Agathion, Leonal

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This isn't an incredibly important question, but ... Rod of the Viper is a mace? It sure looks more like a staff. I'm only asking because a friend of mine has made a homebrew character with a power related to staffs (staves?), so in normal gameplay not a big deal, I think. But I was just wondering if there is any reason, maybe from the RPG or something, why it should have the Mace trait instead of the Staff trait? I suppose it depends on how you would wield it...


Hello smart people. We have just started Wrath deck 4 and we are confused by this new barrier. The exact wording is:

"If undefeated, discard a number of cards from your deck equal to your hand size; otherwise, discard a number of cards from your deck equal to half your hand size, rounded down."

At first I was confused because I thought that both sides of the semi colon applied to it being undefeated. That would be silly, so I assume that the second half applies to it being anything other than undefeated. My friend says that if he evades the barrier he gets to ignore all powers on the card.


Hi guys, I was wondering if you could help me with this. Can't seem to find it mentioned on this forum or in the rule book …

The villain Nulkineth in Wrath deck 2 says, "The damage death by Nulkineth is increased by your Divine bonus." What exactly is a Divine bonus? Does it include skill feat modifiers? For example, if im playing Adowyn, who has Divine: Wisdom +1, and I have the first box ticked in her Wisdom, and I take damage from Nulkineth … is that damage increased by 1 or 2?

I don't mean to be pedantic, but I know sometimes specific words have specific meanings in pathfinder, so I'm wondering if I'm missing something. The rule book mentions modifiers on page 7, but I can't see anything about bonuses (boni?) Thanks!


Just theorizing here... (apologies in advance if this opens a can of worms!)

When a character dies during an encounter, does that end the encounter? Say you died because of a monster's "before you act" power, could someone cast Raise Dead immediately so you could revive and attempt to defeat the monster?

My guess is no, since you're not really playing a card that affects the encounter. But then is the monster undefeated? Or just "not defeated", (i.e. evaded)?

For that matter, if you die before you end your turn, do you immediately end your turn? From the rulebook: "Bury your deck, hand, and discard pile. You cannot take turns, play cards, move, or do anything else for the rest of this scenario." (emphasis mine) So does that mean your turn is over? Or, using math terms, your turn immediately becomes { }

And Raise Dead says, "Discard this card and choose a dead character. His player shuffles 10 of his buried cards at random into his character deck and draws a new hand. The character is no longer dead." It doesn't specify when you can play it, so (again, just theorizing), say I die before the end of my turn, and someone casts Raise Dead on me. Could I then play a card or continue exploring?

Just wondering whether any of you have come across a situation like this, and how you played it?


I'm just wondering, has anyone played Olenjack through an entire AP and which role did you chose, and how well did it work? In one of my groups, we are one scenario away from completing deck 3 in S&S, and I'm actually torn. I really like the character, but there isn't a lot of Olenjack discussion I can find - on here or anywhere.

At the moment I'm leaning toward Spider, because of the cool ability to negate all Poison damage. But how useful is this going to be in later decks of S&S? It would be nice not to have to wait until I draw my Masterwork Tools before I can comfortably add poison to my combat check. At the moment it can sometimes clog up my hand. Also, I'm the only one in my group with Perception, so being able to draw when I succeed at Perception would be nice.

On the other hand, I am also the only one in my group with Diplomacy. If I focused on this it could be awesome. As Guild Leader, I can recharge the allies I display, and cycling is key, right?

Does anyone else have experience playing as him?


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You have your morning cup of coffee and think, "For each spoon of sugar I can add 1d6 to my Productivity check this morning."

You go for lunch and think, "I will banish this sandwich to recharge 1 random card from my discard pile."

You go out for a drink after work with a good looking friend and think, "I am revealing this ally to add 2 to my Charisma check."

You get home at the end of the day and the door is locked and think, "Succeed at a Disable 6 check to open this location."


So, with all this talk about demons and the abyss, my brain switched on its creative juices (slow work day) and I spent practically my whole lunch hour creating a new character: the Warlock.

My idea is that the Warlock has command over life forces, using his health to increase his power, and drawing health back from defeated enemies. Almost in an anti-divine kind of way (and modelled after a similar warlock-type character in another game.) Obviously still a work in progress, but I thought I'd post it here in case anyone had some feedback or other interesting ideas to add to roles. Could be interesting to play with in the new WotR adventure path, though of course we have yet to see what new features are arriving.

Warlock

Skills
Strength: d4 []+1
Dexterity: d6 []+1 []+2
Constitution: d8 []+1 []+2
- Fortitude: Con +1
Intelligence: d6 []+1 []+2
Wisdom: d8 []+1 []+2 []+3 []+4
- Survival: Wis +1
Charisma: d10 []+1 []+2 []+3 []+4
- Arcane: Cha +3

Powers
• Hand Size: 5 []6
• Proficiencies: [] Light Armor
• You may discard any number of cards from your deck to add 1 ([] 2) for each card to your check.
• When you defeat a monster you may recharge a random card from your discard pile.
• [] Instead of your first exploration on a turn, you may bury an ally to recharge 1d4+1 cards from your discard pile.

Favored Card Type: Spell
Weapon: -
Spell: 4 []5 []6 []7
Armor: 2 []3
Item: 3 []4 []5
Ally: 4 []5 []6
Blessing: 2 []3 []4

Role card
Demon’s Bane (geared towards destruction, more "evil")
• Hand Size: 5 []6 []7 []8
• Proficiencies: [] Light Armor
• You may discard any number of cards from your deck to add 1 ([] 2) for each card to your check.
• When you defeat a monster you may recharge a random card from your discard pile.
• [] Instead of your first exploration on a turn, you may bury an ally to recharge 1d4+1 cards from your discard pile.
• [] You automatically succeed at your check to recharge a spell that was played during an encounter with a bane with the Demon or Devil trait.
• [] If you fail your check to defeat a bane with the Demon or Devil trait, you may discard a card to reroll one die; you must take the second result.
• [] When you defeat a non-villain monster with the Demon or Devil trait and would banish it, you may add it to your hand. You may banish a monster from your hand to add 1d6 to a combat check at your location.
• [] If the number of cards in your deck is less than your hand size, you may discard a card to add 1 die to any combat check.
• [] You may evade your encounter with a card with the Corrupted trait.

Role card
Soul Siphon (geared towards healing and helping others in combat, slightly less "evil")
• Hand Size: 5 []6 []7
• Proficiencies: [] Light Armor
• You may discard any number of cards from your deck to add 1 ([] 2) for each card to your check.
• When you defeat a monster you may recharge a random card from your discard pile ([] or another character at your location may recharge a random card from her discard pile.)
• [] Instead of your first exploration on a turn, you may bury an ally to recharge 1d4+1 cards from your discard pile ([] or to allow another character at your location to recharge 1d4+1 cards from her discard pile.)
• [] On your turn, you may discard an ally to search the discard pile of another character at your location for an ally and recharge it.
• [] (Something about the Corrupted trait?)
• [] You gain the skill Divine: Wisdom +2.


Cape of escape has been mentioned before, but I couldn't find an answer to this:

"Bury this card to move, or to evade an encounter and then move."

In a scenario like Press Ganged!, where there is only one location, am I allowed to play Cape of Escape to evade an encounter, even though I cannot technically move? Does this fall under "ignore things that are impossible" or "cards don't do what they don't say"?


Slowly (Finally!) getting my friends into the Skull & Shackles decks.

Pirate Hunting is a barrier with the Task trait, and has you summon and encounter a random ship. If the summoned ship is defeated, the barrier is also defeated.

One of the powers on the Rum Bottle states, "Banish this card to defeat a barrier that has the Task trait."

First question: Can you play the Rum Bottle to defeat Pirate Hunting? One of my friends did this the other day and something about this feels really wrong to me. Surely you are encountering the ship, which does not have the Task trait? (Don't attack my ship, you filthy pirates! Here, take this rum instead, and be off!)

Likewise, Siwar from the Bard class deck has a power that states, "When you attempt to defeat a barrier that has the Skirmish or Task trait, you may use your Diplomacy skill in place of any skill listed for the check."

So the second question is: Can she use her Diplomacy skill when encountering the ship? Pirate Hunting does not have a skill listed; instead it says "See Below", so I would think no. However, it feels like the intent of the barrier is to replace itself with a ship, and defeating the summoned ship defeats the barrier, so I could understand why this might be possible. Any thoughts?


Hello all, first time poster here. :) I've been following this forum for a while and my friends and I have referred to it countless numbers of times while playing. I am absolutely obsessed with PACG and a self-professed rules police (sorry).

I have noticed in other posts (particularly the conversation about the Restoration exploit) that when you use the Staff of Minor Healing, you recharge the healed card first, and then recharge the staff, so that the staff is then at the bottom of the character deck. The card itself says, "Recharge this card ... to recharge 1 random card ..." which makes sense to me that you would recharge the staff *first* to recharge the random, healed card.

This is in comparison with a card like the Surgeon, who specifically states: "Display this card to [heal a card]. Then recharge this card." (Though admittedly, that may be because you shuffle the healed card instead of recharging it.) I would say that if the designers intended you to recharge the healed card first and the Staff second, it would say something similar.

At the moment we play with a house rule that says you recharge the staff first, and then recharge the healed card, just to stay consistent. But what is the reasoning behind this?

Apologies if this is answered somewhere else; can't seem to find anything on it.