Advice: playing Valeros


Rules Questions and Gameplay Discussion


Hi Guys.

We just completed the second adventure and thus Valeros got a card feat. Seems like the slam dunk additional card slot is to pick weapon. However, I thought a discussion about would be worthwhile.

An additional blessing, ally or even item is rather tempting. He rarely seems to need to worry about health (and it's rather easy to draw a weapon up) so I was leaning a little bit towards a blessing (to help him on other checks).

What did you or what will you do for this high powered machine?

Ben


I'm playing Lem and Valeros. I think I'll take Item for the card feat. There have been a few times I wish I had space for another item, some regrets about having to ditch items after rebuilding decks. Valeros is currently carrying a Crown of Charisma and Spyglass. Some Masterwork Tools wouldn't go astray.


I can relate to your post quite well.

I was fortunate enough to get the Masterwork Tools. I gave up that Crown of Charisma for a Spyglass (I love that card!). The Crown is great but I had already added a Skill Point for Charisma (+3 total).

A fourth blessing really helps me out on any check so that's what I'm sorta leaning towards (especially when I have to close locations).

I'm going finally get to try Lem in a three-man game in a couple weeks. Quite stoked. He sounds fun.


Lem certainly can cycle through his deck quickly. And he has been feeling a little less squishy since Valeros gives him his best suit of armour at the start of each scenario (as soon as possible anyway). Valeros can certainly afford it as he rarely takes damage with his heavy-hitting, weapon-recharging smashy, smashy. I find Valeros needs to play out the Discard option on his weapon so that he cycles through his deck. Otherwise he ends up with 4 weapons in hand and nothing much else that he can do.


During the playtest, my group came to the conclusion that unless there is a specific need being met, you should always choose blessings & allies for additional card feats while they are still options.

Why?

Because additional explorations per turn help you win all the time, versus other cards that help you in specific situations.

Silver Crusade

hustonj wrote:

During the playtest, my group came to the conclusion that unless there is a specific need being met, you should always choose blessings & allies for additional card feats while they are still options.

Why?

Because additional explorations per turn help you win all the time, versus other cards that help you in specific situations.

In a large group (4+ players), this is good advice. With lower numbers, you don't need to explore as often to win.


Fromper wrote:
hustonj wrote:

During the playtest, my group came to the conclusion that unless there is a specific need being met, you should always choose blessings & allies for additional card feats while they are still options.

Why?

Because additional explorations per turn help you win all the time, versus other cards that help you in specific situations.

In a large group (4+ players), this is good advice. With lower numbers, you don't need to explore as often to win.

While you're absolutely right, its still a good idea to explore more often if able, generally. When playing solo, for example, you can usually encounter every card in every location deck without the blessings running out, but there may be hazards, like certain barriers or location closing restrictions, that require you to attempt the check several times to succeed. As such, having an extra blessing or ally around to speed up the process is still a great idea.

One must also be careful not to dilute the important cards of the deck too much as well, just as in a deck building game. If your Valeros ends up with 5 weapons in a 20 card deck, he will play quite a bit differently than with 5 weapons in a 15 card deck.

Liberty's Edge

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

I would go Blessings across the board [except for Ekzen of course], except for Lini. Animal Allies are too powerful for her to take anything else. Especially if you bump her power up to 1d4+1 or +2


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Hi Guys,

I thought I would share my leveling up of Valeros through Skinsaw Murders so far (which has been an absolute blast).

My Valeros (playing with Lini) through Burnt Offerings...

Str: put my first skill point here.
Char: put my second skill point here.
Hand Size 5: put my first power feat here.
Card List: put it in allies.

Notes: the first strength bump was a no brainer but that d10+4 on combat when combined with recharging weapons makes Valeros just a thumper (so another boost hasn't been needed). I love getting allies so Charisma was a natural upgrade for me. Hand size to five was also a no-brainer.

===

Then we moved onto Skinsaw Murders...

Hand Size 6: put my second power feat here.
Char: put my second skill point here.

Notes: Lini just hasn't needed anything more than a d4 from Valeros. He also has two magic ranged weapons so we are typically at different locations (because I can give her a 1d4 as needed). The second skill point was really tough choice for me. I kicked around Dexterity but Valeros rarely uses it (even with those magic bows). My combat melee attacks are still wicked heavy with that discard power so Strength still seemed overkill. Allies often let me go again so I put that second skill point into Charisma. Not sure if I did the right thing though. Hmmmmmm.

His deck to date:
W: Deathbane Crossbow +1, Flaming Mace +1, Heavy Pick +1, Longbow +1, Scythe+1

A: Magic Half-Plate x2, Deathbane Shield
I: Masterwork Tools, Staff of Minor Healing
A: Brodert Quink, Father Zantus, Poog
B: Gorum, BOG x2

Would love to hear how you guys have been leveling Valeros through Skinsaw Murders if you care to share.

Thanks,

Ben (and Abby)


For me at 1-2 and maybe 3 player, the items are really really important because you don't have so much character => less place to hold all the important items and there are some very important items to carry.

Another style of character where I value the items are them who use to have a huge hand (Sorcerer/wizard for example) => you can hold a sh*tload of items that boost your main skills (e.g. belt of strength)
For the wizard it is really important because the 2 last expansion pack have some spells that have 16 to recharge (and even with a d12 + 6(the average of the spellcaster at this point) it is really really hard to recharge them).

So for this kind of character I go for 1-2 cats in ally + 3-4 items to boost the profane skills.

Now at 5-6 player you are under pressure to explore so everybody must explore a bit. And then => items/spells(very rare before the 6th adventure) allowing you extra turns > scouting > blessing > allies > everything else.


Some things to consider.

As you adds allies and blessings, you will see your weapons less often and won't be able to depend on the recharge ability to boost you in combat. If you buff with blessings you'll be bleeding out more, but I suppose that's OK with Lini. I would upgrade blessings before allies, they're more universally useful.

Combat challenges automatically levels up by at least +1 per adventure and then scale up quickly from AP 3.

To me, I want characters to be good at their niche roles. If you can't do that what's the point? I've seen Amiri upgrade everything but STR and by AP 3 she loses a lot of combats. If you have a combat character that is no longer good at combat, it's a problem. IMHO.

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