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You add additional adventure decks when you begin said adventure. So if you're starting from the very beginning your deck will include all cards from the base set (B symbol cards) and character add-on deck (C symbol cards)if available. Finish Perils of the Lost Coast then you would add Adventure Deck 1 Burnt Offerings (cards with 1 symbol) and then so on.

http://paizo.com/threads/rzs2qg4z?Question-about-when-to-add-and-remove-car ds#3

http://paizo.com/threads/rzs2q5jp?Playing-base-set-combining-adventure-deck -1#2


In regards to Amulet of Mighty Fists since it is not a weapon your combat roll would be 1d10+1d4 w/ magic trait compared to 1d6+weapon. Considering it is a basic card and you can defeat magic monsters from the very beginning. Combined with recharging blessings to add die to a combat check at the d10 instead of d6 its vastly superior to using weapons.


I think if a magic weapon pops up early you have to take it regardless of its ability since Valeros will get stonewalled by magic enemies. Of course later you can switch it out but an early magic weapon is vital against Valeros' only combat weakness. Even keeping one in deck to keep in hand or even two to give one away at beginning to Lini is useful.

As for first skill point into strength I think is an overkill. Maybe in later adventure decks the additional strength will be useful but a base 1d10+3 plus 2 die from a weapon plus blessing die if desperate will pretty much take care of any combat encounter you face. IMO the first point should be to Charisma to help him acquire more allies so he can explore more locations followed by the second point in dex to help him with barrier checks as well as helps his attacks with the one or two ranged weapons you have in your deck.

Power feat to hand size 5 is a no brainer as 4 card hand is very limiting in your options.

Card feat it totally depends on your party makeup and card pool. But should be a decision between blessing, ally, item. A 1-3 party group with a good item pool selecting item feat is a good idea since most of the time you're worrying about losing to damage instead of the blessing timer so multiple exploration is not as important. in 3-6 player groups I say blessing since it gives much more flexibility compared to allies. Unless you're running with a heavy blessing group with Sajan, Kyra, and Seoni in it then going Ally would probably be best.