Thanaldhu

eddiephlash's page

Organized Play Member. 349 posts (6,034 including aliases). No reviews. No lists. 1 wishlist. 29 Organized Play characters. 19 aliases.


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Very cool! I love the art style and use of miniatures. I'm intrigued by the 3d grid as that is something that doesn't get a ton of real use at the table, or even playing on Foundry.


Captain collateral damage wrote:

There's a few weird things about Grandfather Mantis that I'd like some clarification on in case I missed something obvious.

1, he's a minion, presumably of Yarrika. The problem is that this means he technically can't use his reaction, because minion's don't get reactions.
2, he has a weakness to positive damage, doesn't have the undead trait and doesn't have negative healing.
I'm guessing the author's intent is that he does get to use his reaction once per round, and either has negative healing or is harmed by both positive and negative damage?

I'm curious if there was ever consensus on this. My thought was to just run him as a creature instead of as a minion. That turns it into a team of 4 lvl 15 creatures which is about right.


I was curious about the differences between the ORC and OGL versions so I downloaded both, and it looks like the ORC version of the Heroes Handbook is missing the last two pages?


I do miss the One-shot format. My table still fondly talks about the finale encounter of Lionlodge. But I'm glad that the pfs scenarios and Bounties aren't going anywhere.

I'm running an AP now, but given my group's schedule, it is likely to go on for quite some time. I think in the future, I'll be sticking to the smaller/shorter adventure content. I am very thankful that these product lines will continue, and I encourage you to explore even more with starting levels.


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I love the old bounties. Micro adventures that you could insert into basically any campaign. Any thought on bringing these back in any way, possibly at higher level?


eddiephlash wrote:


Or maybe I'm over analyzing this, and my team will be fine. How has this encounter gone for your tables?

YEPPP!

My table trounce this thing in less than three rounds. It got one character to Enfeebled 1.

Why is it that the encounters I get nervous about always end up fine, while ones I think will be fine end up near tpks?


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Skittergoblin Cardmancer

At one point, we used this thread to highlight amazing accomplishments in PACG, and I have just experienced quite the devastating combo.

Playing the penultimate scenario of season 3, which has this rule:

3-6D wrote:

At the end of your turn, roll 1d6; you are dealt 1d4 damage of the following type:

1–2. Acid damage
3–4. Electricity damage
5–6. Fire damage

...which is already quite nasty paired with the adventure rule:

Adventure 6 wrote:
When you are dealt Acid, Electricity, or Fire damage, if that damage is neither reduced to 0 nor reduced by at least 2, suffer the scourge Curse of the Mummy.

And for those who forgot the lovely tier 6 curse:

Mummy's Curse wrote:
when you are dealt damage that is not reduced, bury 1 card you would discard as damage.

We decided to group up at Sky Pharaoh's Throne, which has this power: When you are dealt damage that is not reduced, bury 1 random card from your discard pile.

So which creature did I run into? Sard.

Sard wrote:
After you act, each character at your location is dealt 1d4+1 Electricity damage, then 1d4 Poison damage.

I of course have no damage reduction in hand, and I roll max damage on the elec, so even though I have two blessings (scenario power lets you bury a blessing to reduce any damage by 2), I'm going to be burying cards to the location. I decide to hand wipe and because of the location/scenario combo, end up burying a total of three cards to this madness.

After resetting my hand, I pull two damage reduction cards which are just in time to miss all the fun. And I haven't even seen how my companions have faired yet!

I love this game!


Skittergoblin Cardmancer

Because their words had forked no lightning they


Any advice on the Southeastern Watchtower Shadow encounter? Namely, the Shadow Spawn ability doesn't seem as adjusted for this variant creature as the rest of it's stats.

The lvl 4 Shadow spawns a copy of itself that is permanently clumsy 2.
The lvl 7 Greater Shadow spawns the base lvl 4 Shadow (without clumsy).
Which should this lvl 15 variant version Spawn?

Either of the two lower level creatures seem much too low leveled to be a significant factor in the encounter. Spawning a copy of the variant shadow, even making it clumsy turns this from a Severe encounter to an Extreme+ one. Maybe clumsy 2 on top of the weak adjustment? Or give it slowed for the first 1d4 rounds.

Or maybe I'm over analyzing this, and my team will be fine. How has this encounter gone for your tables?


Does Alchemical Weakness also affect persistent damage caused by, say, an alchemical bomb?


I also remember that at some point, a distinction was made between "when you encounter" and "before you act" being separate phases which also further complicates (or clarifies) things.


Yep, the free exploration is optional. If you forgo it, and use another card to explore, you then do not get to later use your free exploration.

The key phrasing:

Core Rulebook wrote:
You may explore your location once each turn without playing a card that allows you to explore; this must be your first exploration of your turn.


Whoa, ninja'd by Skizzerz, and with an opposite answer. ymmv apparently.


The Core rulebook back cover explicitly breaks down the steps:

Core Rulebook wrote:

Encountering a Card

Apply any effects that happen when you encounter a card. Apply any evasion effects.
Villain Step: Attempt to guard distant locations.
Apply any effects that happen before acting.
Attempt the check.
Attempt the next check, if needed.
Apply any effects that happen after acting.
Resolve the encounter.
Avenge the encounter.
Villain Step: If you defeat the villain, close the villain’s location. Villain Step: Determine whether the villain escapes.
Villain Step: If the villain has nowhere to escape to, you win!

So in your case, Incendiary Cloud can be played before the guard/temp close attempts.


Skittergoblin Cardmancer

Bump post.


VerBeeker wrote:
So, will we be able to take classes from Pathfinder and vice versa and be able to slot them into each game with little issue or no? Just curious.

They've essentially said as much. Probably sources from the other "universe" would be considered Rare/Uncommon, but mechanically it should just work.


Such a cool concept for an AP. Looking forward to checking it out. I love that Paizo are continuing to experiment with different lengths and formats for APs, I really hope this 4-parter does well.

Quote:
You’ll begin as 1st-level characters who, if you haven’t lived in Willowshore your whole lives, have come to be recognized and welcomed as locals after arriving in town in the recent past.

I really like the GMG idea of lvl 0 characters, and would love to see if people could come up with some mini-adventure that introduces characters to the world while filling in the gaps here.


Thanks. Yeah, I feel like I've been pretty generous in what they get. The casters each have extra staves, wands, etc. Alchemist has Ring of the Ram and some other utility things.

I'll definitely keep reminding them of the shops around, and ruminate on the feather power - if they are indeed wiped out of slots early in the day, I may enact it.


I'm running this for my table of a bomber Alchemist, Wizard, Bard, and Monk.

Even though I heavily sign-posted long days ahead, they are nearly out of top level spells 2.5 combats into the temple and I'm getting nerveous.

Given that 3 of the characters are daily resource dependent, and worrying that the long days in Book 1 will undoubtedly lead the characters to being tapped out by noon, I was thinking of offering the following power to the Phoenix Necklace:

Activate 10 minutes (envision, Interact); Effect The necklace consumes one of the attached silver feathers and allows the party to take the effects of a full night's Rest. You may then spend the next hour making daily preparations, ignoring the usual once per day limit. Activating this ability is particularly costly and every activation requires consuming one more silver feather than the previous activation.

This, to me, allows them to be a bit more blasty with their spells and bombs, while still punishing being too loose (both by taking a feather and an hour of the day away). Are there any drawbacks others can see with this? Has anybody else run this AP with a caster-heavy party?


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Sipping my tea and remembering when folks were up in arms about PF2E when it was launched, and seeing lots of similar comments here.

For me, this is nothing but good news! It makes sense from a business perspective, and will undoubtedly have a strong impact on the community and Organized Play. I've always been Starfinder-curious, and this seems like the perfect excuse to jump in!


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I don't care about ancestry/background/gender, all PCs in my group if I run this will be required to have a beard.


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Seelah-ACG wrote:
Is there anyone to talk to if a GM doesn't give out Chronicle sheets after a game or games?

Card Society is effectively dead, so reporting is increasingly irrelevant. I'm not sure many games from the last couple years are still being reported. If desired for your own records, you can make your own chronicle, using the template here.


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Thanks everybody for sharing their stories, June always holds so many heavy feelings and emotions. Everybody is deserving of love and respect!


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I consider myself a fairly new GM still, even after playing for a couple years, I've still only ran games with my one group.

How I handle rarity, isn't something I've ever thought very intentionally about.

Common things are things they can assume freely exist in the world. Things they can buy in stores, types of people they interact with on a semi-regular basis, deities they've heard of, abilities they are expected to be able to learn, etc.

Uncommon/Rare things are always "just ask me first". I'll probably say yes, unless I don't think it fits with the themes/setting/mechanics as we've been playing.

This is definitely not a one size fits all. Some uncommon things that are a hard "no" in a small town might be available in a larger town. Or I might bump up the price. For uncommon/rare feats they want to take, I usually want an in-character/story reason why it makes sense for them to have access to this thing.

The game I run is fairly globe-trotting, so most things have been/will be on the table at some point, but if I were running a more region-specific campaign, like Frozen Flame, then these things would be MUCH harder to come by, and even some common options could be locked out.


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I feel vindicated. The Wood Golem appearance that used in a game I ran nearly wiped the mostly ranged party, and it did kill their intern. That thing is vicious!

Wonderful write up as always! I dream of playing at such a well produced table someday!


WHOA! So much exciting stuff here. All the more reason for Fists of the Ruby Phoenix to get the Premium Foundry Module treatment!


(not author or dev, but currently running this)

Cha + Prof + lvl so +16 if trained, +18 if expert. Given that her Bard spell DC is 28, I'd say Performance of +18 is appropriate.


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Here you go!


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Skittergoblin Cardmancer
Matsu Kurisu wrote:


Sorry been offline with Covid :-(
Has the player sign ups for PACG opened up?
If so, can you point me to instructions?
Thanks!
redeux wrote:

I forgot Gameday is different and player sign-ups open immediately (as games are being offered).

So if any BR's are starting new games, please post your game in the the Recruitment tab.

Thanks!

So player and gm signups are both live, though we are too late for adventure support at this point. I haven't seen a ton of activity on the recruitment tab, so I'm not aware of new campaigns starting up at this point.


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Skittergoblin Cardmancer

You always get a hero point with a successful scenario. Since 1-1 grants you a specific feat, you get that as well. So you can each take 2 skill feats, or a skill feat and a power/card feat, or a skill feat and save your other hero point.

Regardless, for the rest of the campaign, your maximum number of Skill feats is now equal to #+1, and any future skill feats granted to you when you are already at this maximum will be converted to hero points.


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I think ACG fans have known what was up for some time now, but it is very nice to get some actual acknowledgement from Paizo that things are no longer continuing. I hope that one day the stars will align to bring back (some version of) my favorite board game of all time.

Until then, I have ongoing pbp games, semi-regular games via tabletop simulator, and I have no plans to get rid of all my physical copies, and I look forward to playing them with my kids one day.


This is a really cool endeavor. I hope it brings more people over to check out 2e, but in top of that, I hope it brings Paizo a share of that 5e revenue.


I'm a bit tapped out at the moment, but I dropped a link to the invite in a couple relevant discords.


This sounds fun! I'm curious to see how it goes.

I agree that depending on the characters being played, that you might need to make some adjustments based on keywords. Finesse, and Mental come to mind, as well as specific deities and energy types.

I've played with shuffling in cards from particular character decks that are being played, and that works quite well.


If you have Core and Curse, I strongly recommend season 6. It has some really fun scenarios and gives you new powers that, IMO, fix the Base.

I'd also recommend the Mummy's Mask seasons, Plundered Tombs and Factions Favor as they both really expanded the concepts brought to the MM box set.

If you're still hungry, there are a few one-off scenarios and mini adventures for Core+Curse which are all worth checking out (included in the above links).


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If you still play Pathfinder Adventure Card Game, I highly recommend A Night at Bloodthorne Manor, which is a very fun standalone adventure that takes place in a haunted house.

Store Link


Skittergoblin Cardmancer

Season 4: Season of Faction's Favor

Since its creation, the Pathfinder Society has trained and sponsored archaeologists, scholars, and adventurers of all stripes to uncover the world’s historical secrets. More than 400 years later, the Society practically spans the globe, from its Grand Lodge headquarters in Absalom to more humble lodges continents away. With this reach comes influence, not only through the Pathfinder Chronicles that make famous the Society’s greatest agents, but also through the organization’s growing power wherever it creates a new base of operations.

This fame and power has attracted the envious, the ambitious, and the downright villainous. Although Pathfinders have clashed with avaricious rivals like the Aspis Consortium, power-hungry tyrants like the runelords, and catastrophic threats like the abyssal Worldwound, the Society’s influence has also attracted factions that sought to recruit Pathfinder agents, control the organization, or usurp its resources. After nearly a decade of factions clashing with each other and then being brought in line, these groups have at last reached a fairly peaceful equilibrium. Each now contributes its own expertise to the Society’s greater goals.

That transition has been anything but bloodless. Two of the greatest faction rivals were Baron Jacquo Dalsine (representing Taldor’s failed ploy to seize control of Absalom politically) and Pasha Muhlia al-Jakri (representing Qadira’s desire to usurp Absalom through economic dominance). The two clashed regularly, and their conflict came to a head when Dalsine’s cousin killed al-Jakri’s sister. The pasha had come to expect casualties in their shadow war, but this act drove her to kill the baron and abandon the Pathfinder Society entirely for having entertained such internecine squabbles in the first place.

Pasha Muhlia al-Jakri has since tried to rebuild her career with other organizations, yet each time her increasingly criminal ambitions led her into conflict with the Society. For more than six years her anger toward the Pathfinders has grown. Other villains thwarted by the Society have sought her out, and together they recently launched an attack on Absalom using her intelligence to gain a critical advantage. Although the Society helped the city fend off this invasion, it’s only a matter of time before al-Jakri gathers new allies and strikes again.

The Society’s reformed factions have taken it upon themselves to help track down this renegade, recognizing that their past infighting contributed to al-Jakri’s downward spiral into treachery. With their guidance, it’s up to you to track down the pasha, thwart her schemes, and unravel the conspiracies she has woven across the Inner Sea.

Adventure 4-1: Chasing Yellow Sails

Still recovering from the fierce battle for Absalom, the Pathfinder Society was appalled to hear reports that a former ally—onetime faction leader Pasha Muhlia al-Jakri—helped coordinate the betrayal and subsequent two- pronged attack that had threatened the city. Though citizens, soldiers, and Pathfinders alike rose up to thwart the foul plot, the assassin al-Jakri managed a narrow escape. Not only is the Pathfinder Society embarrassed to have trusted a betrayer for so many years, but it is horrified that she used Society connections to nearly bring Absalom to its knees. Uncertain whether she may possess other secrets or allies, the Pathfinder Society desperately needs to track down and capture al-Jakri before she can hatch any other sinister plots. You have been set the task of bringing her to justice.

After some preliminary investigation, it becomes clear that most of al-Jakri’s lieutenants perished in the battle. There is one who was seen escaping, however: a Keleshite man named Satyar Siddique. He was last seen boarding a ship that was then intercepted by a large galley bearing the infamous yellow sails of an Okeno slaving ship. Siddique is now undoubtedly being ferried to Stonespine Island off the coast of Katapesh to be auctioned off at Okeno’s notorious Fleshfairs—markets where slaves of all races and nationalities are sold like chattel. If the Society wants any chance of stopping anything al-Jakri may be setting in motion, you must track down Siddique and convince him to share what he knows. Every moment you delay brings him a greater risk of being traded, tortured, or killed by slavers who are unaware how valuable he is.

Venture-Captain Roderus of the Winding Road Lodge, one of the Pathfinder Society’s local headquarters in Katapesh, has done all he can to equip you for your mission and warn you of the cruel gnolls that are seen as villains elsewhere yet are welcome in Okeno. You’ll cross to Stonespine Island on a merchant ship, and from there you must keep a low profile to avoid unwanted attention. Into the Yellow City of Okeno you must go, with hopes you will not fall to a slaver’s noose.

I like to use the Campaign Info tab for tracking things like loot, trader options, unique season rules etc. Pertinent info will also always be in the box update posts.


Skittergoblin Cardmancer

This is the discussion page. Please post here the character you plan on using, and any boons they will be starting with.


Skittergoblin Cardmancer

Welcome to the Season of Faction's Favor! This is the gameplay thread. Please dot in! More info will come shortly.


Matsu Kurisu wrote:
Bigguyinblack wrote:
At some point, Possibly after the Gameday, Could we get a run of season 4 going?
I will be down for that

I'm signed up to run a season 3 table, but would be happy to switch it to season 4 if there's more interest there.


This would be a great project for the community continuation of the card game. Both keeping track of traits, and adding the newer traits to older cards.


Skittergoblin Cardmancer

Hi! I'm a bit of a S&S Novice, its the set I'm least experienced with, though I'm wrapping up a season 5 PBP table soon.


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I love this game and this community so much. It sounds like hyperbole, but finding this game literally saved my life.

Thanks to all the folks in this thread sharing their thoughts, feelings, and opinions; thanks especially to Keith for a peek behind the curtain.

I for one have no intentions of quitting the game. I continue to run games as part of the Mindscape weekly lodge online in Tabletop Simulator (find us on Discord and Warhorn - next week I'm starting a year 6 game running Thursday nights). I still have a home game of Wrath set up on my side desk that I take an occasional turn during downtime at work. And I very much look forward to playing with my kids once they get older.


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Oh this is so rad! I'm excited to check this out, and to dust off my old MM box!


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A Pathfinder Adventure Card Game postmortem panel would be my biggest dream announcement.

Well, second only to Starfinder Adventure Card Game Announced! wishful thinking.


Sounds fun! Glad we get one last ride!


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Michael Sayre wrote:


Do you know what stances/styles the monk might be taking and what class paths the other classes are looking at, or is that also part of what you're looking for advice on?

Yea, the Monk in particular is probably the least planned out character at the moment, and also the least experienced player. Some of the other comments encouraged focusing on Str and Athletics, so we'll look at the options around there.

Thanks to all!


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Hi, I'm running a game for a group that is new to second edition, and they've selected Monk, Wizard, Alchemist, and Bard for their characters' classes. I'm a new BR, but we all have a decent amount of RPG experience from other systems.

With this party, I'm imagining that encounters will entail the Monk constantly surrounded on the front lines, while the Alchemist and Wizard run around lighting things on fire, and the Bard helplessly trying to keep everybody on their feet.

Are there any particular considerations in terms of equipment or starting skills/feats/proficiencies that you would recommend? Or ways I can modify encounters to make them balanced and fun for the full group?

Thanks in advance!


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PwrSrg wrote:
So it has now been another 9 months. ANYTHING??

The recent blog announced that the society component of the game is over, with a finale special/open at Paizocon next month.

The card game itself has had no such official announcement, though it is through general understanding that it is similarly over.

There remains an active pbp and tts playing groups at the forum and the Discord, the later of which has some folks investigating some shared user-created content.


How about one where the villain is defeated with a punch?