Ysalmari21's page

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swheels wrote:
Frencois wrote:
You can find them there in addition to the character sheets
Ah, now I see what they're for; tracking what cards are in a character's deck. Thank you!

I actually had a freakout because after I finished the campaign, I counted up all the cards and was 1 short. Whenever I sort out the pieces for a game like this I always count to make sure everything is there, a deck list helps a ton with that. Thankfully I did find the missing card, so I didn't need to replace a card that I didn't even know.

Also, to add to the purpose of class decks conversation, one thing I really like about the updated format is that it seems like it's a lot easier to include class decks in non-society play. I got my first Adventure Path about 9 months ago, S&S, and after playing through, I wanted to try adding in some class decks. But it seemed like they would be significantly hampered not having the balance required, like Survival being a crucial skill. DD is DEFINITELY universal for any characters, and based on the way CotCT only includes 4 new characters, I assume that and future APs will be a bit more friendly to any kind of character being played.


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Loving the new set, just completed the final adventure of Dragon's Demand! Thank you for putting out the PDF of the core rulebook, can we expect card lists and character sheets as we'll like previous sets had?


Still getting used to the way recovery works with the new rules, so I wanted to make sure I was playing the card Balmberry correctly. The text reads: Powers: On your turn, bury or banish to heal a local character a card and/or remove a scourge from them. During Recovery: You may succeed at a Divine or Survival 8 check to recharge this card"

So, if I'm reading this correctly, when I play Balmberry, I have to choose to bury or banish. If I choose banish, then at the end of my turn I will have a chance to recharge it, but if I fail, it's banished. Burying means I don't have to banish it but I don't get a chance to recharge it. Am I reading this correctly? I like the idea of hanging on to a healing item so you for sure have it next game, or attempting the recharge but risk losing it (although, since it's a level 0 item, if you don't pick up any other items then you can add it back in no problem). Curious if I'm reading this correctly!


Thank you!


Just got my copy of the new and improved Pathfinder Card Game and have been playing through a few scenarios. I ran into something though that I could not find the answer to, what to do with multiple dangers. Scenario 1B lists as dangers Kobold Horde and Poison Dart Trap, and one location's closing requirements are summon "the danger". I couldn't find anything in the rulebook that clarifies what I should do. Do I choose which of the two? Succeed against a random one? Defeat both of them?

Hopefully someone has found the answer I'm missing, thanks!


Do we know if this is still 5 scenarios per chapter, so a full campaign will be 30 games, or 35 if there is a chapther 0?


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Over the holidays, I brought home Skull and Shackles to play with my family, who all got super into it. My stepbrother put together awesome custom lego figures to represent our characters. From left to right this is Damiel, Jirelle, Lirianne, Raznak, and Oloch.

https://photos.app.goo.gl/snpoLwa78wqkuNT2A


Slacker2010 wrote:
Ysalmari21 wrote:
Alahazra is an incredible healer. People always talk about her ability to look at locations, but IMO, her best ability is this: "At the end of your turn, you may discard a card that has the Divine trait to add a card that has the Divine trait from your discard pile to your hand." I used cure every turn by never recharging it. At the end of every turn I'd pick it up again and have a reliable cure engine without sacrificing explorations. And her combat isn't bad either, any spell getting d12+4 to start.
While that is a great amazing ability, knowing every card someone is going to encounter does more for your team. Later she can clear boons she scouts by encountering them. Completely making the time a non-factor. I have her ranked as one of the best characters created.

I played with her in a three-character party, so I guess planning out explorations wasn't quite as crucial.


Thanks for all the input! I wanted to try playing through with every character, so I separated them into 3 parties that I thought would work best (my other party will be Damiel, Lem, Lini, and Valeros). I guess I didn't realize my first party was so powerful, but I guess that's good to have for a first run-through.


Is there any character art out there for the Mummy's Mask characters? I want to make pawns to use in my game, but can't find any of the character art.


Would love this, especially for number 2. I was at the start of deck 4 when I wanted to introduce some friends to the game, and spent a bunch of time making a doccument of all the cards that had been removed from the game so I could take them out again later.


Alahazra is an incredible healer. People always talk about her ability to look at locations, but IMO, her best ability is this: "At the end of your turn, you may discard a card that has the Divine trait to add a card that has the Divine trait from your discard pile to your hand." I used cure every turn by never recharging it. At the end of every turn I'd pick it up again and have a reliable cure engine without sacrifing explorations. And her combat isn't bad either, any spell getting d12+4 to start.


So, I just finished my first campaign, a playthrough of S&S with Alahazra, Jirelle, and Saltyiel. I ran through it with little difficulty, I only had to replay a handful of scenarios, and half of those were because I misread or completely missed a scenario rule. I am now starting a new playthrough with Feiya, Lirianne, Merisiel, and Oloch, and am doing waaaaay worse. 4 scenarios into the base set adventure, and I've already had to replay two of them. What's going on? Do 4 players dramatically change the difficulty or strategy involved? Will it take my brain longer to sitch over to new character play-styles? Does my party make-up suck? Or did I just run out of beginner's luck? Would love to hear what others' experiences are, especially playing solo with multiple characters.


Doppelschwert wrote:

It's not an ultimate deck, but the class deck Pathfinder Tales has several pirate themed boons (and certainly the most of all the class decks), so it might be a good choice as a supplement as well.

It also includes a pirate character (the naga) that has good synergies with the set.

Ooooh, looking at the character/card list now. It might be fun to run through S&S with these three characters, plus maybe a healer.


I'm finishing up my first play-through of Skull and Shackles, and wanted to get some Ultimate decks to spice up the next play-through. Are there any that people reccomend getting first? My next play-through will be with Damiel, Valeros, Lem, and Lini. With this, I'm thinking Combat, Equipment, and Wilderness would be the best choices. Does anyone know what ultimate decks would fit best with these characters or this AP? Or which ones would add the most fun in general?


Jenceslav wrote:
Ysalmari21 wrote:
... I loved how different it was, and it may have been my favorite scenario from a gameplay perspective, but I didn't know why anything was happening. I love that there is more story, and I would like a focus of the way stories are written to be explaining why the rules have thematic significance. I don't just want a cutscene, I want something that gives me context to the locations, the scenario rules, and the villains.

....the story and goofy situations like Lini rhyming with/against the goblins.

Or how Mirisiel is totally into Ameiko. That's there, right? I'm not just reading into it?


I'm still new to the PACG, but one thing that I would love to see in the way these stories are laid out is understanding what the scenario rules represent in the story. I ran a Skull and Shackles game of the RPG for the first two books, and it was cool to see in the card game how story beats were represented in a new form. The first adventure, Press-Ganged, was an excellent example of that, at the start of the AP you lose all your equipment, and you have to start befriending people and doing menial labor to get enough trust to get it all back. The hand size slowly growing with each accomplished task was a great way to express this. But then I got to the Regatta at the end of deck three, and while it FELT like there was thought into why the rules were the way they were, I didn't have the context to know what exactly was supposed to be represented by my finding the different ships at different locations. I loved how different it was, and it may have been my favorite scenario from a gameplay perspective, but I didn't know why anything was happening. I love that there is more story, and I would like a focus of the way stories are written to be explaining why the rules have thematic significance. I don't just want a cutscene, I want something that gives me context to the locations, the scenario rules, and the villains.


I am about to finish my first play-through of Skull and Shackles, and wanted to invest in some more decks to add for my next play-through, and wanted to add in the Ultimate decks. Based on everything I've seen online, it seems that shuffling in a whole bunch of extra decks could have some adverse effects on significantly watering down the liklihood you'll see certain boons you might need. Each new adventure deck number would have double the amount of new boons being added (~50 new boons in each adventure deck, and each Ultimate Deck contains 10-15 boons per each adventure deck, with all 5 that makes more boons from Ultimate decks than the adventure deck). I haven't found much online as far as ideas to mitigate this, so I wanted to test out my idea and see what others think.

When I play, I put all banished cards into a pile as I'm playing though, and at the end of the game I sort out the cards and shuffle them back into their respective category. My thought is, after every game, choose 1 boon from each of the six types that were banished that game to remove from the box. If we assume one or two losses per adventure deck number (which is what I had), that's 42 boons removed each adventure deck, roughly the same amount added because of ultimate decks.

You'll still have a tougher time of finding that perfect boon, but at least you have a better chance, and certainly won't see the same crappy spell show up over and over and over again. The two biggest places this might not work is in the blessing deck (keeping those ratios the same seems fairly important), and possibly when you get to decks 5 and 6. I'm on deck 6 in my current game, have most of the elites and basicsremoved, and my boon stacks are pretty thin. I'm pretty sure I have fewer weapons and armor than when I started.

Thanks for any input!


Thank you! Guess someone else will hold onto it...


I just beat the Regatta (after four tries, man that was a challenging and exciting scenario) and unlocked the Pirate's Favor, and I want to give it to my Alahazra, queen of the blessings. Unfortunately, I noticed the card does NOT have the divine trait, meaning she won't be able to use it for some of her Oracle tricks. Is this trait missing from the card a mistake? Are there any other blessings in the history of the game that don't have the divine trait?