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Slacker2010's page
Organized Play Member. 1,465 posts (1,467 including aliases). No reviews. 3 lists. No wishlists. 24 Organized Play characters. 1 alias.
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Been a while and for some reason my Search-fu isnt finding what I want.
Specifically This is about Zova in Ultimate Wilderness. She has the ability to recharge cards with the animal trait for her STR, DEX, & CON checks. On my STR combat check, I revealed Fire Gecko (add 1d4 and fire trait, but if you fail it has to be discarded). Then I trigger her animal recharge power using the Gecko to boost my combat. Then I fail the check. My assumption is that the card then has two places to go: Discard due to Firegecko and recharge due to her character power.
I assume you would take the worst location. There are similar threads with this and Amiri revealing a weapon then buring with character power, and Imrijka revealing a weapon then recharging for her character power.
Specifically in this case, I have the power that allows me to recharge animals I use for their power. So regardless it gets recharged.
Friend at the table thinks this is different as the power is on the gecko. Since the Fire Gecko power is waiting to see the end of the check, its locked in a limbo and cant be used for anything else. I disagree.
Going to go over this with him again.
Klar wrote: If proficient, on your Melee combat check, freely recharge to add 1d6 and the Piercing trait. Klar Traits wrote: Shield, Offhand I do not know anyone proficient with the traits mentioned. I would assume that the check to acquire would also count? It list Con/Fort/Melee/Survival as ways to acquire.
or does it mean: if you are proficient with the weapon you are using for your melee check?
EDIT: Same questions applies to KAZAVON'S SHIELD
The Closing Henchman (Proxy A) is an Ashwing Gargoyle. The Danger is also an Ashwing Gargoyle.
I would assume if something causes me to encounter the danger (Ashwing Gargoyle) that I do NOT get a close attempt. I would assume that only the Proxy A version of the Ashwing Gargoyle would allow a close attempt.
Are the above assumptions correct?
I assume this due to the rules all stating that when you defeat a closing henchman. I would classify the other Ashwing Gargoyles as Danger versions, but its not really clear and could be argued either way.
If by some stroke of luck you managed to get two fortune tellers (Ally) in your hand. Would they both trigger at the end of the move phase?
Im heavily considering playing Enora (UM or WotR version undecided) for a rerun of season 1. Im looking for advice on what would be the best deck add to the UM deck for her considering the season?
Say your augury (monster) a proxy, but its a danger. Danger can be monster or barrier. You can roll to see if it a monster or barrier. Assume its a barrier per the roll, it gets shuffled back in. Next time you encounter it, it is still a danger. Do you roll again?
What happens to items or cards displayed at a location when it is closed? Let's use the Cohort-Tonbarse as an example. Does he auto return to his owners hand? does he get to move like a player?
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We just finished up S6A1 under the new rules. With the new season only having 4 scenarios per Adventure it feels like it is going much faster. With only 4 scenarios left posted in Season 6, I was curious if there was a timeline on Adventure 3? Better yet, do we have a schedule for the Season as a whole?
My group has recently finished up our last pre-core campaign. Moving on to the new Core rules we have had some time to adjust to the new rules. Recovery has bothered us the most. We feel it slows the game down more than the old rules. Recharging at the time of casting takes virtually no time. Example, when casting a cure, we normally roll the recharge die along with the d4. When using an attack spell, after the check we pick up with arcane/divine die used and roll again for the recharge. All this keeps in the flow of the game.
With the new rules there are so many options to assist others, especially with allies (which I love). So the next person ends up waiting for the recovery to finish and new hands to be drawn before drawing. This creates a dead-time we are noticing. Assuming we don't adopt recovery rules, what issues would we run into?
CD Oloch wrote: When another character at your location fails a check to defeat a monster, that character may discard a card to evade the monster, then you encounter it. Non-Oloch-at-oloch's-location fails the check, the power triggers and they discard a card to evade it. No damage is done by my reading. Oloch then encounters the monster.
This is similar to "if you would fail the check, you can reroll the dice" powers on weapons. Am I reading this right?
The Text "bless the check by the deity" appears on some of the new Core characters. I was curious if it was just flavor text or if the deity had an affect? Normally Paizo tries to shorten as much as possible so I thought I would ask here about the two places I have seen it.
Core-Kyra-Smitter Role wrote: "You may avenge by discarding a blessing; during the encounter, your checks are blessed by the deity Sarenrae." Core-Lem-Busker Role wrote: On your non-combat check at an Urban location, add 1d4. (□ You may additionally recharge a card to bless the check by the deity Shelyn.)
He is proficient with Arcane and Divine but doesn't have the skill for either. I expected him to have something like CD Yoon that has CHA+0. Poor guy will be rolling a d4 for recharge for his divine spells and d6 for arcane. Also he wont be able to use anything that actually uses those skills, such as any attack spell or firesnake.
Why the hate?
How does this work?
Is it a random ally/blessing (I assume it is)?
Do I get to look at it before I shuffle it in?
Wow, its not often we lose a scenario. Most of the losses I can remember are in set 1 when no one has any good powers are upgrades. This scenario I believe was an eye opener for some players that are really reliant on blessings.
Doesn't help we had two losses to that Norgorber Cultist Set 5 bad guy that trashes 1d4 blessings, along with two failed checks at Gannet Island for two more 1d4 blessings lost. This added in with the blessings lost to playing blessings did us in.
Dreamstalker Text from pacgwiki wrote: During your explore step, discard this card to examine the top card of any location deck, then put that card on top of your location deck and encounter it.
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When you could attempt to temporarily close a location, discard this card to move and attempt to temporarily close your new location instead; after all attempts to temporarily close locations, move to your previous location.
My question is with the second power.
Scenario 1: Two people are at one location. Person A chooses to close, succeeds the closing condition. Can Person B still use the Dreamstalker? In Theory, he can no longer attempt to close. So he can no longer start the power.
If he can, that brings me to scenario 2: Character explores and its a villain. Can he use the dreamstalker to jump somewhere and close? Not gonna lie, thats really boss if he can do that.
Unfortunately I cant find the online S&S rule book but if I remember correctly, when you defeated a ship during a scenario you could seize it and use it for the rest of the scenario. Now there is new rules in intro for season 5 regarding seized ships. My questions is do these rules overwrite OR or they additional rules for seizing ships?
Season 5 wrote: RULES: SEIZED SHIPS
When you seize a ship, record it on your Chronicle Sheet. At
the start of a scenario, you may cross off a ship you have
seized to use that ship instead of the Feathered Devil.
Technically this isn't limited to just her role power. I am just confirming that when she utilizes the Staff of power for the second power that she can fish any spell out of her deck and recharge/discard any boon.
The Staff text reads:
Staff of Power wrote: For your combat check, reveal this card to use your Strength or Melee skill + 2d6; you may additionally discard this card or a spell to add another 2d6.
Reveal this card to search your deck for a spell and draw it, then discard a spell.
If i'm understanding this correctly, this is part of the cost to active the power. And not just a price you pay after activating the power. Or better put, Talitha with the right power feats could recharge any card she wants to fish a spell out of her deck.
Kleptomaniac Ranzak has a power that reads:
"If another character at your location fails a check to acquire a boon, you may attempt a check to acquire it."
If he is at a location with another character, and that character attempts to close a location that requires you to summon and acquire a boon but fails the attempt, does Ranzak's successful acquisition trigger the close? If so, i'm assuming he would benefit/suffer from the when closed condition.

Varanog is a homebrew from the Paizo blog Homebrew Special: “The Little Dragons that Could”. This dude is everything that a Sorcerer should have been. All sorcerers only get a +1 per feat spent on their innate ability to nuke (pre-role card). This little guy gets and additional d6 with each feat! Add into the fact that he can set traps, which are kind of redonkulus, and he can destroy any monster he runs into. The catch is he can only set a trap at the end of his turn, so he is better off for the locations with low monster counts.
His stat break down with d10 in his primary stat along with a d10 in dexterity. Dexterity and Wisdom have to be two of the most important stats outside of combat.
Not sure if this was intended, but his primary ability doesn’t have the attack trait. Dunno, think it’s a breath weapon? All I know is he laughs at those silly golems and monsters that require Wisdom checks to use powers with the attack trait.
Another fun fact, Traps add their bonus to “all checks against that monster during the current turn”! Are you kidding me? He laughs at those BYA Fortitude and Acrobatic checks. You walk into his trap, you are his!
Im currently playing him as part of a 4 man team through Ron Lundeen's Shield of Rannick Homebrew campaign that uses Rise of the Runelords as a base set. About to get his role card, and im pumped.

Acquisitor:
He displays a card to gain all skills listed on the check to acquire equal to his Intelligence skill until end of turn. Since this is not a replacement skill the check wouldn’t have an attribute attached to it. So if he did this to gain the Stealth skill, blessings of Milani or blessings of Irori wouldn’t add additional dice. So it would follow that his power to “On your Intelligence check, after the roll, you may bury (□ or discard) a weapon, an armor, or an item to add or subtract 3.” wouldn’t work unless it was a strait Intelligence, disable or Knowledge check. Am I correct?
His power “before he resets his hand, he may set aside any number of items; return them to your hand after you reset it” doesn’t work with weapons, spells, or armors that he is “sloting” as items when he builds his deck. My understanding is they only count as items in his deck building phase. Correct?
Channeler:
His power of “During your encounter with a bane, you may recharge a weapon, an armor, or an item that has the Magic trait to summon and play a random spell that has the Attack trait and an adventure deck number less than that of the current scenario (□and shares a trait of your choice with the card you are recharging).” says bane. Why not monster? Can you play an attack trait spell against a barrier? Since it is random, do you get to draw till you find one that applies? Using the second part of the power to share traits seems you could narrow down the scope of spells a lot. If you use this and get a spell that the monster is immune to, could you play a different spell?
Final word: He appears to be a really strong base character but I feel both roles are really lackluster. Can someone point out what I am missing?
Just looking at the adventure path by Ron Lundeen I have a few questions.
There is a card feat reward for completing the Adventure path. Is this intended? Will there be a promotional final scenario?
All Outsiders gain the trigger trait at Abyssal locations. In addition, you must encounter and they difficultly of the check to defeat are increased by 3. This seems static. Early scenarios this will be extremely hard. Why not just add the veteran trait to address the difficulty increase.
All of the Godcaller Eidolon Cohorts powers are display to trigger their power. Is there no way to return them to you hand? Was it meant to be a one and done effect with a small lingering bonus?
Balazar has powers that can trigger if he as a cohort displayed with the Eidolon trait. By the way the power is worded does this work with the Unfettered Eidolon. Is this intended?
Im noticing now that with the number of double veterans cards, Adamantine weapons feel overpowered. I don't think this was an issue previously because originally sets didn't have many cards that had this power. Now it seems common on most Henchmen causing these weapons to feel overpowered. In Set 4, this weapons have effective bonus of +8 stacked on top of whatever other bonus the card gives.
I would like to see Adamantine weapons be FAQ'd to not work on the veteran ability or henchman going forward (in the seasons and future box sets) not having the double veteran ability and just have a higher base number.
Just a thought.
Power: When you defeat a monster on your turn, you may recharge a card (□ then you may draw a card).
Do you have to recharge a card to activate the draw power after feating for the additional effect?
I dont feel like you do, but just checking.
Wrath and Mummies mask both say "When you explore, flip over the top card of your current location deck. If it’s a boon, you may attempt to acquire it; if you don’t attempt that, banish it." under the Explore write up.
Mummies mask (pg 9) under Encountering a Card: "After you flip over the top card of the location deck, put it on top of the deck and read it. If the card is a bane, you must try to defeat it. If it is a boon, you may try to acquire it for your deck; if you choose not to acquire it, it counts as failing to acquire it."
Sorry I couldn't find this while we were playing. What I found was listed under "Attempting a Check" and it reads as: "Many times during the game, you will need to succeed at checks to do things, such as acquire a new weapon or defeat a monster. When you are required to attempt a check, you may not choose to fail it."
So this somewhat contradicting. And there are people on both sides of the fence in my group.
Question as it specifically applies to Radovan. His ability "Once per turn, when a character at your locaion is delt damage by a bane, display a monster from the box next to a displayed devil form."
Does this work if the damage is prevented? How does the timing work? Does it matter how the damage is avoided?
So we had two goblins in our group the other day. Both played safety bubble at same location. Do both trigger to prevent damage? Or can you only use one and why?
I feel like it should only be one, but couldn't find anything to support this.
So watching this unfold in our Organized play group, characters that have good healing get to use this to generate more draws.
Specifically when our CD Damiel gets it, he uses it to reset his hand and drops the card but has plenty of healing to ignore it. Essentially upon finding a boon he can draw a new hand -1. So this can refill his hand of blessings or allies or anything else to help him keep generating explorations.
Any character with strong healing can turn this into a boon.
I feel it should have something to make it a bigger penalty. It is suppose to be one of the worst curses.
I have a question about one of the Loot 5 allies in MM.
I don’t have the box or cards in front of me (or even at home. I would need to wait till we play again). So I can’t tell you his exact name but it’s a buzzard looking guy. I think his name is Ky-utef. Or something that sounds like that.
The issue I have with this card is the crazy combos I have seen pulled off with him. Discarding him to reset your hand, then pulling him back with twitch tonics or dogfinder, then healing, then burning his hand out to explore or etc…, using the Loot 5 ally again, then hopefully drawing the tonic or dogfinder and starting the process over again.
I feel like it should be FAQ’d like the imp. Display and discard at end of turn.
Im looking for 3 modules I could chain together for an adventure. I would prefer it to start at level 3. Any advice?
Expanded info: My two DM's are a little burnt out. I was going to run something for a bit to give them a break. An adventure path is too long. So I would like to get a few Modules to get the work done. I'm not the best DM from a storytelling perspective, strait dungeon crawls would be more my thing.

Someone just pointed out that the Season 2 Adventure 3 award is no longer - "receive a role card and gain a power feat". How is this going to work out?
Alahazra's power to discard a card off the top of her deck to use use her divine skill for combat does not have the clause "This counts as playing a spell". Is this intended?
There is a location that says "When you encounter a monster, add a monster to to the top of a random open location." I think it is the warrens. Anyway, if someone encounters a monster and evades it.Does it still count as being encountered?
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The scenarios for season two have strangely worded rewards. What exactly does it mean for:
1. The party draws one of each type of boon other than loot from the game box. (I feel this one is strait forward, just making sure)
2. Each character chooses a type of boon other than loot and draws a card of that type from the game box.
3. Each Character chooses a weapon, Spell, or Item , then draws a card of that type from the game box.
4. Each Character chooses armor, ally, or blessing, then draws a card of that type from the game box.
5. Each character chooses a blessing with an adventure deck number of 1 from the game box. Adventure Card guild characters may gain that card as a bonus deck upgrade.
6. Each character chooses a blessing that has an adventure deck number of 2 or lower and may gain that card as a bonus upgrade.
7. Each character draws an ally with an adventure deck number of 1 or 2 from the game box.
8. Each character chooses weapon, spell or item, and adds a card of that type from the game box to the cards acquired during this scenario. Adventure Card Guild characters may choose a bonus deck upgrade.
So my question is, when it tells you to draw from the box. Is this random? Do you get this card as a bonus upgrade? I thought you did until I read #5 and #8. Why does #5 tell you to choose it from the "game" box? Wouldn't this just be select it from the box? or word it like #6? or 5 and 8 the only ones that allow for two upgrades?
So why don't we have a sticky thread for our champion characters of each season like the "Pathfinder Adventure Card Game General Discussion" section does?
Could we have that with an added sections for most common party members, thoughts on that character, and what -character (example: -1003)?
I think it would be fun and promotional.
So sounds like there is a tier 7. Does this mean you get bonus feats (in tier 7) for more scenarios? Could you be forced into Tier 8?
So my Bard from SnS (tier 7) can play in WotR Set 6, I'm guessing if she does every scenario she would auto tier again and be unplayable?
Does this mean I just have to be careful not to Tier again?
So the Oracle class deck released today. I'm really impatient and was wondering if anyone could give me a link to the oracle class deck character cards. My local gaming store is suppose to get it tomorrow so I can pick up a copy but I didn't want to wait that long. In addition, this is assuming they will get their delivery on time.

First - Can you benefit from 2 of the same card? what if the effect is global? Example, if two different paladins have played "Knight Pennon" item, can everyone benefit from both? What about if they both play a "Strength" spell on the same player? My gut says no, but I can't find anything in the rules.
Second - Class Deck Harsk has a Mountaineer (Ally 5) that reads "Reveal this to add 2d8 to a survival check." Can he really reveal this for anyone on any survival check at any location? This appears broken, especially in Skull in Shackles.
Third - Dog Rider Knight Raz has a power that states "When you would bury an armor for its power, you may discard (□ or recharge) it instead". The Henchman Devastator has a power that says Armors may not be banished or buried. Could she use her power to get around the restriction?
Fourth - Society Scenario 1-6D reward states "Each character chooses a boon of a type other than loot from the box." How does this play out? Do you get to select any card in your Class Deck for an upgrade?
Harsk Vanguard Power wrote: When you would put a barrier faceup on top of a location deck, you may shuffle it facedown into the deck (□ or put it facedown on the bottom of the deck) instead. We have questions about how this works. Our current player is hoping that when he scouts and reveals a barrier, he can place it on the bottom of the deck.
After reading the way it is worded and how some barriers are worded, I interpret it to be: When the text on the barrier would leave it displayed on top of a location (most of the time as the first exploration of each turn) Harsk has the option to place it at the bottom of the deck.
I was hoping to get more input. What do yall think?
So I have a personality for a Dwarven frontliner.
I would like some help making him effective but still staying in line with the personality I have for him. Currently I am thinking his build would look like:
Stats:15, 12, 14+2, 13, 14+2, 8-2.
Feats: Heavy Armor Proficiency (1st), Power Attack (3rd), Improved Monster Lore (5th), Steel Soul (7th)
Conversion Inquisition
Fighting with Dwarven Axe and Shield
any tips?

Tarlin - An Observation, A Rant, and Request for Advice.
So in my local PACG Society, all the clerics have been tested out except for Tarlin. Most think he is a sad sad cleric and have no urge to play him. Since all the other clerics have seen action in our local games I thought I would give him a try (this was the observation).
While the first two scenarios proved to be kind of restrictive due to his hand size of 4, it didn't take him long to flex his muscles. For the rest of WotR adventure 1 and most of adventure 2 he has no problem Smashing his way through adventures. He always has a weapon, sports a +8 to his combat checks, can hold three cures in his deck, and has a Melee/Fortitude to match any fighter. He has Superstar written all over him (this was the rant).
Now I'm Looking ahead. At the end of Adventure 2, I will have his Strength maxed out. This means my combat effectiveness wont scale much anymore. Granted this is the same problem everyone runs into. Most fighters can recharge weapons for greater effect. Being the Demon of Adventure 2 (blood demon) is a combat check 17, I'm going to guess they get a lot worse.
I was planning on increasing hand size to 7 for my first 3rd power. Taking the Peacemaker Role along with allowing anyone to recharge blessings on my combat/charisma checks at the end of Adventure 3.
After this I didn't really know what would be better.Im tossing around two different powers.
First - Recharging an Armor to pull weapons back to my hand would allow me to Discard weapons for increased combat effectiveness.
Second - Recharge a weapon to recharge a random card. This would stop weapons from piling up in my hand or graveyard. It also can heal spells and blessings.
Any tips? Anyone tried him out before (this was the advice). Also, I posted this so that Tarlin can get some love.

Got some questions I hope yall can help me with. Also posting from my phone, sorry if there is a formatting issue.
Quote: Build Your Own Character - If the scenario you’re playing has an adventure deck number of 3 or higher, you may use any cards that have the set indicator B, as well as any cards with an adventure deck number at least 2 lower than that of the adventure you're about to play. Your character (and role card, if you're playing a scenario with an adventure deck number of 4 or higher) may not have any feat boxes checked when you start play. Quote: If you advance a tier by completing an adventure, you automatically gain any remaining feats for your tier and you gain a die bump for use with this character (see “Die Bumps,” below.) Does this mean if you suffer through an adventure, you can pick up all the feats you are missing?
My next question would be about upgrading your deck once you hit the upper tiers.
Can you replace cards in your deck with cards two levels lower than the adventure number you are playing? If not, it seems like it would shift people's focus to getting low level cards banished from their decks to replace them with Adventure Deck Number -2.
Updating characters before sunday games. Advice or tips on some ways to spend my money.
Paladin Level 9
*Cookie cutter build
*Full Plate +1
*Keen Falchion +1
*Cloak of Resistance +1
*Belt of STR +2
*Headband of CHA +2
*Bracers of Mericful Knight
*Boots of Striding and Sprinting
*Pearl of Power (1st level)
*Adamantine Greatsword (because you know, season 6)
*assorted consumables
About 15k to spend
Hunter level 5 (w/ wolverine pet)
*Bardiche +1
*Agile Mithral Breastplate +1
*Cloak of resistance +1
*Assorted consumables
About 7k to spend
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Game seems to be too easy at the current rate. I'm fairly sure I can increase the difficulty with more players but since that isn't always convenient, I was thinking of adding the adventure path number to ALL checks when playing that scenario.
Any other ideas?
Anyone found things they really liked?

So I had a thread earlier posted HERE. Thought I would start a new one for my new questions after playing this weekend.
1) Can you evade a boon? If so, then it would get shuffled back into the location deck. Correct? This is due to concern to Merisiel's power to evade her encounter.
Closing locations have some text that are confusing:
rules wrote: If you succeed at meeting the When Closing requirement, search through the location deck, take out any villains, and banish the other cards. Any villains you found become the entirety of the location deck, and the location is not closed.....
Characters may move to closed locations, and if there are cards there, they may explore and encounter those cards as normal.(Most closed locations don't have cards to explore, but some effects can put cards there.)
2) If you don't find the villain then are the cards still banished? There is text there than you can still explore locations that are closed. Is the quoted section the only way cards would end up at a closed location?
I had more questions but they are escaping me right now. I will have to write them down as we play.
The display mechanic kind of confuses me. At the end of your turn, do all displayed cards stay in play? If no, what happens to them. Is this different for spells or weapons? If so, does it matter if you used the item?
Also, do you die when you cant draw up to your hand size? or is it when you are out of cards? If its the first one, then increasing your hand size is essentially giving you less "life" or card pool.
Any ideas? I'm a Zen Archer, so while my fist do have decent damage I can't flurry with my fist.
Even if I can't get some good damage, are there alchemical items for battle field control I could be using? I don't own the Alchemical Item book (whatever it is called) yet. Trying to decide if its worth buying.
Why does the Sacred Huntsmaster exist? I personally feel it trivializes the hunter class. You get everything good in hunter and domain with Inquisitor abilities. Only downside is the delayed Animal Focus, which you still get.
Am I missing something?
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