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The Scenario Twisty Passages has the following (during this scenario) text. (When you close a location, shuffle together the location cards of all locations that are not permanently closed. Then randomly deal 1 to each location that does not have a location card.) (When you encounter a blessing, banish it, then summon and build the location Middle of Nowhere and move to it.) What is everyone take on the first section text, have several idea's running around my head about how to interpret this.
Blasphemy Demon: most of the text is the standard demon immune and what happens when defeated. the last line reads. (If you played a boon to examine this card, bury the boon.) would that effect trigger if say a person augured for barriers and this chap was still one of the three cards. or would you actual need to be looking for cards of its type> Transmogrify: reads (When a character at your location encounters a monster, display this next to that monster. While displayed, the difficulty of checks to defeat that monster are decreased by your arcane/divine skill +1d6.) Am I reading the correctly the they would get their main die + skill bumps + 1d6 and no mythic bonus.?
How do I go about getting missing promo cards? I bought AP2 from my game store and the distributer told him they did not have any, my order was place the week of street release but due too distributer messing up the store's order did not arrive till the following week. AP3 was purchased by a friend of mine at Gencon and he was told they where all out of the promo cards. Thank you for your time
I am figuring this is no, but will ask anyways. A friend of mine was at a convention last month and a got a copy of fire sneeze for playing the card game. He gave it to me , and I am wondering even thou it was meant for runelords can I add it to wrath, I got it from him the day I was opening my box of wrath.
asking this for a friend, sorry I do not have the full printed out line of text, so this may be off a bit. The final reward talks about temporarily replacing 1 card in you deck with a loot of the same type. was this suppose to mean that other character you a still playing in season 0 have access to all loot card that are in season 0. does it mean that if you start a new season 0 character they would have access to all loot card at the beginning of the game, or that they would have access to all loot card of their appropriate level.
the guide says no more than 5 skills, but does not list any breakdown on assigning the +'s to them. does the die size of the base attribute indicate the skill bonus. ie;
are some skills considered more valuable than others, in skull and shackles wisdom was very predominate on traps and ships, so would that make wisdom based skills more costly so they get a lower bonus.
can non mythic characters earn mythic charges?. Asking because Blessing of Ascension and nectar of the gods can provide them. Blessing of Ascension is auto acquired if you have a charge. Imrijka's cold iron warden role card list a benefit for playing Blessing's of Pharasma, but on my WotR deck list their are none listed as being part of the game. Are the Blessing of the Gods in the class decks still being used as those for guild play or should they be considered Blessing of Ascension
in the guide it says use the standard rule. is this the rules from season 0? a lot of my players do not like those loot rules. We had heard their was talk about changing from rolling on every piece of loot you are contesting to, each player chooses which loot the want for round 1, roll off any contested, but those that loose the roll have to wait till all round 1 roll are done than pick from what is left. Are we allowed to use a different loot handout as long as everyone is informed of it? I do not have a issue with using the new system and their is no prize support that would be effected by this change.
due summoned monster killed count toward his power: (when you defeat a monster and would banish it, you may add it to your hand instead.) that is the first line from his line 5 power. asking because under role card (tyrannomancer) his line 6 power reads: (add 1d8 to any check at your location against a summoned monster. when you defeat a summoned monster, you may draw a random monster from the box)?
When does your first exploration end? At the location (Befouled Alter) it says when closing encounter the henchman (cultist of Baphomet). On my first exploration I encountered and the defeated the Brimorak henchman and went to the when closing part of the location. The cultist says if this is your first exploration take 1 combat damage. I took the damage but was wondering when does your exploration step end. Soonas you defeated or failed or acquired the card encountered or with the henchman since it let me to attempt to close the location the exploration is still ongoing?
On page 7 of the orgnized play document under Earning Scenario rewards
Now the way we have been doing it, is that we would take all the cards of the reward type of 2 and lower shuffle than take a random from those, but this rules does not state this. So my question is this, do we do as I mentioned or do we just take a reward of the proper type that level or less and add that to our decks.
Was in a runelords game the other night and a player was encountering a Spectre "The Spectre is immune to the Mental and Poison traits."
"Check to Defeat" Combat 11 or Wisdom/Divine 7. The player was using Amaryllis and choose the wisdom option because lack of any spells in hand. With help of a few blessings he beat the 7 Wisdom and went to remove the card, I stated that since his check did not have the magic trait it was not defeated. He reply since he used the wisdom option instead of the combat option he did not need magic in the check and stated that this question had all ready been ruled on in the forums and his way was correct. Well the question is, which is correct defeated because its a wisdom check or undefeated because no magic trait in the check.
ok, had this scenario come up last night and wanted to see which out come is correct. meriselle is encountering a villain, she has the force sling +3, 2x giant bane daggers +2 and 1 venomous +2. when the player did the check he used the sling and discard each dagger for its bonus. I said that he could only discard one dagger for that, because each power can only be used once per check. Him and rest of the players disagreed stating that each dagger said he could discard it when playing a weapon. which is correct, on final two scenario's and would like them to be done correctly.
when a monster has two checks ie; check A and than Check B. If the player fails the 1st check does he still need to do the 2nd? I know when a monster has more than one check a 2nd player at that location can attempt one of them. My question is, if a monster has only 1 check Player A fails takes damage, can Player B than attempt to defeat the monster? Wands: they do not use the players Arcane die, right? Augury spell, can not search for villain/henchmen just monster, right?
1. If I encounter a monster say with Lini, can I cast cure on myself prior to rolling the combat check. Asking cause the rule say only cards that effect the check may be played but not sure if you start the combat check the instance the monster is encountered or when you start gathering the dice you will be using to make the check with. 2. Can I cure someone at my starting location, move than explore. I see nothing where playing a spell falls into the turn order.
This character is based off my PFS Paladin Roland Kincaid
Skills
Powers:
Card List Favored Card Type: Shield Armor
Roles
(() You may banish () bury ()discard) a ally to reduce a combat check at your () another location by the set number on of the ally (non numbered allies count as 1) () When a character at your () another location is dealt damage, you may reveal a Blessing of Iomeade to redirect the damage too you. reduce this damage by 1 ()2 Background: Growing up on Golarion can be hazardous at the best of times, growing up near the World Wound can be down right deadly. Early in his teens Roland's twin sister was abducted by cultist, having a other worldly connection to his twin, he followed the cultist for three days and nights until he was able challenge them, unfortunately exhaustion played its part and he was only able to defeat one of the five cultist before being forced to retreat. Roland pursued the cultists into the night, when a strange sense of dread came over him, a couple hours later he came upon the slain body of his sister. Anger, grief and exhaustion overcame Roland while be buried is sister, he shouted to the heavens for justice; revenge and the most important question why? In the morning a strange feeling drew him too the remain a large building, inside at the base of a ruined statue was a large tower shield bearing the holy symbol of Iomeade and on the inside one word written in Celestial "Sister".
"Discard this card to add 1 to a check". Can this be done after a roll, the only card I have seen that allows a +1 to a check all ready rolled is the "luck Stone" which says "Discard this card to add 1 to your check." "if you would fail a check by 1, you may bury this card to succeed." asking cause I have seen a couple video's where the players where holding for use if a check failed by 1?
What does the "Finesse" trait do?, seen it on a few cards but nothing else that goes with it. In PFS finesse allows for dex to replace str, but all the weapons I have seen only have str combat on them. "Toxic Cloud" the turn it mentions is that only active for the person who play it, or does it last longer? If a barrier or something summoned in monsters with the immune to poison trait, would others be able to ignore using the 1d6 of poison or do attack auto fall because of the cloud? "Fail" check, say someone was using the glaive vs Xanesha, would he get his re-roll than not be allowed to use weapons/spells on his 2nd attack or would he not be allowed the re-roll? |