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![]() So, was it intentional that Quick Bomber lost its interaction with Quick Alchemy in the final version? The feat was a bit different in the playtest overall, but it had a mention of how it interacted with Quick Alchemy while the final version has no such thing. With how integral Quick Alchemy is to a Bomber Alchemist, this omission seems odd. It feels like Quick Bomber is missing an additional sentence which should say something like: "Also, when using the Quick Alchemy action to create at least one bomb, you may Strike with one as part of the action." ![]()
![]() Jason S wrote: morairtym: I think it's still better to be Dying 5 than dead... Why wouldn't it take longer to recover? Also, from how I understand it, being slowed 5 for 1 round is no different than being slowed 3 for 1 round; either way you can't spend any of our main actions during the round, and then it goes away. It doesn't take any longer to recover from waking up, no matter what slowed value you end up with. CommanderCoyler wrote:
Personally, I don't have any issue with how the DC is figured out. It's no worse than a lot of the other things the GM has to come up with. And I for one would despise having recovery changed to a flat DC check. ![]()
![]() I'm hoping they'll launch the update shortly after Ultimate Wilderness is out since that seems like it may be the final "First Edition" PFACG release. Thank you every much for the community-made sheets in the meantime!! A friend and I recently got back into this after being distracted by many other games (mainly Gloomhaven) and are quickly nearing the end of our Goblin playthrough of S&S. We'll likely be doing a Hell's Vengeance re-play of Wrath using the OP scenarios next. ^_^ ![]()
![]() Roscoe Rackham wrote: Also, this is going to sound really weird, but I am noticing that all of the Vesk art so far trends toward the same general body type. Do the Vesk lack sexual dimorphism, or are they a hermaphroditic species? Cause that'd be WILD. I am very happy to not have to deal with Inexplicable Lizard T~*%. Don't worry. I was wondering the same thing and read through the comments just to see if anyone else had thought about it. So yeah, are there male and female Vesk, or do they all look like this and essentially cover both sexual functions? ![]()
![]() Vic Wertz wrote: I've noticed several suggestions for additional products in this thread. Please note that the solution to the problem "you're producing things too quickly" is *not* "produce more things to fill the gap you just created!" I would definitely never suggest any additional physical products to fill the gap. That would definitely be silly. However, I do think that extra products in the PDF/print-on-demand format like the upcoming Runelords OP season could be good ways to keep the more active players engaged while they're waiting for more physical content. ![]()
![]() With Adventure Deck 6 of the Wrath of the Righteous set shipped/shipping for most subscribers, it is now that time for many of us to request to have our subscriptions cancelled and wait for the option to restart our subscriptions with the next Character Add-On Deck. This is typically done to avoid higher shipping fees for the much heavier Base Sets and/or to be able to buy the Base Sets at our local game stores to support them, while in either case still having access to all PFACG promo cards. However, although getting the subscription cancelled is usually a pretty simple process, around the time when Wrath was getting ready to come out Vic was mentioning that Paizo was working on some kind of new "subscription management" feature that would make excluding the Base Set from our subscriptions easier. I was just wondering if this feature was still in the works and if it will be out in time for Mummy's Mask, or should we go ahead and request our subscription cancellations for now? ![]()
![]() Hawkmoon269 wrote:
Well, I've said it before and I'll say it again: As long as my Alchemist is out in time for the next season of organized play, I'll be perfectly fine. Good luck Tanis and Co.!! ![]()
![]() Yeah, the simple fact is that some characters would be far better off just playing in a standard game. They'd be able to make a much more appropriate starting deck and at least have a chance to get nice, powerful upgrades as they go on that are appropriate to their concepts. Having a "specialized" set of cards to choose from is supposed to be a major advantage with the Class Deck/Card Guild system. That's why we only get one regular upgrade per character per scenario. When a large number of people I play with are passing on upgrades regularly, not due to lack of upgrade cards gained but lack of good upgrades available in their class decks, I think there's a problem. I'm very eager to see if class deck design is going to improve with the new three-character decks. If they're perfectly awesome, maybe there will be a reduced need for this system. Maybe it would be best to just offer some kind of Class Deck Add-On Packs or something for the original 7. That can be a pretty viable and flexible option with the connections Paizo has made with DriveThru. But even if the new decks leave nothing to be desired and there are ways to "fix" the old decks, I still think that something like this would be a nice way to bring in a new level of customization that can freshen up the OP program (and potentially sell more Class Decks) without being too MtG-level crazy. ![]()
![]() No. Please don't associate new promos with the class deck subscription. I already feel bad enough not buying half of my PFACG stuff from the local store where I run the Card Guild. Still buying the class decks from them is one of the only things letting me live with myself as a community tabletop gamer. ![]()
![]() Illeist wrote:
She's not talking about a card discarded for Damiel's power. She's talking about the one discarded for Noxious Bomb's power which lets Damiel add his Craft skill to the combat check. When you do that, there is a Craft check to recharge that card instead of discarding it. ![]()
![]() Thanks for the insight on the Alchemist deck. I kind of regret passing on the last few playtests, but I'd been way to busy to commit to them lately. Although there is a certain draw to getting the final product completely fresh, I'll consider answering the next call for playtesters if my level of free time improves by then. But for now, I look forward to agonizing over which alchemist to use as my main Guild character during Season 2. :) ![]()
![]() My solo Damiel still has: Cure: I'm by myself and I want to make sure I don't die and the recharge is pretty reliable. Potion of Healing: Again, I'm by myself and don't want to die. While the healing isn't as potent as Cure, the recharge is guaranteed. Also, with two good healing cards in the deck, I can more reliably get healing back into my hand. So if I play them back-to-back, I heal, recharge the healing card, then heal with the second healing card. The first healing card is now shuffled into my deck so I can draw it back sooner. Alchemist’s Fire: If a card is discarded, this is still a very powerful attack, and there is a pretty good chance that I can recharge the discarded card instead of discarding it. Potion of Glibness: Diplomacy checks still come up and Damiel is still piss-poor at them. It's situational, but since it's an Alchemical card it can always be discarded for a nice attack boost if I don't foresee doing a Diplomacy check. ![]()
![]() I'm starting to warm up to the idea of three characters per deck. The only problem I really have now, especially in relation to organized play, is the simple fact that the change has happened. Having just three characters might help with letting the new decks from here on support those three characters much better, but where does that leave the first seven that have already been released with four characters? This does nothing to help their effectiveness, leaving us with a number of characters that will have far less support compared to the new characters, assuming this strategy does significantly help the new characters. Basically, I'm hoping that there still might be something down the line to help the old class deck characters get the proper support they need and they don't just get left behind. ![]()
![]() Adventures are usually released for purchase after all of their scenarios are distributed to OP officers and participating stores, sometimes up to a week after (as it was with Adventure 5). The final Adventure 6 scenario should be out by April 1st, so the Adventure 6 PDF should be out on Paizo.com by April 8th. ![]()
![]() elcoderdude wrote:
It's also not bad for sorcerers. We just sent Seoni after that punk rat. ![]()
![]() lonewolf23k wrote: Basically, Eric, it's a weapon with 50 or so charges at creation, that anyone with the Exotic Weapon Proficiency Spellstaff can use to fire bolts that deal 1d8 against the target's full AC, rather then a touch attack. Actually, unless I missed something or unless the file changed, a spellstaff initially holds 10 or 8 charges depending on the type. There is a specific +1 magic enhancement that you can add to the weapon to increase the capacity. It takes 6 minutes to recharge each expended charge, or you can use the alternate rules to use ammo for the spellstaff instead, in which case reloading is a full-round action. When I initially saw the PDF, the first thing I thought of was action-RPG wizards like in Gantlet Legends and such, in which they can endlessly shoot blasts from a staff. It seems like that may have been a big part of the inspiration for this, but the low capacity instead of endless blasts was likely put there for balance. Personally, I'd think that having the proficiency feat tax and making it so they have to hit full AC is enough of a balance for endless shots (it'd basically the same as a wizard with a light crossbow and rapid reload other than not have to buy ammo). Although it wasn't exactly what I expected, there are a lot of good ideas in the book. I'll see if I can fully digest the book and write a detailed review eventually. Thanks for the file! ![]()
![]() Andrew L Klein wrote: The Curse trait is just thematic, but adding Barrier causes it to trigger and allow anything about barriers. Actually, what it does is let you get rid of the haunts by beating the Witch Doctors that are part of the scenario. Their power only works with barriers that have the Curse trait. ![]()
![]() mlvanbie wrote: These cards seem a lot better balanced than the previously-mentioned ones. The Bag of Sticks is best for anyone who isn't Lini.... Well, there are ways for Animal allies to end up in your discard pile other than when you use their power (damage being the main possibility). It seems like a nice emergency button for Lini to cover such situations, and a +2 on Survival and checks to close isn't too shabby either, especially in S&S. ![]()
![]() zeroth_hour wrote:
The ability says, "a random other character summons and encounters..." It doesn't say "at your location" anywhere in the power, so it doesn't matter if the other characters are at your location or not. Giles Halmis is on a mission, and defeat is the only thing that will stop him from going after all of your friends. ![]()
![]() Blog wrote: One of the nice things about these cards from an organized play design perspective is that they're easy to integrate. If you're playing an iconic character and you have a promotional card from this line that's owned by that character, you can start with it. If you're not playing an iconic, don't despair—you might get an opportunity to unlock access to these cards through a scenario or some other special reward. Those of you playing Valeros might wish to pre-order Iconic Heroes Set #1 now. First, fixed that for you. Second, does this mean that we are getting a mechanic in organized play to add these cards to the appropriate Class Deck boxes so they can permanently be part of an iconic Guild character's deck? That would be pretty awesome! Maybe a big Card Guild Guide update is coming soon? However, if this is the case, it would make me a bit more sad that Lem, the only iconic I'm currently playing with, doesn't have his figure set projected for release yet. Edit: Wow, didn't read the Tankard at first. If the above is correct, Potion of Flying in the Fighter deck just got epic. ![]()
![]() With the break from scenario releases, I've been using the past two weeks to try to catch up a bit with my players, as only one other player in my group had a character who'd finished Adventure 1 before the break (Adventure 1 feels like a really big hump to get over for some characters). So after getting as many people through Adventure 1 last week, myself and two of my other player powered through all four Adventure 2 scenarios last Saturday and Who Rules Hell Harbor was definitely the most memorable. The Zarlova player was feeling pretty confident going into the scenario with a d10 +2 Wisdom. Probably a little too confident. He had been hogging the Besmara's Tricorne for the rest of the Adventure, but ended up letting our Wrathack player use it for this scenario. He was so cocky he even started at Shark Island to face a ship right away. He trusted luck a lot more often than he probably should have, barely ever using blessings on his ship combats (I think Wrathack and I may have played more blessing for him than he used on himself). He had a lot of bad luck, even when blessings were used. Lots of 1s and 2s on his d10s. He ended up letting his ship wreck twice because he took way too much structural damage and only cleared out two of the five monsters from Shark Island before the villain was found at the location. Wrathack and my Lem had much better luck. I don't remember either of us losing any ship combat. I added my d4 and used a blessing on nearly everyone one of my ship combats and with a d6 +3 for Survival, Wrathack was usually in pretty good shape as long as a blessing was used. Sadly, the Tricorne never came up, so that was kind of lame. It is also worth noting that we had spread out, never being in the same location until the end, and I think IMPERVIOUS was encountered about four times. That was annoying. But luckily, MARK OF YUNNARIUS was only encountered twice, giving one haunt to Zarlova and one to Wrathack. Again, I really liked the scenario and look forward to playing it again. It'll be interesting to see how different characters handle it. ![]()
![]() So by the sounds of it, this is your first time playing OP? In that case, welcome! The first thing you and your wife need to do is register for Pathfinder Society and create your characters. The easiest way to do this (that I know of) is to click on the Pathinder Society logo to the left of the webpage. Then either click on the My Pathfinder Society link on the top menu, or click on the "Join the Pathfinder Society and create your character now!" link just a little ways down the page (you can't miss it). At this point, you should be prompted to register for PFS. If you haven't played any public OP games, don't worry about the option that mentions being given a number and a confirmation code. If your wife has not created a general Paizo.com account, she'll need to do that first. After you have registered for Paizo.com and PFS, you are now ready to create your characters! I'm not sure, but you may end up on your My Pathfinder Society page after you register, but if not follow the same links described above. It should also default to the Player tab when you go to this page (if it's not already selected, click on it). Then click on the Register a New Card Game Character button, fill in the appropriate information on the next page, and click the Submit Changes button. You should now have a character listed under your player tab. Take note of the number associated with the character (for your first, it should be your PFS ID#, then 1001). After you and your wife have both registered your characters, you are now ready to report your sessions. If you are playing two player games, only one of you needs to report it and you will no longer need to do anything with your characters unless you made a mistake or there is a glitch (there is a common one where the class of your character might revert to Fighter, but still have the right name; hopefully that will be fixed soon). Before you report your session, you first need to create an event. To do this, click on the GM/Event Coordinator tab of the My Pathfinder Society page. Next, click on Create Your Event button. Fill in the appropriate information. A lot of this is optional, including giving the even a name, but be sure it has a date and time of day, uncheck the "Event is Public" box so it doesn't show up on the Event list/search, and check the boxes of the scenarios you plan to report under this event. Then click the Save Changes button at the bottom. When you go to the GM/Event Coordinator tab, you should now be able to see your newly created event. When you're ready to report sessions, click the Report link associated with the event. You will now report each individual scenario you played. On the dropdown menu, select the scenario you are reporting. Make sure there is a date in the Date field. If you won the scenario, check the box beside "Scenario missions accomplished." From there, input the PFS ID and character numbers of each player's character and check all boxes that apply (what kind of upgrades were taken by the character, feats gained, and if they took the scenario reward). If you are finished, you can click the Save and Exit button at the bottom, or if you have more scenarios to report, you can click the Save and Go To New Session button. Repeat this process until you have finished reporting all of your scenario that you played during this event's time frame. After you have reported all of your sessions, it is time to finalize your Event. To do this, go to your GM/Event Coordinator tab and click the Edit link beside your event. Check the "I have completed reporting for this event" check box right below the Event Description field, then scroll down to the bottom and click the Save Changes button. From then on, your event will not be visible by default on your page, but you can click on the "Show Completely Reported Events" link to pull it up if you maybe want to look at the sessions your reported for the event to make sure it pulled the characters correctly. For now on you will just be creating new events unless you or your wife wants to create new characters. It doesn't matter which of you creates and reports the events, as long as you use the right numbers for the characters. I hope this was helpful. Let me us know if you have any questions. Have fun and good luck! ![]()
![]() I've really been meaning to convert We Be Goblins! into the card game, complete with playable versions of Mogmurch, Poog, and the rest of the gang. Unfortunately, work and school has kept me really busy lately. I used to tinker with homebrew content (mostly for Pathfinder RPG) during my free time at work, but now I'm usually using that time for school assignments. I still want to work on it and get it done eventually, especially since Damiel is out now to make it a bit easier to make Mogmurch. Skull & Shackles also seems a bit more fitting than Runelords for the module as far as flavor goes. Hopefully I can finish it someday. But yeah, I think one of the main reasons for the lack of homebrew activity is that there is a lot of official content available now. Skull & Shackles is out and its adventures are being released monthly. In addition to that, OP scenarios are being released weekly with adventure compilations monthly. The difficulty of both of these is increased compared to Runelords, raising replay value (there are currently 4, about to be 5, OP scenarios that my group hasn't even had a chance to attempt yet because we've had to replay so many scenarios). You also have the Class Decks now which increases character variety, lowering the need for homebrew characters. Since this official content is being released so consistently, I'm not sure if we'll see a surge of homebrew content any time soon. Before you know it, when people start to settle down and get used to the content that is out, Wrath will be coming out and likely with a new set of Class Decks, starting the process all over again.... I think this is kind of a nice problem to have. ![]()
![]() Mike Selinker wrote: Why do you guys think you should you be able to use all your resources regardless of consequences at the end of the game, when that applies to no other part of the game? My thought on it is why, in say a 5 or 6 player game, is it okay for the two people which have their turns directly after the person who comes after the player who drew the last blessing card can freely blow all of their resources regardless of consequences at the end of the game, but that unlucky person that comes right after can't? They "start" their turn just to end it and become collateral damage when they just did the exact same thing as the two players who would have come after him. By this logic, shouldn't all players be forced to reset their hands once no more blessings can be drawn? ![]()
![]() Yep, free looks are awesome. This is what makes Dominate a pretty amazing spell. Even if you can handle it, go ahead and use Dominate to evade the first monster you run into at a location. Get a look at every single card in the deck, see if the villain is there, see if there are any horrible cards you'd rather not run into, see if there are any boons that people really want, and get to take a single boon from it for free. I never got to Adventure 6 in Runelords, so looking through my Bard Class Deck was the first time I got to see it. It will be my first priority upgrade in organized play once Adventure 6 comes out. ![]()
![]() Vic Wertz wrote: Please, please, please don't introduce people to the PACG by throwing them into the deep end of organized play. And please don't ask us to weaken what we need org play to be by asking us to make every scenario playable by newbies. Neither of those things is helpful. PFSACG play is designed for experienced players, and that's not changing. For new players, there are four really good ways to get people into the game: On the Horizon, the shortened demo, and the first full scenario of either Rise of the Runelords or Skull & Shackles. If you are using anything else to teach new players the game, you are doing them and us a disservice. I'm sorry Vic, but due to time constraints and only having one copy of the base set on which to run events, I have introduced four people so far using organized play scenarios. I played On the Horizon the first time I met up with players at my local game store, but after that I felt like I'd be doing the other players who know the game already a disservice if I just play introductory scenarios when On the Horizon took the entire allotted time to run it when I used it to teach new players. However, all four of these new players really enjoyed themselves, loved the game and plan on continuing to play OP scenarios. ![]()
![]() agraham2410 wrote: The decks are mainly for use in the Organised play senarios. Actually, that's a common misconception. They're meant just as much to be an accessory to use in home games in any Adventure Path as they are as a requirement for Organized Play. From the Class Deck "rules" card, side titled "Adding Pathfinder Adventure Card Game Class Decks to Any Set": Spoiler: Class Decks are designed for use as an accessory for any Pathfinder Adventure Card Game base set and its corresponding Adventure Decks. You may immediately add all of the Class Deck cards that have the letter B in the upper-right corner to the other cards in your base set (see "organizing You Cards" in the rulebook). When you add cards from a new Adventure Deck to the box (see "ending a Scenario, Adventure, or Adventure Path" in the rulebook), you may add all of the Class Deck cards that have the same adventure deck number as the Adventure Deck cards you just added. ![]()
![]() I definitely support the idea of Class Deck Expansions, although I'd prefer they be geared to a specific purpose/theme and be 55 card decks instead of the full 110 pack. There'd be one card explaining how the expansion is used with the other 54 cards being the boons, which I think will be plenty. That'd be 7-8 cards per deck level (B through 6). Some examples of what I'm thinking: Ranged Combat Class Deck Expansion:
Melee Combat Class Deck Expansion:
Arcane Magic Class Deck Expansion:
Firearm Class Deck Expansion:
Now, I really hope Paizo is considering something like this, but even if they are thinking about it right now we will likely not see them until the next set of Class Decks start rolling out in, what, February? In the mean time, I think being able to "multiclass" you deck would be a very good solution for now. ![]()
![]() Yeah, people were talking about the issue of only having 110 cards (only 97 boons) to support 4 distinct characters per class deck in this thread. Someone threw out an idea of multiclassing the decks. I think it'd be a nice OP reward if it's possible. Maybe something as a reward at the end of Adventure 2 or Adventure 3: "Each player may add the boons from a second Class Deck to their characters' Class Decks." That can probably be worded better, and if it did become a thing it would probably need to be explained in more detail in the OP Guide, but it could really add a deeper variety to the characters populating the Card Guild world. We could have your Harsk (Arbalist) Ranger/Rogue as well as Zarlova (Theurge) Cleric/Wizard, Flenta (Arcane Pretender) Fighter/Sorcerer, etc. ![]()
![]() I'm pretty sure that isn't what Tanis meant by hardcore mode. Since this is the first scenario of the season, Higher Level Characters don't come into play. I think Tanis was just referring to using a character with Mental-trait powers in a scenario full of undead (undead being immune to the Mental trait), putting the team at a handicap. ![]()
![]() I think replacing "until the end of the step" with "for the purposes of that card" (as Hawkmoon suggested) works just fine. And it only increases the length of the power by 4 characters. Does anyone have a problem with this or see any way that it can be misunderstood? ![]()
![]() Yes, I've been thinking it for a while and since it's mentioned here, I want to echo Cartmanbeck in saying thank you so much for adding the anchored ship mechanic in the final game. Ship-less scenarios were the only thing I really didn't like about having ships in Skull & Shackles during the playtest. Great job, Mike and co. ![]()
![]() There is no complete list yet. To my knowledge, this blog post has the most recent information on the promos for Skull & Shackles. Here is the list so far: Ranzak - June 2014 (Free RPG Day)
There are three more promos that Paizo has not yet talked about. ![]()
![]() So I mentioned this in the product discussion, but I think things might need to be a little more clear as far as what cards are available to add to an organized play box. It seems like the intent is that you should only be using Skull & Shackles cards for the box (meaning the Base Set, Character Add-On Deck, and Promo cards made for Skull & Shackles), that you shouldn't add any cards from the Rise of the Runelords release. However, this isn't explicitly stated. The section on promo cards says you can have up to 12 promo cards, with one copy of each. 12 is the number of promo cards that they are planning to release for Skull & Shackles, so it seems like they are just stating that you can only use one of each of those promos. But taking it literally, the guild allows you to add old Rise of the Runelords promos to an organized play box. Then you have the issue that some people will likely use the boons from extra copies of Class Decks to integrate more cards into their box which again is something that is not touched on in the guide. Then there are the new Special cards that will be included in the new minis sets, but I'm sure a new guild will come out by then since we'll have a new base set out. This is the main kind of thing I was looking for since I'll likely be the main source of the OP game box in my area, but it looks like some things can be elaborated on. ![]()
![]() London Duke wrote:
Personally, I'd say be careful with this assumption. Pragmatic Activator does not say that it makes UMD an intelligence based skill. It says: "You may use your Intelligence modifier when making Use Magic Device checks instead of your Charisma modifier." I don't have a copy of the Lorewarden with me because I'm at work and the 3rd party rules archives are blocked here, but if the wording of its feature says something along the lines of "all Intelligence based skills are class skills for the Lorewarden," using Pragmatic Activator to make it a class skill would definitely be debatable, especially if this character might be for PFS. If it's for a home game, you should talk to your GM about it if you haven't already. If he is the type to question rules and builds, it could cause trouble later. I'd personally probably let you get away with it, though. ![]()
![]() I wanted to say that I am very happy about this project. I'd had Coliseum Morpheuon and a number of the individual Tarnished Souk NPCs on my wishlist for a while now, largely due to the great praise Endzeitgeist has given them. The NPC collection alone seemed like a great deal, so it didn't really take any extra motivation to throw down the $20 for my PDF (I'd stopped getting physical game books after the release of the APG). That said, I was extremely happy when Coliseum Morpheuon was announced as a bonus and then the 101 PDFs were just gravy! It happens that I had not gotten around to buying any of these PDFs yet, so yay! Thank you for your great generosity. I hope everything goes well with the Kickstarter and the production of the final product. But with all of these free bonuses, I was wondering if it would be acceptable for you or someone else to make a post in the discussions of all of the bonus PDFs' pages promoting the Kickstarter. Something like: "This and many other PDFs are now available as a free bonus to anyone pledging at least $20.00 in the Faces of the Tarnished Souk: An NPC Collection (PFRPG) Kickstarter!" I typically don't look at the Compatible Products section of the forums (at least not until recently), but I look at the Product Discussion a lot. I found the Mythic Mania Kickstarter through the Ultimate Psionics page and just happened to find this Kickstarter through that Kickstarter. I think it might bring in a good amount of new people. Just a thought. I'd make the comments myself, but I don't want to do it if it might be something you wouldn't want done for one reason or another. Good luck again with everything!
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