Alahazra Power Feat Choices


Rules Questions and Gameplay Discussion


What have people been going with for Alahazra's power feat upgrade choices? I've already taken the extra hand size, and am really not sure what I want for the second one.

Peaking at blessing or character decks doesn't seem all that useful honestly by itself, and adding fire to combat also seems a bit limited. Is getting light armor proficiency worthwhile? Or seem like a waste?

Wonder what other's have gone with on this one.

Grand Lodge

If you aren't carrying spells that reduce damage dealt to you, then armor is a nice card type. And then armor proficiency allows you to recharge in a lot of cases instead of bury or banish on use.


If you're going Stargazer, the character/blessing ability isn't too bad for using to help out a teammate who really needs that one card, like a weapon.

Adding fire to your combat was a big deal in RotR, particularly after AP3. You might consider taking it for that reason, even though there hasn't (so far) been as many banes who require fire in S&S (they might just be in later AP's).

Armor proficiency seem like a waste for me. Putting aside my general distaste for armor, Alahazra doesn't have any armor in her deck to begin with, and can only hold one (ever) IF you take a card feat for it (which would put us at two feats for recharging armor). And if she's just acquiring armor during the scenario, she may as well banish it on use since it will leave her deck afterwards anyway.

---

Overall, I would go with fire. It's situational, sure, but when you want it you really want it.


Yeah, that was kind of my thoughts on armor. If she had 1 slot to begin with maybe? Getting first card feat tonight likely, so wanted to get help ruling that in/out as a choice.

I haven't decided on Stargazer yet. I think overall, it's more useful, but we currently have no arcane caster, so wondered if goingTempest would be more worthwhile to get access to arcane attack spells.

So yeah, right now, even though I can't see it's utility 'right now', the fire add-on seems like the most useful overall for 'later'.


You don't want the light armour proficiency until after you get the card slot and there is light armour that you want more than the basic options. Little point in burying something you can't keep.

I suggest looking at other decks because it is something that you can actually use. Maybe you discovered a Werecrocodile and need to know what's on top of the Blessings deck next turn. Perhaps something will force a player to bury the top card of a deck and you need to know if it is the Cure that is desperately needed. Unlikely to be necessary, but we've already been warned that people who play with fire shouldn't live on wooden ships.

I agree on the extra card first.

Did anyone else take the Token of Remembrance for her starter deck? It is the only Divine item for a long time/ever.

Scarab Sages

The fire / ships warning is likely due to the Bucket Brigade barrier.

I don't recall adding fire being all that useful in Runelords, save for the Tyrant Trolls, but maybe I'm not remembering correctly. Adding traits is also rarely as useful as being able to change traits, if a monster is immune to one or the other.

Having played...a fair amount of Alahazra, let's say...I think I never went armor with her, but wished I had later on. That character / blessing peek power was nearly worthless.


The other place where fire came in handy was when you got extra for fire, like at the Old Light. Some plant creatures didn't like fire either. So yeah, I agree with Orbis and others, pick fire over armor proficiency.

Community / Forums / Pathfinder / Pathfinder Adventure Card Game / Rules Questions and Gameplay Discussion / Alahazra Power Feat Choices All Messageboards

Want to post a reply? Sign in.
Recent threads in Rules Questions and Gameplay Discussion