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I wanted to make my own character sheets, as there seems to be an unusual bias towards female characters.. female cleric, female rogue, female paladin, female barbarian!? I'm not sexist, I just can't get lost in a role playing elements of a game as a female character. Anyway, I wanted to change the artwork and background text so I could enjoy the role playing elements more. I just opened the PDF character sheet in Acrobat Pro, saved a copy (which strips most of the important security controls) then opened that copy in Illustrator where the layers can be easily edited. It's then a doddle to change what you want to. I had to build a replica single character token card to match, but that wasn't too hard (It's just a green border and a textured background. I printed both out on 300gsm card which is very nearly exactly the same. Then, as you keep the decks in the box, I cut out the left panel of the character sheet with all the stats on, which made a really handy character sheet that you could hold up.

To be fair though, there really should be an online character creation program. This is supposed to be a role playing'esk game, players should be able to make their own characters and the game should support that.

Hi Guys,

Loving the game!

Just a thought really, not sure if it's already been mentioned in some way or another on the forum. When our team completes each scenario there is a bit of an anti-climax of sorts. We have previously played Descent (2nd edition) and each scenario finishes with text depending on how it ended. That short paragraph of text really helps tie the scenario off and significantly adds to the thematic qualities, well it does for us anyway. As PathFinder is supposed to be a 'kind of' role playing experience wouldn't it be great if it too had ending texts? Even if just within a supplementary document written by the authors, downloadable from the website.... "The villain lies slain among the ashes of the...." and so on.

Even a fan made set of texts would be great!

I meant for spells that don't have divine. For example, if you're playing the cleric some spells don't have any skills that match you. So wouldn't you roll the 1D4? It states in the rules that you roll a 1D4 if you don't have a matching skill.

Am I doing this right?

The cleric doesn't have the arcane ability, which the vast majority of the spells require. So, if you try to use a spell, you roll a 1D4?

So, theoretically you could use a blessing to roll 2D4, maybe make the check, then banish the card because you don't have arcane ability.

Is that right?

I'm about to move away from solo play and into a multilayer game. The rules say that generally, unless a card says otherwise, it can be played at any time. However, from what I've seen so far, pretty much only the blessings can be played by other characters when it's not their turn, you and you alone make the check and deal with the encounter. So if you come across a chest, which needs someone with high dexterity (I know you can use melee but this is just an example), they can't really help you, other than with blessings, which isn't really leveraging their dexterity skills. So, I'm guessing you have to use skills that show what the top card is, then move the right character there if you can?

It seems odd that the only way you can help each other is with blessings? It's like each character giving each other moral support but not actually working together? :)

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Hi Guys,

My question is about what cards need to be in the box at what time. I thought you added the character add-on pack straight away, then added the cards from each adventure pack as you progressed through them. However, I've read somewhere about removing cards from the box by adventure pack 3? Is there a system or guide anywhere that tells you how to organise the cards in the box as you progress? I haven't read anything about this in the rules other than to add the cards as you go along.

Hope you can help,

Ah, perfect! Thanks guys! Really appreciate your time.

So once you have defeated the henchmen, do you then HAVE to immediately encounter the villain if they are in the deck?

Oh, I also had another similar question I forgot to ask. Regarding the monsters with a 'check then check'... if you fail the first check, do you then have to continue on to the next one?

Thanks as always guys,

Hi Guys,

Just played through the Approach on Thistletop scenario in adventure pack 1 with the cleric.

I had closed two locations and was working through the last one. I came across one of the henchmen, won, and so searched the deck for the villain, which of course had to be there. I banished the remaining cards and made the villain the entirety of that location, just as the rules say.

My first question is, do you HAVE to then encounter the villain? Or can you end your turn at that point?

Anyway I decided to HAVE to encounter the villain with few cards, took a hammering and lost but survived. Now, I've mentioned in another post that I believe the cleric is overpowered for solo play, and here is another example of why I think that.

I had a dozen or so cards left in the blessings deck, two closed locations and the villain in the third. So, I just used my heal power, traded in a divine card and discarded cards I didn't want and repeated this process going through about 6 or so blessing cards from the blessing deck. So, when finished I was near enough fully healed, with the cards I wanted ready to face the villain again. That can't be right can it? That just seems like a huge loop hole making the cleric character virtually unbeatable in solo play!

Am I missing something? Do you perhaps HAVE to encounter the villain each turn if they occupy a location alone?

Or perhaps you cannot use the heal power if there is no location to explore?

Would appreciate your help guys, I think this is the last puzzle to solve then I've totally got to grips with it all. :)

Ah yes, that makes sense, I forgot about having to heal other characters. I wasn't forgetting the other sacrifices but I still think that in a solo game, that power makes it significantly easier as a cleric than as any other character. You can just miss a couple of goes and nearly heal up completely! Plus, you have the cure spell as well from the beginning!

I've played a few times now solo and had little success with the rogue and ranger class. However, when I played with the cleric I smashed through the scenarios. The ability to heal each turn instead of having a free exploration seems like a massive imbalance compared to the other characters. Am I missing something?

Hi Guys,

I've looked through the FAQ and forums but can't find an answer to this, sorry if it's there but I've missed it.

The rules say you die if you 'cannot draw a card when required to' but it isn't clear if that's 'draw a card' or 'draw all the required cards' For example, if you have 2 cards in your hand and 2 left in your deck, then you take 3 damage you would discard all the cards in your hand. Technically you are 'required' to reset your hand to 5 cards or similar, but you only have 2 left. Does that mean you're character has died, or do you just draw the remaining two cards and carry on?

Thanks for your help guys,