Feiya

isaic16's page

Organized Play Member. 809 posts (812 including aliases). No reviews. No lists. 3 wishlists. 5 Organized Play characters. 1 alias.




Hi,

I'm DMing a campaign for Ironfang Invasion, and one of the characters got permanent negative levels while still in the woods. Since they don't really have access to civilization for a while, I was wondering if they had any recourse that would be available to characters of that level. I don't want one character to be stuck two levels behind the rest of the group for another adventure and a half, but I don't want to just deus-ex-machina the problem away. Can you think of any suggestions I might give the players for ways to remove it that they could access?

Thank you!


Hi,

My wife and I recently started a new play of Dragon's Demand, with our usual 6-character group, and I noticed an issue. For our particular set-up (Harsk, Seoni, Amiri, Meresiel, Seelah, Lem) we did not have enough level 0 allies or blessings. To keep the game going, I just shuffled the level 1 blessings and allies and randomly filled up the remaining decks appropriately. However, I wanted to know if there should be an official ruling for this case, since all of the level 0 card counts are right on the border of insufficient (we had I think 1 extra weapon and 0 extra items).

On another note, we found it generally unsatisfying that there were so many un-keepable boons when you have all of them available as it is in Dragon's Demand. I proposed house-ruling that by default all 1-level boons be chosen first, then supplemented with level 2 and 3, but I was curious what others' thoughts were on that proposal.


I set the above order up last week, and I noted that it hasn't shipped yet. The order is part of a birthday present that I need by the 17th. If it's waiting for part of the order to come in, can I set it up to get all or most of it started, so I can get as much as possible in time for the event?

Thank you for your help!


Hi all. I've just put together a few characters. I haven't done many update passes on them, so they're still rough, but I've got a deadline on getting them done, so I wanted them out in the public ASAP for review.

The character designs (names removed to protect the innocent) are essentially designs to represent myself and my girlfriend, as part of a birthday gift I'm planning for her, hence the not very archetypal concepts. I tied to still make them feasible characters in game, though, so let me know what you think!

Character 1:

Strength d8 [] [] []
Dexterity d6 []
Constitution d8 [] [] []
-Fortitude Con+1
Intelligence d12 [] [] [] []
-Knowledge Int+2
Wisdom d4 []
Charism d6 [] [] []
-Diplomacy Cha+2

Favored Card: Armor
Weapon: 1 [] []
Spell: -
Armor: 2 []
Item: 4 [] [] []
Ally: 3 []
Blessing: 5 [] [] []

Hand Size 5 []6
Proficiency: Light Armor
Recharge an Item ([] or Blessing) to use your knowledge skill in place of your Melee ([] or Arcane or Divine) skill.
When a character at your location encounters a monster, you may discard a card to reduce the difficulty of checks to defeat that monster by your diplomacy skill.

Character 2

Strength: d6 [] []
Dexterity: d4
Constitution: d6 []
Intelligence: d8 [] [] [] []
-Knowledge: Int+1
Wisdom: d8 [] [] [] []
-Survival: Wis+2
Charisma: d10 [] [] [] []
-Divine: Cha+2

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

Hand Size: 6 []7
You may display Allies that have the Rat trait. Characters at your location add +1 to checks to acquire ([] or to defeat) for each displayed rat. If they succeed on the check to acquire, they recharge the acquired card and you recharge a displayed Rat. If you fail a combat check, recharge all displayed rats.
If a character at your location would fail a check, you may discard a card to allow them to reroll 1 die ([] or two dice) ([] and add 1d4).


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We got the Mummy's Mask base set and character addon a few days ago, and started with our big six player group. Yesterday, we started a Sandstorm of Malevolent Will, and had the longest turn in history. Our Magus flipped the blessing at the start of the turn, and revealed sandstorm. Okay, now 6 players have to move to other locations, revealing the top card. As it turns out, two locations, the ruined temple and the hot springs, had the henchman on top.

Now for those who haven't played yet, the henchman has a trigger effect to discard the top card of the blessing's deck and shuffle in a sandstorm to replace it. So, the first time we do so we flip....another sandstorm. Now, with 6 players, it becomes a near inevitability that someone is going to hit one of the two locations again before we run out of sandstorms. And for whatever reason, we just keep drawing sandstorms off the blessing deck, and they keep getting shuffled right back in by the henchmen. We face 5 consecutive sandstorms, 8, 10. It just keeps going. Finally, on the 12th sandstorm, we go a while only flipping blessings. We get to the last character...and she rolls ruined temple...SANDSTORM!!!

We ended up facing 15 consecutive sandstorms, and over half the blessings deck was emptied due to finding Agash with all the sandstorms already being in the blessings deck. It was the most simultaneously amazing, hilarious, and frustrating moment we've had in the entire history of the game.

And yeah, we lost. Badly.


In my group's playthrough of WotR (which despite my myriad complaints, has been, on the whole, great), we noticed a new problem which may need to be considered in future AP's.

In WotR, there's been an increase in the number of cards that affect all characters. In RotR, we had Skeletal Horde and Goblin Raid, but those tended to be smaller in number and the checks were easier, so it did not take long to complete them. Here we have Demonic Horde and Arboreal Blight just in the base set, and in large quantities. Unlike the RotR hordes, these are designed to be challenging and stay challenging up until the end. While this is certainly cool, we've found that, for very large groups, it tends to slow the game to a crawl. Odds are good that you have a support character of some kind, so you need to give them blessings, you need to take the damage from Blight, and you need to randomly roll 6 times for the demonic horde. In the end, it ends up really strains our fun, especially when you encounter one of these barriers 3,4,5 times in a scenario. It got worse in Adventure 1 with the Demon Horde summoning Sloth Demons. When we had 5 characters at a location, and had poor luck, we ended up having to make 25 Fortitude checks. FROM ONE CARD. That single encounter probably took 10 minutes.

That was annoying, but wasn't quite to the point I needed to post until we started encountering the armies in Adventure 2. These were beyond frustrating for a 6-player group, since it combined the annoyance of having to set up and execute 6 different (often blessing-required) checks with the fact that, if there are 6 players, you can't skip any of the checks. That doesn't seem so bad until you realize that this involves 4 different non-combat checks, each of which are a secondary skill. What do you do in the entirely likely event that no one in your group has one of those skills (in our case, no one had stealth)? It's a DC 12 check, so you literally have to have every character throw a blessing at it to make it even a decent success chance. And since it's a secondary skill, the army card doesn't help, since you don't get a primary skill unless you have the secondary skill attached to it. At the very least, I feel there should be 7 checks available, so a 6-player group has something they can skip.

To sum it up, effects that hit everyone has the effect of badly slowing down the game once you get to 5-6 player games, and it having a noticeable effect on our enjoyment. I think more consideration should be taken to how badly large-scale effects change the flow and pace of the game in large groups, and should avoid effects that badly slow the game (like the Sloth Demon's fortitude save or the before-and-after damage of arboreal blight). Also, making sure that 6-player groups aren't stuck with no choices on the check they are stuck with on required checks. This isn't a difficulty issue (6-player games do tend to require more difficult checks because of the added synergies and the card volumes), but rather just an issue of games, and individual encounters, taking too long, to the point where I'm just bored instead of thrilled.


Hey, I just got WotR today! It looks great, but as we were looking at stuff, my GF noticed something weird. There is a villain called 'Millorn' which does not appear on any card we can find. Normally, I'd assume he was just on a card I didn't notice, but I know the AP enough to recognize him as being a major enemy in the 'Under the Broken City' section.
Currently, the Villain there is the same as in one of the base set scenarios. We wanted to check and see if there was a typo in 'Under the Broken City' and it was supposed to be Millorn, or if we were over-thinking it.

Thanks for you help!


New (hopefully fun) topic, trying to get a feel for the different opinions here. While each character has subtle differences, in many ways, each character can be classified into one or more 'archetypes.' These are categories where characters will play in similar enough ways that you can kind-of know if you'll enjoy a character based on similar experiences with similar characters. And, well, I'd like to know what your favorites are. For reference, here are all the ones I can think of, but feel free to list more that you think I'm missing.

Melee Specialist (Examples: Valeros, Amiri)
Ranged Specialist (Harsk, Lirianne)
Tool User (Examples: Merisiel, Damiel)
Divine/Melee Fighter (Oloch, Seelah)
Arcane/Melee Fighter (Selytiel)
Full Divine Caster (Alhazhra, Kyra)
Full Arcane Caster (Seoni, Ezren, Feiya)
Support specialist (Lem)

For me, my favorite archetype is probably the Divine/Melee fighter. They are capable enough fighting with weapons that I can devote their spells to support, which are my favorite spells. I hope for some day to have a character in this archetype with even more spells, but we'll have to see.
Coming in a close second are the support specialist and Full Arcane caster. Bonus points if they have both elements (I LOVE Feiya). Arcane casters usually have more spell slots than full divine casters, and a lot of the most fun and wacky spells are arcane, so the toolbox is so much fun. The support specialist just plays into my style perfectly, as I love being the guy who does hardly anything on his own turn because he just spent the last round making sure everyone else in his group was able to do something awesome.

Well, that's my thoughts, what do you guys think?


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This is intended as a casual thread where we, the players can ask questions about certain flavor or design choices and (maybe? hopefully?) get the designers of the game to come by and tell us about the reasons, if any. Or at least say they don't remember, which I would personally still enjoy hearing. (Because, seriously, the makers of the game regularly post here, which is just cool).

(P.S. If a thread like this is actually a bad idea, for reasons I didn't foresee, let me know that as well, please)

So, here, below, are some of the things my group has encountered in the game that we wanted to ask the designers (I'll add more later if this ends up being popular):

The scenario "Attack on Rickety's Squibs": two points, both related to changes from the AP as written. 1. Why did you choose to use the Sea Devils as the attacker of choice? In the Adventure, it was Giant Wasps attacking, and possibly Setessa as well. 2. The attack occurred during the first part of Raiders of the Fever Sea, before all but maybe the first scenario. Why did you choose to position it third in the adventure?

And one more: There is an Imp ally available in Adventure 3. I don't remember any Imps making an appearance (other than as a smear on the wall), so I was curious why you settled on that as an ally option.

THANKS again for being such an awesome design team and making such an awesome game.


1 person marked this as a favorite.

Wrath of the Righteous is my GF and my favorite Adventure Path. PACG is our favorite card game. And so, with these two elements coming together, we had to try to make our party from that Adventure as PACG cards. There are 6 total, so I'm going to get started on them. Please let me know what you think! I encourage all feedback.
(Note: the Blessings listed here are our homebrew world's gods. We generally translate the Golarion Deities over to our own when we play the card game. However, since we don't know what blessings are in Wrath, we couldn't determine those at this point, so we've left them with their original names)

Trillix:
Trillix is by far the oddest of the characters to include, and probably wouldn't be a character card unless we needed an even number. That being said, he does have an impressive tale himself. He is a quasit, and the familiar of the party cleric. He was a quasit strangely born good, and through a great journey protected the soul of the wizard that first summoned him. Since then, he has served in Jaren's court as, essentially, a training familiar for young Wizards and Clerics. over time, he became one of Jaren's favored demons, even earning a promotion to a greater demon form later in the adventure.

Trillix:
Male Quasit Familiar
Strength d4 []+1
Dexterity d8 []+1 []+2
Constitution d4 []+1 []+2
-Fortitude: Constitution+1
Intelligence d8 []+1 []+2
-Knowledge: Intelligence+1
-Craft: Intelligence+1
Wisdom d10 []+1 []+2 []+3 []+4
-Survival: Wisdom+1
Charisma d8 []+1 []+2 []+3 []+4
-Diplomacy: Charisma+2

Favored Card Type: Ally
Weapon: 1 []2
Spell: 1 []2
Armor: 0 []1
Item: 4 []5 []6
Ally: 4 []5 []6
Blessing: 5 []6 []7 []8

Hand Size: 6 []7 []8
Add 1 to checks made by other characters at your location. You may instead recharge a card to instead add 1d4 []+1 []+2 to a combat check if it was a weapon, armor, or blessing, or to a non-combat check if it was a spell, item, or ally.
You may evade your encounter.
When you play a spell and would banish it, you may bury it instead.

Chosen of Jaren:
Hand Size: 6 []7 []8 []9
Add 1 to checks made by other characters at your location. You may instead recharge a card to instead add 1d4 []+1 []+2 []+3 to a combat check if it was a weapon, armor, or blessing, or to a non-combat check if it was a spell, item, or ally. ([] If it was a Weapon, Armor or Blessing, you may add a d8 instead).
You may evade your encounter.
When you play a spell and would banish it, you may bury it instead.
[] Discard a card to use d12 ([]+2) ([]+4) in place of your normal die for a Strength, Melee, or Dexterity Check. ([] If the check was against a card with the Outsider trait, you may recharge instead).
[] When you play a Blessing of Jaren, you may recharge it instead of discarding it.

Team Parent:
Hand Size: 6 []7 []8 []9 []10
Add 1 ([]2) ([]3) to checks made by other characters at your location. You may instead recharge a card to instead add 1d4 ([]+1) ([]+2) ([]+3)to a combat check if it was a weapon, armor, or blessing, or to a non-combat check if it was a spell, item, or ally.
You may evade your encounter. ([] If it was a monster other than a henchman or villain, you may put it on the bottom of the deck).
When you play a spell and would banish it, you may bury it instead.
[] When another character at your location moves to another location, you can move to that location.
[] When you play a Blessing of Ayrie, you may recharge it instead of discarding it.


Wrath of the Righteous is my GF and my favorite Adventure Path. PACG is our favorite card game. And so, with these two elements coming together, we had to try to make our party from that Adventure as PACG cards. There are 6 total, so I'm going to get started on them. Please let me know what you think! I encourage all feedback.
(Note: the Blessings listed here are our homebrew world's gods. We generally translate the Golarion Deities over to our own when we play the card game. However, since we don't know what blessings are in Wrath, we couldn't determine those at this point, so we've left them with their original names)

Skyix:
Skyix is a cat-like creature from a native tribe near the city the others in the party came from. That tribal nature comes across in her generally foreign demeanor. She is focused heavily on defense, to the point where her combat style is devoted almost entirely on outlasting her opponent, hence the Con-based melee. She also tended to use her shield as a weapon more often than her sword or axe. She had the ability to reach great distances, and was quite skilled at defending her allies. Her patron deity was the Goddess of the Sun, Healing, and Friendship, and she was eventually gifted the Wings and Magic of her god. Along with that, though, she was also introduced to a tribe of barbarians that had fallen to ruin. she took the survivors and formed a new clan, creating one of the strongest forces in the realm.

Skyix:
Female Displacer Folk Fighter
Strength: d6 []+1 []+2 []+3
Dexterity: d8 []+1 []+2 []+3
Constitution: d12 []+1 []+2 []+3 []+4
-Melee: Constitution+1
-Fortitude: Constitution+2
Intelligence: d4 []+1
Wisdom: d6 []+1 []+2
-Perception: Wisdom+2
Charisma: d6 []+1 []+2
-Diplomacy: Charisma+1

Favored Card Type: Armor
Weapon: 3 []4
Spell: 0 []1
Armor: 5 []6 []7 []8
Item: 2 []3
Ally: 2 []3 []4
Blessing: 3 []4 []5

Hand Size: 4 []5
Proficiencies: Light Armor Heavy Armor Weapons
For your combat check, you may reveal an Armor with the Shield trait to use Strength or Melee + 1d6 ([]+1) with the bludgeoning ([] and magic) trait(s). You may discard the card to add an additional 1d6. This counts as playing a weapon.
Non-combat damage dealt to you is reduced by 1.
Add 1 to combat checks by other characters at your location. Damage dealt to characters as a result of that check is reduced by 1d4 ([]+1).

Shard of Celestia:
Hand Size: 4 []5 []6
Proficiencies: Light Armor Heavy Armor Weapons
For your combat check, you may reveal an Armor with the Shield trait to use Strength or Melee + 1d6 ([]+1) with the bludgeoning ([] and magic)([] and fire) trait(s). You may discard the card to add an additional 1d6. This counts as playing a weapon.
Non-combat damage dealt to you is reduced by 1.
Add 1 ([]2) to combat checks by other characters at your location. Damage dealt to characters as a result of that check is reduced by 1d4 ([]+1).
[] You gain the skill Divine: Wisdom+1 ([]+3).
[] At the end of your turn ([] or another characters turn), you may move to another location.
[] When you play a Blessing of Celestia, you may recharge it instead of discarding it.

Clanliege:
Hand Size: 4 []5 []6
Proficiencies: Light Armor Heavy Armor Weapons
For your combat check, you may reveal an Armor with the Shield trait to use Strength or Melee + 1d6 ([]+1) ([]+2)([]+3) with the bludgeoning ([] and magic) trait(s). You may discard the card to add an additional 1d6. This counts as playing a weapon.
Non-combat damage dealt to you is reduced by 1.
Add 1 ([]2) to combat checks by other characters at your location. Damage dealt to characters as a result of that check is reduced by 1d4 ([]+1).
[] Recharge a weapon or armor to allow another character at your location to evade a monster ([] even if it may not normally be evaded). If they do, you must immediately encounter it.
[] When you attempt a non-combat check, you may recharge any number of allies. Add 2 to the check for each ally recharged this way.
[] When you play a Blessing of Celestia, you may recharge it instead of discarding it.


Wrath of the Righteous is my GF and my favorite Adventure Path. PACG is our favorite card game. And so, with these two elements coming together, we had to try to make our party from that Adventure as PACG cards. There are 6 total, so I'm going to get started on them. Please let me know what you think! I encourage all feedback.
(Note: the Blessings listed here are our homebrew world's gods. We generally translate the Golarion Deities over to our own when we play the card game. However, since we don't know what blessings are in Wrath, we couldn't determine those at this point, so we've left them with their original names)

Ember:
Ember is the fun-loving rogue of the team. Unlike the traditional rogue, she is entirely focused on combat, and does not value material possessions in the slightest (well, other than ice cream sundaes). Her fighting style is dual-wield daggers, which should hopefully be obvious from her powers. She also prefers to combat by flanking with her allies, and doesn't rely on stealth for combat. One role focuses on taking that fighting focus to the max, while the other is a bit more balanced, as her godly sponsor had hoped she would become.

Ember:
Female Tiefling Rogue
Strength: d12 []+1 []+2 []+3 []+4
-Melee: Strength+2
Dexterity: d8 []+1 []+2 []+3
-Disable: Dexterity+2
-Stealth: Dexterity+1
-Acrobatics: Dexterity+1
Constitution: d6 []+1 []+2
Intelligence: d4 []+1
Wisdom: d6 []+1 []+2
Charisma: d6 []+1 []+2
-Diplomacy: Charisma+2

Favored Card Type: Two Weapons
Weapon: 5 []6 []7 []8
Spell: 0 []1
Armor: 1 []2
Item: 2 []3
Ally: 2 []3 []4
Blessing: 3 []4 []5

Hand Size: 5
Proficiencies: Light Armor []Weapons
When you play a Weapon with the Knife trait for your combat check, you gain Ranged equal to your Melee skill for the check.
When you play a Weapon with the Knife trait, you may recharge it instead of discarding it. ([] If you do, add 2 to the check).
If there is another character at your location, you may recharge a card to add 1d4 to your combat check, or 1d8 ([]+1) ([]+2) if the check has the Knife trait. Discard it to add an additional 1d4, or 1d8 if the check has the Knife trait.

Shard of Amaterasu:
Hand Size: 5 []6 []7
Proficiencies: Light Armor []Weapons
When you play a Weapon with the Knife trait for your combat check, you gain Ranged equal to your Melee skill for the check.
When you play a Weapon with the Knife trait, you may recharge it instead of discarding it. ([] If you do, add 2 to the check). ([]You may instead display the card. For each Weapon with the knife trait displayed this way, reduce combat damage dealt to you by 2. Recharge the card at the start of your turn).
If there is another character at your location, you may recharge a card to add 1d4 to your combat check, or 1d8 ([]+1) ([]+2) ([]+3) if the check has the Knife trait. Discard it to add an additional 1d4, or 1d8 if the check has the Knife trait.
[] Recharge a card to add 1d6 to your checks to acquire boons.
[] When you acquire a Weapon, Armor, or Item, you may immediately give it to another character at your location ([] or at any location).
[] When you play a Blessing of Amaterasu, add d12 instead of the normal die.

Sacred Knife:
Hand Size: 5 []6
Proficiencies: Light Armor []Weapons
When you play a Weapon with the Knife trait for your combat check, you gain Ranged equal to your Melee skill ([]+2) for the check.
When you play a Weapon with the Knife trait, you may recharge it instead of discarding it. ([] If you do, add 2 ([]5) ([]8) to the check).
If there is another character at your location, you may recharge a card to add 1d4 to your combat check, or 1d8 ([]+1) ([]+2) ([]+3) ([]+4) if the check has the Knife trait. Discard it to add an additional 1d4, or 1d8 if the check has the Knife trait.
[] At the start of your turn, if you have no weapon in hand, you must draw a card.
[] When you play a Blessing of Jaren or Kord, you may add d12 instead of the normal die.


Wrath of the Righteous is my GF and my favorite Adventure Path. PACG is our favorite card game. And so, with these two elements coming together, we had to try to make our party from that Adventure as PACG cards. There are 6 total, so I'm going to get started on them. Please let me know what you think! I encourage all feedback.
(Note: the Blessings listed here are our homebrew world's gods. We generally translate the Golarion Deities over to our own when we play the card game. However, since we don't know what blessings are in Wrath, we couldn't determine those at this point, so we've left them with their original names)

Garyl:
Garyl is the resident Smart guy in an otherwise brawn-focused (read: dumb) team. He was ornery and generally unlikeable, but always went out of his way to help -- as long as no one knew he was helping. He was given power by Corallon, the god of Magic, but ended up forming a close relationship - much as he disliked it - with the God of Death and Civilization, White Ratteh. These relationships formed the basis of much of his role powers.

Garyl:
Male Tiefling Magus
Strength: d10 []+1 []+2 []+3 []+4
-Melee: Strength+3
Dexterity: d6 []+1
Constitution: d6 []+1 []+2 []+3
Intelligence: d10 []+1 []+2 []+3 []+4
-Arcane: Intelligence+3
-Knowledge: Intelligence+2
Wisdom: d6 []+1 []+2
Charisma: d4 []+1

Favored Card Type: Weapon or Spell:
Weapon: 4 []5 []6
Spell: 4 []5 []6 []7
Armor: 1 []2 []3
Item: 2 []3
Ally: 1
Blessing: 3 []4 []5

Hand Size: 6 []7
Proficiencies: Light Armor [] Heavy Armor Weapons
Choose a weapon that doesn’t have the 2-Handed trait and a spell that has the Attack trait. When you play one on your combat check, you may reveal the other and recharge another card from your hand to add 1d6 ([]+1) ([]+2) and that card’s traits to the check.
Bury a card and discard another card to return a spell from your discard pile to your hand.

Shard of Corellon:
Hand Size: 6 []7 []8
Proficiencies: Light Armor [] Heavy Armor Weapons
Choose a weapon that doesn’t have the 2-Handed trait and a spell that has the Attack trait. When you play one on your combat check, you may reveal the other and recharge another card from your hand to add 1d6 ([]+1) ([]+2) ([]+3) and that card’s traits to the check.
Bury a card and discard another card to return a spell from your discard pile to your hand.
[] When you would fail a non-combat Intelligence check, you may recharge a Blessing ([] or any card) to reroll that check ([] and add 1d12 to the check).
[] If a character at your location would take non-combat damage from a monster, you may discard a spell to prevent all non-combat damage dealt by that monster.
[] When you succeed at your check to recharge a Spell, you may shuffle it into your deck.
[] When you play a Blessing of Corallon, you may add d12 instead of the normal die to the check.

Fiendflayer:
Hand Size: 6 []7
Proficiencies: Light Armor [] Heavy Armor Weapons
Choose a weapon that doesn’t have the 2-Handed trait and a spell that has the Attack trait. When you play one on your combat check, you may reveal the other and recharge another card from your hand to add 1d6 ([]+1) ([]+2) ([]+3) and that card’s traits to the check. ([] If the check is against a bane with the Outsider ([] or Undead) trait, add an additional 1d8).
Bury a card and discard another card to return a spell from your discard pile to your hand.
[] When a character fails a check to acquire a boon, you may bury a Spell ([] or any card) to allow them to reroll that check ([] and add 1d6 to the check).
[] You may discard a Blessing of White Ratteh to allow another character to defeat a barrier. ([] You may attempt a Knowledge 12 check to recharge the Blessing instead of discarding it).


Wrath of the Righteous is my GF and my favorite Adventure Path. PACG is our favorite card game. And so, with these two elements coming together, we had to try to make our party from that Adventure as PACG cards. There are 6 total, so I'm going to get started on them. Please let me know what you think! I encourage all feedback.
(Note: the Blessings listed here are our homebrew world's gods. We generally translate the Golarion Deities over to our own when we play the card game. However, since we don't know what blessings are in Wrath, we couldn't determine those at this point, so we've left them with their original names)

Hawk:
Hawk was the cleric of the team, and overall nice guy. It was a shame that he turned out to be a terrible healer (you have never seen so many 1's rolled on cure spells, I guarantee). Because of that, he learned to focus more on debuffs and support abilities. Over time, he came to learn he was the son of his patron God, and grew to reflect that more and more, eventually even being able to assume a beast form.

Hawk:
Male Tiefling Cleric
Strength: d6 []+1 []+2 []+3
-Melee: Strength+2
Dexterity: d4 []+1
Constitution: d6 []+1 []+2
Intelligence: d6 []+1
Wisdom: d12 []+1 []+2 []+3 []+4
-Divine: Wisdom+2
Charisma: d8 []+1 []+2 []+3 []+4
-Diplomacy: Charisma+2

Favored Card Type: Blessing
Weapon: 2 []3
Spell: 3 []4 []5 []6
Armor: 2
Item: 1 []2
Ally: 2 []3 []4
Blessing: 5 []6 []7 []8

Hand Size: 5 ([]6)
Proficiencies: Light Armor Heavy Armor [] Weapons
Instead of your first exploration, you may display a card with the divine trait. Each character at your location may recharge 1 random card from their discard pile. While this card is displayed, reduce the difficulty of monsters at your location by 1 ([]2). At the start of your turn, discard this card.
Add 2 to checks to acquire ([] or recharge) or for combat checks with spells with the divine trait that do not have the healing trait.

Shard of Moradin:
Hand Size: 5 []6 []7
Proficiencies: Light Armor Heavy Armor [] Weapons
Instead of your first exploration, you may display a card with the divine trait. Each character at your location may recharge 1 ([]2) random card(s) from their discard pile. While this card is displayed, reduce the difficulty of monsters at your location by 1 ([]2) ([]3). At the start of your turn, discard this card.
Add 2 to checks to acquire ([] or recharge) or for combat checks with spells with the divine trait that do not have the healing trait.
[] Add 2 ([]4) to combat checks using a weapon.
[] When you attempt a Craft check ([] or a check to acquire a Weapon or Armor with the Magic trait), you may use Divine in place of the normal skill.
[] When you play a Blessing of Moradin or Jaren, you may recharge it instead of discarding it.

Son of Jaren:
Hand Size: 5 ([]6)
Proficiencies: Light Armor Heavy Armor [] Weapons
Instead of your first exploration, you may display a card with the divine trait. Each character at your location may recharge 1 random card from their discard pile. While this card is displayed, reduce the difficulty of monsters at your location by 1 ([]2) ([]3). At the start of your turn, discard this card.
Add 2 ([]4) ([]6) to checks to acquire ([] or recharge) or for combat checks with spells with the divine trait that do not have the healing trait.
[] Display a card to use d10 in place of the normal die for a Strength or Constitution check. At the end of your turn discard this card. ([] If you did, you may move to another location). ([] If the card was a Blessing or Ally, recharge it instead).
[] When you play a Blessing of Jaren, you may recharge it ([] or put it on top of your deck) instead of discarding it.


Wrath of the Righteous is my GF and my favorite Adventure Path. PACG is our favorite card game. And so, with these two elements coming together, we had to try to make our party from that Adventure as PACG cards. There are 6 total, so I'm going to get started on them. Please let me know what you think! I encourage all feedback.
(Note: the Blessings listed here are our homebrew world's gods. We generally translate the Golarion Deities over to our own when we play the card game. However, since we don't know what blessings are in Wrath, we couldn't determine those at this point, so we've left them with their original names)

Djaya:
Djaya is a Lightning Sorceror from Jaren's Gate. This is the home of the children of the Lightning Jarilith, Jaren, a deity of that world and the god of redeemed demons. Now, a lightning sorceror going agains demons seems like a terrible idea, and we had to work around it to make it work (Jaren being lightning themed is older than Demons having electricity immunity). In the Card game, that adaptation is represented by her not adding the electricity trait against outsiders. She also spent time under the wing of Whitehowl, god of the hunt, hence the ranger abilities that appear on her card. Obviously there's a lot more going on than this, but I wanted to give some background. Hope you like it!

Djaya:
Female Tiefling Sorceror
Strength: d4 []+1
Dexterity: d8 []+1 []+2 []+3
-Ranged: Dexterity+1
Constitution: d6 []+1 []+2 []+3
Intelligence: d6 []+1 []+2
Wisdom: d6 []+1 []+2
-Suvival: Wisdom+2
Charisma: d12 []+1 []+2 []+3 []+4
-Arcane: Charisma+3

Favored Card Type: Spell
Weapon: 1
Spell: 5 []6 []7 []8 []9
Armor: -
Item: 4 []5 []6
Ally: 1 []2 []3
Blessing: 4 []5 []6

Hand Size: 6 []7
For your combat check, discard a card to use your Arcane skill +1d6 ([]+1) ([]+2) with the attack trait. This counts as playing a spell. If the check is against a bane with the outsider trait, add 2 to the check. Otherwise, add the electricity trait.
You may automatically recharge items with the arcane trait.
Recharge a card to add 1d4 ([]+1) to a combat check at another location. If it is against an outsider, add 1 to the check, otherwise add the electricity trait.

Shard of Whitehowl:
Hand Size: 6 []7 []8
For your combat check, discard a card to use your Arcane skill +1d6 ([]+1) ([]+2) ([]+3) with the attack trait. This counts as playing a spell. If the check is against a bane with the outsider trait, add 2 to the check. Otherwise, add the electricity trait.
You may automatically recharge items with the arcane trait.
Recharge a card to add 1d4 ([]+1) ([]+2) ([]+3) to a combat check at another location. If it is against an outsider, add 1 to the check, otherwise add the electricity trait.
[] If a monster at your location would be shuffled into the location deck, you may instead put it on top of the deck. ([] If it is your turn, you may immediately encounter it).
[] You may add 1d8 to checks against banes with the Outsider trait.
[] When you play a Blessing of Whitehowl, you may add a d12 instead of the normal die.

Stormborn:
Hand Size: 6 []7 []8
For your combat check, discard a card to use your Arcane skill +1d6 ([]+1) ([]+2) ([]+4) ([]+6) with the attack trait. This counts as playing a spell. If the check is against a bane with the outsider trait, add 2 ([]+4) to the check. Otherwise, add the electricity trait.
You may automatically recharge items ([] or spells) with the arcane trait.
Recharge a card to add 1d4 ([]+1) to a combat check at another location. If it is against an outsider, add 1 to the check, otherwise add the electricity trait.
[] Bury a Spell with Adventure Deck number greater than or equal to the Adventure Deck number of a Barrier to defeat it.
[] Instead of your first exploration, you may examine the top 3 cards of your location deck. Set aside any monsters. You immediately encounter them and they cannot be evaded. You may not play cards on checks to defeat these monsters. Shuffle the remaining cards into the deck.
[] When you play a Blessing of Whitehowl or Jaren, you may add d12 instead of the normal die.


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I've started creating a new adventure designed to be play after the Rise of the Runelords Adventure path. Since I already created characters based on my World of Warcraft group, I decided to base it on our favorite raid from that game, Karazhan. Below I linked to the drafts I have for the Adventure, Scenario, Location, and Villains for it. Let me know how it looks. I'll have comments later, but it's way too late for that now.

Here

I'm looking forward to hearing what you think.


I'm going to start with a realistic scenario, and move into the theoretical, so be prepared for that. (Full disclosure: this is more relevant to a homebrew character I made, but I'd like a more general ruling).

For Sigil of Wrath, it states that if you would fail a check with it, the monster is evaded (I think, I don't have it in front of me for exact wording). I was wondering how this would work with a monster that could not be evaded. I assume that in that case, he is just undefeated as normal, correct?

Following up from that, what would happen if there were a creature that could not be evaded, but had something like the ghost power where it is undefeated if you don't have the magic trait. I'm not sure if the powers interact at all (you would succeed at the check, but the monster would be undefeated), but I'm not sure.


In the Road through Xin-Shalast scenario, the only henchman that are listed are the "Wardens of Runes." Unfortunately, there are only 6 of them, and there are 8 locations on the 6-player version of the scenario. Since the Villain is off to the side according to the rule card, that leaves us 2 short of Henchman for the scenario. What are we supposed to do?


My sixth (and final! for now!) character. For those that didn't see my first character, I am trying to create a full group loosely based on our characters from WoW (and their various re-incarnations in various tabletop games). THose of you who know WoW are probably wondering why I have a Sorceror here, as there is no such thing in WoW. Well, this character was my GF's character in D&D before WoW ever existed, and was ported in to WoW later, since she was the mentor figure to the priest. While ST is a Sorcerer, she is also a strong spiritualist, and a summoner of ancient and forgotten deities, which is where I tried to put some focus.

(No roles at this time, I'm making 6 characters, so that's a bridge I'm not ready for yet)

Serpenttongue (human, female, sorceror)
Skill:
STR d6 []+1 []+2
DEX d6 []+1 []+2
CON d4 []+1
INT d8 []+1 []+2 []+3 Knowledge +2
WIS d8 []+1 []+2 []+3
CHA d10 []+1 []+2 []+3 []+4 Arcane +2 Diplomacy +3

Card: (Favored Card Type: Blessing)
Weapon 1
Spell 4 []5 []6 []7
Armor -
Item - []1
Ally 4 []5 []6 []7
Blessing 6 []7 []8 []9

Powers: (Hand Size: 6 []7)
* When you play a blessing to add dice to a check, you may choose to bury it to add an additional 1d6 []+1 []+2 to the check, in addition to its normal effect
* You may automatically recharge all spells ([] and items) with the arcane trait
* You may use diplomacy on all checks to defeat or acquire animals

Brief description: As I said above, her key character trait is her connection to the forgotten good gods of her world. This is displayed in that first power, as a way to, essentially, 'overcharge' blessings for additional effect. This ability feels very powerful, but I think the fact that you can only do it a number of times per game equal to your blessings (since you have to bury), means it shouldn't get too far out of hand.
For the second ability I grabbed the Standard Sorcerer Skill(tm), since I thought that would give her a stronger connection to the original class.
Finally, I felt like she needed another ability, since the first two abilities are just supplements to existing effects, rather than their own thing. Since she is known to be a 'friend to all living things,' I made it easy for her to get animals. I feel this is also a fairly weak effect, which I wanted since that first ability is likely very strong. If you think the first two abilities are creating enough of an identity for her, the third ability is certainly not necessary.

Let me know how it looks! THanks everyone for all your help with these guys!


My fifth character. For those that didn't see my first character, I am trying to create a full group loosely based on our characters from WoW (and their various re-incarnations in various tabletop games). This is the warrior (fighter, for all intents and purposes). A quiet character who goes about her business and is heavily focused on making sure no one gets hurt. I had a really hard time with this one for 2 reasons. 1) Armor should be a central theme to this character, but armor sucks, and 2) she should be focused on preventing others from being harmed, but I didn't want her abilities to be too much like the priest (character 2)

(No roles at this time, I'm making 6 characters, so that's a bridge I'm not ready for yet)

Snowdragon (night elf, female, warrior)
Skill:
STR d8 []+1 []+2 []+3 []+4 Melee +3
DEX d8 []+1 []+2
CON d10 []+1 []+2 []+3 []+4 Fortitude +2
INT d4 []+1
WIS d6 []+1 []+2
CHA d6 []+1 []+2 Diplomacy +1

Card: (Favored Card Type: Armor)
Weapon 4 []5 []6
Spell -
Armor 5 []6 []7
Item 2 []3
Ally 1 []2 []3 []4
Blessing 3 []4 []5

Powers: (Hand Size: 4 []5[]6)
[x] Weapon [x] Light Armor [x]Heavy Armor
* You may recharge a shield to add 1d6 []+1 to your combat check, or discard it for an additional 1d6
* You may play armor to reduce damage to other characters at your location as though the damage had been dealt to you
* Add 2 to your checks to acquire armor ([] or weapons)

Brief description: I really don't have a good gauge for how good that second ability is. On the one hand, it allows a lot more chances for them to actually be useful. On the other, it doesn't remove any of their limitations, so you may find yourself with just as many armors stuck in your hand with nowhere to go as before. The first ability is obviously, er, INSPIRED by Meresiel's sneak attack power. I figure that having to use a shield is at least as big a limitation as having to be alone, probably bigger. The third ability was a throw in, because I couldn't think of where to put another power feat, and that seemed like a safe power.

Let me know how it looks!


My fourth character. For those that didn't see my first character, I am trying to create a full group loosely based on our characters from WoW (and their various re-incarnations in various tabletop games). This is the group hunter, and overall really nice person. Hunters, for those that don't know, are essentially rangers, but with more focus put on their animals than in Pathfinder.

(No roles at this time, I'm making 6 characters, so that's a bridge I'm not ready for yet)

Fennish (draenei, male, hunter)
Skill:
STR d8 []+1 []+2
DEX d10 []+1 []+2 []+3 []+4 Ranged +3
CON d6 []+1 []+2
INT d4 []+1
WIS d8 []+1 []+2 []+3 Survival +2 Perception +2
CHA d6 []+1 []+2 []+3

Card: (Favored Card Type: Ally)
Weapon 4 []5 []6
Spell -
Armor 1 []2
Item 4 []5 []6
Ally 3 []4 []5 []6
Blessing 3 []4 []5

Powers: (Hand Size: 5)
[x] Weapon [x] Light Armor []Heavy Armor
* Recharge an Item from your hand to reduce the difficulty of a combat check at your location by 1d6 []+1 []+2
* Reveal an Animal from your hand to add 1d4 []+1 to a check by another character at your location

Brief description: As I said above, Fen is the nicest person you will meet, and that extends to the way the character plays, always quick to set a trap to help out the priest, or sending the noble gooddog (a cat) or Catbeardog (Lion statue thing) to help tank when someone gets away. Because of that, I wanted his abilities to be focused on supporting the group. The first power is essentially setting a trap to make an opponent easier. It's loosely inspired by Harsk's ability, but since it's restricted to a type of card, I felt save bumping up the die. The second ability is Lini's, but only for allies. I considered restricting it to non-combat, so it doesn't overlap with the first ability, but I'm not sure if that's necessary.

Let me know how it looks!


My third character. For those that didn't see my first character, I am trying to create a full group loosely based on our characters from WoW (and their various re-incarnations in various tabletop games). This is the group mage, aka wild fireball throwing crazy woman. She is essentially a Sorceror, but I tried to give her a different feel.

(No roles at this time, I'm making 6 characters, so that's a bridge I'm not ready for yet)

Bishie Huntress (draenei, female, mage)
Skill:
STR d6 []+1 []+2 []+3
DEX d8 []+1 []+2 Stealth +2
CON d4 []+1
INT d6 []+1 []+2 []+3
WIS d6 []+1 []+2 Perception +1
CHA d12 []+1 []+2 []+3 []+4 Arcane +2

Card: (Favored Card Type: Spell)
Weapon - []1
Spell 7 []8 []9
Armor -
Item - []1 []2
Ally 4 []5 []6
Blessing 3 []4 []5 []6

Powers: (Hand Size: 6 []7)
* When you play a spell with the Fire or Force ([] or Cold) trait, add 1d6 []+1 to the check
* When you would take damage, you may instead banish ([] or bury) a card from your hand to reduce that damage to 0. If you do, reset your hand and end your turn.

Brief description: Huntress is a straight-up damage dealing mage, who also likes to collect pretty men (don't ask). The three mage trees are Fire, Frost and Arcane, represented in the first ability, allowing increased damage for those types (Originally she just started with fire, but I added force so a basic spell could be used with it). The second ability represents Ice Block, which is a long-term damage shield, but also takes you out of the fight.

Let me know how it looks!


My second character. For those that didn't see my first character, I am trying to create a full group loosely based on our characters from WoW (and their various re-incarnations in various tabletop games). This is my GF's character, the group priest. Since he actually originated in D&D before being ported to WoW, he actually resembles the cleric much more closely than you'd expect. In particular, I can't decide if discard is the right cost for the first ability, so looking forward to hearing your thoughts.

(No roles at this time, I'm making 6 characters, so that's a bridge I'm not ready for yet)

Eluril (drow, male, priest)
Skill:
STR d8 []+1 []+2 []+3 Melee +1
DEX d4 []+1
CON d6 []+1
INT d6 []+1 []+2
WIS d10 []+1 []+2 []+3 []+4 Divine +2
CHA d8 []+1 []+2 []+3 []+4 Diplomacy +2

Card: (Favored Card Type: Spell)
Weapon 2 []3
Spell 4 []5 []6
Armor 2 []3
Item - []1
Ally 2 []3 []4 []5
Blessing 5 []6 []7

Powers: (Hand Size: 5)
[x]Weapons [x]Light Armor [] Heavy Armor
* Discard a card to reduce combat ([] or any other) damage dealt to another character by 1d4 []+1
* Instead of ([] or in addition to) moving this turn, you may move another character to your location

Brief description: Eluril is the group healer. He specializes in shields for damage prevention (see first ability). He is generally scared of the world, though he has started to grow out of it. His second ability represents a priest ability to pull other characters to you, though it is essentially very similar to the barbarian's move ability, just a bit backwards.

Let me know how it looks!


Here is my first pass at a new character. I am trying to create a full group loosely based on our characters from WoW (and their various re-incarnations in various tabletop games). First is my character, a Shaman from the game. This probably has one of the weirder powers, so I'm curious if you guys think it'll work okay.

(No roles at this time, I'm making 6 characters, so that's a bridge I'm not ready for yet)

Isaic (draenei, male, shaman)
Skill:
STR d4 []+1
DEX d6 []+1 []+2
CON d6 []+1 []+2
INT d12 []+1 []+2 []+3 []+4 Arcane +2 Knowledge +2
WIS d8 []+1 []+2 []+3 []+4 Divine +1
CHA d4 []+1 []+2

Card: (Favored Card Type: Spell)
Weapon 1 []2
Spell 6 []7 []8 []9
Armor 1 []2
Item 1 []2
Ally 2 []3 []4
Blessing 4 []5 []6

Powers: (Hand Size: 6 []7)
[]Weapons [x]Light Armor
* Place a card from your hand next to your location. Characters at a location with a card add 1d4 []+1 to all non-combat checks. At the start of your turn, bury ([] discard) all cards placed this way.
* When you successfully recharge a spell, you may shuffle your deck

Brief description: Isaic is the know-it-all of the group. He is generally the one who tells everyone about fights and makes suggestions on how to improve their game. He is Elemental, hence the heavy spell focus. As Shamans have healing, I gave him divine, but much weaker than his arcane. His first power is my attempt to replicate totems, which are things you set on the ground to give a buff to everyone in the area. The second is to reflect his ability to sometimes be able to duplicate his spells, in this case represented by his ability to push them towards the top of his deck.

Let me know how it looks!


One of the first things my group noticed when we started playing Sins of the Saviors was how there were only two Feat rewards for the adventure, including the adventure completion reward. So, 2 out if 6. During that same time, there were 3 Loot rewards and one non-loot card reward.

I don't have my game in front of me, but this seems like a very small percentage of feat rewards. The group in general was disappointed, especially given certain characters who were working through a "feat tree" such as Ezren's Evoker bonus damage.

However, rather than ask for a change, I first wanted everyone's thoughts on this. Are we the only ones who feel that only 1 power feat and 1 card feat (no skill feat at all!) are too few for an adventure? Or does the presence of all the loot in the adventure make up for it?

Also, any thoughts on house rules that would allow a bit more flexibility? One of the players suggested allowing players to hold off on their third power feat until they get their role card, so they could get more of their deep build rewards. However, I'm not sure what this does to power balance or anything.


I just wanted to confirm that I was playing this correctly. In Sins of the Saviors part 5, there are only 7 locations listed, instead of the usual 8. It appears that there is one less location than the usual number for each size party. Is this intended, or was there a typo and the Envy location is also supposed to be here?

I understand if the standard layout was being played with, but this seems like a strange place to do it, since there was such an obvious additional location to use.

Can you confirm that for the final scenario, there are only supposed to be 7 locations in play?


I don't know if a thread like this already exists, but I couldn't find one, and wanted to add some thoughts.

First off, I absolutely love this game. It has probably become my favorite board game, and my Girlfriend and I have played it almost constantly since she got it for me this Christmas.
That being said, there are a few things we've noticed, most of which are only minor tweaks, that I wanted to bring up, in hopes that it may help in future design.

If anyone else has suggestions, feel free to post here. Please keep it civil and constructive. Also, if it does turn out that this thread exists, feel free to link it, and I'll move this post there.

1. The box design for the second release. (For us, this is the big ones. The other items are much more minor)
This probably sounds nitpicky, but it's probably caused more frustration than any other aspect of the game so far. The fact that the box opens from the side, rather than the top, makes it annoying to pull cards out of, or put cards back in. Also, the piece on the top sticks out almost twice as far, making it harder to fit in the box. The original boxes fit well into the Card game box, and the one adventure we have that was secondary-release is just frustrating to deal with.

2. "Play this card to Defeat x" text.
Technically, this is covered in the rules by 'only the player who encountered a card can defeat it.' However, I feel that 'Play this card to succeed at x check,' while technically somewhat weaker and slightly more wordy, would make the rules much more obvious. When I brought this rule up after I found it online (Also, the FAQ doesn't address this well, which didn't help), my girlfriend pretty much refused to adopt it, as we'd been playing it the other way for three months, and the rule seemed very ambiguous on the card.

3. Banish vs Put back in the box.
The fact that these terms are so similar (effectively interchangeable for 2 adventures), means that differentiating between the two can be very difficult when it does start to matter. Rather than relying on players to tell the difference, it may be better to always use 'banish' and then call out specific instances where it cannot be used to remove basics (The only time I know of is extra cards after re-arranging decks, which would be easy to call out on its own).

I think that's everything that's really bothered us to this point. As I said, considering everything involved, it's a fantastically made game. I just wanted to get on the record in hoping that what I feel could be improvements will be considered in the future.