Any fans of Crowe the Archmage out there?


Rules Questions and Gameplay Discussion


I've played just about everyone through the early stages to see who I like best and for my solo run through I am taking Crowe, Seelah, and Kyra.

It's time to pick Mythic paths and I find myself Really into the Spellrager style for Crowe (plus I already have one Marshal with Seelah).

Has anyone played Crowe without mythic strength and is it painful in the late game? I always use spells when possible with Crowe but sometimes he gets stuck with a weapon and no spell which gives him a still formidable d12+1+weapon+d10.

Thoughts?


I suppose I can run with two Marshals but that's a lot of Mythics to hand back and forth with no interesting powers to use.

Not sure if I'm ok with that, but I also don't want Crowe being useless in combat if no spells are available.


I'm playing Mauler Crowe as a Marshal right now with Seelah, Kyra and Adowyn, and I don't think I could imagine playing without it. Right now, we are on AD4 and there are quite a few monsters that get into the upper 20s/30s because of locations and scenarios. We have the benefit that our Seelah decided to go with Guardian so we don't have two Marshals, but the strength and charisma bonus from the Marshal path is pretty solid. Good luck with either choice!


Kolasi wrote:
I'm playing Mauler Crowe as a Marshal right now with Seelah, Kyra and Adowyn, and I don't think I could imagine playing without it. Right now, we are on AD4 and there are quite a few monsters that get into the upper 20s/30s because of locations and scenarios. We have the benefit that our Seelah decided to go with Guardian so we don't have two Marshals, but the strength and charisma bonus from the Marshal path is pretty solid. Good luck with either choice!

I could go Guardian with Seelah but then I won't get much mileage out of her Charisma skill on pre-action checks. Decisions, decisions.

I'm sure I'll have fun either way but I don't want to be too gimpy.


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No conclusions, but two observations

1) Mythic Marshal shenanigans are very powerful. I have a five person party that includes three mythic marshal's. Yes, you don't get funky powers, but the ability to consistently include a d20 in your core checks is very nice.

2) The five charge mythic archmage power is amazing, especially in two and three person parties. I have mythic archmage in a three person party and I almost always use the scouting power multiple times in each scenario.


Ok, so assuming that I go all in on Crowe the Archmage, does this power enable me to reload my spells if I succeed in my attempt to recharge them:

When you defeat a monster (□ or acquire a spell), you may move or put the bottom card of your deck on top of your deck, then end your turn.

I'm pretty sure it would work as I intend because I would complete the check to defeat the monster, roll to recharge the spell I just cast to defeat, then use my victory power to move the bottom card up.


To chime in on the archmage scouting power:
*It's very powerful, but bear in mind that for a normal character it requires running a stack of Blessings of Ascension (probably maxing blessings), and leads to some very different play patterns than straightforward paths/play does (discarding most/all blessings for charges; having turns where you prefer not to explore unscouted cards because you don't have mythic charges to back you up). Also, the payoff mostly comes in later adventures, as boosting up to 5 charges is tough until AD3-4. Things like Restore Mythic Power can help, though.

*Josh cheats by using Corruptor Seoni as his Archmage, so that half his deck can copy blessings of ascension in the discards, without the opportunity cost of not running better blessings. (And don't get me started on the awesomeness of Pit Gladiator being used to return multiple corrupt weapons being played as blessings ;).)

*It's awesome, and if you're ok playing Crowe as a high-utility, minimal-explore character, you should give it a whirl!

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