Goblin with Beehive

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Organized Play Member. 262 posts (3,184 including aliases). No reviews. 1 list. No wishlists. 22 Organized Play characters. 10 aliases.


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Kicking this off!


Debating a few characters, Varian (Curse), Erasmus (Occult 2), or Pizazz (promo goblin bard). I think all of them would work pretty well for the current party. Now to actually make a choice...


You can just preview instead of posting/editing if you want. The website is really good about keeping the rolls across the previews/edits. Occasionally I've run into issues, but by and large the only times it rerolls is if there is something that causes the whole post to get lost.


I'm down for this, think I've gone through 7-1 with two different characters but have yet to do the full season. Not set on a character so happy to fill in as the party gets more situated.


Botting Amaryllis since sirrogue is out at Origins and he asked me too. =)

Start of turn, examine - Darb Tuttle, reloaded.
Start of turn, reveal Staff of Greater Healing to heal 1 - The Fiend, shuffle deck.

Reveal headband, spend BotG.

Darb Tuttle-CtA: Charisma 15: 2d12 + 5 ⇒ (5, 7) + 5 = 17 Success, odd, BotG recharges.

Discard Cleric of Nethys to examine top 2 and explore - The Mute Hag or Repulsion. Go for Hag first.

Reveal headband

The Mute Hag-CtA: Arcane 10: 1d12 + 7 ⇒ (4) + 7 = 11 Success. Discard Darb to explore.

Reveal headband, BotG to bless.

Repulsion-CtA: Arcane 14: 2d12 + 7 ⇒ (4, 12) + 7 = 23 Success, odd, BotG recharges.

Discard Mute Hag to examine top card - Bottled Lightning leaving that for someone else.

Amaryllis, Primalist wrote:

Hand: Headband of Alluring Charisma , Salvator Scream, Death's Touch, Staff of Greater Healing, Coordinated Blast, Blessing of Pharasma, Repulsion, The Fiend, Gem of Mental Acuity , Life Leech,

Displayed:
Deck: 11 Discard: 6 Buried: 1
Hero Points: 13
NOTES:
Available Support: Blessings are available for use.
My BotG add d12s instead of the normal die, and recharges if the total roll was odd.
Coordinated Blast: 1d12+6 to local combat.
Movement: Hi I'm Amaryllis! Move me to the Cliff if my location closes!
Other: Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Wall of Fire, Codex of Conversations, Wand of Detect Magic, Blessing of the Gods, Robe of Energy Resistance, Blessing of the Gods 2, Swipe, Reveler, Dominate
Recharged: Blessing of the Gods 4, Blessing of the Gods 3,
Discard Pile: Cleric of Nethys, Yap the Pixie, Autumn Witch, Blessing of Abadar, Darb Tuttle, The Mute Hag,
Buried Pile: Cloudburst,

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d8 ☐ +1 ☐ +2 ☐ +3
Acrobatics: Dexterity +2
Constitution d8 ☑ +1 ☑ +2
Fortitude: Constitution +2 (4)
Intelligence d4 ☐ +1 ☐ +2
Wisdom d4 ☐ +1 ☐ +2
Charisma d12 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Arcane: Charisma +2 (6)

Favored Card: SPELL
Hand Size: 6 ☑ 10
Proficiencies:
Armor
POWERS:
If you fail a check that has the Arcane trait ([X] or any check), you may bury a card from your hand ([_] or a random card from your discard pile) to ignore the result and reroll the dice. You must take the second result.
At the end of your turn, after ([_] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.
[_] After you reset your hand, you may shuffle your deck ([_] and you may shuffle your location deck).
[_] Reduce Electricity ([_] and Fire) damage dealt to you by 1d4.
[X] When you play Blessing of the Gods, add a d12 in place of the normal die. ([X] If the result was odd, you may recharge the blessing.)
[X] Before you draw your starting hand, your hand size is increased by 1d4 until the end of the scenario.


Highly doubt it's optimal, but I have to say that while looking to see your options I found cauterizing blade (ad4 in UM) hilarious.


I'm interested to see what the PbP scores end up looking like given the lack of time constraint.


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Posted this in reply to the v6.1 update which I still think would be a nice addition:

Quote:

In the next version of the guide would it be possible to include the link to the living document for conversion.

I just had a vague recollection for how old locations didn't banish and allow characters to move in non-core/curse sets but had to dig around to find the conversion living document to confirm that. It would be nice to have something in the official PACS Guide that referenced the web address to handle all the various conversion nuances.

https://paizo.com/pacg/conversion

Thanks!


Congratz! That's an impressive and crazy accomplishment!


Yeah, that's what I decided in the end it didn't matter as much since I had that feat as the first one I took, so banished wasn't too much of a concern. But as Parody mentions it does interact oddly with recovery. Firearms work fine since that's happening right away, but with alchemical happening latter it seems not quite right.


I think I'd agree for the most part the gunslingers as a class the ammunition is what the craft skill was intended for. But for Skizza I wonder, probably because the artwork for him depicts bombs and potions.


I just started playing Skizza from the Gunslinger and I'm curious if some or any of the gunslingers should be considered for alchemical proficiency. Most of them have Craft and their ammunition require Craft to recharge. Not a huge deal if you aren't mixing cards up from different sets but as soon as you start pulling in Core/Curse alchemical items and standard recovery it quickly matters if you are proficient or not.


Should the second line in this Returning Totem Spear be freely? It's adding to a check, which would tick the box if I was converting it from a different set.

Returning Totem Spear
Weapon 4 (CotCT)
For your combat check, reveal to use Strength, Dexterity, Melee, Ranged, or Survival + 1d8+2 and the Piercing or Slashing trait.

If proficient, on a local combat check or your Acrobatics check, reload to add 1d8.

After playing this weapon, you may not play an Offhand boon this encounter.

Looking at similar weapons it's definitely missing that second line about using when previously revealed...so maybe not.

Returning Throwing Knife
For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6+1.
If proficient, on a local combat check, freely reload to add 1d6. You may use this power even if you have previously revealed this card this check.

Returning Throwing Axe
For your combat check, reveal to use Strength, Dexterity, Melee, or Ranged + 1d6+1.
If proficient, on a local combat check, freely reload to add 1d6. You may use this power even if you have previously revealed this card this check.

Thoughts?


Played this a couple weeks back now, but just reviewed the results. Unfortunately for testing purposes, Zetha and Estra encountered and acquired most of the boons.

Looks like there was a single miss during the scenario and that was from Fumbus and it looks like we forgot to roll the damage, based on rolls after it would have been 4 combat damage. That being said, he missed it by 1, so original wording would have worked out better for us in that case. Neither effect would have changed the outcome of the turn though since he had Steel Ibis Lamellar in hand at the time.

Estra and Zetha definitely skew any results though with Zetha's ability to make most anything a Stealth check, and Honaire backing up Estra on the skills she's terrible at.


Haha! Well thanks, glad it felt that way. I will admit I felt like a bit of a slacker a couple of times so glad it didn't come across that way.


Awesome, hangout it is then. PM sent to you all with a link for joining.


Somewhat random question, are people ok with google hangouts for turn prompts and quick discussion questions? I know some players are making the switch to discord, but I have a lot less knowledge on setting that up, so I've been sticking with google. Happy to overcome my knowledge deficiency if people prefer one of over the other though.


Very interesting indeed. No restrictions on attack spells is unique in the summoner camp. I was just about to start a run through CotCT. Might just be switching my character plans to give this guy a try! Very exciting!


Usually I'll collect upgrades and HP spend over here to keep it separate from the game.


Still setting up around here, but feel free to dot in we'll be running at Adv 4.


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Keith Richmond wrote:

If anyone is available to test a changed Hostile, I'd like to know how this would work out:

"When you fail a check to acquire, to close, or to guard, suffer 1d6 (max #) combat damage."

Added it to the Wiki as a playtest note and linked back to here. Maybe that will help remind myself and others to try it.


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I particularly enjoyed this one: RotRL Kyra was my intro to ACG, CD Kyra was my first PACS character through the Season of Shackles, and I got to play Core Kyra during the Open last year at GenCon as the first experience into high level Core/Curse. So a long history of firsts together, and the explanations resonated well with my experience.

Her mix of tools, on demand healing combined with utility spells backed up with some steel has always been a fantastic blend for me.

I personally loved the extra details/depth in the article.


Boon?: 1d20 ⇒ 6

I could use the Item 1 to pick up Gem of Mental Acuity. That should help quite nicely when Honaire isn't around.

Speaking of Honaire, think I'll spend my HP for power feat and pick up:

□ When the ally Honaire would be shuffled into your deck, you may set it aside and, after shuffling, reload it.


Hrm, odd, but easily fixed, sent the link via PM. Hopefully either the spam folder or the PM will get you hooked up.


Nah, we are good to roll with less than 4 people, although I'm happy to take another if they come along. I've played and had it count for as few as two and you can post your own solo if you want. Bottomline, we are good to roll.

As far as other pregame configuration, I'd highly recommend making your deckhandler available to view via a link like Kuslik has done as that makes it easier to see what's going on and ask for help if needed.

I'll need to post the starting locations and such, which I'll do here in the next day or two and finally we'll need to pick who to start with if we have a preference.

Other than that, I believe we are good to roll.


Thanks for the pm Kuslik. If you could send me your contact info via pm Chthonicthul I'll get the hangout set up.

Posting schedule looks fine by me, looks like we are good to go. Just a couple more days.


If you happen to have your Core/Curse or Class decks available, it would be good to verify ownership although it looks like we are waiving that requirement for use of Adventure Packs, not sure how that is applying to characters if it's restricted to Core/Curse characters or any character.

For long term play, you'll definitely want to do it though. Here's the instructions:

To verify that you own an item, simply take a quick snapshot of that item along with a note showing the date, and email that picture to Mark Koopman at morkxii@orgplayonline.com. Make sure to include your Paizo forum handle and your PFS #, please! A copy of a receipt is also an acceptable way of verifying ownership.

Other than that, having your deck handler set up and ready to roll is about the only requirements.

In other set up details, I've typically used Google Hangouts for quick discussion of strategy, turn notification, asking for boon usage. Is that something you both would like to make use of?

We also should determine expectations around posting if any. This isn't a hard and fast you must post within x number of minutes, but more guidelines of expectations so we are all on the same page and no one gets frustrated by delays. So let me know how frequently you expect/would like to post.


Pretty sure I'm going to join you all with Estra from OA1. Was debating trying just adventure packs, but think I'll stick with OA1 since I haven't played with it before and then forgo the ultimate deck to spike in Divine/Occult from the adventure packs.


Zova is definitely a strange one and on my list to give a try one of these days. I approve playing something new, I usually lean towards the odd ones myself. Still a little torn on which way to head here, was some what leaning towards Kasmir just to play opposite some of Harsk's skills, but definitely not decided yet. Still a couple days to decided.

Up to you on if you'd like to tag in, I have no objections as we are still under the player limit I set.


Excellent, thanks!

Most of my advice is going to be based around what was available in the class decks as I haven't played a lot of core/curse yet. But I tend to prioritize allies and blessings that enhance my characters strengths or shore up weaknesses.

Most of the tables I've played on are a minimum of 4 players so usually I'm opting for enhancing my strengths as we have enough people to send a specialist to deal with scouted things we have difficulties with and can use those resources for extra explores to go faster if they aren't needed.

Core changes the game a bit and offers more allies that assist others, so I'd look for those helping cards where possible.

Since we are looking at a low player count currently, I'd maybe think about shoring up some weaknesses as well, look for things that add a large die to a skill you don't have for example.

Anyway, hope that guides the choices a bit.


Hey Kulko, I've started to do some of the set up necessary to kick the game off and was curious if you had registered your Harsk yet. If so would you mind letting me know what your Harsk's PACSPC # is?

Let me know if that doesn't make sense and I'll type up some instructions.


Correct, at the end of each scenario you are rewarded one hero point that can immediately be spent on a feat. You can have a number of each feat type equal to the tier, baring specific instances that would allow you to go to tier+1. If you opt not to spend the hero point, then you bank it and it can only be spent for rerolls and resurrections.

I'd recommend going in with an idea of what you want to do with the character. If you intend on taking them through the full of an adventure path, I'd rank up only at the end of the adventure as most contain more than 3 scenarios. If you rank up after every 3rd adventure your character tier will out pace the adventure and you won't be able to play it since your tier must always be within 1 of the adventure you want to play. So a tier 2 can play down a tier or up a tier, but if you are tier 5 you couldn't play a tier 3...and so on.

If you don't care about the full adventure and you are trying to catch up to friends or level up a character for a special, than tiering up early might make sense.

Yes, you'll need to be tier three before you can chose a role card. I suppose it might be possible to be awarded your role in tier two assuming you somehow got to tier+1 for power feat that early, but you still wouldn't be able to use any of the powers available on it until playing in an Adv 3 scenario.

Hope that helps!


Hey Kulko,

No worries, online play is fun and happy to get more people involved in it. I haven't played this scenario myself, so chances are pretty good I'll jump in with a character if no one else does and I have some friends I might be able to convince to join us. We'll see what happens. Anyway, if you have any questions let me know I'm happy to answer them!


Discussions and upgrade choices will go here.


I had to look into this because I thought I had seen something in a faq somewhere regarding that power of Siwar's.

Resolution: On the Manipulator side of Siwar's role card, replace the second power with the following: "When you attempt a check to defeat a barrier that has the Skirmish or the Task trait, you may use your Diplomacy skill in place of the listed skill. (▢ Characters gain this power while at your location.)"


Nok-Nok heads off to Deeper Dungeons.

Nok-Nok, Head Drum wrote:

Hand: Stormrune Knife, Splashbolt Crossbow, Burglar's Buckler, Gem of Physical Prowess, Mighty Steed, Xoff,

Displayed:
Deck: 13 Discard: 0 Buried: 0
Current Location: Courtyard
Hero Points: 4
Box Reroll Used: N

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Galvanic Chakram +1, Kupmuk, Blessing of the Quartermaster 1, Blessing of the Savored Sting, Wayfinder, Forensic Physician, Blessing of the Quartermaster 2, Blessing of Kofusachi, Blessing of Abadar, Venomous Dagger +2, Dagger of Doubling, Blessing of Lamashtu, Boots of Alacrity
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d8 ☑ +1 ☐ +2 ☐ +3
Dexterity d8 ☑ +1 ☑ +2 ☑ +3
Stealth: Dexterity +3
Constitution d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Disable: Constitution +0
Fortitude: Constitution +2
Intelligence d4 ☐ +1
Wisdom d4 ☐ +1
Charisma d8 ☐ +1 ☐ +2 ☐ +3

Favored Card: Weapon
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Weapons
POWERS:
On your check against a monster (■ or a barrier), add 1 plus the number of barriers (☐ and weapons) in your location's deck list; if the check has the Finesse or Knife trait, add an additional 1d4 (□ 1d6).
On your check against a weapon or an item (■ or on your check that is not a check to acquire or defeat), add (■ 1d4 plus) the number of monsters in your location's deck list.
You may recharge up to 2 (□ 4) cards you would discard as damage. (■ If you do, you may then draw a card.)
■ When you would fail a check against a bane, you may add 1d8 (□ 1d12). If you do, after the encounter, you suffer 1d4+1 Combat damage.
□ When another local character fails to acquire a boon and would banish it, you may shuffle a card of that type into the location deck to draw the boon instead of banishing it.



Generally speaking yes, the first three scenarios you will spend HP on skill/feat/power, in the order of your choosing. Any scenarios in that adventure beyond those 3 will earn HP that you will bank.

Banked HP can be spent to reroll all dice, or to revive from dead provided you have at least one. If you revive, all HP are lost.

I'm sure there are some times when you wouldn't want to take a feat the first three scenarios...but I'm hard pressed to think of why. I suppose if you really don't want to take any more card feats to prevent diluting that's an option...

So bottom line is you don't have to spend them when you earn them, but if you want a feat you have to do it with the one you just earned. However, once you say you want to bank it, I'm good and can move on.

If you ever are wonder if you can take a feat, I can answer the question, feel free to ask.


Sigh, lost my post trying to figure out some formatting and hit the back button...oops.

End of Grazzle's turn, recharge Boots of Alacrity to move away from crazy people.

----------

Start of turn, return to Shrine of Lamashtu to save old woman.

Reveal Venomous Dagger +2 for knife combat, adds bonus 1d4, 2 barriers means +3 additional.

Faceless Stalker Wis check is wis #4 check. Wis 7: 1d4 + 1d4 + 3 ⇒ (3) + (1) + 3 = 7 Success.

Faceless Stalker-CtD: Combat 12: 1d8 + 3 + 1d4 + 2 + 1d4 + 3 ⇒ (6) + 3 + (3) + 2 + (4) + 3 = 21 Sucess, Banished. Myrtle to the face!

Myrtle Wisdom Check #2: Scenario Effect - Wisdom 7: 1d12 + 2 ⇒ (1) + 2 = 3

Nok-Nok has awoken the crazy and takes nail damage to the face. Recharging Forensic Physician for 1 combat damage. Nok-Nok chucks his wayfinder at her in an attempt to flee!

Recharging Wayfinder to move and examine top two at Courtyard. Plague Zombie and Battleaxe

Discard Blessing of Kofusachi to explore.

Zombie engages before Nok-Nok is ready!

Location effect-Dex 8: 1d8 + 3 + 1d4 + 3 ⇒ (4) + 3 + (4) + 3 = 14 Success, no damage.

Fortunately, Nok-Nok is quick and dodges out of the way before retorting.

0 barriers, so only +1, otherwise same combat as before.

Plague Zombie-CtD: Combat 11: 1d8 + 3 + 1d4 + 2 + 1d4 + 1 ⇒ (2) + 3 + (4) + 2 + (2) + 1 = 14 Success, banished, no other locals so no damage.

Nok-Nok was eyeing that battleaxe, but it appears to have been lost in the melee, he spends a moment searching.

Discard Blessing of the Quartermaster to explore.

Battleaxe-CtA: Melee 8: 1d4 + 1d4 + 3 ⇒ (2) + (2) + 3 = 7 Fail, banished.

He finds it after a bit of searching but it's nothing special, so he leaves it behind.

Nok-Nok takes a moment to rearm himself before continuing.

Nok-Nok, Head Drum wrote:

Hand: Venomous Dagger +2, Stormrune Knife, Splashbolt Crossbow, Boots of Alacrity, Blessing of Abadar, Blessing of the Quartermaster 2,

Displayed:
Deck: 11 Discard: 2 Buried: 0
Current Location: Courtyard
Hero Points: 4
Box Reroll Used: N
NOTES:
Available Support: Splashbolt can add 1d6 and an element to a combat check, Blessings are free to use.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of the Quartermaster 1, Galvanic Chakram +1, Xoff, Gem of Physical Prowess, Dagger of Doubling, Mighty Steed, Burglar's Buckler, Kupmuk, Blessing of Lamashtu
Recharged: Forensic Physician, Wayfinder,
Discard Pile: Blessing of Kofusachi, Blessing of the Quartermaster 3,
Buried Pile:

Skills and Powers:
SKILLS
Strength d8 ☑ +1 ☐ +2 ☐ +3
Dexterity d8 ☑ +1 ☑ +2 ☑ +3
Stealth: Dexterity +3
Constitution d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Disable: Constitution +0
Fortitude: Constitution +2
Intelligence d4 ☐ +1
Wisdom d4 ☐ +1
Charisma d8 ☐ +1 ☐ +2 ☐ +3

Favored Card: Weapon
Hand Size: 5 ☑ 6 ☐ 7
Proficiencies:
Weapons
POWERS:
On your check against a monster (■ or a barrier), add 1 plus the number of barriers (☐ and weapons) in your location's deck list; if the check has the Finesse or Knife trait, add an additional 1d4 (□ 1d6).
On your check against a weapon or an item (■ or on your check that is not a check to acquire or defeat), add (■ 1d4 plus) the number of monsters in your location's deck list.
You may recharge up to 2 (□ 4) cards you would discard as damage. (□ If you do, you may then draw a card.)
■ When you would fail a check against a bane, you may add 1d8 (□ 1d12). If you do, after the encounter, you suffer 1d4+1 Combat damage.
□ When another local character fails to acquire a boon and would banish it, you may shuffle a card of that type into the location deck to draw the boon instead of banishing it.


Update: Lamashtu card 1 banished, Courtyard card 1 and card 2 banished.

Used Myrtle check #3

Scenario Wis Checks:

Spoiler:
Check 1: Wis 7: 1d4 + 1d4 + 3 ⇒ (4) + (1) + 3 = 8

Spoiler:
Check 2: Wis 7: 1d4 + 1d4 + 3 ⇒ (1) + (2) + 3 = 6

Spoiler:
Check 3: Wis 7: 1d4 + 1d4 + 3 ⇒ (1) + (1) + 3 = 5

Spoiler:
Check 4: Wis 7: 1d4 + 1d4 + 3 ⇒ (3) + (4) + 3 = 10


Nah, I think it's more likely it was difficult to see because the post formatting got all wonky. Hopefully I've fixed that so we don't have to deal with it again. Keep your fingers crossed. =)


Has to be this guy or he acts as an Ally 4 upgrade?


Easiest way to explain this is to look here's a few examples:

Example 1

Example 2

At the start of a new page we'll have full functioning ability to format text using the standard code:

This is bold and italics and strikethrough.
This is out-of-character commentary for play-by-post threads.

But part of the way through the 50 posts it will break and everything will have the code to make it have formatting but will just display as standard text or bold. While editing the post it functions fine and all the formatting is there, but as soon as you post it breaks.

Once you start a new page it seems to work again...however we just had it break again on one of those boards. Not a major concern, but I miss the colors to distinguish different action types.


I will stick with my weapon 3 call so that I can have choose my own elemental damage for stupid trolls/anything else that cares.

Final call:
Hero Point - Card Feat (Weapon)
Deck Upgrade: Item 4 - Boots of Alacrity
Deck Upgrade2: Weapon 3 - Splashbolt Crossbow


Siwar - MidnightLich wrote:

I'll take an Ally 3 but I don't feel strongly about it.

I think since I already have 4 card feats, I have to take the HP. Is that right?

Depends on your tier and if you have earned a tier +1 for card. Siwar played the special at GenCon right, so I think she should be tier 4 currently, and I'm pretty sure we earned an extra card as an adventure reward, so you should be able to go to Tier 4+1 or 5 card feats.


Well for this one we just completed, I think we'd get power per previous guide rules of (skill, power, skip, card), but then we convert between b and c. But as Chris said, after C we'll get a HP that we can spend on card since we are below the tier 4 for that category. So we'll get our card feat one scenario earlier. Yay!


Ring of Regeneration is sooo good.


Hahaha, wow, apparently we should have gone for closest to 1. Can't believe you rolled under me!


Mork hit my feelings exactly. Core box is perfect for my needs, easy to transport and holds the core set with the current AP that I'm playing. Easily configured how I want it.

I've got a few thoughts regarding how to store Curse when I'm done and ready to sub in a different AP, but I wish I wasn't forced to find something that will work.


Grimsnik, did Pizazz want extra help for that Zombie combat? This barrier is only defeated if we all beat it and Morgmurch and Poog both had combat assistance.


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RoninwarAC wrote:
I wouldn't mind playing online as an option, where do I go about finding games online?

When looking for online play-by-post, I'd always start here: PACS Flaxseed Recruiting Page

I also would recommend taking a look at this google dock, it was written to help people set up for a specific community event, but most of the information is still relevant and helpful to set up in advance.

If you have any questions regarding PACS play-by-post, I'd feel free to drop them into the Flaxseed Discussion tab and you should get a very quick response.

I hope you will join us!


Basic blessings being part of the equation also helps with Salim's Death's Heretic power. It still functions off of Pharasma trait, but that is significantly less often than Basic.

■ If the hour has the Basic or Pharasma trait, add 1 die to your check to defeat.

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