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Hey guys, sorry if this question has been asked before, but I couldn't find anything on it in the forums. If you are directed by a card, location, or scenario rule to shuffle a henchman into a location deck from the box and you defeat that henchman before the henchman normally associated with the scenario, can you still close the location?

I.e.: Shuffling Cultists of Baphomet into a random location deck in "Lair of the Vile and Vicious" (WotR)?

How does this work for scenarios like "Traitor's Lodge"? Say I elect to shuffle a Wight from one location into another location for the extra loot. If I run into any Wight in that location deck, do I get to close the location? Does this work for a henchman that does not have multiples in the same scenario?

And while I'm asking, I wanted to squeeze one more in I'm unsure of: when you add a die to a roll (playing a blessing etc.) do you just add the base die or do you add the Skill and any Skill feats you have taken to the roll?

I.e.: Alain plays a lance and gets 1d10+2 for Melee and then gets 1d8 from the lance. If a blessing is played, does he get 1d10 or 1d10+2 again?

Thanks for any help!


Hey, guys. This is my first time posting on these boards and I was hoping to get some help in balancing this character for the Adventure Card game. But first, a little backstory:

I only got into Pathfinder somewhat recently when a friend of mine introduced it to me about a year ago. He originally GMed two person games for me (him as GM and me as a PC), but he didn't have time to play as much as I wanted, so I began GMing. I've GMed small groups (2 to 3 people including myself with a GMPC, but GMing is a lot of work and now that I am in a new semester of college, I just don't have as much time as I did over the summer. So the long and short of it is that I decided to try the ACG, fell in love with how it streamlines the best parts of Pathfinder and bought WotR almost immediately after trying the mobile app.

The only thing I dislike about the game is the lack of definition in the rules to create custom characters which is my favorite part of Pathfinder. I read around and learned as much as I could about balancing, and I have attempted to translate my very first character over for the ACG. I think I have the stats pretty tightly balanced, but powers are harder to quantify and I'm pretty inexperienced with the system having played only about a week.

I did consult KShell's excellent 22 rule post and got around a 25 last I checked with this metric and used Siygess' similarly awesome stat post to keep my stats in line. so I need some feedback. I have playtested the character and so far his base roles feel pretty close to the official characters I've played, though Lifebond may need some tweaking; I'm not sure if it heals too much or not. I have not tested the role cards yet since I'm still in the base adventure, but I'm going for offense/tanking vs. healing and utility.

For context, I'm currently playing WotR with a single player, four character party of my Aasimar, Alain, Kasmir from the Witch class deck, and Imrijka, but I want this character to be playable in any set. Also, apologies in advance for the long post and any inconsistent language in the rules (I've tweaked the text extensively).

Enoch Arlon:
1d4 STR [ ] 1
1d6 DEX [ ]1 [ ]2
1d4 CON [ ] 1 [ ] 2
1d8 INT [ ]1 [ ]2 [ ]3
Craft: INT+1
1d8 WIS [ ] 1 [ ] 2 [ ] 3
Perception: WIS+2
1d12 CHA [ ] 1 [ ] 2 [ ] 3 [ ] 4
Arcane:CHA+2 Divine: CHA+2 Diplomacy: CHA+2
Cards: Favored-Blessing/Hand Size: 6 7 [ ]
0 Weapon
0 Armor
1 Items 2[ ] 3[ ]
3 Spells 4[ ] 5[ ] 6[ ]
5 Allies 6[ ] 7[ ]
6 Blessings 7[ ] 8[ ] 9[ ]

Powers:
Atonement: Once per turn (Always [ ]), if you would pay a penalty involving a blessing in your hand to activate a power or cohort ability, you may reduce the penalty by up to one step. This power may only be used once per each instance of a card.

Maker's Call: Before you make a combat check to defeat a bane, banish a blessing or discard a spell with the arcane trait to draw a random monster card with the outsider trait from the box with a number equal to the adventure deck ([ ] +1). Use the acquire check you are most suited to meet to determine if it has a higher acquire check than the bane, and if so, the bane is automatically defeated and you banish the drawn card. If it is not, add the card you drew to your hand and make your roll as normal. Any monsters gained this way are banished when played, can be kept between games as an ally, and add any of their abilities to add or reduce damage to their acquire check during a combat encounter. You cannot add to a monster check unless it is part of the monster's ability or you are using a power that states otherwise.

Life Bond: As long as Zedekiel is displayed, you may banish a blessing or ally to recharge a number of cards from your discard pile into your deck equal to the acquire check you are best suited for. If the card has no check to acquire, roll 1d4. You may not explore through any means for the rest of the turn after using this ability. [ ] You may instead apply this ability to another character at your location.

Cohort: Zedekiel- Display this card. While displayed, you may bury any number of blessings. If you do so, roll 1d6 for each blessing you discarded. You automatically negate that much damage for each instance of damage you receive for the rest of the turn. If the damage mitigated this way is at least half the difficulty of an enemy bane, automatically defeat that bane. Additionally, you may discard a blessing or a spell with the divine trait to use your Divine skill in place of your Strength or Ranged dice on a combat roll and add the Magic and Divine traits. If you would fail this roll against an enemy with the Demon, Devil, Fiend or Undead traits, you may reroll your Divine die and take the new result.

Roles:
Celestial Commander:

Blessed by the Celestial Gods to fight the forces of evil, the celestial commander has been granted many abilities that allow him to effectively command the forces of good. Can call upon hosts of allies to aid in the fight, bind even the evillest of adversaries to his will, and master the tactics required to direct his Eidolon so that none of his allies may come to harm. Especially effective against threats that are foreign to this world.

Atonement/Retribution: Once per turn (Always [ ]), if you would pay a penalty involving a blessing in your hand to activate a power or cohort ability, you may reduce the penalty by up to one step. This power may only be used once per each instance of a card. [ ] You may gain a mythic charge anytime you at least bury a blessing if you are playing a campaign with mythic paths. Otherwise, you may accrue up to five retributions and add 1 to any check for each retribution you choose to use.

Maker's Call: Before you make a combat check to defeat a bane, banish a blessing or discard a spell with the arcane trait to draw a random monster card with the outsider trait from the box with a number equal to the adventure deck ([ ] +1, [ ] +2 and apply your mythic path/retribution bonus to the check if you are at the highest adventure number). Use the acquire check you are most suited to meet to determine if it has a higher acquire check than the bane, and if so, the bane is automatically defeated and you banish the drawn card. If it is not, add the card you drew to your hand and make your roll as normal. Any monsters gained this way are banished when played, can be kept between games as an ally, and add any of their abilities to add or reduce damage to their acquire check during a combat encounter.

Summoner's Gate/Planar Binding: [ ] You may bury two of any combination of blessings, spells, or monsters. Reveal three random monster cards from the box equal to the adventure deck number. Make checks as if you were defeating each of them in turn, except you take no damage if you don't defeat them. For each bane you overcome, add that card to your hand. You can play it as an ally against banes using it’s acquire difficulty in place of a roll. [ ] You may instead discard your hand and draw a new one to immediately search your location deck for a henchman (but not a villain) and attempt to defeat it. If you do, add it to your hand. If all other locations are closed, you may not use this ability. If you fail, bury all cards that you discarded to use this ability. Any cards gained this way are banished automatically after being played.

Shield Ally/Greater Shield Ally: [ ] You may skip your next exploration phase to allow an ally at your location (adjacent to your location [ ]) to make use of Zedekiel's damage reduction. Blessings may be discarded from either hand, but only Enoch may reduce penalties on cards in his hand. Whenever Zedekiel reduces damage for anyone, increase his reduction die to 1d8.

Life Bond/Angelic Blood: As long as Zedekiel is displayed, you may banish a blessing or ally to recharge a number of cards from your discard pile into your deck equal to the acquire check you are best suited for. If the card has no check to acquire, roll 1d4. You may not explore through any means for the rest of the turn after using this ability. [ ] You may instead apply this ability to another character at your location. [ ] Damage can no longer force you to completely empty your hand. Effects that ask you to discard may still empty your hand below 1.

Planar Lore: [ ] Reduce the difficulty to defeat any bane with the outsider type by 1d4.

Angelkin:

Angelkin are mortal paragons of exceptional beauty, and they serve as exemplars of good and light regardless of the myriad forms they may take. Has uncanny restorative abilities, can change form at will to fit any situation, fly upon the wings of an angel to avoid dire threats, and even see through the eyes of the Gods themselves.
Particularly effective against necromancy and other forces that violate the sanctity of life.

Atonement/Deliverance: Once per turn (Always [ ]), if you would pay a penalty involving a blessing in your hand to activate a power or cohort ability, you may reduce the penalty by up to one step ([ ] two steps). This power may only be used once per each instance of a card.

Maker's Call/Alter Self: Before you make a combat check to defeat a bane, banish a blessing or discard a spell with the arcane trait to draw a random monster card with the outsider trait from the box with a number equal to the adventure deck ([ ] +1). Use the acquire check you are most suited to meet to determine if it has a higher acquire check than the bane, and if so, the bane is automatically defeated and you banish the drawn card. If it is not, add the card you drew to your hand and make your roll as normal. Any monsters gained this way are banished when played, can be kept between games as an ally, and add any of their abilities to add or reduce damage to their acquire check during a combat encounter. [ ] Once per turn, you may gain the die based ability of any ally card in your hand. This is activated like any other power. You add your own die for that skill to the chosen ability. You may not explore for the rest of the turn after activating your copied power. If the power is not used by the end of turn, it is wasted.

Life Bond/Shared Spell: As long as Zedekiel is displayed, you may banish a blessing or ally to recharge a number of cards from your discard pile into your deck equal to the acquire check you are best suited for. If the card has no check to acquire, roll 1d4. You may not explore through any means for the rest of the turn after using this ability. [ ] You may instead apply this ability to another character at your location. [ ] When assisting an ally with a blessing or a divine spell, you may roll 1d4 and recharge one card at random from their discard pile into their deck if you make a low roll (1-2) or two cards if you roll high (3-4). If you cast a divine spell on an ally at your location, all allies benefit from the spell for it’s duration until the end of their next turn.

Planetar's Visions: [ ] Once per turn, bury a blessing to choose a card type and search the top three cards from your location deck. Place any number of those cards on the top or bottom of the deck in any order. [ ] You may instead bury an ally before a combat roll to prevent a bane from prohibiting you from using cards or increasing its difficulty check by any means.
Angel Wings: [ ] You may automatically succeed your Acrobatics check to defeat an obstacle (and/or [ ]evade a monster type bane and explore again once per turn.)

Religion Lore: [ ] Automatically reduce the difficulty to defeat any bane with the Undead type by 1d4.

If anyone who is highly familiar with the mechanics of the ACG could give me some tips I would REALLY appreciate it! Thanks!