist/wizard. But want to make sure,
Ok, this came up in discussion with a fellow Pathfinder player.
I have certain characters that I want to play certain scenarios, not because of boon picking, but because of location. My Jadwiga half elf bard, for example has a GM credit for Shades of Ice I, and has played II and III, as well as From Under Ice because they're all set in or around Irrisen.
Likewise, I asked for someone to run Midnight Mauler since I have an Ustalav psychic detective in tier. Is it wrong of me to play characters that regionally 'gel' with the scenario?
More specifically, how the abilities are partitioned.
Obviously Paraduke William, loyal neutral citizen of Cheliax can't be seen channeling the blessings of Milani, as does the Steel Rose, Zealot.
But why can't Lord Oblivious, of Taldor, be a dabbler in the arcane arts and not be connected to Baron Strange the mysterious warlock avenger of the bearless?
Going through my humble bundle comics I had a thought occur to me. Would it be possible to use the maps included in the bundles/comics in future scenarios?
They aren't that complex to draw, but having them available would be nice, as my mapmaking skills are poor.
I'm working on variant Shabti rules, as I find the race neat and want to contribute something. For people who don't have Pyramid of the Sky Pharaoh (End of the Mummy's Mask AP) They are native outsiders with the racial abilities of all knowledge skills are class skills (2 RP) and suggestion once a day as an SLA. My variants are going to be changing those two things. (No plans to do the 'dial an ability combo ala tieflings/aasimars)
The Race builder rules for magical racial traits says "Choose a 2nd-level or lower spell that does not attack a creature or deal damage." ignoring for the moment that suggestion is only a second level spell for bards (it costs 3 rp for Shabti), and ignoring that it, like many of the published plaentouched SLAs do either attack a creature or deal damage, is heroism too good for a 1/day SLA?
Aside, the variants I'm looking at also include one that does prayer one that does arcane sight and a final one that does nondetection.
For the purposes of any effect related to
subtype (such as a ranger’s favored enemy and bane
weapons), you count as neither of your subtypes, and
you no longer count as either of your parent races for the
purposes of effects related to race (Emphasis mine
So is my reading of the feat's text that you no longer count as human or elf (for example) for FCB options seem a bit harsh or does it make sense?
OK, I just checked the GTOP v 6.0 and couldn't find anything so I need help.
Prepping Carrion Hill and stumbled across this:
Pnakotic Manuscripts:
Once read, the Pnakotic Manuscripts grant a +4 bonus on all Knowledge checks made pertaining to conjuration magic or the gods and magic of the Old Cults. In addition, the book functions as a spellbook and contains the following arcane spells: gate, greater teleport, greater planar binding, interplanetary teleport (see Pathfinder Adventure Path volume #14, page 54), lesser planar binding, planar binding, plane shift, teleport, teleport object, and teleportation circle
Now,as far as I can tell, since this is a spellbook, and not a set of scrolls, this means that if I've a prepared arcane caster at the table Friday (Wizard/Arcanist/Magus/Witch) they can add the spells to their book/familiar, correct?
Not unbalancing as far as non of the spells really come into play until highest Tier/Seeker play, but I want to make sure.
Ok, don't know if this had been thought of before...
(Disclaimer, this came to me while listening to Prince of Wolves in my normal idea place*)
There are at least two scenarios that open up options for a specific other PC** and a couple that open up options for all your PCs***
Has there been any thought about opening up races this way as well? To paraphrase text from <redacted>
New Recruits: Your success at impressing <insert race here> inspires some <race> to join the Society. You may designate one newly created PC under your Pathfinder Society number as a new recruit. This additional training allows the new PC to be <race>. You must include a copy of this Chronicle sheet with the new PC’s records, though that PC gains no additional boons, equipment, or wealth from this Chronicle sheet.
Character receiving this boon: – Faction: GM Initials:
Thus a player could have no more than two of <race> preventing Aasimar spam, for example (One as GM credit and maybe one as PC). Just include other language so that the Core character/GM credit can't be applied to a non-Core PC. (at least to start, they can convert like normal PC's later) That way there's no "I got this off a core PC, but rebuilt him into a drow bloodrager..." It could be restricted even further by limiting it to faction specific as well.
I was thinking specifically of races like catfolk/ratfolk/skinwalkers, etc.
regions off the top of my head/ISR...:
Aasimar - A diplomatic mission to Tianjng. Silver Crusade/Soverign Court come to mind.
Half (not full!) Drow - Darklands of course, but maybe a scenario involving an incursion into Jinin as well. Liberty's Edge
Catfolk - Mwangi obviously (maybe a joint mission back to Bloodcove with the aspis involved this season?) Exchange/GrandLodge.
Changelings - (Yes I know, unlikely with the boon in play, but I'm brainstorming) River Kingdoms, Taldor, Andoran, Lands of the Linnorn Kings. Grand Lodge/Darchive/Soverign Court.
Dhampir - Ustalav (duh) but also Tian Xia and Vudra. Grand Lodge/Darchive/Scarab Sages
Fetchlings - Nidal/Absalom Grand Lodge/Liberty's Edge/Exchange/Darchive.
Gilmen - Absalom/River Kingdoms Grand Lodge/Scarab Sages
Hobgoblins - Kaoling/Andoran Soverign Court/Exchange
Ratfolk - Round Mountain/Diguo Dashu/Akiton Grand Lodge/Exchange
Skinwalkers - Darkmoon Vale, Ustalav (hey, this idea came to me while lsitening to PoW after all) and Land of the Linnorm Kings. Exchange (*cough*Sczarni*cough*)/Soverign court.
There's an off topic talk about earning fame in the Eldritch Archer thread, so I thought I'd move it over to it's own thread.
I've found with the older scenarios the second prestige point varies wildly from scenario to scenario Some are automatic (completing the primary condition completes the secondary) Some are pretty much required. (defeating the final enemy who can't escape you) Some are bloody near impossible (looks at Among the dead suspiciously)
Of course, the little of season 7 I touch seems to fall into the later catagory. When I ran Six Seconds to Midnight, the puzzle ruined the scenario more that the flying buggers of death. I gave them the secondary PP because they technically did complete the objective*
*:
I mean yeah they did stop the bad guys within the time frame, but throwing the fireball to do it did the damage they were trying to do. OTOH, 3 character deaths from the beam monsters, mixed with the puzzle meaning that they got a total of 300 GP on high tier, and left a sour taste in everyone's mouth. I've heard 7-4 is better, but after seeing Bronze House descend into a cluster frak twice now, and Six Seconds to firey Death, I'm steering well away from 7-X for now.
Premise: An option is banned only if it conflicts with the nature or goals of the campaign.
Premise: Wasp Familiar does not conflict with the nature or goals of the campaign.
Conclusion: Wasp Familiar should not be banned.
-------------------------------
Reasoning:
Premise #1:
I’m using Jiggy’s guidelines for arguing my point. So there’s more cut & paste
One method is that nothing outside the Core Assumption is allowed, unless it appears to specifically benefit the campaign. That is, when a new book comes out, we "start" with everything banned, and then Tonya and the VO’s looks through it and sees something and says "Hey, X would make the campaign better" and makes an exception for it (i.e., legalize it).
The other method is that new content is generally legal, unless it appears to specifically hurt the campaign. That is, when a new book comes out, we "start" with an assumption that its content will be legal, and then Tonya and the VO’s look through it and sees something and says "Hey, X would cause problems with the campaign" and makes an exception for it (i.e., ban it).
It is my understanding that the latter is the stance of PFS leadership, hence Premise #1.
Premise #2:
I am not aware of any aspect of the campaign with which Wasp Familiar conflicts.
It does not affect wealth.
It does not invite unregulated customization.
It does not skirt alignment restrictions.
It does not slow down gameplay.
It does not have canon issues.
It does not skirt PvP rules.
The above list should all be pretty self-evident.
Since we don’t know why it is banned. I will contend that it should not be.
The first argument I have seen is concern about it being a way to get a familiar or improved familiar without the need for Iron Will (Familiar Bond) or Skill Focus (Eldritch Heritage: Arcane). We already have one step familiar feats with qualifications (Aberrant Tumor) that grant a familiar, as well as the religion feats that grant class abilities to worshipers. (Bloodletting and Blood Vengeance both give a bleed attack at first level, disciple of the sword gives weapon specialization and access to fighter only feats, Dreamed Secrets gives arcane spells to divine casters, Ironbound Master gives armor training.) So this feat is on par with those. For arcane casters with a familiar it is a ‘flavourful familiar’ feat until 5th level, when it becomes similar to a weakened imp familiar.
The next argument I see is that the familiar is ‘better’ than the greensting scorpion because it has a fly speed. In rebuttal, I point to the compsognathus. This familiar gives a +4 bonus to initiative, has a swim speed (instead of fly speed) does slightly more damage, has a more effective poison (dc 12 vs 10, strength damage vs sickened), and scent. Thus the wasp familiar (already costing a feat) is not ‘better’ than end any other familiar.
Now comparing the improved wasp to the imp.
The familiar uses the statistics for an imp but just the statistics. It is still a wasp (albeit an lawful evil outsider) and thus does not have the ability to use magical weapons and items like an imp. Unless you choose to argue that the regular wasp familiar has no wings, 8 legs, and a segmented tail. Also it loses the at will invisibility (2nd level spell, albeit self only) for the 3/day unnatural lust. Much more fun, sure, but much less effective.* That brownies and sprites can use items makes the greater wasp familiar comparable to them. For non-familiar classes, the familiar takes *another* feat to activate, which can be done with improved familiar.
Since it is unlikely that Dirty Tactics will receive an errata, Pathfinder Society should include the errata that it also loses the lawful, evil, and devil subtypes but gains the chaotic subtype. Modifying existing material to better fit the society also has precedent. (True Breed comes immediately to mind, as does alterations of scribe scroll for wizards and brew potion for alchemist)
Finally, I see some people note concerns about the brawler archtype. While I’m unaware of what would make the brawler so uniquely powerful for either incarnation of the familiar. I’d point out that the improved wasp does not qualify, since it does not have ‘speak with others of its own kind’ to replace.
-----------------------------------
Based on the argument above, I believe it follows logically that Wasp Familiar should not be banned.
*:
(aside note, personally I think it should have used the stats for a quasit, lose the evil subtype and the invisibility, but replacing the claws with stinger would have been harder, mechanically)
(Decided to start a new thread to avoid the clogging of the updates thread as was suggested)
Long rant incoming…
I’m very disappointed by the latest updates from the Additional Resources. Many things were banned, apparently with no rhyme or reason I can see. I’m going to go over the ones that I read and stuck out in my mind.
Races of the Inner Sea:
Eclipse Strike: I don’t see why, with all the dirty tricks that do the same thing? Especially with Tieflings getting rarer.
True Breed: Sad to see that a ‘must be first level’ feat is added. I mean yes, you can take the three feats that allow you to do this from other books, but it’s not like we’ve not seen a feat that bypasses other feats making them ‘better’ (Hi Dirty Fighting!) This is why my Arcanist has been sitting at first level, FWIW.
Elven Arrogance: I could see this in the ‘disruptive table’ attitude, but really the character will be so hosed if they don’t spend a skill point on linguistics and take Taldane that I don’t worry much about it.
Disciplined Body: Really? A once a day stat switch is banned?
Weapon Training: Because a +1 to damage is so unbalancing (Axe to grind, blade of the society, havoc of the society, dirty fighter, vengeful..) or because it shares a name with another class ability *coughSKALDcough*
Weathered Patience: Because if you ready an action, once a day getting a bonus to be the big damn hero might ruin the game
Innovative: Because we can’t have missionaries and diplomancers?
Isolated: See Elven Arrogance, above. The worth of the trait is a different topic.
Tribalistic: Umm, I don’t see any reason for this to be banned, unless a) someone worried about an all Kellid party or b) someone worried about a group of Tribalistic humans, Isolated Oreads and Arrogant elves walking into a scenario (hey, makes for a quick 0xp 0gp 0pp sheet for me as GM)
(Positive, glad to see the nipped ‘obsessed with success vs day job argument in the bud)
(Aside, might want to add ‘blood of X’ to the phrasing “The racial heritages section from page 236–254 is a legal resource when qualifying to play a character of a different race, much as if the player owned a copy of the corresponding Bestiary or Advanced Race Guide.”)
Blood of the moon
Completely off topic, but I think you *should* be able to choose the “If you associate with” feats if you have a Prince of Wolves chronicle sheet, but that’s just me
Dirty Tactics Toolbox
Wasp Familiar: Um, why? It’s not like we don’t have religion specific traits, fighting styles and deity specific feats. (Iomedean Sword Oath, Pantheistic Blessing) Or that it’s better than the ‘three feats to a familiar’ trick (Oh, hi Dirty Fighting that allows me to qualify for all sorts of stuff I’d need stats and other feats to get normally. And I can trade out a +2 to not essentially pull all the improved combat maneuvers out of my hat when I’m flanking?) I mean this is campaign setting specific, and very flavourful. And this is coming from the guy whose bard has a 100 gp ‘tramp stamp’ holy symbol tattoo of Calistra. Not for mechanical advantage, but because it’s flavourful.
Alchemical Pheromones: See Calistra, follower of.
Heroes of the Streets
Illustrious Urbanite: Because we can’t have that +4 bonus on day job checks. I mean you’d need to be an arcane caster to get a +5 or an Alchemist or a bard with a 6pp vanity to do things like that. No, Dwarves just need to hit things harder.
Eldritch Archer: A ranged magus that works? Can’t have that.
Cunning Caster: Because Pathfinders are murder hobos, so they can’t subtly do anything.
Guild Emissary: Hey, heaven forbid those exchange characters actually belong to a guild and have another way to do the gather information. I mean a feat that replaces another that’s unheard o- oh, hello Dirty Fighting.
Subtle devices: See Cunning Caster, above.
Underworld connections: See Guild Emissary above.
Cat Burglar’s kit: I’m guessing that it’s because of the Masterwork Backpack. I mean we can’t just change things as they’re written. Oh, hi true breed feat. Have we met?
Diminishing sash: Because 2500 in components for 5000 gp is unbalancing, I guess. Or 100 GP for a +1 Caster level is game breaking (hides his alchemical components)
Eerie disappearance: No, you can’t be Batman.
Coin Shot: No idea why. Is throwing gold at the target only for gunslingers?
Ears of the city: Hey, it’s a way to make those annoying gather information checks. We can’t have that!
Secret Coffer: Why yes, it can be unbalancing to have a tiny space where things can’t be detec- oh I can buy a pathfinder pouch that does the same thing, is twice the size, and doesn’t have a chance of spilling my stuff into the ether? For only twice the price?
Wiscrani ear: Because taking 10 is so game breaking. I’d better hide my bards.
Aside: I’m sad to see we still can’t use the fixed version of the scorpion whip. And that blood transcription is still illegal.
To sum up, I’m very disappointed in the lack of rhyme or reason seeming in these decisions. Some things were banned that were flavorful (Tribalistic, Illustrious Urbanite) Campaign setting friendly (Wasp Familiar) or just plain useful (ears of the city). I do think the ban hammer was used too liberally on these recent additions, and needs to be revisited.
Ok, the Vanguard is one of my favourite 3pp (that isn't Dreamscarred) so I've been looking at archtypes for it.
I'm thinking..
A witch archtype, drops the arcane bond for familiar and hexes, but not sure of a good balance. Maybe drop the arcane blast for hexes and make the bonded weapon also hold spells like the bonded witch archtype? It would likely be an int based caster so, the bonded item also works as a spell book, like the witch.
An arcanist version. I'm thinking keep the spells/day the same, but unsure yet how many spells prepared. Remove the teamwork feats and the Vanguard tactics for adding arcane exploits, one at 3rd level, and add the extra Arcanist exploit to the list of Spell Maneuver options. I'm thinking giving him an arcane pool of 2 + 1/2 level, and the pool starts each day at 1 + 1/4th level. This one should be able to remain a charisma based caster.
An Occult adventures version. Pretty straight forward would be replace 'sorcerer/wizard' with 'psychic' I'd not give them the phrenic pool though.
Ran Emerald Spire with a level two alchemist who had two of them. The damage isn't absurd, but the damage to items... wow. How to disarm the BBEG in one pop.
They saved the party from a TPK, and I at least got to see it eat the archer's 600 GP bow when the bad guy grabbed it to shoot and the alchemist tossed the other grenade. But wow.
(for quick reference, a greatsword has 10 hp per my item sheet, a metal hafted weapon has 20. A bow has 5)
Does a sleep arrow have a hit dice cap? Came up in combat today, and the decription on the prd doesn't list hit dice or duration, but based on the DC, it seems like sleep.
Ok, was playing with HeroLab and came across the Wealthy Dabbler trait. Text from the source (not Herolab) reads:
wealthy dabbler:
You study magic at a social club, wowing your friends with your recent discoveries and showing off your expertise in the simplest of magical exploits. Select two non-harmful arcane cantrips. You can cast these two cantrips once per day each (caster level 1st). If you have levels in a class that can cast these cantrips, your caster level for these cantrips is equal to that class level
As I read it, you *are* casting these spells, not spell like abilities. So I'm reading this opens up Arcane Strike, albiet 'stuck' at level 1.