Valareos's page
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Does indeed. THank you.
Umm one last question, (off topic but while im thinking of it)
I know you can only cast one card of a specific type each step. Can you cast an attack spell AND use a weapon to defeat a monster?
Thanks for clarification, also to clarify, if I DO play a weapon that has the melee trait, then i can use cards that modify a melee check, even if I do not have melee skill?
Ive ran into several issues where i got no weapons or spells in my hand, and i dont have a melee skill.
Rules state I am allowed to roll my strength die for my combat check.
Do cards that modify a melee check work on this? If I have a strength d10, and make a non weapon attack, can I use a Master-at-arms to add 1d4 to make 1d10+1d4?

I have used this method to allow players to test the effectiveness of their created deck against an opponent.
First, Create a "Villian Card" for yourself by the following...
Take the dice for your constitution. If it is a D4, then use 4, if D12, use 12.
Then, add that to the TOTAL number of skill feats you have earned, plus an additional one for every +1 in constitution
Thats it, you got your difficulty level. This gives a score ranging from 4 (beginner character with d4 constitution) to 31 (maxed character with D12 +4 constitution).
Next, each player creates their "Location" Deck.
Select a random location from the box, and build it randomly according to the card. Once all players locations are done, each player gets a random Villain card that will represent them. Take all villain cards and randomly assign them to each location deck. Each location deck should have its own Villian Card, representing one of the players.
Take a number of blessings randomly from the box to act as the game timer, the number entirely dependent on you, but 10 per player is appropriate.
From here on out, the game proceeds like the standard game, Moving, exploring, acquiring boons, ect... Except for when encountering a Villain.
If you Encounter your own Villain, you may choose to attack any other player at that location. You may ignore that villains powers. No Location can be temporarily closed. Your villain moves to a random location afterwards.
If you Encounter an enemy villain, all other locations with a player on it can be temporarily closed. You must act accoding to the villains power. Attack according to PvP rules, below. Villain moves to random open location afterwards.
If you encounter a defeated players villian, banish villian card and explore again.
No Location can be Permanently closed until all cards are gone from that location.
PvP rules. When you find a Villain, you are attacking the other player. You make a combat check vs their player difficulty, following any rules listed on the Villain Card If you roll higher than the target difficulty, Your enemy receives damage according to how high you rolled (up to the number of cards in their hand.) If you roll lower than the target difficulty, You take damage according to how low you rolled (up to the number of cards in your hand) If you meet it exactly, no damage is dealt or recieved.
Will post a "sample" game later!

I know that this may be commenting to a almost year old post, but As I found this looking for an answer to exactly this question...
I am an experianced card player, to include MTG. And I ran into this issue myself. What made it difficult is this specific situation isn't directly addressed, you have to combine two rules that are pages apart, and a player looking for a specific ruling will look in a specific place.
So, Page 13 says if you are required to remove 1 or more cards from your deck, and can not, your dead.
Page 9 states you must reset your hand size.
However i had to come to here just to find out they are linked. My thought process on it was.. Since the cards are just like my health, Even though I can only draw 4 instead of 5.. I still have 5 health...
As wrong as that thought is, it is not unreasonable.
I know that from Last post to now, many changes has been made, but a simple fix would be as follows..
On Page 11, adding to end of Reset Your hand
..."If you can nor draw enough cards to reset your full hand size, you are dead. (See Dying, Page 13)
Such will give an immediate link and a LOT of clarity

jones314 wrote: DirtBat wrote: Seems pretty solid to me but i'm no expert when it comes to game balance. Hopefully someone else will come along with some constructive criticism to help iron out any potential kinks (if any) :) I think you're on the right track for everything but the powers. Not all powers are equally powerful so you could have issues if you let players just pick what they want. It would take a lot of work but maybe you could put points on the powers that already exist? Or maybe you try some kind of randomizing and roll up a mash up of powers?
The dragon looks pretty cool. You are right there of course... i was trying to deal with that by requiring a miimum upgrade slots (so you dont got someon getting bunch of base abilities that together make OP. Id have to study not only powers there, but the base characters and find a point system that lines up to the average of what the characters got. but yes, an ability that says add 2d6 as a base of course would be 2 times as costly as one that had 1d6 as a base.

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I must first say I played my first ever Pathfinder ACG game at Supernovae here in Brisbane, thanks to a company called Vault Games. Thanks to them, ia m looking foward to playing this! THose i normally play with like to design their own charctes though, si i came up with a method using the pre-made characters as guidelines.
so would love feedback if anyone sees anything wrong with this method! thanks :)
Making custom Pathfinder ACG character
1. Skills
-----a. First, assign your dice to each skill. You have a total of 15 dice points you can spend, according to the following cost: d4=1, d6=2, d8=3, d10=4, d12=5 You may choose to subtract one from the dice total points to gain 1 bonus point.
-----b. Assign Bonus points. These are the + you get to your die roll. All characters get 7 + bonus points from dice point sacrifice.
-----c. Assign 15 expansion blocks. These are the +1,+2 ect you can earn through adventuring
2. Powers
-----a. Choose your starting hand size. For hand size 6 you receive 6 power points (minimum upgrade slots of 2). For every -1 to hand size, you receive +2 power points and +1 minimum upgrade slots. You may also add one to hand size, but will receive -2 power points and -1 minimum upgrade slots.
-----b. Choose your starting proficiencies, if any. Each will cost 1 power point. Choices are Light Armor, Heavy Armor, or weapons. Any of these can be made as an upgrade instead of base.
-----c. Choose your starting powers at 1 power point each. You MUST leave enough points for the minimum upgrade slots. For example, if you started with a hand size of 5, you have 8 power points, but at least 3 must be reserved for upgrade. You may choose to use a base as an upgrade instead. Basically any power listed on the ACG premade characters can be used. Also, changing the skill or type is allowed provided it makes sense to the character being played. An example is the Fighter can recharge a weapon instead of discarding it. If your character is designed as a potion master, then you can say that you can recharge a potion instead of discarding it.
-----d. Choose your upgrades. You may either add an increase to hand size, or a upgrade to a power.
3. Card List
-----a. You have 15 points to assign to your starting card list, in any position you wish.
-----b. You can assign 10 upgrade slots for your card list.
This method creates a average character one can use in Pathfinder ACG. Please note this is an average. Some official characters may have better options, others may have worse, but the above system should allow a character to be created that fits a middle ground easily.
An Example how this can be used, I want to make a campaign using dragons (hatchlings to start of course)
Name: Valareos Draconrouge
Race: Red Dragon (Juvinile)
1 Skills (using only 13 Dice points to gain +2 bonus points, for total of 9)
-----a. Strength d10 +1 +2
----------i. Craft: Strength +2
-----b. Dexterity d4 +1 +2
-----c. Constitution d6 +1 +2
-----d. Intelligence d6 +1 +2 +3
----------i. Knowledge: Intelligence +4
-----e. Wisdom d4 +1 +2
-----f. Charisma d8 +1 +2 +3 +4
----------i. Arcane: Charisma +2
----------ii. Diplomacy: Charisma +1
2 Powers
-----a. Hand Size: 5 6 7 (Taking base hand size 5 gives me 8 power points)
-----b. Breath Weapon: For your combat check, you may discard a card to roll your Constitution die + 1d6 (+1) with the Attack, Fire, and Ranged Traits. This counts as casting a spell
-----c. Claw: For your combat check, you may discard a card to roll your strength die +1d6 (+1) (+2) with the Attack traits. This counts as a weapon attack.
-----d. You may evade an encounter
3 Card List
-----a. Weapon --
-----b. Spell 6 7 8 9
-----c. Armor --
-----d. Item 3 4 5
-----e. Ally 2 3 4 5
-----f. Blessing 5 6 7
Full Name |
Xiddik (means "Vitriol" in Draconic) |
Race |
Kobold |
Classes/Levels |
Skirmisher Ranger 5/Bard 8 — HP 87/87 (74/74) | AC 21 (FF 16/T 15) | CMD 24 | Fort +7, Ref +13, Will +7 | Perc +4| Init +7 (+9 underground) | Sense Motive +20 |
Gender |
Female |
Size |
Small |
Special Abilities |
Hunter's Tricks (tangling attack) |
Alignment |
Lawful Neutral |
Languages |
Draconic, Common, Undercommon, Elven, Aklo |
Strength |
10 |
Dexterity |
16 |
Constitution |
12 |
Intelligence |
10 |
Wisdom |
10 |
Charisma |
16 |
About Xiddik
I really need to update this sheet...
-7 cold iron arrows
SPELLS PER DAY
Cantrips Infinite
1st 0/5
2nd 0/5
3rd 0/3
PERFORMANCE
6/20
[spoiler=Statblock]LN Small dragon humanoid (reptilian)
Kobold Ranger (Skirmisher) 5/Bard 8
Init +7 (+9 underground); Senses Darkvision 60 ft, Perception +8 (+10 underground)
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DEFENSE
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AC 21, touch 17, flat-footed 15 (+6 armor, +3 Dex, +1 Size, +1 Dodge)
HP 87 (10+4d10+8d8+13 con)
Fort +7, Ref +13, Will +7
Resist Acid 5
Weaknesses Light sensitivity
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OFFENSE
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Speed 30 feet
Melee +1 keen elf bane razored tail attachment +15/+10 (1d6+3, 17-20/x2) +21/+16 (1d6+2d6+9) versus elves
Ranged Mwk composite shortbow +16/+11 (1d4+2, x3, 70 ft) +20/+15 (1d4+6 versus elves)
Spells
Cantrips (DC 14): Lullaby, Prestidigitation, Detect Magic, Light, Open/Close, Spark
Level 1s (DC 15): Cure Light Wounds, Expeditious Retreat, Forced Quiet, Saving Finale, Dazzling Blade.
Level 2s (DC 16): Cure Moderate Wounds, Calm Emotions, Gallant Inspiration, Delay Poison.
Level 3s (DC 17): Major Image, Displacement. Sacrificed one spell for Masterpiece.
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STATISTICS
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Str 11 (15), Dex 16, Con 12 (10), Int 10, Wis 10, Cha 16 (18)
BAB +11/+6/+1; CMB +12; CMD 25
Feats Dodge, Tail Terror, Quick Draw, Lingering Performance, Skill Focus (perform: sing), Cleave (Combat Style), Endurance, Improved Initiative, Discordant Voice
Skills
(78+2=80 skill points) -67
Acrobatics +8 (2 ranks, +3 class, +3 Dex)
Bluff (VP: Sing) +23 (13 ranks, +3 class, +4 Cha, +3 SF)
Climb +6 (1 ranks, +3 class, +2 Str)
Diplomacy (VP: Sing) +23 (13 ranks, +3 class, +4 Cha, +3 SF)
Disable Device +10 (4 rank, +3 class, +2 mwk, +1 trait)
Handle Animal (VP: Wind) +20 (11 ranks, +3 class, +4 Cha, +2 mwk)
Intimidate +10 (3 ranks, +3 ranks, +4 Cha)
Knowledge (dungeoneering) +18 (10 ranks, +3 class, +0 Int, +4 bard, +1 trait)
Knowledge (geography) +8 (1 ranks, +3 class, +0 Int, +4 bard)
Knowledge (local) +8 (1 rank, +3 class, +0 Int, +4 bard)
Knowledge (nature) +12 (5 ranks, +3 class, +0 Int, +4 bard)
Knowledge (planes) +15 (8 ranks, +3 class, +0 Int, +4 bard)
Linguistics +7 (4 ranks, +3 class, +0 Int)
Perception +10 (7 ranks, +3 class, +0 Wis)
Perform (sing) +23 (13 ranks, +3 class, +4 Cha, +3 SF)
Perform (wind) +20 (11 ranks, +3 class, +4 Cha, +2 mwk)
Sense Motive (VP: Sing) +23 (13 ranks, +3 class, +4 Cha, +3 SF)
Stealth +20 (10 ranks, +3 class, +3 Dex, +4 size)
Survival +15 (11 ranks, +3 class, +0 Wis, +1 trait)
Swim +6 (1 rank, +3 class, +2 Str)
Traits
Nimble Fingers, Keen Mind: +1 on Disable Device checks, and it's a class skill.
Darklands Delver: +1 to Knowledge (dungeoneering) and Survival checks made under ground.
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RACE/CLASS FEATURES
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Favored Class (Bard): +2 skill points, +3 effective bard level for Fascinate. Light Sensitivity: Xiddik is dazzled in bright light.
Dragon-Scaled: Some kobolds are hatched with scales of such vivid color that their connection to a particular sort of chromatic dragon seems undeniable. Whether this coloration is just a quirk of a stray egg or a trait shared by all the members of a tribe, these kobolds gain a resistance that makes them especially suited to work alongside dragons matching the color of the kobold's scales. Black-scaled and green-scaled kobolds with this racial trait gain acid resistance 5. This racial trait replaces the armor racial trait.
Jester: Xiddik has been forced to swallow much of her pride to survive, groveling, placating, and amusing the powerful. She gains a +2 racial bonus on Diplomacy and Perform checks. Diplomacy and Perform are always class skills for her. This racial trait replaces crafty.
Favored Enemy: Xiddik gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of the Humanoid (elf) type. Likewise, she gets a +2 bonus on weapon attack and damage rolls against them.
Wild Empathy: +8
Combat Style: Two-Handed Weapons
Favored Terrain (underground): Xiddik gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).
Hunter's Bond: Xiddik can spend a move action to grant half her favored enemy bonus against a single target of the appropriate type to all allies within 30 feet who can see or hear him. This bonus lasts for 1 round. Xiddik almost never uses this ability.
Bardic Knowledge: Xiddik adds half her class level (minimum 1) on all Knowledge skill checks and may make all Knowledge skill checks untrained.
Bardic Performance: 22 rounds/day. As a move action, Xiddik can create magical effects on those around her. Each round, the bard can produce any one of the types of bardic performance that she has mastered:
Countersong (Su): Each round of the countersong she makes a Perform (wind, sing) skill check. Any creature within 30 feet of Xiddik (including Xiddik herself) who is affected by a sonic or language-dependent magical attack may use her Perform check in place of its saving throw if, after the saving throw is rolled, the Perform check proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use Xiddik's Perform check for the save. Countersong relies on audible components.
Distraction (Su): Being somewhat disdainful of visual arts, Xiddik almost never uses this performance.
Fascinate (Su): Will save, DC 19, on up to three creatures. Each creature to be fascinated must be within 90 feet, able to see and hear Xiddick, and capable of paying attention to her. She must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working.
Inspire Courage (Su): An affected ally receives a +2 morale bonus on saving throws against charm and fear effects and a +2 competence bonus on attack and weapon damage rolls. Inspire courage can use audible or visual components.
Inspire Competence (Su): Xiddick can use his performance to help an ally succeed at a task. That ally must be within 30 feet and be able to hear the bard. The ally gets a +3 competence bonus on skill checks with a particular skill as long as she continues to hear the bard's performance. Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM's discretion. Xiddick has tried and failed to inspire competence in herself, and therefore almost never uses this ability. Inspire competence relies on audible components.
Suggestion (Sp): Xiddik can use her performance to make a Suggestion to a creature she has already fascinated. Using this ability does not disrupt the fascinate effect, but it does require a standard action to activate. She can use this ability more than once against an individual creature during an individual performance. Making a suggestion does not count against her daily use of bardic performance. A Will saving throw, DC 21, negates the effect. This ability affects only a single creature. Suggestion is an enchantment (compulsion), mind affecting, language-dependent ability and relies on audible components.
Dirge of Doom (Su): Xiddik can use her performance to foster a sense of growing dread in her enemies, causing them to become shaken. To be affected, an enemy must be within 30 feet and able to see and hear her performance. The effect persists for as long as the enemy is within 30 feet and the bard continues his performance. This performance cannot cause a creature to become frightened or panicked, even if the targets are already shaken from another effect. Dirge of doom is a mind-affecting fear effect, and it relies on audible and visual components.
The Quickening Pulse (MASTERPIECE): You create a musical tempo that first mirrors your enemies' heartbeats, and then quickens them to dangerous levels. When you complete the performance, all enemies within ...
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