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![]() I don't know of any list but, seeing as how there are three characters you can unlock via OP play, I'll just list them here.... Jirelle - complete Season 0 Adventure 1
and, just for completeness, the ability to unlock Arushalae was a GM boon for GenCon. ![]()
![]() I guess I'll chime in. I'm playing S&S Alahazra in Ron Lundeen's Bloodlust Corsairs, which rocks, BTW. 'Hazra is one of those characters that I had to play for quite a while before I realized just how damned powerful she is. Maybe it's obvious to everyone else, but I realized I could choose not to recharge a spell, just so I could reliably get to it at the end of any turn by trading in a blessing or other spell. I spend most scenarios with a Cure, and attack spell, and a Find Traps in my discard, examining the H-E-double-hockey-sticks out of the location decks, peeling off crappy boons and helping where I can. Pretty unconventional, but really cool. Plus, it's funny when she turns into a were-bull-shark, but that's an aside. :) ![]()
![]() mlvanbie wrote: Example henchman proxy card on DriveThruCards. I would have made the art be the letter A. Woohoo, those are the cards I designed for SotW! :) Glad someone else liked them, too. ![]()
![]() Zelmisdria and Azrivauxus wrote: While you act, before any character plays a weapon or a spell, that character buries an ally or a blessing. I can't seem to find an answer for this, but does this mean that a character MUST bury an ally or blessing in order to play a weapon or spell? I would say not, as the phrasing is usually different in that case. ![]()
![]() MightyJim wrote:
Looks like Paizo's messageboard is slapping an extra space in there. Let me linkify that for ya.... ![]()
![]() I believe they DO count. The scenario text wrote: When you defeat a Corrupted Soldier henchman, draw a random armor or weapon from the box and put it in the boon pile. The previous sentence in the scenario text takes pains to ensure you only place boons gained from location decks in the boon pile (as opposed to the armor you get for closing a Guardpost), so I would imagine the same phrase would appear in the above sentence if they intended for summoned Soldiers to not "drop" armor or weapons. ![]()
![]() I played CD Kyra in Season 0 and have thoroughly enjoyed it. I have decided, however, NOT to play her WotR version in Season 1. I will admit that the "mini-heals" sound pretty awesome, but there just aren't that many Divine attack spells in the deck box to make me feel comfortable that I'll be able to handle the non-undead, non-demon monsters. ![]()
![]() Sandslice wrote: I always assumed that was just old language; "before the encounter" and "after the encounter" are old ways of saying "before / after you act." That was my hope. I just wanted something to point to if I'm challenged on it. Glad I could contribute in a small way, Mike. I have WAY too much fun with your game, and I'm really looking forward to Apocrypha, too. ![]()
![]() I'm feeling like a dunce here, folks. I am poring over the character sheets, trying to decide which character to play in Season 1, and I have a question about Skulls & Shackles Merisiel. In her Shadow role, Merisiel can gain the following power: S&S Merisiel Shadow Role wrote: When a monster deals damage to you before (□ or after) the encounter, reduce that damage to 0. I don't remember many (if any) banes in S&S that do damage before or after you encounter them. I do remember a LOT that do damage before or after you ACT. Now, before you jump to this thread, I will tell you that I've already read it. It takes place before S&S, so I would think the verbiage would have been changed on the sheet (per this entry by Vic. Was it just overlooked and EVERYONE else who's played her in S&S has assumed the power means "before or after you act" or am I missing something? ![]()
![]() Vic Wertz wrote:
Sorry for casting "Raise Dead" on this thread, but my Hedge Wizard Ezren just got his grubby mitts on the staff and I was searching for clarifications, thinking it was overpowered (so I smiled when this thread came up). Does the Hedge Wizard power to "Add (1, 2, or 3) to your Arcane or Knowledge checks" apply to this, making the max roll 1d12+9, barring other Int buffs? The confusion arises because of the word "checks" in the Hedge Wizard power. It's not a check, is it? ![]()
![]() I think it's awesom that we'll be able to buy errata decks for RotR. I'm wondering if we can get permission to use the images of cards in the Class Decks (or S&S) that have errata, so that we can use the Card Creator to order corrected copies. Barring that, maybe we can buy updated copies of the cards directly from DriveThru at the Card Creator price? ![]()
![]() This is a step in the right direction, in my opinion. The recharge seems a little low, however. Maybe add the adventure deck number to the difficulty? This also struck me - feel free to ignore. The idea is that only Ezren can use this card. What if you added, "If the character encountering this card is not Ezren, Ezren encounters it instead. If no player is playing Ezren, banish this card." ![]()
![]() LowIQGenius wrote: Wow, that was easier than I thought. If anyone would like to see my first card and give feedback, it's here: http://www.drivethrucards.com/product/145196/Koios--Custom-Card Couple of thoughts: 1) Love the design. :) 2) Whoa, that's powerful. Maybe TOO powerful, even restricted to just Ezren, considering it's a B. 3) Adding to either Intelligence or Arcane is redundant if only Ezren can play the card. I'd just put Intelligence. Maybe limiting Koios' powers to just Arcane checks would be better, but that's just my $0.02. ![]()
![]() We gathered six of our most seasoned adventurers and set out to the Isle of the Damned. We split up, each taking on the locations best matched to our particular talents. Durango was the sole wizard in our group but, thankfully, he somehow managed to encounter most of the Explosive Runes, dispelling them with ease. Most of the rest of us encountered giants and, despite the difficulty, dispatched them. Our prowess notwithstanding, we began to run low on time. We had managed to find one of the villains early on at the Teleportation Chamber, so we fanned out and stood sentinel at the remaining locations while we ferreted out the other. Our luck held, and it was Durango, yet again, who faced the final villain. We secured our locations against escape, while he blasted the Runes protecting the foe. Durango stared the villain down with the cold gaze of one who had power over life and death. He readied his spell.... Then we realized that four of us were sitting on Blessings of Erastil. We urged Durango to throw his humble Allying Darts instead. As the tiny shard of steel sailed through the air, it began to positively glisten with the favor of the God of the Hunt. It found its mark, and we were victorious. ![]()
![]() Agreed. Random rewards past Adventure 3 are almost useless for everyone at our tables. As an example, We're starting Adventure 4 tonight, and I haven't taken a weapon upgrade for my Kyra since we started. There's exactly ONE viable weapon upgrade for her before Adventure 5, so the odds of me picking that Flaming Scimitar when I have to include all of the cards from B-4 are ridiculous. Perhaps add a sentence to:
Guide to Pathfinder Society Adventure Card Game Guild Organized Play, page 7 wrote: If you are rewarded with a card from the box, you will instead take a random card of the same type from your Class Deck box. The card you take cannot have an adventure deck number higher than that of the scenario you completed. that reads something like: Quote: You may continue picking random cards until the card's adventure deck number is at least 2 lower than that of the scenario you completed.
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![]() I like it! Kain is one of my favorite characters in all of Final Fantasy, so I DO have a soft spot for Dragoons. :) I think your implementation of chaotic effects is interesting. Maybe if Shadow Power used the top card of your deck, like Dragonfire Dive does, it could benefit from some synergy with other characters' powers. I know some of them allow you to examine the top card of your deck. ![]()
![]() Mike Selinker wrote: That sure isn't a minor layout change. I'm not a graphic designer, so I'm sure I don't understand the implications. I committed the same sin my clients do to me - trivializing the work. I did not intend to suggest that I knew how much work it would take - simply that the concept seemed simple. My apologies. ![]()
![]() If you don't sleeve, you will have two cards face up in front of you, both with your powers listed. That's redundant and confusing. It would be better if you could hide the powers section of your Character card once you attained your Role card. Maybe there's a way to reformat the skill block to fit on the Role cards? That way, they can replace the front of the Character card when the time comes. Hell, that opens up the possibility for skill dice to change with Roles in future sets! ![]()
![]() Hawk, your post doesn't surprise me at all. I've seen (and religiously used) your sleeve-ins. :) I don't care for the sheets, personally, because we often play on fold-up tables at our FLGS, and there's already a dearth of table real estate. As for sleeves, I just go ahead and use a gold Sharpie on my Ultra-Pro. I mean, how much do those cost, really? ![]()
![]() Hey all! I was just browsing a Massdrop deal for Ultra-Pro deck protectors (here's the linky if you're interested - I stand to gain nothing by sharing....) when a thought hit me. Why not move the Powers section of the character cards to the back, and move the card section to the front? That way, when your character gains its role card, you can slip it in the same sleeve, covering the old powers section and avoiding both confusion and having to constantly flip two cards back and forth! ![]()
![]() In response to Jason's post: I'd have to say that I don't think the number of players makes much difference, when it comes to the judicious usage of blessings. Besides, if each player in a 6-person table only gets 5 turns, that's only 5 explorations (max) that the table would lose, versus 15 in a 4-player game, if the healer is using up their first explorations to lay on the love. Players need to "burn harder" in a 6-player game, using more of their powers and cards in order to locate and defeat the villain. The support character can let the others turn over their decks, using allies and their own blessings to explore, while bolstering the odds of beating down the beasties or snagging that phat lewt. The greatest risk is that the healer can't keep all of the characters away of that "death horizon" in a larger game, where they can't discard or bury cards because their deck is empty. If the support player throws blessings at any ol' check, yeah, that can be suboptimal. I just don't think that that has anything to do with table size. ![]()
![]() I elected to take an extra blessings slot. I figure I play her in two 'modes.' If I don't draw a weapon, I sure as Sarenrae have blessings and/or other cards helpful to the group. Then, once I draw a sword, I can start slashing. While being an attack monster is fun, I find being a healer to be as important, if not more so. Hell, sometimes I heal myself if I've spent a few blessings at the top of the scenario. A party cannot have too many blessings.
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