Flenta retrospective


Rules Questions and Gameplay Discussion


Finishing up RotR in a party including Meliski, Zarlova, and Melindra, I have some comments about Flenta.

Flenta was the group's muscle, the closer when we had to take out a villain, the wielder of Mokmurian's Club. And in that role she did pretty well, maybe not as well as some fighters, but pretty well.

Her scroll power didn't exactly work as I had expected, though.

At lower levels, a weapon in hand doing a d10 means at least 2d10+2 damage, plus extra if she can afford to recharge it. And that shoots up quickly as points get pumped into Strength. Low-level attack spells can't approach that, so the feat allowing her to use Arcane attack spells is nearly useless. If you want to use them anyway for flavor, or just to get them out of your hand, you're risking losing some combats you'd otherwise win.

Granted, it's fun to use non-Attack spells. It's weird to draw a spell from the box thinking, please don't be an attack spell.

At higher levels, as an Arcane Pretender, the higher-level spells she manages to obtain become too valuable to cast. That Disintegrate you were lucky enough to get could do 1d8+4d6+2, barely equivalent to a magic greatclub, and then get banished and replaced with some random low-level spell. OR it can be a rotating recharging +6 to any check you make. There might be situations where a Hail Mary play of one of your precious high-level spells would be appropriate, but my group never saw one.

Fun character to play, but mechanically predisposed to work sideways from what was intended. Here's my ending Flenta:

Character Name: Flenta
Role Card: Arcane Pretender
Skill Feats: Strength +4, Constitution +1, Intelligence +1
Power Feats: +1 hand size, Heavy Armor, use Arcane for Attack spells, recharge spell or item to add to all checks, auto-succeed at item recharge
Card Feats: Weapon +1, Spell +2, Item +2, Blessing +1
Weapons: Flaming Ranseur +3, Greatclub +3 (2), Mokmurian's Club, Shock Greatsword +2
Spells: Blizzard, Life Leech, Invoke, Raise Dead, Summon Monster
Armors: Magic Half-Plate
Items: Greater Luckstone, Headband of Inspired Wisdom, Magic Spyglass, Ordikon's Staff, Wand of Treasure Finding
Allies: Charmed Red Dragon
Blessings: Irori, Lamashtu, Norgorber, Torag


I took her through S&S and found her pretty frustrating early on because of the 'scroll' thing. She became much slicker to play once she got to Arcane Pretender. Unfortunately that's half way through the campaign.


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During my Society play through of SnS season 0, one of our main players used her. She might not shine early on, but she is still a fighter that can recharge weapons. Later, her Arcane Pretender role allows her to handle just about anything.

I played Siwar and would just pass off my banes to her while buffing her checks. It was an amazing combo. Also, SnS has some fairly amazing loot items she can add to her deck.

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