Regular Characters in Organized Play


Pathfinder Adventure Card Society

Verdant Wheel Owner - Griffonest Games

I love the new scenarios and story-lines that come out in the organized play. I do not always love the choices I am faced with in between adventures when it comes to selecting upgrades for my characters (I am presently running a solo group of Vika, Raz, and Lem through the Season of the Runelords).

Has anyone attempted a modified version of the organized play adventures and scenarios using regular characters and some type of modified reward system? Like keeping a list of cards gained from that adventure, and adding them to the pool at the end, then adding a card from said pool based on the scenario rewards?


We've been doing that for all Seasons, because we like the stories but since we do not play in OP we use standard rules for between games (incl. keeping cards you aquired).

You just need to adapt all rewards before starting the first game.

This is the main idea:

- All nnn-A (first scenario of each adventure) gives you a skill feat
- All nnn-B (second scenario of each adventure) gives you a power feat
- All nnn-C (third scenario of each adventure) gives you some non-loot free cards from the box (one per character, of AD level of no less than nnn-2) and/or adventure dependent benefits (access to ships, traders...)
- All nnn-D (fourth scenario of each adventure) gives you a power feat
- All nnn-E (fifth scenario of each adventure) gives you some loots (we tend to put half as much as the number of characters playing)

- All completed adventure gives you a different reward each time (no more than once each). Since there are 7 AD in an ADP, these could be the 7 rewards for example:
AD0 : a skill feat
AD1 : an adventure dependent benefit (access to ships, mythic charges, traders...)
AD2 : 12 non-loot free cards (two of each type)
AD3 : a role card and a power feat to immediately use on that role card
AD4 : some loots (we tend to put half as much as the number of characters playing)
AD5 : a card feat
AD6 : an epic "joker" (like the right to reroll for free one roll per scenario that can even be a non check roll - must reroll all dice at once)

Our experience is that it is quite balanced

Grand Lodge

Frencois, I think you mean that "D" gives you a card feat.

Easiest way to turn a season's set of adventures is use the rewards as is. They are written so that the rewards are applicable to both OP and home games.

Don't use the guide for organized play, though. Add the feat rewards as Frencois suggests, though. Scenario A = Skill Feat, Scenario B = Power Feat, Scenario D = Card Feat. Any additional feats rewards are applicable. Loot rewards are applicable. Any card substitutions allowed are applicable.

And just go from there. You really don't need to modify much. You play the scenarios and whatever boons are acquired, you use the regular rules for upgrades. Plunder in S&S is handled using regular rules. The Traders in the upcoming Season of Plundered Tombs are to be used as described in the Mummy's Mask rulebook.

Lone Shark Games

All OP scenarios and rewards have been modified so that they can be used by folks playing normally or by Organized Play rules. If you see any that don't work for both, let us know and we'll get things fixed up.


Theryon Stormrune wrote:
Frencois, I think you mean that "D" gives you a card feat.

Ooops yes of course.

Indeed Keith with the rewording of rewards the OP scenarios can pretty much be used as such. There is however still a bit of tuning/translating to do (e. g. you win a loot, not just the right to add it to your hand at the start of a game... so you definitively don't want to banish it, and so on...).

Paizo Employee Chief Technical Officer

Frencois wrote:


Indeed Keith with the rewording of rewards the OP scenarios can pretty much be used as such. There is however still a bit of tuning/translating to do (e. g. you win a loot, not just the right to add it to your hand at the start of a game... so you definitively don't want to banish it, and so on...).

If you prefer, you can go ahead and permanently reward the loot to a particular character, but playing it as written actually gives you more flexibility in some cases.


Keith Richmond wrote:
All OP scenarios and rewards have been modified so that they can be used by folks playing normally or by Organized Play rules. If you see any that don't work for both, let us know and we'll get things fixed up.

Is this still true since the scenario rewards were revised and the feat rewards were moved to the OP rules (given after the 1st, 2nd, and 4th scenario in an adventure)? Granted, I haven't seen the SotPT rules or scenarios yet, so maybe that's changed again. But a strict playing of the OP scenarios with the base game rules would hand out *very* few feats.

Paizo Employee Chief Technical Officer

Keith is saying the rewards that are given out work as written—but you do need to ADDITIONALLY give out a skill feat after the first scenario in each adventure, a power feat after the second, and a card feat after the fourth.

Verdant Wheel Owner - Griffonest Games

Vic Wertz wrote:
Keith is saying the rewards that are given out work as written—but you do need to ADDITIONALLY give out a skill feat after the first scenario in each adventure, a power feat after the second, and a card feat after the fourth.

And you get to keep all cards acquired during the scenario?

Verdant Wheel Owner - Griffonest Games

Thanks for all the replies.

Has anyone used Arueshalae as a starting character? I read a couple of threads about her being potentially overpowered. I would be using her in a three character party.

Paizo Employee Chief Technical Officer

Scott Rogganbuck wrote:
Vic Wertz wrote:
Keith is saying the rewards that are given out work as written—but you do need to ADDITIONALLY give out a skill feat after the first scenario in each adventure, a power feat after the second, and a card feat after the fourth.
And you get to keep all cards acquired during the scenario?

Well, as many as you can legally keep in your deck.

If you're thinking this is unbalanced compared to Adventure Card Guild play, keep in mind that Guild players each usually get one chance to upgrade their decks per scenario, while in standard play, after divvying up your pool of cards across all the characters, you're probably in the ballpark of "1 per character" anyway. Further, Card Guild upgrades come from a deck that was specifically designed to complement each character, while in regular play, the odds of each character getting a card that's really good for them isn't all that high.


Scott Rogganbuck wrote:

Thanks for all the replies.

Has anyone used Arueshalae as a starting character? I read a couple of threads about her being potentially overpowered. I would be using her in a three character party.

I played her through RotR recently with seltyiel. Pre-role, she wasn't standing out in particular - elemental damage doesn't occur that often, it's usually better to resolve encounters than to evade them and while the cohort is nice, it's less adaptable than any of the bards powers, and compared to her, they get spellcasting as well.

On the other hand, RotR was probably the worst set for her powers, but I still think she has nothing crazy for the other APs. I'd be more concerned about some of the MM characters in this regard.

If you are playing with a box different from WotR, there is no incentive to get her fallen role at all. I went with it anyway on purpose and yes, that role really underperforms without access to corrupted cards. With access to corrupted cards, she is much better and has the abilities to consistently dish out multiple dice per blessing while healing them back via defeating monsters, but its still comparable to what other characters can unlock at this stage in the game.

The redeemed role seems to be quite well-rounded, but isn't really that different conceptionally from what a warpriest can do in their base role (buffs and healing, and you still don't have access to spells).

Bottomline is that she is unique and fun to play, but if you compare her to other characters across the spectrum, her abilities are nothing too crazy. Usefulness of her damage reduction highly depends on the AP - it's good in WotR and MM, but probably not so good in RotR and SnS.

Community / Forums / Organized Play / Pathfinder Adventure Card Society / Regular Characters in Organized Play All Messageboards

Want to post a reply? Sign in.
Recent threads in Pathfinder Adventure Card Society