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Organized Play Member. 10 posts (11 including aliases). No reviews. No lists. No wishlists. 2 Organized Play characters.


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Seelah's pwer reads : When you acquire a boon that has the Corrupted trait, bury it.
Holy Phylactery reads: During and encounter, bury this card to ignore the Corrupted trait on a boon until the end of that encounter.

The question is, if I play the HP during the encounter in which I "acquire" a corrupted boon, can I put it into my hand instead of burying it? Do you acquire the boon after the encounter is over and therefor the HP no longer applies, and then have to bury said boon?

Thanks in advance.


Unfortunately , I am 2 scenarios deep in Adventure 4, but hey, it's close to the midpoint! Solo play with 3 characters, no deaths but maybe 5 failed scenarios overall from running out of blessings. I thought I would still post since I can't find anyone else who is using Valeros as a Guardian, poor guy.

I have the Character Add On Deck and the Cleric Class Deck in the box as well.

Character: Valeros
Role Card: Guardian
Skill Feats: Str+2, Dex+1, Con+1
Power Feats: Hand Size +2, 1d4+2 combat checks, damage reduction 1
Card Feats: Item +1, Ally +2, Blessing +1
Weapons: Frost Longbow+1,Giantbane Dagger+1,Longsword+2 x2,Warhammer+1
Armor: Magic Half-Plate x2, Shield of Fire Resistance
Items: Chime of Unlocking, Crown of Charisma, Magic Spyglass
Allies: Black Arrow Ranger, Brodert Quink, Father Zantas, Merchant
Blessings: Gorum x2, Norgorber, Gods

Character: Kyra
Role Card: Exorcist
Skill Feats: Str+2, Wis+2
Power Feats: Hand Size +1, Weapons, 1d4+2 healing, add 1d8 vs. outsiders, defeat undead shuffle 1
Card Feats: Weapon+1, Spell+1, Item+1, Ally+1
Weapons: Bastard Sword+1, Scythe+1, Impaler of Thorns
Spells: Detect Evil, Major Cure, Strength, Fire Sneeze
Armor: Magic Half-Plate, Spiny Shield
Items: Pearl of Wisdom, Sihedron Medallion
Allies: Giant Badger, Vale Temros
Blessings: Gorum x3, Lamashtu, Sarenrai, Zarongel

Lem did not go on Perils of the Lost Coast

Character: Lem
Role Card: Virtuoso
Skill Feats: Int+1, Charisma+2
Power Feats: Weapons, 1d4+2 (by you), +2 recharge spell
Card Feats: Spell+1, Armor+1, Item+2
Weapons: Deathbane Light Crossbow+1
Spells: Aid, Augury, Charm Person, Holy Light, Mass Cure
Armor: Snakeskin Tunic
Items: Headband of Alluring Charisma, Staff of Minor Healing, Sihedron Medallion, Wand of Enervation
Allies: Sheriff Hemlock, Surgeon, Merchant Lord
Blessings: Erastil x2, Norgorber, Pharasma, Shelyn


And was I correct in the assumption that you may also do this at any time that a player may respond ( i.e. during someone else's encounter )
and not just at the normal "give a card" step?

Because if so, wow, he's great! I've been using him with Valeros to dole out weapons and armor in case of emergency ( Kyra or Lem drawing a difficult foe and getting smashed in the face ).


The one thing I did not include in my purge was the BoGs. I play solo with 3 characters for my RoR and have not run into any problems with running out of blessings , even with the few I did end up taking out via the normal RFG rules. I'm not really sure which way benefits characters more. It seems in more advanced characters, you may have removed all your BoGs in your deck, meaning that less in the blessings deck allows you to match up your specialized blessings for recharge more often. But perhaps some people would like to keep some BoGs for that random element of being able to duplicate the top of the deck stack. After all, you never know when you may need a boost from a blessing you wouldn't "main deck". And more importantly, how will that werewolf kill lower level adventurers without them?!!


Merchant Lord (Cleric Class Deck) states:

Discard this card to give any number of cards to another character.

Merchant (RoR AD 2) states:

Discard this card to give a card to another character at any location.

So, can Merchant Lord only be used to give multiple cards to another character at your location? Meaning that it only allows you to change the TIMING in which you normally can give a card (before you move at the beginning of your turn) and the AMOUNT of cards you can give ( multiple vs. the normal allotment of one).

Whereas the Merchant changes the TIMING and the LOCATION RESTRICTION?

I'm not sure Merchant Lord is really an upgrade, or more of a side grade depending on the situation....


I decided to use a form of the "preparing the game box" rule from the PFSACG pdf for my home games :

Purge Basics and Elites by Adventure Deck : To make things more interesting and to help you remove the right cards faster, when you add a new adventure deck to your base set after adventure 3, remove all cards with the Basic and Elite traits with AD numbers at least 2 lower than the AD you just added.

I removed the basics after adding AD 3, and the elites after AD 5, as it states to remove them after these AD additions on the RoR AP. No more fighting a lowly difficulty 8 or 9 because they failed to be banished by the last scenario in the AP! Or finding a Wooden Shield for that matter...

Anyways, it seems to make the rewards and risks ramp up at a greater speed than to slowly weed out the basics and elites over time.

Just a thought ;)


Alright, so I know that when you encounter a card that has multiple checks involved ( such as the villian Gogmurt ) any character at that location may attempt the other checks as long as the character who initially encountered the card can attempt one of the checks. My question is this : does the additional character who attempts the second check also "encounter" the card. In this example, would the get the "before the encounter, Gogmurt deals 1d4-1 Fire damage to you" effect? I realize it says "before the encounter" but you get the jist.


Well, I can blame this one on my own ineptitude, but I've been solo playing with Valeros, Kyra, and now Lem has joined. After getting my first power feat I was excited to give Kyra weapon proficiency since I had found an extra Longbow +1 and figured she could utilize it. She often strikes off on her own to explore since I have her set up with a somewhat melee build, and thought : Well, now at least she can help if she's at another location! So I set off exploring with bow in hand, and encounter my first monster.... too bad her Dex is only d4..lol. Luckily she was able to muddle through the scenario and ditch the bow for a greatsword at the end! On to Thistletop Delve!


It seems from other threads that you may play Strength during a check, but may you play it on a character at another location during their turn? For example, Valeros is facing a tough combat check and Kyra wants to play Strength on him, but is somewhere else...
Card reads : Display the card and select a character. For the rest of the turn, add 3 to that character's checks that use her Strength die. Discard the card at the end of your turn.
Does not specify AT your location or not, but seems difficult to imagine flinging if from the woods to the goblin fortress :)


I just want to make sure I am doing this correctly. I encounter a Goblin Commando. Before the encounter he deals one ranged combat damage. I reveal my Elven Chain Shirt to reduce the combat damage by one. I make my check, and fail by 1, sustaining a point of combat damage. I can now reveal my ECS to reduce it by one again, correct? I did not technically play it on the check, since I played it before the encounter. Thanks in advance.