Like the title says. I know you can choose to fail a check to acquire a boon and that you have to roll to defeat a bane but what about other checks? I'm thinking about this mostly in regards to Master Scourge and and Mister Plugg which are both evaded if you fail a check. In Press Ganged, you pretty much want to avoid Scourge until you have defeated all his henchmen. It almost feel like a disadvantage to have good constitution for this scenario, at least until you actually want to fight the villain.
I hope this is clear enough: Rulebook, Page 24 wrote: Blessing cards often allow you to explore or add dice to checks attempted by any player, including yourself, at any location. The dice added are normally of the type associated with the skill the character is using for the check; if a card instead specifies the exact dice to roll for the check, the added dice are of the type specified by that card. For example, if Merisiel is making a Charisma check with her Charisma of d8+1, Blessing of the Gods adds a d8.
Nefrubyr wrote: I think the earliest monsters that required Fire to defeat them appeared in Runelords AD3 (Grazuul and Muck Graul). I also wouldn't be surprised if Grazuul gets reprinted in S&S AD3. I'm not as familiar with the S&S adventure path as I am with Rise of the Runelords but I'm pretty sure Grazuul doesn't appear in S&S. He's too comfy at Skull's crossing (i.e. the dam in the 3rd adventure deck). But, if you look at the last page of the S&S rule book, you can see the art for another aquatic troll. I'm sure that guy will be a villain, henchman or monster in one of the upcoming adventure deck.
So, while playing Lady's Favor, my Lem was a bit hard press to defeat Commander Kain as the villain's power prevented him from playing his weapon. He had no choice but to beat him mano a mano with his mighty d4 in strength. Luckily, I had acquired a 'Rage' card earlier in the scenario and I played it right there and buried another card to get an extra 1d10. With that, a blessing of Achaekek and some more help from other players, the little Lem was able to kick the annoying commander off the ship to feed the sharks. Now, as much as I enjoyed the image of a small halfling beating the snot out of a human, I'm not sure I played that correctly. Can Rage be played during a check that it can affect (i.e. Str, Melee or Con if I remember the card correctly) ? Or, since it doesn't directly affect the check but just gives an 'extra power' that can affect the check, it can only be played before the check, outside of an encounter ?
Malcolm_Reynolds wrote: I did notice something else interesting. When you defeat The Matron, defeating a villain makes you banish all non-villain cards in the deck, so Krelloort will become the only card in the location deck. So when would Krelloort's first power matter? I was wondering the same thing. I would say she is banished (as per her 'If defeated' power) before you get to close the location for defeating a villain. Or at least, that's how I would play it but it might not be correct if you follow the rules as written.
Just a quick question. Vindictive Harpoon wrote: For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally bury this card to add another 2d6. Add another 1d8 if the bane has the Aquatic trait. Do you get the extra 1d8 vs. Aquatic banes even if you just revealed the card? I'm tempted to say yes because the normal harpoon card has the same text/power except it's missing a burying option.
Klandestine wrote:
Yep, that's a great book (it has been out for about 2 years, I think), but it can be a bit costly to just read about the background of the adventure, but I'll let you be the judge of that. As for more of these compilations, I'll just quote the book's product page : Product page wrote:
Theryon Stormrune wrote: Yup, saw that CSI was getting the base sets in. Still going to ask if the LGS was able to order them yet from theirs. After some verifications (with, I presume, their supplier), a guy from my LGS told me they were probably gonna get it next week. I'm in Canada, so things might be delayed a bit here.
The spell cards no longer say 'If you don't have x skill, banish this card.' in a separate paragraph. It says 'After playing this card, if you don't have x skill, banish it; otherwise blah blah recharge.' So I think he either banishes his spell (which makes the power useless, since Attack spells are the only one that use the arcane/divine skill outside the recharge step ... at least as far as I know) or he can use Craft to recharge his (non-Attack) spells. I believe pluvia33 is right. Edit: I'm not sure what I would do with spells that are displayed until the end of the turn or something similar. Damiel probably has to banish those.
The the aquamancer role for the new Lini in S&S has a power that says: S&S character sheets wrote: □ Add 2 (□ 4) to any combat check by a character at your location against a card that has the Aquatic trait (□ or a ship). That "(□ or a ship)" part has me wondering ... is there any ship that can be defeated with a combat check ? I thought most of them required survival, perception or a similar skill. Or maybe that part of the power should really be "(□ or to any check to defeat a ship)".
isaic16 wrote:
Damiel sort of half counts too, since he can get the divine skill for non-attack spells.
I was just looking at these when I noticed that the Seltyiel mat is using the old 'Eldritch Knight' Seltyiel art. However, in the recently released rule book, he's presented using the newer 'Magus' Seltyiel art (don't mind the Runelords battling in the back ...). It just got me wondering what version of him is on the character cards ...
There's still one more unannounced iconic from the Advanced Class Guide : the Hunter. I guess (s)he could also be in WOTR. As for Imrijka, I think she's pretty much a sure bet as, like you said, she's the last one remaining from the Advanced Player's Guide but also because her class is a perfect fit for the adventure path and the whole theme of Mendev (the country where the AP starts). My other 2 guesses would be Seoni and Merisiel ... mostly because the original RPG AP was illustrated using Alain, Seelah, Seoni and Merisiel. Then again, that would be a fourth incarnation of Merisiel, so maybe not.
Rulebook wrote: At last, it’s time to fight Jemma. Alahazra unloads an Inflict spell that adds 1d6 to her Divine skill of d12+2, and one of her character powers adds +2 because Inflict has the Attack trait. Lily decides to use one of Lirianne’s character powers as well, so she shuffles her Light Crossbow into her deck to add 1d4 to Alahazra’s combat check. Alahazra discards the Blessing of the Gods she got from Seltyiel to give herself another d12. Now she’s rolling 2d12+4 + 1d4. Alahazra gets a 21, vastly more than Jemma’s difficulty of 11. I think I spotted a little mistake in the play example. Looks like Amber/Alahazra forgot the d6 the inflict spell gave her. I think it should be 2d12+4 + 1d4 + 1d6 :P. Otherwise, the rulebook look pretty sweet, I'm really looking forward to the new set.
Zoltán Mészáros wrote:
I'm not sure the tiger would be all that appropriate for S&S. I'm sure there's gonna be animal allies like parrot, sea gull, shark, dolphin ... you get the idea. Who knows, maybe we'll get a sabertooth shark :P
Mike Selinker wrote: The look on the lower left demon's face knowing he's about to be eviscerated by Balazar's death chicken. Speaking of the murder chicken ... I wonder how the eidolon and summoned monsters are gonna be modeled in the card game. I guess it could be something like Lini but with outsider allies instead of animals. Or it could interact with the monster cards in the box, like the RotR's Summon Monster. Or something else entirely. And yes, I know the answer is probably going to be 'you'll have to wait and see' but it doesn't hurt to discuss it.
I have another question concerning what happen when Muck isn't encountered in the Woods. The last paragraph of Muck's card says something like (from memory) "If undefeated, another random character at this location encounters this card ; put it at the bottom of the location deck." If no one has a way to add the fire trait to the check, what happens ? I'm guessing you don't have an infinite loop of encounters but is it A) the card is put at the bottom of the location deck after 2 characters encounter the monster ; or B) the card is put at the bottom of the location deck after all characters at the location encounter the monster.
Gancanagh wrote:
It's my guess that this is the arena champion (Gelderfang) they mention in the text.
Most people seem to think Seelah is the worst (hardest) character but I still find her alright. Her powers are useful but it can be a problem you if you overuse them. Lini can also be a bit unconventional and hard to grasp at first but once you get the hang of it, she very versatile. I don't much like Sajan, but that's because I find him pretty boring rather then bad.
Vic Wertz wrote:
Fair enough ... Like 'Flat' said, I think the intent was clear enough but sometimes I try a bit too hard to find holes in the game(s).
Vrog Skyreaver wrote: One of the things that people sometimes forget is that revealing a card counts as playing it; That's not always true. Take Lini's power where you reveal an animal to add a d4 to a check. In other threads, it has been clearly said that this is using her power and not playing a card. Now, I just wonder if a 'At this location' action works the same way as a power or not. Maybe since it mentions a specific card, it counts as playing it ... I just don't know.
My group and I were lucky enough to encounter (and acquire) Aldern Foxglove during Undead Uprising. I have some questions about his use in the Foul Misgivings scenario. I don't have access to the cards right now but the scenario card says something along the lines of "Once a character encounters the Skinsaw Man, you cannot play Aldern Foxglove" while the 'At this location' text of the Foxglove Manor location is (from memory) "Reveal Aldern Foxglove to banish all Haunts in front of characters". So the question is: Can the character at the Foxglove Manor still reveal Aldern to remove haunts after someone encounters the Skinsaw Man? To borrow an expression from the RPG, by RAW, I would say this is like revealing an animal for Lini's power and thus it isn't 'Playing' the card but, by RAI, I feel like you shouldn't be able to do this. What do you all think ? Also, if the character with Aldern is at the Foxglove Manor when someone encounters a Haunt, can you reveal him and banish the Haunt before making the roll to see if you encounter Iesha (thus rolling your d6 with no bonus) or do you have to deal with the whole Iesha thing first ?
Shisumo wrote: Since we're talking about Valeros' recharge, I have a question: what happens if I use it on a dogslicer, and then roll a 1 on one of the d6s? Does it get discarded at that point despite being on the bottom of my deck, or has it already been taken out of play and can't be redirected? This was already answered here.
While making spreadsheet versions of the character sheets, I spotted something I am sure is gonna come up at some point. One of Weapon Master Valeros' power is : Valeros wrote: You may use Melee in place of Ranged when using a weapon with the Ranged trait. So the question is: "Does this check loses the ranged trait and gains the melee one?" Or, in other words, is this still a ranged check or it's now a melee check ? Or maybe it's both ? This is important for stuff like monsters with powers similar to Tsuto's or playing cards like Soldier or Archer.
Mike Selinker wrote:
Along the same line, Hook Mountain Massacre will release around Christmas since Mammy Graul & Co. is such a great example of a united family filled with the holiday spirit. Right ... Right ? Ok, maybe not ...
While I agreed armors aren't the greatest cards in the game, I feel like they have more uses then just avoiding damage dealt before the encounter. Like someone said, it's like insurance. They allow you to make riskier (i.e. less card costly) combat rolls, especially for those you don't absolutely need to make. The first roll against Bruthazmus or combat with summoned henchmen that you don't need to defeat (skeleton horde, goblin raid, or the sinspawn Erylium summons)are all examples of these. That way, you can save the blessings for more important rolls.
NariusV wrote: 1) Character sheets are available for download here on the site for free. Linked it for ya.
Looking at the Warrens location (General Store, Garrison and Shrine of Lamashtu can apply too), I was wondering if the extra monster still 'triggers' if you evade the initial monster. I just want to hear people's opinion on this even I'm almost certain the answer to this is yes. The General Store would be pretty silly if Merisiel could just keep evading all the encounters until she has seen all the cards and/or gotten the one she wants.
I just think they had more space on the Town Square card, so they added the from your hand part. I believe that banish (and all the 'playing cards' actions listed on page 10 of the rulebook) is something you do with a card in your hand, unless otherwise noted. I couldn't find a line in the rulebook that says you can't play cards from your discard pile ... but come on, it wouldn't be called that if it was the case.
Adventure Path #79 description wrote: In Wati, the half city, the church of Pharasma holds a lottery allowing explorers to delve the tombs of the city’s vast necropolis in search of the nation’s lost glories.Me : "That seems like a terrible idea." Adventure Path #80 description wrote: Following the opening of its necropolis, the city of Wati is overrun by hordes of the unquiet dead. Yep, I was right ...
Fromper wrote: Mostly agreed. There are some characters who work well solo (Merisiel), but I would never try single character mode with Seoni or Ezren. I tried Brigand doom with a solo Ezren just for kicks. It didn't really go well. If remember correctly, he died a turn or two after closing the first location.
Vic Wertz wrote: Speed should recharge with Arcane or Divine 8. Will update via FAQ. The FAQ now says: Quote: Resolution: On the spell Speed, the check to acquire should be Intelligence/Arcane/Divine 8, and the recharge check should be Arcane or Divine 8. Is the increase to the difficulty to acquire really correct (it's 6 on the card) ? To keep it in line with Strength and Glibness, it should be : acquire Intelligence/Arcane/Wisdom/Divine 6, banish if you don't have the Arcane or Divine skill and recharge with a Arcane or Divine check of 8.
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