Goblin Witch

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Organized Play Member. 13 posts. No reviews. No lists. No wishlists. 15 Organized Play characters.


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Bill Racicot wrote:

This sounds legal to me, too, but maybe not so productive. In most cases when you don't actually defeat the bane, it gets shuffled back into the location deck, so eventually you'll need to fight something, or the blessings deck will run out before you complete your scenario.

I maybe should have clarified that this is specifically for summoned monsters. Basically this team will never need to fight summoned monsters if they stick together.


So me and my wife have decided to replay RotR, but as a duo of Ekkie and Ranzak. Their inability to handle a lot of stuff should prove to add a layer of difficulty to it, not to mention that they tend to run themselves out quickly.

This interaction comes up more often than I would have thought:

Ranzak is ambushed, he hits a skeleton horde card, now both him and Ekkie summon and encounter an Ancient Skeleton.
Ekkie decides to evade her encounter.
Ranzak has all bows and decides he doesn't want to risk losing to this encounter, so he decides to evade it and let Ekkie handle the Ancient Skeleton for him.
Ekkie decides to evade this encounter as well(fighting is dangerous).

This seems silly, but I can't think of a reason why it wouldn't work. Unless Ranzak's power "forces" the other person to resolve his encounter for him. Even on that line of thought I would think Ekkie can evade it still, it's a resolution, just not a "winning" one.

Any thoughts.


As much as I would love to see her own mat, I guess that works for me, haha.


I was almost literally about to hit suit on my order of all the character mats for Wrath of the Righteous and my AD3 pack arrived at my door. Now I'm wondering if Arueshalae is going to be the only lonely character without a shiny new playmat, or is there a chance that we will be able to get one eventually.

Just a thought, nothing so bad that I'll lose sleep, but I might.


So me and my wife were playing Best Served Cold last night and a question came up. Do you need to recharge an armor or 1d4 cards before attempting each check, or just for one? Also does anyone aiding me by taking the second or first check need to do it as well.

Text as written:
"Before you attempt any check to defeat, recharge 1 armor or 1d4 random cards, or discard them if you aren't the only character at that location."

I get the sneaking feeling that I know the answer and I just dont want it to be quite as nasty as it sounds.


I would think you couldn't reveal swab twice since he is already being revealed for Heggal's power. Doesn't a card remain revealed until that "step" or until the reason it is being revealed is resolved? The difference between this and display being that, display lasts until the end of the turn not the effect.


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Scribbling Rambler wrote:

For those who are fans of Mike's work, I'm going to shamelessly plug Yetisburg, an incredibly fun 2-player game. At 3 bucks it's an incredible steal.

I admit to being totally biased about this game, as it was because of it I first met Mike and many of the Paizo folks.

However, I can say that I ran it continuously for 3 days straight at a major convention, and still wanted to play it when I got home :)

Aaaaannnnd now I have a new game. Hopefully it gets here soon.


Johnny Chronicle wrote:
Shade325 wrote:

The reason for the higher level spells in the Fighter Class Deck is Flenta and its rather well thought out.

Flenta Arcane Pretender Role wrote:
□ You may recharge a spell (□ or an item that has the Magic trait) to add 1 plus its adventure deck number, if any, to your combat (□ or non-combat) check.
This makes it worth spending upgrades on spells although you're not using the spells for their powers (unless you're desperate and a particular spell is the only option.) I'm looking forward to picking up this power ASAP.

Ah, OK, I did not notice that. That IS cool.

Still, 13 spells take up a LOT of real estate in the Class Deck for just one of the four characters. Two of each level (except 6)? When the "pseudo-caster" can only have five spells, maximum? Some of those cards could have been polearms for Tontelizi or bludgeoning weapons for Vika. And the other characters could actually use them too.

And I'm still bewildered by the Blessings of Pharasma...

The Pharasma Blessings are useable by Flenta when she takes the upgrade to be able to use attack spells, not many attack spells in the class deck but she can go picking them up. But more importantly, They are there to give your fighter some utility and you can buff your casters pretty good (it IS a co-op game after all). I'm going to be taking them on Flenta, but not really for myself (I'm going out of my way to take "scrolls" that give me utility), just to buff the casters I play with. I mostly use my blessings to explore again as opposed to blessing my combat checks, so I didn't see a problem with this.


I agree with Andrew, it doesn't make any sense mechanically and that sucks, but let's be honest, I would rather have a bit of flavor for flavor's sake than have a game that is almost entirely mechanical or balanced to a fault. I actually like little things that are there like this just for the sake of it.

Personally I will take it, for fun. I've been playing Flenta as a utility bag o' tricks and it's added a lot of good laughs to the table. Using Call Weapon to hand simple weapons that I keep in my deck off to people who could use them, if the bard didn't get his one weapon for instance. Or using my menagerie of scrolls to buff everything under the sun. So I'll prolly take the cat just to hand off to casters ("Here, hold my cat while I slay this foul beast!"). Have fun with it.


Hawkmoon269 wrote:

The blessings can work because it is cooperative too. You'll have other players who might play a spell on a check. Then your Blessing of Pharasma will add 2 dice. I, for one, like taking blessings that will also help others. And with the fighters, I think it gives them a good way to add some more support.

As for the cat, it is really Flenta's sister, who was turned into a cat. How could she NOT take it as one of her allies?

That's fair.

Also, now that I know about her sister, I have to take that as my ally. I don't think I can resist.


Johnny Chronicle wrote:

If you think that's a head-scratcher, how about all those early Blessings of Pharasma in the Fighter deck (1 and two 2s), given that none of the spells in the deck require a roll until you get up to, like, the 5s.

I should think the three other Fighters in that deck are quite rightly miffed about that (and Flenta's probably not too crazy about it either), when those slots could be filled with Gorums...

I agree with that one, but I can accept those. Because Flenta can roll on attack spells with a decent die, and the other fighters could feasibly pick up spells and use that to make their roll to use it not quite so awful. Maybe even use it when someone hands them a spell if they lost all their weapons.

These are pretty big stretches I know, but at least they are moments where that card could be used. I still can't think of a situation where the cat can be used by anyone in the Fighter deck.

Maybe she's in there so the fighters can hand her off to other players? In some odd attempt to force teamwork?


Haha, in all seriousness though: I can't wrap my head around this.

DISCLAIMER: I don't want this to be another thread debating Flenta's "spell troubles". I think she is fine as is for what it's worth.

However, I can't for the life of me find a reason as to why the fighter deck even has the Cat ally in it. No one in the deck can attempt a check to recharge any of the spells in it. I could fetch a link to the various threads I have read to confirm this, if needed, but I believe the consensus is that Flenta can't use her "gain arcane for a combat check" to recharge. Which is fine, it fits her style and feel. With that out of the way no one else in the deck has the Arcane or Divine skills, or access to them. So no one can even attempt checks to recharge spells, which is the only thing the Cat aids with aside from allowing you to explore again. I would be able to move past this if there was one single instance or oddball combo that I am just not seeing.

I would even accept the fact that it is in there, on the off chance, that there is a spell in the box that recharges on strength or something the fighters have. So you could take it just to recharge that, once, maybe...

I'm genuinely concerned I may lose sleep over this.

Please send help.


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Why cat?

Thanks.

Flenta - Wizard Extraordinaire