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).