Lassiviren

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There isn't a 'right' answer to this question, but I'm curious what other people think.

I've been playing through Mummy's Mask and am on Adventure 4 with Yoon (panelementalist) and Alahazra (explore focused). We're doing pretty well and have been using an extra location deck for a minor difficulty boost. For the last 5 scenarios or so I've been using the Mummify Self card:

Mummify Self wrote:


Display this card next to a character's deck. While displayed, add 1 die to her checks that invoke the Mummy trait, and reduce Poison damage dealt to her to 0; she may bury a card to add 1d6 and the Cold trait to her combat and Wisdom checks.

At the end of the scenario, if you do not have the Divine skill, banish this card.

This card has been very strong for me so far. My playstyle is to recharge blessings to explore often, and cycle through my deck with cures (3). So I'm able to reliably find Mummify Self in the first few turns.

Once displayed, I get several bonuses - including nullifying all poison damage for the rest of the scenario! In Mummy's Mask, poison damage is designed to be a significant threat - not all armor protects against it, it is often dealt before/after combat, and it causes a scourge if not reduced. Adding a die to Mummy checks and sometimes helping with combat is just gravy.

It's gotten to the point where it feels kind of cheap. While displayed, it doesn't take a spot in my hand, and the deck thinning is potentially even a good thing.

What do other people think? Is this card 'too' strong? It's promotional, so perhaps not as well-balanced as the rest of the cards? I added it in with adventure deck 3, which is (I think) where it came when I ordered the cards originally.


I'm curious why the promotional cohort Valais Durant has the veteran trait.
Cards with the veteran trait are typically affected by the scenario adventure deck number. But Valais Durant reads:

Valais Durant wrote:


Cohort

Outsider
Arcane
Eidolon
Veteran

If the current scenario lists cohorts, treat this cohort as if it were on that list.
If the top card of the blessings discard pile has the Corrupted trait, bury this card to add 2d4 to your combat check; if you succeed, you are dealt 2 fire damage. If the top card of the blessings discard pile does not have the Corrupted trait, recharge this card to add 2d4 to your non-combat check; if you succeed, recharge 1 random card from your discard pile.

So, what gives? Is there a lore reason I'm missing?


Good to know, thanks.


Mike wrote:
I would say the answer is "Probably should be." We'll take a look at the rules and get back to you.

So, uh, what's the final answer?


Hello,

Suppose a Horned Demon causes a cohort in my hand to be put into a location deck:

Horned Demon wrote:

...

Before you act, succeed at a Wisdom 12 check; otherwise, shuffle a random card from your hand into your location and the difficulty to defeat is increased by 6.

What happens when somebody encounters the cohort while exploring?

I know that loot cards are automatically acquired in the rare case they are encountered in a location deck.

WOTR Rulebook, p. 24 wrote:
If a loot card ends up in a location deck, you automatically acquire it when you encounter it.

Is the same thing true for cohort cards?


Remember also that there's an opportunity cost associated with shuffling Leryn into your deck for the 'add stealth skill' power.

Leryn, when displayed, can be shuffled into your deck to add 1d8 and the adventure deck number to your combat check. (I don't have the exact wording on me)

The stealth check is better (dexterity is main and so it'll likely have skill feats), so the skill is good. But not perhaps overpowered for Leryn.

Finally, as mentioned, you must shuffle Leryn from your hand for the stealth skill, whereas Leryn is shufled from display for the 1d8+ADN. Leryn is often displayed, so there's the added cost of recharging a card to put Leryn back in your hand before adding the stealth skill.

To be honest, I expect that the 'add stealth skill' power will be most relevant for cohorts other than Leryn. Adowyn can search her deck for any cohort at the beginning of her turn - imagine adding both your stealth skill and 1d8+ADN to combat by shuffling Leryn and another cohort at the same time!

Edit: Mythic bonus to dexterity doesn't apply to added stealth check, whoops.


Yep, silly me. Thanks!


Hello, what happens to the frog (WOTR) after it's displayed and an obstacle/trap isn't found?

Frog wrote:
Display this card to explore your location. If you would encounter a bane that has the Obstacle or Trap trait during this exploration, you may instead bury this card to place the bane on the bottom of its location deck.

Suppose I display it to explore and find an ally - what happens to the frog? Is it permanently displayed?


Ah, of course. Silly me.


Hello,

Just got AD2 for WOTR and two henchmen list combat twice under the same difficulty as a check to defeat. The henchmen that do this are:

Undead Company and Worldwound Cadre.

For example, on the top right side of Undead Company:

Undead Company wrote:

Type

Barrier

Check to Defeat

Combat
Combat
Divine
16

OR

Melee
Stealth
Fortitude
12

Is this a mistake?


This answers my question, thanks!


Hello,

I'm confused about Balazar's third power:

Character Card wrote:
When you defeat a monster and would banish it, you may add it to your hand instead. You may banish a monster from your hand to draw a card ([] or add 1d4 to any check to defeat a barrier) ([] or to any check to acquire a weapon, an armor, or an item).

My question is: What do I add to my check to acquire a weapon, an armor, or an item, a d4? And can I choose the second checkmark without choosing the first?

The two checkmark options are in a list ([] ...) ([] ...), so I would expect to be able to choose them in any order. But the sentence doesn't work with only the second mark:

Character Card wrote:
When you defeat a monster and would banish it, you may add it to your hand instead. You may banish a monster from your hand to draw a card or to any check to acquire a weapon, an armor, or an item.


The magic trait issue came up for me in "The Traitor's Lodge" because the villain Karsos requires the magic trait to defeat. My solution was (and continues to be) to use the Sacred Prism, which can be recharged to add the magic trait to any check by a character at my location.

Playing solo tends to bring characters' health very low so the Prism's second ability (bury to shuffle 1d4 cards from discard into deck) is incredibly useful.

Another solution to the magic trait issue is simply using spells the regular way - Balazar must banish any spells with the "Attack" trait once he casts them, but I rarely cast spells. Often, I just discard them to draw a monster. So I keep a spell I would banish after casting (like lightning touch or cure) in my deck between scenarios and only cast them when absolutely needed.


Great, this answers my question. Thanks Hawkmoon and First World Barb.

And, to be pedantic, I'll point out that Padrig also adds the scenario's adventure deck number. So a Eidolomancer Balazar would be rolling 1d6 + 1d10 + 2 + strength feats + charisma feats + adventure deck number on a little old constitution check. Fancy!


Hello, new poster here. I'm running Balazar solo through Wrath of the Righteous and plan to get the 'eidolomancer' role, mostly because of the power

[] When you are displaying a cohort that has the Eidolon trait, you may use your Strength skill instead of your Constitution or Fortitude ([] or Dexterity or Stealth) skill on your checks.

Which (I think) is meant to synergize well with his cohort Padrig

... when you attempt a strength check and do not play a weapon, you may put a card on top of your deck to add your Arcane skill plus the scenario's adventure deck number to that check...

However, I notice the rules are very particular about the difference between checks, skills, and dice. See, for example, the discussion here (http://paizo.com/threads/rzs2sa9g?Tips-on-using-Balazar-please) on why glibness can't be used for a strength check when activating Padrig's ability.

My question is: can I use Padrig's ability to add my arcane skill when I use the 'use strength instead of constitution' power?

Padrig requires that I be performing a strength check; if I use the power won't I be performing a constitution check with my strength skill?

Thematically, though, I feel like this should work. Otherwise the power would simply substitute a d6 for another d6 (perhaps with a +1).