
teknoide |
Trying this deck in AP3 and 4 to have fun to close 8 loc in less than 10 turns sometimes in 5 turns, happen sexy loophole
Character Name: Damiel
Role Card: Grenadier
Skill Feats: Dexterity +4
Power Feats: +1 Hand size (+2 hand size in AP4), 1d6+1 discard, weap prof, when you succed craft check examine top card > item > hand
Card Feats: Item +3
Weapons: humanbane crossbow +2
Spells: cure X 2 (divine fortune in AP4 in place of one cure)
Armors: Sniper Studded Leather
Items: Potion of Healing, Potion of Flying x2, Potion of Heroism x2, Tot Flask x3, alchemist fire
Allies: Imp
Blessings: Blessing of Abadar x4
Current Party Ship: Kraken
During one turn :
potion of heroism displayed X2
Hand during play : crossbow, alchemist fire, cure, healing potion, tot flask
In deck : only 2 tot flask and 2 flying potion.
The rest in discard : 4 abadar, imp, studded, divine fortune.
Didn't play really attention but i ended the game during this turn...playing tot 1D10 + 2D6 + 3 to succed 9 craft check and go on exploration even after closing due to flying potion....
Anyway Damiel is just insane in all situations but this deck makes easily in really good conditions too much explorations and can end like this...

zeroth_hour |

Potion of Flying is a one-shot Haste (it allows any character at the location to move/explore by banishing it). Potion of Heroism can be displayed to give 1d6 to any check by a character at the location, and is banished at the end of your turn.
You can use Tot Flask to search for them, allowing Damiel to search for them sooner. Potion of Healing or any other shuffler then pulls them back on top.
The Man's Promise allowed you to do the PoHeroism shenanigans anyway at the risk of possibly failing the mission due to lack of blessings; the only thing Potion of Flying gives you is the ability to do it with a little less risk.

Joshua Birk 898 |

I use a similar deck (though I would always take Jack Scrimshaw over the imp and I have more and better bombs), but I would rarely keep my hand size that low. You could run into serious trouble from direct damage. A Blood hag potentially and a bad healing roll basically shots you down, Ishtoreth mgiht kill you as well.
I love the deck, and the hand you describe is great for theory-craft, but if you keep running like that you are asking for a death.

teknoide |
I never run this deck like this, during one turn just happens. I play cure and potion healing to have my full deck minus crossbow in hand before reset hand generally, but previous hand was with one potion and with all my blessings.
I tried scrimshaw too but imp is just to have more possibilities to active drawing hability. (and next card feat will be for Jack anw)
Anw Damiel is just too much and have too many powerfull tools. (in AP4 with hand size 8 and divine fortune, it's insane)

Pyrocat |

It's certainly powerful, but remember that there are restrictions on item uses and what you can play during an encounter. For example, you can't play a PoHeroism during your encounter, nor can you use your Tot Flask during your encounter, as they don't directly affect that encounter's checks or allow you to evade. You'll have to do those beforehand in order to prepare for your exploration. You also can't play more than 1 of the same card type per check.
Edit: found some clarification. http://paizo.com/paizo/faq/v5748nruor1gu#v5748eaic9sr3
"Activating a power on a displayed card also counts as playing it."
So you couldn't use a PoHeroism's power and another item on the same check, nor could you use two PoHeroisms on the same check. You also can't use your PoHerosim to add 1d6 when you use your Alchemist's Fire for a combat check, but you could use it to add 1d6 to a combat check with a weapon.
What I'm not sure about is if you can use your activated PoHeroism to attempt to recharge your Tot Flask (or to attempt to recharge the item you put at risk-of-discard for the Alchemist's Fire craft skill bonus), since it's a separate check but the same step.

elcoderdude |

I think using a displayed cards power counts as using that card type, so you couldn't use a PoHeroism's power and another item on the same check, nor could you use two PoHeroisms on the same check.
In another thread (here), Vic made a distinction between a displayed card you activate when you play it (such as Toxic Cloud), and a displayed card you activate when you use it (such as the Spheres of Destruction). I think Potion of Heroism is activated when played, so you could receive the bonus from two previously played Potions of Heroism on the same check, and play another item on that check as well.
In the same vein, the other actions you question seem to be permitted.

Xexyz |

It's certainly powerful, but remember that there are restrictions on item uses and what you can play during an encounter. For example, you can't play a PoHeroism during your encounter, nor can you use your Tot Flask during your encounter, as they don't directly affect that encounter's checks or allow you to evade.
Why can't you use PoHeroism during an encounter? It's giving you 1d6 to your check; I don't see how it giving you 1d6 to other checks as well makes it illegal to play.

Pyrocat |

Why can't you use PoHeroism during an encounter? It's giving you 1d6 to your check; I don't see how it giving you 1d6 to other checks as well makes it illegal to play.
I thought you could only play cards that directly affect the check, and this was more of a buff you played before you rolled your check. But I went and found the encounter a card text again:
Encountering a Card... During each of these steps, you and the other players may perform only the specified actions. Players may only play cards or use powers that relate to each step (or relate to cards played or powers used in that step). Each player may play no more than 1 card of each type during each step.
So displayed a card that gives buffs to checks probably does count as "relate to that step" whereas Cure doesn't, which is what I was confused about a few days ago.

Mechalibur |

I use a similar deck (though I would always take Jack Scrimshaw over the imp and I have more and better bombs), but I would rarely keep my hand size that low. You could run into serious trouble from direct damage. A Blood hag potentially and a bad healing roll basically shots you down, Ishtoreth mgiht kill you as well.
I love the deck, and the hand you describe is great for theory-craft, but if you keep running like that you are asking for a death.
I think you're really underestimating the imp, here. Damiel doesn't need a boost to his bombs, but a card that gives you two cards back (or cycles for free) is incredible.

Orbis Orboros |

Joshua Birk 898 wrote:I think you're really underestimating the imp, here. Damiel doesn't need a boost to his bombs, but a card that gives you two cards back (or cycles for free) is incredible.I use a similar deck (though I would always take Jack Scrimshaw over the imp and I have more and better bombs), but I would rarely keep my hand size that low. You could run into serious trouble from direct damage. A Blood hag potentially and a bad healing roll basically shots you down, Ishtoreth mgiht kill you as well.
I love the deck, and the hand you describe is great for theory-craft, but if you keep running like that you are asking for a death.
I agree. I think we all know how powerful draw power CAN be *cough cough Radillo cough restoration cough* excuse me. Although, since the Imp is in the Ally slot, a high explore power slot, it's probably unwise to just recharge it for that one card unless your health is low - playing it like that is essentially playing with one less ally in your deck. No, the Imp's best use is in drawing two cards. Especially if you heal it back.

Joshua Birk 898 |

The craft check doesn't just boost your combat check with bombs (though that is a nice benefit), it also boosts your recharge roll for Tot Flasks, Bombs, and all of your spells. And making that recharge roll gives you the chance to draw additional cards.
The imp ends up either in your discard pile, recharged, or shuffled back into your deck. If you have healing or recharge the card, that means Imp ends up reducing the odds of your grenadier power letting you draw cards.
I'm not saying that you shouldn't use the imp, but I am saying that Damiel isn't the best place for it. If you putting the imp on Damiel, you are thinking about your character in isolation, not the party as a whole. The imp helps any deck, particularly fast cycling decks with access to healing. Scrimshaw only helps Damiel. I would much rather give Skrishaw to Dameil because of the unique benefits he offers, and see the imp given to another character.

Orbis Orboros |

The imp ends up either in your discard pile, recharged, or shuffled back into your deck. If you have healing or recharge the card, that means Imp ends up reducing the odds of your grenadier power letting you draw cards.
This is a good point. I've not actually played Damiel yet, so I forget some of the nuances and had to go look up just what this power did. This power actually lends weight to the idea of allies that bury themselves.

teknoide |
Just make this deck to play solo like
Radillo with wizard box and SS (far more better with wizard box due to the 2 augury and scrying even if safe arbor is AP4 in wizard box)
Agna with ranger box and SS (far more better with SS, ranger box doesn't suit very well to Agna)
Heggal with SS (didn't try with cleric box, don't bother)
Damiel which is also my character in team play (only finished AP0 already 1 tot flask, 2 healing potion, 2 abadar and 1 heavy crossbow go on loot)
I played them all to AP4.
I tried a lot jack and imp wich was my last concern for the deck Jack offers good checks for tot flasks and allow to play alkali flask (which i don't, too high craft check for activate drawing ability with dicard)and imp offers another possibility (with cure, potion of healing and tot flask) to change the top card when it's not an item to draw. And drawing ability after AP3 is what make Damiel very strong.
I prefer imp with the 2 cards draw (not an issue to bring im back in deck) because a lot of time, damiel got a displayed potion of heroism so the craft check 9 for tot or sometimes dicarding on alchemist fire is 1D10+1D6+3.
In AP4, imp is far more better due to divine fortune which is another displayed 1D6 power.

Dave Riley |

I feel just as bad - I'm playing the lovely Lini, who can't make room in her deck for an imp. :/
I got Imp last scenario :D decided to keep it in Olenjack's deck, but I might have to try it out with Damiel now.
I encountered an Eagle and got it first try in our current RoRL game; admittedly this was all the way into AP5, not 4, but still, I'm going to count my blessings to the Ally gods.
I would trade Joey Jack Scrimsham for an Imp in a heartbeat. Since I don't use bombs, and our ship never wrecks, he's pretty much only to ensure I don't flub my tot flask recharge, which is becoming less and less likely as skill feats accrue. Besides which, even if it does, Tot Flask/Potion of Healing keeps your discard so small that a discarded Flask usually comes back into the rotation pretty quick. Most of the time I just burn Jimmy James for an explore halfway through the scenario because I'm sick of him sitting in my hand doing nothing.
(but I'd take both, whenever I run out of Item and/or Blessing feats to purchase)

Joshua Birk 898 |

People seem to misunderstand my position; imp is a fabulous card. And I'm not disagreeing with the fact that its amazing on Damiel. What I am saying is that its amazing on lots of people.
I play Damiel in a four person party with Alahazra, Lirianne and Seltyiel. In that party, Imp is at least as strong, and I would argue stronger, on Alahazra as it is on Damiel. I am convinced that a party in which Alahazra has the Imp and Damiel has Skrimshaw will outperform a party in which Damiel has Imp and Alahazra has some other ally.
I'm not in anyway disputing the power of the imp, I just want us to think about the party in aggregate, and the limitation of one Imp per party, rather than discussing isolated individual characters.

teknoide |
Two strenght, speed, toxic cloud... were allowed even in faq, so i didn't see why 2 potions of heroism couldn't be allowed.
Agreed too that imp will be better on almost every other characters but almost everything is better on other characters that why Damiel is stupid just need his 9 items and 1 cure for his deck (and the rest could be crap) and go on
So Damiel can't have "the common good cards", because all is better on the others because no need it.
Like we said in our teamplay : healing crystal, haineluis fitch, impossible bottle, immortal dreamstone, imp and vailea would have to be shared between us.

zeroth_hour |

I suspect that 2 Potions of heroism at a time are not the designer's intent.
If they wanted to not have 2 PoHeroism in play at once, they would have just put one of them into the Wormwood Mutiny deck.
I dislike the "designer's intent" thing because absent a designer actually saying something about it it's impossible to prove so it's just an appeal to authority at that point. If you're going to assert something being overpowered, do it systematically and with proof, like Orbis did with double Restoration.
But really, 1 PoHeroism is already powerful enough, I would probably split the two to stretch its power over a longer period of time rather than load both of them onto a single super turn. You do need the extra explores to take advantage of it.

Orbis Orboros |

I disagree. It would be very easy indeed to close such a loophole if it existed. A quick rule added to the rulebook, or on a card-per-card basis, something like "you can only benefit from one PoHeroism at a time."
Also, I think Vic explicitly stated that using continuous effects, like strength, don't count as using your one spell-per-check, which would be the counter argument to using two of these simultaneously, I believe.

Orbis Orboros |

I agree on Strength spell, that would make no sense. However how about 2 strengths? That's actually the better example.
I see literally no reason, balance or otherwise, not to allow two strength spells to work.
And PoHeroism may have balance issues with multiples of them, but that's just a natural extension. It's superior to Strength.
Regardless, I see all of this as an issue with Damiel, not the PoHeroism. S&S potions are crazy good, but balanced by banishment. Damiel gets around this too easily.
---
And regardless of all that, so what if Damiel's too good? There are 48 characters out now (I think?) and only two of them (Lini and Damiel) are considered OP, and even then not by a ton (seriously, if you think about it, they're not crazy amounts better). A 23 out of 24 success rate is pretty darn good if you ask me, especially for something as widely varying as the characters are.
If Damiel really bugs you, ask your players not to use him. If they really want to play an alchemist, ask them to use him in the RotR Campaign, where he's more balanced. Maybe even add a class deck to give him an extra potion or two, but really, he should be fine.

Mechalibur |

Troymk1 wrote:I agree on Strength spell, that would make no sense. However how about 2 strengths? That's actually the better example.I see literally no reason, balance or otherwise, not to allow two strength spells to work.
And PoHeroism may have balance issues with multiples of them, but that's just a natural extension. It's superior to Strength.
Regardless, I see all of this as an issue with Damiel, not the PoHeroism. S&S potions are crazy good, but balanced by banishment. Damiel gets around this too easily.
---
And regardless of all that, so what if Damiel's too good? There are 48 characters out now (I think?) and only two of them (Lini and Damiel) are considered OP, and even then not by a ton (seriously, if you think about it, they're not crazy amounts better). A 23 out of 24 success rate is pretty darn good if you ask me, especially for something as widely varying as the characters are.
If Damiel really bugs you, ask your players not to use him. If they really want to play an alchemist, ask them to use him in the RotR Campaign, where he's more balanced. Maybe even add a class deck to give him an extra potion or two, but really, he should be fine.
I find this funny, because those were some of my reasons for thinking restoration didn't need to be nerfed :P (Of course, that was before the organized play was announced, so I'm retroactively in favor of it now)

mlvanbie |
1 person marked this as a favorite. |

I see literally no reason, balance or otherwise, not to allow two strength spells to work.
My broken Ezren deck (cycling two each of Detect Magic and Augury) relies on displaying multiple Strength spells. With an Incendiary Cloud and Wand of Enervation he can punch harpy henchmen to death (amongst other henchmen).
Displayed cards are great because they recharge at the end of turn, allowing you to have a thin deck during the turn. Playing them pulls more cards from your deck. Eventually you are holding onto you attack spells while doing infinite Auguries to find henchmen and villains.
Swipe is good for picking up useful things, but they can't stay in your hand past the end of the turn.

Orbis Orboros |

Orbis Orboros wrote:I find this funny, because those were some of my reasons for thinking restoration didn't need to be nerfed :P (Of course, that was before the organized play was announced, so I'm retroactively in favor of it now)Troymk1 wrote:I agree on Strength spell, that would make no sense. However how about 2 strengths? That's actually the better example.I see literally no reason, balance or otherwise, not to allow two strength spells to work.
And PoHeroism may have balance issues with multiples of them, but that's just a natural extension. It's superior to Strength.
Regardless, I see all of this as an issue with Damiel, not the PoHeroism. S&S potions are crazy good, but balanced by banishment. Damiel gets around this too easily.
---
And regardless of all that, so what if Damiel's too good? There are 48 characters out now (I think?) and only two of them (Lini and Damiel) are considered OP, and even then not by a ton (seriously, if you think about it, they're not crazy amounts better). A 23 out of 24 success rate is pretty darn good if you ask me, especially for something as widely varying as the characters are.
If Damiel really bugs you, ask your players not to use him. If they really want to play an alchemist, ask them to use him in the RotR Campaign, where he's more balanced. Maybe even add a class deck to give him an extra potion or two, but really, he should be fine.
That is ironic. XD
I feel that there's a difference between asking someone to make a different choice at the beginning of the campaign and asking them not to use a card that can be found during the campaign, however, personally.
I would also argue that the original Resto was more broken than Damiel.
Orbis Orboros wrote:I see literally no reason, balance or otherwise, not to allow two strength spells to work.My broken Ezren deck (cycling two each of Detect Magic and Augury) relies on displaying multiple Strength spells. With an Incendiary Cloud and Wand of Enervation he can punch harpy henchmen to death (amongst other henchmen).
Displayed cards are great because they recharge at the end of turn, allowing you to have a thin deck during the turn. Playing them pulls more cards from your deck. Eventually you are holding onto you attack spells while doing infinite Auguries to find henchmen and villains.
Swipe is good for picking up useful things, but they can't stay in your hand past the end of the turn.
That's a cool combo deck. Although if we were to argue power levels with it, I would say the problem was more with Ezren than with Strength. But that would delve back into the whole mess with Radillo and whether or not Ezren should have the same errata, and we've already been there before.

Dave Riley |

Finally had the Damiel dream turn (DDT?) I was waiting for. Starting a hand with two Potions of Heroism and a Potion of Flying, he blew them all on Jirelle so she could power through the Sea Fort (7 explores, using a combination of allies in her hand/Immortal Dreamstone/her acquire+explore power), then PoF over to Shark Island and close that one too (b/c the henchman was first card) all in the same turn. Felt reallllly nice. Didn't even have to use the Potion of Healing or Tot Flask I also drew on the first turn.

isaic16 |

Finally had the Damiel dream turn (DDT?) I was waiting for. Starting a hand with two Potions of Heroism and a Potion of Flying, he blew them all on Jirelle so she could power through the Sea Fort (7 explores, using a combination of allies in her hand/Immortal Dreamstone/her acquire+explore power), then PoF over to Shark Island and close that one too (b/c the henchman was first card) all in the same turn. Felt reallllly nice. Didn't even have to use the Potion of Healing or Tot Flask I also drew on the first turn.
You could've even lived the dreamier dream: Tot Flask up your Potion of Flying you just recharged, and send Jirelle to yet another fun location. Use those PoHero's for all they're worth!

teknoide |
Problem with Damiel isn't is OP or so what question (a lot of characters can be OP with all the good cards not the issue here).
All the characters even the most OP (OMG i want to be the OP character) have one rule implies by the game and its cards : one turn = one close and you can't bypass this rule (only in AP 6 in RotR you can have one turn with two closes with the boot of teleportation and maybe before with a burried card that allows movement during actions and not at the end of your turn, one time).
Damiel and potions of flying just crushes this implied rule and even if the maths are ridiculous, with Damiel you can close all the locations in one turn, slicy better in two turns and go on.
Damiel is just stupid not because he's OP but because he cheats !

philosorapt0r |

I use a similar deck (though I would always take Jack Scrimshaw over the imp and I have more and better bombs), but I would rarely keep my hand size that low. You could run into serious trouble from direct damage. A Blood hag potentially and a bad healing roll basically shots you down, Ishtoreth mgiht kill you as well.
I love the deck, and the hand you describe is great for theory-craft, but if you keep running like that you are asking for a death.
So, what you're saying is that Damiel needs enough spellcaster team-mates to let him have spells that display until end of turn = hand size, so that even a total hand-wipe+immediate-hand-reset is survivable.
As a bonus, a Speed/Strength/etc.'d Damiel is even sillier :).