Displayed:Quang, Norge, Fell Viridio,
Deck: 14 Discard: 0 Buried: 0
Hero Points: 3
Mat Reroll: used
NOTES: Available Support: Blessings are available for use. Pause if a Blessing # shows up in the Hourglass, I will most likely use Vestments to take it but will consider what I banish
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Alaeron, Skyplate Armor (traded), Quick-Change Mask, Blessing of the Spy, Vreva Jhafae, Menacing Backsword +1, Blessing of Zon-Kuthon, Blessing of Achaekek, Eando Kline, Erayu (traded), Blessing of the Elements, Wayfinder, Bloodbound Hat, Heister
Recharged: Discard Pile: Buried Pile:
Favored Card: Ally Hand Size: 5 ☑ 6 Proficiencies: Weapon POWERS:
At the start of the scenario, display any 1 devil form ([X] or 2 devil forms) ([X] or 3 devil forms). Once per turn, when a local character is dealt damage by a bane, display a monster from the box next to a displayed devil form.
Add 1d4 ([ ] 1d6) to your combat check that does not have the 2-Handed trait; add an additional 1d4 ([ ] 1d12) if you did not play a weapon.
Reduce Fire, Poison, or Ranged Combat damage ([ ] or damage dealt by a summoned monster) dealt to you ([X] or to a local character) by 1 ([ ] 2) ([ ] 3).
When a local character would encounter a monster, you may bury a card displayed next to a displayed devil form to encounter it instead.
[X] When a monster encountered by a local character is undefeated ( or when you defeat a monster), display a monster from the box next to a displayed devil form.
The intention of Koren's power _was_ to absorb the Haunt/whatever that was plaguing the other player. It does apply to Curses in MM, but that was a bit of futureproofing by the team.
On the other hand, super narrow powers that only apply to 1 adventure path (especially on a role) wasn't that far out of line with the design in the older APs (eg Seoni's Corruptor role, Harsk's Abyssal Walker role, Jirelle's Pirate Queen role, etc), so while I think this could be improved, I'm not sure it must be improved.
There's also the issue that you can't suffer scourges again once you've already got one marked on you, so we'd have to figure out how that edge case works (does the scourge get negated, or you just can't play the power?)
Displayed: Deck: 14 Discard: 0 Buried: 0
Hero Points: 1
Mat Reroll: unused
NOTES: Available Support: Blessings available, Materialize available
Other: I'm Reiko (not very talkative)
Deck, Discard, Buried:
Reloaded: Middle of Deck (Unknown Order): Splashbolt Crossbow, Boots of Elvenkind, Blessing of the Quartermaster B, Old Salt, Sacred Candle#Core, Defending Sansetsukon +1, Blessing of Gozreh, Majordomo, Blessing of Abadar, Kusarigama, Silver Balladeer, Blessing of the Quartermaster A, Wayfinder#Core, Headband of Alluring Charisma
Recharged: Discard Pile: Buried Pile:
Favored Card: Weapon or Poison card Hand Size: 5 ☐ 6☐ 7 Proficiencies: Weapons, Poison POWERS:
If you are the only local character, you may reveal a Poison card or recharge a card to add 1d6 ([X] or your Charisma skill) and the Poison trait to your combat check ([X] or your Acrobatics or Stealth check).
When you encounter a card, you may evade it. ([ ] Then you may either examine the top card of your location or move.) ( Then you may shuffle your location.)
[ ] On your check that invokes the Finesse or Poison trait, gain the skill Melee: Dexterity +3.
[ ] When you defeat a closing henchman, you may examine your location before choosing whether to do so ( and add 4 to your check to do so).
[X] You may treat your powers and favored card type as if the word ""Poison"" were ""Arcane."" ( Gain the skill Arcane: Charisma +2 and you are proficient with Arcane.)
When a Poison item requires you to banish or bury a card from your hand or deck, you may discard that card instead.
Tyler is the only person who makes me think up the advanced metric: exploration velocity per deck hit point, which shows how effective a character can be at exploring _without_ killing themselves.
(I'm mostly joking about the advanced metric. There is something to be said about capturing the balance of exploration velocity with survival, but that's basically most of the game.)
I'm not sure what you mean by a rule that "follows the concept of the game". Like skizzerz said, by RAW rules this isn't allowed. However, you can do this in your own games as a custom rule and nobody would bat an eye.
However, I'm more interested in the problem you're trying to solve rather than the actual result. Are you playing with a solo character? Are you playing in a party that has no healers of any type in it?
In this game, the healing role isn't a healbot (as in, the only thing they do is heal). While I get that some people just don't want to play healers, it is a party role in the game and a fairly crucial one (just like having a character that can deal with a lot of monsters easily is a role, or having a character that can deal with barriers, etc). What's causing this problem to pop up and how do you get around it? Does your group order your healers around too much? Are they overinvested in being "the person that takes care of the villain"? Can you just add a character that the group controls that is essentially a healbot (eg Kyra)?
If your group isn't invested in being cooperative, I think you'll find that not being able to heal is going to be the least of your problems.
I just went through 6-5D with my local group and it is rough. We went through with 4p each, and I don't know how 5-6p would handle it.
First time, our team had a relatively high explore velocity and was able to get it on the last turn. The other team (we have 2 tables of 4) missed it by 1 explore (and they had a relatively low one).
Second time, we swapped the groups around, my team was able to finish due to the second last henchman being on the top, but the villain was in the last location and we may not have finished.
My group didn't like it. The combination of Hostile and the extra 2 monsters in each location really made it a slog.
(If the card text said "After you play this card, if the top card of the blessings discard pile is Blessing of Iomedae, recharge this card instead of discarding it," then that rule would let you recharge if any Iomedae blessing were the hour.)
The Pathfinder Adventures implementation actually did errata those cards to say "If the top card of the blessings discard pile has the X trait." (Parody mentions this above). Is the PFA implementation wrong here then? Are we in fact supposed to treat any PFA card text that is different as wrong as well?
Unfortunately my PFA implementation is messed up due to it being on my Steam account from my old laptop, so I can't check it directly, but I checked some videos and sure enough, they actually say this. And they actually changed it to this at some point, because I dug through some of my old PFA screenshots and the early versions had the old wording on them.
Build the Vault: The vault should contain all level 0 and 1 cards from the Core Set.
But the Build the Vault for Sanctioned The Dragon's Demand is this:
Quote:
Build the Vault: The vault should contain all Core Set level 0 and 1 cards. You may also add the level 0 and 1 cards from any Adventure Path box.
This means Sanctioned WBH doesn't let you add AP box cards to the vault. This is rather clunky for me - it means I have to remove and add cards back to the box when I'm setting up for something with a WBH and Manor session. It also means people currently setting up for the standard TTS setup (which by default is set up with Core + Curse) is actually doing it wrong.
Can we add the "You may also add the level 0 and 1 cards from any AP box" wording to WBH as well?
I do think there is quite a bit of brokenness inside of Mummy's Mask itself even without bringing characters from other APs into it, which throws the balance off more because the other AP characters are designed for other APs, which means they aren't designed for this one.
The problem seems to stem from Neferkhu (though it has much worse problems than the fact it isn't played as a weapon). I do wonder if that power should have "this counts as playing a weapon" though - it currently doesn't.
I always thought "failing the check" included the consequences of that aka the Combat damage. I can't prove it off the top of my head though so I could be wrong about that.
Tyler just pointed folks to this thread in his part of the "Online Region Resources" Paizo blog, so here I am.
I'm currently in the process of setting up a trial real time PACS game to be run using the PACS Wiki as reference, a Discord voice channel (video optional), and a physical box that the Box Runner (me) can use.
I'll be testing it out with a couple of our local players; if it works, I'll probably add another game open to a wider audience.
If anyone else has already done something like this, I'd be interested in hearing how it went. I'm also open to any suggestions on how to improve the experience.
If a character power applies when a specific thing happens, you may use it each time that happens; otherwise, you may use each power no more than once per step.
As opposed to
p.7, Playing Cards wrote:
If a character power applies when a specific thing happens, you may use it each time that happens; otherwise, you may use each power no more than once per check or step.
Out of curiosity, could the Occult Adventures Mavaro use the power I noted to get a different skill for the recovery period?
You can play cards and use powers for the recovery check if they affect the recovery check. A card or power affects the recovery check if it changes one of the skills used for the recovery check.
eg Mavaro has Mind Thrust (Arcane/Perception to recharge) in recovery and the Staff of Minor Healing (Wisdom/Divine to acquire) on top of his deck. He can use his power to search for Force Missile (Intelligence/Arcane to acquire) since it changes his Arcane skill (from 1d4 to d8+1+INT mod since the Intelligence as top of deck skills power is always in play). He can also use his power to search for Conch shell (Wisdom/Perception to acquire) in the same manner. But he wouldn't be able to search for Social Climber (Charisma/Diplomacy to acquire) since it didn't change either of those skills.
However, since Mavaro's power doesn't apply when something specific happens, he can only use it once per step. This means that for the whole of the end of turn step, he can only use it once. So if he used his power during another end of turn check, he couldn't use it again for recovery (end of turn and recovery are the same step).
If you check the Conversion Guide you will note that Mavaro now has Arcane and Divine proficiencies, which solve the problem of him not having Arcane/Divine skill that would be converted to proficiency under the new rules.
If you need help getting started the Flaxseed On-Deck Lodge should be able to help. The Org Play Online discord too but I don't remember how to generate the url for that.
Firstly, unless you're in a 5-6 person party, a character being able to explore 3+ times a turn isn't even that helpful (let alone desirable).
I would say that as the number of cards in your hand decreases, the more dangerous it is to explore (especially in Core where YOLO exploring has lots of nasty consequences, mainly from the scourges). So it's not useful in that manner. Since "bad" explores often lead to others having to dump cards to help you, a bad explore is worse than not exploring at all.
An exploration velocity (my term; number of explores on average per turn) of 3 is unsustainable. For one, damage and checks are things. The game's checks are designed to take resources out of your hand. If they didn't, they're not doing their job.
So I don't think it's not helpful, it's that most characters would not be able to explore 3+ times a turn continually without sucking the rest of the team's resources completely dry, and that's not helpful.
There were mainly 2 roles you had for Augury/Scrying effects pre-Core, one of which was nerfed and one of which wasn't:
1 was to henchman/villain scout, which you can still do by declaring story bane
2 was to dump monsters/barriers to the bottom of the deck, making it safer to explore
Now, Pre-Core Augury often combined the two when you named monster/barrier (whichever the story bane of the scenario was).
It still works fine as a henchman/villain scout, but 2 was just gravy anyway and probably made the game too "bypassable". (Not really a word)
And you can move cards you don't want out of the way by not naming them. It's not bad, just not an automatic 2-of in any deck that can support it, and I actually like that.
While I think moving it to 5 was probably a little extreme, the old augury-type cards were busted and I could understand why it was done.
I have some idea with regards to Emerald Spire as well, but I agree with skizzerz that it should be an AP, there just isn't enough room for it to just be 4-6.
I ran early Emerald Spire last year (Fl. 1-6) for my friend's D&D group last year.
Hm, I'd like to swap out the class deck being used with an Ultimate Deck (the character is an ultimate deck character) when replacing the ultimate deck with 2 adventurer's packs but I can't do this. I'll have to make do I guess.
(It's another crazy build idea)
Also, because this means things like Harrowing can be used in adventures that don't have a Harrow, what does that mean?
As for the card identification issues, there's nothing here that doesn't already happen when 2 players bring the same deck to a session, or when players are subbing in Core/Curse cards that have the same name as cards in their Class Deck.
I'm not saying this solution is bad (it's great), but 2 players bringing the same class deck to a session isn't the same as the cards looking the same as the ones coming from the vault.
That being said, my group has solved this problem by using sleeves marked in the front specifically to identify them as being from their set rather than the BR set (and BR cards that go into their deck are in unmarked sleeves); the only problem is if it gets shuffled into a location.
And when I say "my group", I really mean Kiya Toren.
I moved one of the items to the sidecart because it wasn't in stock but I wanted to put it in so I remember to take it out when it's available.
So I did that, but then removed it because I was confused about how store credit was applied. So I can't find it in my sidecart anymore.
Did that order actually charge my store credit (for the item in the sidecart I mean), or can I just readd the item to a new order and just treat it as if it were new?
My players in Card Society really want new class decks to go with the new AP. Rules incompatibilities and art clashing was their major gripe with running the old decks.
I ask about this because strictly speaking these are not "conflicts" (you can change your hand size and then set your hand size, therefore I don't think this is a conflict).
(This was inspired by 2-5D, which has the scenario power: "When you reset your hand, if your hand size is 3 or more, succeed at a Constitution, Fortitude, Arcane, or Divine 9 check or reduce your hand size by 1 for the rest of the scenario.")
Storehouse has a "At this location" effect:
"Your hand size is increased by 1."
Zova allows you to set your hand size.
Shapechange also lets you set your hand size.
1) If Zova is at the Storehouse and sets her hand size to 5, does she have a hand size of 5 or 6? (As in, does Zova's Hand Size setting power override the +1 from the Storehouse?)
2) If Zova is in 2-5D and fails the check once, and she tries to set her hand size the next turn to 5, does she have a Hand Size of 5 or 4? (As in, does Zova's Hand Size setting power override the -1 from the scenario power?)
3) If I am at the Storehouse and I cast Shapechange, and I choose Hand Size 7, is my hand size 7 or 8?
4) If I am in 2-5D and fail the check once, and I use Shapechange (Curse)'s at the start of turn power, do I have a Hand Size of 7 or 6?
"If undefeated, mark this barrier's location with the scourge Entangled, then reload this barrier into its location."
What happens in a Siege scenario (eg 5B-1B) when the barrier is undefeated? We would have run into this if not for the fact that the barrier was actually defeated.
The rule in the storybook is:
"When you would explore, instead encounter the top card of the siege pile as if it were the top card of your location. If it is not defeated, shuffle it into the siege pile."
The Golden rule says the storybook overrides the card, so it shuffles back into the siege deck. That part is clear.
The other part isn't. Does the location you are currently at get Entangled, since you are encountering it as if it was the top card of your location? Or does "this barrier's location" not exist?
It's probably the former, but I've been wrong before.
We played 1A and 1B the last two weeks, and I found 1A survivable despite getting the dreaded Ablaze Wounded combo. But we had a ton of healing (Grazzle + 2 other characters with Cure)
1B was a standard siege scenario but we also got through it with only 1 bane undefeated - I was Core Harsk and scouted the siege deck a lot which helped. 1B isn't hard with 3 players, but siege scenarios in general get much harder with more players I believe.
redeux is spot on with the PFT recommendation - not only does it have useful spells in terms of getting around immunities, it also has books. 2 of Enora's roles really love books. Did you know Riffle Scrolls is also a Book?
As far as non-PFT decks go, Witch has very strong Staves and other magic items like the Hellspawn Doll if you decide to pick a non-Book role.
As I remember, unofficially (as in it was never really a rule in the guide), characters don't have any cards of a level in their "working" class deck box until that Tier. So for the Monk class deck, you don't even see the Demonbane Temple Sword +3 until you are in Tier 6.
I think we do need a clarification here. This is a problem in box play too if you mix the Monk class deck in.
6-2D is listed under "6-2D: Last Breath" instead of "Pathfinder Adventure Card Society #6-2: Urgathoa's Persistent Shadow - 6-2D: Last Breath" (all new scenarios seem to follow this template)
Likewise:
-Curse of the Crimson Throne 1D, 2A, 3B, 4D and 6D are also similarly titled. (No society name, no adventure name)
-all scenarios in 4-6 and 4-7 are also similarly titled. (No society name, no adventure name)
I believe it is possible to pass on scenario rewards?
If so, Lem will pass on the Scenario Reward this time.
As I understand it, yes, but the only reason to not take the reward would be if you planned to replay this scenario later. You can only replay it while you are within 1 tier of the scenario, so once you tier up to tier 6, you wouldn't be able to play it again.
If you want to not take the reward, just let me know.
I've always seen it ruled that rewards are not optional; you can pass up the reward, but it still counts as having been taken, unfortunately exactly because of what Redgar is doing (not liking the reward drawn)
Card Basics on page 3 of the rulebook clearly indicates that the word at the top of the card next to the card's level is its type. (And on page 22, under Banes, the "Type" section makes it clear that story banes are also the type listed underneath the story bane type.) So "proxy" and "story bane" are card types; "support," "bane," "boon," and "danger" are not card types. ("Villain" and "henchman" are card types for pre-Core cards only.)
The Rules: Proxies sidebar instruction "Treat a proxy as if it's the card it's proxying" makes it clear that the proxy should be treated as the card type(s) of the card it's proxying. But it admittedly isn't clear if you’re treating it as that instead of being a proxy or in addition to being a proxy; the answer is the latter. So a villain proxy for a story bane monster has three card types: proxy, story bane, and monster.
6-1A's Proxy B doesn't actually proxy a card; it has "When you would encounter a Proxy B, summon and encounter the danger instead." I think this means that the only type Proxy B has is actually "proxy" (since proxy is also a type), but I'd like to confirm.
They weren't able to get the updated sheets in time for Core, and since Core has released these are now considered legacy and they aren't updating them anymore (besides, if you haven't seen the massive Core overhaul thread for all the old characters, even if they did release them they'd be obsoleted almost immediately).