I kind of like the idea of scenario rewards having the option of a random draw from your deck or from alternate class deck. However there are bookkeeping issues there. I disagree that dual-decking is going to be a significant power level increase. It is giving you some more card options sure, but you are still limited to the number of type of card slots for your character. Playing through non-organized play you have access to any cards you find and can get multiple upgrades per scenario. In organized play you are limited to just one regular deck upgrade, so even if you made it available at the start having access to a second deck of cards helps bring back some of that flexibility without being a big power boost. Leaving it open to the whole deck rather than choosing specific cards, or unlocking single cards at a time, is much easier to track and allows players to tailor per deck/character/playstyle. Taking too many cards from the second deck just dilutes your main class and I don't think it would happen much, but to be safe there could be a limit on how many cards can come from the second deck (at least 2/3 of the deck must be from the primary class deck, or no more than 8 cards from the second deck can be in your deck at any time...) I definitely am an advocate for add-on decks either individually or as a set, physical or printable, that help correct the problems with the original 7 class decks. However even if those come out, dual deck play might be viable to explore as a way to allow for more creative deck building and keeping frequent guild players engaged by giving them more options to try out.
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I love all of Broken Token's inserts, but for traveling with my PACG set for weekly games I am still really looking forward to this UltraPro case being a thing. I hope they are able to work it out, maybe in time for the next set. Incidentally, I also kind of hope they come out with alternate art card sleeves. Maybe themed for each set or just different Pathfinder artwork to give people options.
This multi-classing idea could be a simple way to assist with those more troubled characters, and breathe some new life into the original 7 class decks. In the groups I played with, we also had several occurrences of not taking rewards. However I never felt or heard that this was due the deck being too good already, but instead the best it could be given the limitations of the class deck (mainly that they really wanted/needed new cards but had nothing of value available in the class deck remaining to add.) Since each character would still limited to their deck list I don't see how merely having a little more option available is game breaking. I think I may try this out to see how it plays.
I think it would be pretty cool if promo cards counted as whatever adventure number you are currently playing. That way if you are in box 3 for instance, and you happen to pull one of the very few promo cards, it can be used as an upgrade of it's type for adventure deck 3 or lower. (Fire Sneeze would unlock a Spell 3 slot in this case) It would make finding promo cards in the box just a little more fun, and wouldn't hurt the game. It doesn't come up very often with 12 or less in the box at any given time, and no trouble remembering since it scales with the adventure.
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Looking forward to the new class decks. I'm just a little sad that we are not going to have any new class decks before the new Organized Play series starts, and are not likely to have "fixes" to the original 7 before then either. :(
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Ilpalazo wrote:
Curious: Same scenario as above but the blessing is one that would give two dice to charisma checks. Does she get two dice from the blessing since she is using her charisma die, or does she get one die only because it is a still technically a knowledge skill check? It seems that it should grant two dice since it essentially makes the check Knowledge = CHA+2 so the check is now charisma based. What if the character were attempting the constitution check instead? If replacing the die changes the die only and not the type of skill, then it would remain a CON skill check, charisma blessings would give only one die and constitution based blessings would count for two dice. That seems to match the rules but does seem consistent with the above charisma/knowledge example. What do you guys think?
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Hawkmoon269 wrote: I know a guy who wants just the cards. So that is definitely true. Count me in this camp too. I'm sure the miniatures will be cool, and part of me wants them, but I've really found the Pawns to be so much easier to store and manage, while still looking great. That makes me not want to buy the miniatures sets, but I don't want to miss out on the exclusive cards either...
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Erik Mona wrote:
Will PACG subscribers get these promo cards also with their subscriptions, or will they really only be available with the packs of minis?
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John Davis 2 wrote: Having played scenario 5 with two characters a couple of times, I recommend adding an extra location, at least for small groups. The scenario wasn't particularly difficult, given that it is the final scenario of adventure 5. In 2 player games, the characters you play and luck can really factor into the difficulty. Adding additional locations, especially in this box, for 2 player groups would ramp things up and might be over the top for many pair ups.
Andrei Buters wrote:
In the context for what the level was when this place was occupied by the Azlanti exile, and then how it changed over time as the magic faded, I think it's a thematically cool level.
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shadow the hippo wrote:
It is the FFG grey sleeves (standard card game size)
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Vic Wertz wrote: Our initial focus for organized play will be about playing the cooperative game Is there anything available yet for organized cooperative play of the adventure card game? I am starting a weekly group at my local shop and would be very interested if we could make it an official organized play event.
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the_Widowmaker wrote: ...will I have any luck with support about getting my orders mashed together? I had pre-ordered the game early on and then switched to a subscription. Paizo automatically converted my pre-order to subscription copies. I don't know about the promos, but you shouldn't have a problem with duplicates if both your orders were on the same account.
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This item was more fun than expected in a game I ran recently: Boat, Folding
In its smaller form, the boat has one pair of oars, an anchor, a mast, and a lateen sail. In its larger form, the boat has a deck, single rowing seats, five sets of oars, a rudder, an anchor, a deck cabin, and a mast with a square sail. The boat can hold 4 people comfortably, while the ship carries 15 with ease. A third word of command causes the boat or ship to fold itself into a box once again, but only when it is unoccupied.
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I'm a fan of alchemy, and consumables like feather tokens, silversheen... Wayfinders & bags of holding are good low-mid cost choices. I think ioun stones and figurines of wondrous power can be neat. A friend of mine loves this little item: Aegis of Recovery
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I'm rooting for Matt, with Scott a close second. Their encounters were my favorites in the competition with good area details, compelling story and great use of the monsters chosen. While it might be tricky to really bring it out in a game, that bit with the will 'o wisps in Mienka's Cauldron was haunting....shiver.
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Some good series I have not seen listed yet: The Barsoom Series by Edgar Rice Burroughs (great pulp adventure)
Historical mentions:
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GW did not sue the author, they just asked Amazon to stop selling Spots the Space Marine because they say it violates their trademark. Amazon voluntarily complied with their request. The lawsuit being talked about is one the author wants to bring against GW in response.
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Regarding the Kindle, they read pdfs pretty well. You might like the Kindle DX which is a larger format designed to work well for textbooks.
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When I need more copies of the common minis, I use the pdf copy of the pawn set and print the pages I need on cardstock. The quality is not as nice as the purchased ones, but they still turn out decent. It's a good cost effective way to add extras. Love the ideas suggested for minis to cover the different nationalities and the alternate race options from the race guide. I admit summons would be pretty useful too. Longshot wish: I'd love a Kingmaker pawn set, or more paper minis for the Kingmaker series.
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Doug Bailey wrote: Feybone of the Eternal Singularity This is an interesting item, and I really like the choice of three rolls given the cosmology (first/material/shadow plane schism) but I think you've over-priced yourself and the description is a little confusing. You used Gate in your construction, and mention that it lets you access the first world, yet it seems instead of actually traveling there you just reach into the first world a bit to create this stability affect which is great just much less powerful. If you change up the spells required & lowered the price you'll be more balanced.
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Zahir ibn Mahmoud ibn Jothan wrote: Dawnflower Ankh The concept of the magically created dawnflower blessed oasis is pretty nifty. I agree that its a little underpriced, mostly because of the channel boosting ability. Your main issue though is some of the logistics need tightening. For instance, water flows at 1 gallon per minute for 24 hours... that's a lot of water. I'm guessing you meant that the oasis was present for 24 hours, but there needs to be some more description on the maximum amount of water, what size pool of water is created, does the endure elements radiate from the edges or the center of the pool etc. Very cool item though.
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Saint Caleth wrote: Spellvoid Mantle I like the name, and the description is nice - says a lot but isn't too long. I think the magical interference in adjacent squares is a nice touch. The second ability is less clear, and I would probably just drop that bit especially since it only lasts one round once a day. Third ability is good - I think it could be detailed a little more cleanly but it's close.
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Troy Malovich wrote: Glove of Saturation I never saw this one come through but it's pretty cool. Description could be better. I'd take the comma out after supple, and I am not getting a clear visual on the plates you mention. Might be a little under-costed. However, I love that this would get more use out of splash weapons. I'd definitely use an item like this in a game.
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Ryan. Costello wrote: Cloak of Duality Saw a couple of splitting items, and this one was the one I liked better. Your use of the two colors in the cloak was a nice touch. Downside to any splitting item though is that they are hard to keep track of in game and almost impossible to write cleanly. For instance, how do you handle initiative, and which can activate re-joining? Good try though!
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James Raine wrote: First Light Good name, description is a little wordy but neat. Spell caster level increase is nice, but the light increase is complicated. I liked the blinding effect, and that it needed to recharge. I might have left it at a dim light though instead of going completely dark. Especially for followers of Sarenrae an item like this would be pretty cool.
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Thomas LeBlanc wrote: Tempest Regalia Love the name and the effect on combat maneuvers. Ioun Stone aspect is neat, nice job making sure people can't swap, and changing the color of electricity is a nice touch.
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Black Powder Chocobo wrote: I'm going a bit odd and showing my original item as well as a revision that I think would have been a stronger candidate. In my case, I want to know if the revision is indeed better so I know I'm thinking in the right direction. Hi Chocobo, I think the write up on the revision is definitely more clear. I don't see this being used a ton but neat for the right character, and definitely could be a cool plot/NPC item.
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Jacob W. Michaels wrote: Time's Tide Pendant I thought your pendant was a little book-keepy but thematically cool.!
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Thunderbuckets wrote: Siegebreaker Cymbals It's pretty innovative to use cymbals and to affect damage reduction. Neat using the metal inlays of the cymbals to describe which damage reductions they affect. The bardic performance use is pretty cool though the wording is a little complicated there. I saw someone mention that the name was a little misleading, which I kind of agree with. DC 19 to trigger seems kind of high to me, and the enhancement bonus bit seems unnecessary (though probably brings your cost down.) Tricky to have them priced as a single, but you need two of different types to have any effect. I'd suggest having them sold in pairs and have them negate the damage reduction instead... but the swap mechanic is a clever use of the cymbal crash.
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Saint Caleth wrote:
Thanks Saint! Since I fit the energy types into the elemental aura spell, it was sort of the last one picked and the least obvious match. I thought it was still fitting with the entropy of fall represented by acid.
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Lady Firedove wrote:
Thanks! I did have better formatting in the official submission but you're right about missing the italics on the spell name, I'll watch for that. I really appreciate the feedback!
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Lady Firedove wrote:
Hi Firedove, I like this item quite a bit. I think it's better than many of the top 32. I really like that the item is made of dragonscales, and the type of scales affect the protection/energy type. Great flavor! Some of the wording could be cleared up... enjoy the style of 'quick flick of the wrist" to trigger the cone. I'd suggest editing to "Twice per day, as a move action, a quick flick of the risk creates a 15 ft cone..."
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Sean K Reynolds wrote:
Point taken! :)
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Hi guys,
Weathered Quiver
This finely crafted quiver appears lightly worn by the elements and often features outdoor landscapes tooled into the leather. Once per day a command word can be spoken to imbue an arrow drawn from the Weathered Quiver with the power of nature. The imbued arrow will deal extra elemental damage plus an additional affect which can be negated by a successful saving throw. The damage type and additional effect vary, similar to the Elemental Aura spell, except that instead of being chosen they are determined by the current season. There is no effect on a miss. Winter Arrow will deal 2d6 extra cold damage on a successful hit. Target will also be fatigued unless it succeeds at a Fortitude save DC 14. Spring Arrow will deal 2d6 extra electricity damage on a successful hit. Target will also be staggered for 1 round unless it succeeds at a Fortitude save DC 14. Summer Arrow will deal 2d6 extra fire damage on a successful hit. Target will also catch fire unless it succeeds at a Reflex save DC 14. Fall Arrow will deal 2d6 extra acid damage on a successful hit. Target will also take 1 point of ongoing acid damage for 2 rounds and be sickened for the duration. Successful Fortitude save DC 14 negates both the ongoing damage and the sickened condition. Construction Requirements Craft Wondrous Item, Elemental Aura Cost 2,700 gp
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Cheapy wrote:
I was surprised too that balance seemed to take a back seat this year. It was commented on by judges in the item notes, but several of the top 32 I think are under-priced or have mushy logistical issues. I am super excited to see my item in the top 89! I must not be not too far off base. :)
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My favorites from the 32: Goblet of the Elements
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First time submitting for me so this is a whole new experience. It will be exiting to get in the 32, but I'm just happy I entered this time. Looking forward to seeing which items made it. Good Luck!
The event went great! Thornkeep was a blast for us and for the players. Even better, more then $4000 was raised for charity, and a huge part of that came from you! Thanks again to all of you for your support and your donations. The store has asked me to run some more Pathfinder at the shop since things went so well. I'm considering The Shattered Star path with the official Pathfinder Society rules that just opened up. :) -Katie P.S. I hope to have a few pics up soon. I'm waiting for copies of a few the game shop took during the event so we can share those also.
Hi guys! Still two days before the big event, but we've already hit our half way mark on the event goal.
I'm also very excited that the pdf maps became downloadable. That is going to make our Thornkeep game so much cooler for everyone. If any of you are in Illinois, there is still time to get in on the event. I know we are looking forward to it, especially knowing you guys are behind us! Thanks again!
There is a charity event on New Year's Eve called Serious Fun. It is a 24 Hour gaming marathon during which me and a partner are going to be running the Thornkeep dungeon. ALL FIVE LEVELS! The fundraiser benefits the Lamb’s Fold Center for Women and Children. Lamb’s Fold is located in Joliet, IL and helps homeless women and children and victims of domestic violence transition to successful independence through educational enhancement, supportive services, and personalized recovery services. They offer food, clothing, personal care items, counseling, transportation, advocacy, tutoring, educational/vocational opportunities, life skills training, and housing assistance. If you are excited about Thornkeep and want to chip in here is a link where you can donate to support the event.
Thanks to everyone who donates, and thanks to The Wandering Dragon Game Shoppe in Plainfield, IL who is sponsoring & hosting the event! Katie Fountaine
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What names have been chosen for your Kingmaker campaigns, for both the Kingdom and it's cities? I'm curious whether players opted for serious realistic names, more fantasy inspired names or more comedic names? |