| Aerros |
I've been playing through RotRs at home in a group of 2 playing 4 characters. I also just finished my 4th OP session. I choose Flenta because I thought she was so unique. Now I'm sure this has been addressed already be asked but doing a forum search I couldn't find it within the 15 mins I looked.
Flenta's Power: "After you play a spell that has the arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the arcane trait and recharge it."
Hypothetically speaking Let's say I have a spell with the number 2 in my deck(reward from previous session) and I use it, Banish it, and replace it with a B, c, or P card from the S&S box as the power says.
We beat session and take all the extra card out of our deck for loot and if no additional spells were picked up I then replace my missing card with a basic trait spell from my class deck. There being only 2 B spells in the class deck, my deck for the next game will have the exact same spells as my very first deck from session one.
1) is this correct?
If it is correct then the only time I would get a spell upgrade and not feel bad about it is if there are either, No other spellcasters in the session, or if the spellcaster doesn't take a spell upgrade and its just left there on the table. I could never justify taking a spell upgrade over a true caster because Flenta would use it and then just get my basic spells back. In a casters hand it has potential to be used over and over. Also i would never take a spell upgrade over any other card due to the fact after one use it's gone forever.
While I love the concept of Flenta at first glance, the Fighter who uses Scrolls, After using her I'm not sure she will ever use any of the higher level spells in her class deck and as it has been said before, feels like a waist of the fighters deck.
Maybe instead of including a character like this in the class decks maybe do a Hybrid Classes Deck.
| Hawkmoon269 |
In organized play, yes, that is correct. Note that if you give her enough card feats then you can also get to the point where you will be short more than 2 cards and can start rebuilding her with higher deck number cards from the fighter class deck.
There a quite a few threads about Flenta. Here is one that might interest you.
| Aerros |
Thanks Hawkmoon.
The reason for the higher level spells in the Fighter Class Deck is Flenta and its rather well thought out.
Flenta Arcane Pretender Role wrote:□ You may recharge a spell (□ or an item that has the Magic trait) to add 1 plus its adventure deck number, if any, to your combat (□ or non-combat) check.This makes it worth spending upgrades on spells although you're not using the spells for their powers (unless you're desperate and a particular spell is the only option.) I'm looking forward to picking up this power ASAP.
This is cool and justifies the spell deck upgrade if she only uses them to power her power feat. Makes me feel less like I've wasted sessions on this character
| skizzerz |
Additionally once you begin Adventure 4 you can start rebuilding with spells of 2 less than the adventure deck number instead of just basics (aka you can get 2's) -- the spell 2 in the fighter class deck is Unearthly Aim iirc, which is an awesome spell especially since the rebuilding rules for OP mean you can get it back every time without needing to spend your deck upgrade on it come Adventure 4. Otherwise, that power is also a good reason to take a higher tier spell upgrade even if you never plan on casting it.
| elcoderdude |
I have a concern about her primary power. Once you hip Adventure 3, you are instructed to remove the 0 level spells from the box, how does her power work when there are no longer any B or C spells in the box for her to recharge?
You remove level 0 Basic and Elite cards, leaving 4 spells with the B indicator. Pretty slim pickings.
Paizo is aware of this:
Flenta has run into a variety of problems in Season Zero, since she's a very different character tied to three characters that function pretty similarly to each other. She also suffers from some unintended consequences re: box updating and Basic spells. Totally legit concerns, all, and any future class deck design will take that experience into account.
| skizzerz |
There are actually 4 spells remaining (or 2 if you don't have the Character Add-On Deck): you only remove Basics and Elites of deck number at least 3 lower than the current one (so as you're setting up for Adventure 4, you remove all Basics and Elites except for Blessings of the Gods with deck indicators B, C, P, and 1. Once you start up 5, you remove 2's as well, and so on -- Note these are OP rules, home games follow a different removal structure which doesn't exhibit this problem since removing boons from the box as you banish them is a "may" so you can keep around spells for Flenta). Once you run out of these (either they are all in your deck, or in location decks), then you ignore the impossible part of the text (the part that says to grab a nonexistent arcane spell with deck number 0 from the box) and you simply banish whatever spell you played since you have neither the Divine nor Arcane skills (Arcane Pretender lets you use Arcane: Intelligence +2 for a combat check with the Attack trait, however this doesn't actually give you the Arcane skill so arcane spells are still banished even if you take that feat). However, since both the "banish this card" on spells for not having the appropriate skill and Flenta's power are both "after playing" effects, you get to choose the ordering, meaning if you played a base set B or C spell you could banish it to the box and then get it right back with Flenta's power.
| Tanis O'Connor Pathfinder ACG Designer |
Flenta is not a character that can be used to her fullest potential in organized play, but remember that these decks are meant to be used in a variety of ways. Also, I will refer OP folks to the Guide:
Preparing the Game Box
The bulk of the preparation time for Adventure Card Guild sessions lies in setting up the game box to be used for the game. You may use the standard rules in the current rulebook for preparing the box, but the following options are designed to streamline your setup process.
Purge Basics and Elites on the Fly: Alternately, if you can’t spend as much time preparing the box before play, you can purge the Basic and Elite cards when you encounter them. Just set everything up as usual, and when you run into a card that would have been removed, immediately remove it from the game and replace it with another card of the same type from the game box.
The second section in particular would allow you to leave the Basic and Elite cards in the box, so they'd be available for Flenta to take. Not ideal, I know, but there are options.
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She really should be changed so that the power reads, "As spell of a equal or lower rank than the spell she casts". It would grant diminishing returns as the game wore on, but would make it a little more useful.
Though, I do understand, they are trying to make a FIGHTER/mu, and not a FIGHTER/MU, but they really should go all the way.
| Dave Arlington |
Flenta and Season 3 of Organized Play
Sorry to resurrect this thread, but since things have probably changed some in regards to Organized Play in the last 2 1/2 years, I just wanted to make sure I had everything right for Flenta in current OP.
(Yes, I know she's not the greatest character for OP, but I just love the character concept so much. Someone who wants to be someone they're not and refuses to let anyone tell her differently. Along with Rooboo, the Tengu Sai-wielding Monk, she's my favorite character. So, nevertheless, I persist in playing Flenta in OP. :) )
She has just reached Tier 3 and we just started playing Adventure 3 in Season of the Plundered Tombs. I wanted to make sure I was interpreting her correctly in regards to current Organized Play now she's hit Tier 3.
Rebuilding her deck between scenarios: Assuming she banished all her spells in the last game by casting them, when she goes to rebuild her deck now as Tier 3 (Also, I have taken Spell as one of her card feats, giving her four Spells), she can skip the two 'B' Spells in the CD and start with the two '1' Spells and the two '2' Spells. I am getting this from the latest Society ACG Guide: "If your character is Tier 3 or higher, you may instead choose appropriate cards that have an adventure deck number at least 2 lower than your tier." Do I have that right?
Assuming that's correct, if she still wants to take "Call Weapon" (been very useful to her so far), a 'B' Spell, that uses one of her '2' Spell slots, right?
Spells she can still cast from the box after Adventure 3 begins: Our OP Coordinator just removed all the Basic Spells from the box instead of banishing them as we go, so the list I have of what she can still get from the box is: Acid Splash (or Acid Jet, whichever one is the Arcane + 1d6 Acid Attack Spell), Acute Senses, Augury, Clinging Venom, and Good Omen. Sound right? (And Clinging Venom goes away after we start Adventure 5?)
Thanks,
Dave
| Keith Richmond Lone Shark Games |
As a tier 3 character, she can get AD 1 spells that way, but AD 2 spells are only 1 lower than her tier so don't qualify.
It is probably worth saving a couple Basic spells in the Mummy's Mask box, nothing else because they are available as swaps from scenario rewards. In particular, Remove Curse and Elemental Treaty.
| Dave Arlington |
As a tier 3 character, she can get AD 1 spells that way, but AD 2 spells are only 1 lower than her tier so don't qualify.
But she can hold 4 Spells and there are only two AD 1 Spells in her Class deck, so wouldn't the other two Spells be the AD 2 Spells? i.e. She doesn't have to go backwards to fill out her deck requirements? Or does she still have to wait for Tier 4 to fill out the Spells with 1s and 2s?
Thanks,
Dave
| elcoderdude |
It is probably worth saving a couple Basic spells in the Mummy's Mask box, nothing else because they are available as swaps from scenario rewards. In particular, Remove Curse and Elemental Treaty.
+1.
I shudder to think about playing some of the high-AD scenarios without any Remove Curse spells in anyone's deck.
I know the optional "remove all Basics" rule doesn't specify that the removal of boons are optional, but I think this is an oversight. Using the default remove-after-encounter rule, the removal of Basic boons is optional; it only makes sense that the blanket-removal rule should follow the same logic (particularly due to the need for Remove Curse, not to mention Elemental Treaty).
| Dave Arlington |
She only has access to 1 and B. As long as there's enough 1s and Bs to fill out her requirements that's all she gets unless she uses a deck upgrade.
When you get to Tier 4 then you can pick from B, 1, and 2 when filling out empty slots.
OK, thanks for the clarification. Glad I asked now. She DID get a Level 2 Spell as a deck upgrade last time, so I just have to make sure she doesn't actually ever cast it til Tier 4 unless dire emergency! :)
Dave