Playing Rooboo


Rules Questions and Gameplay Discussion


Hey everyone,

Was starting a new play of S&S this evening, and one of my regulars wanted to play Rooboo, and so we set up, and started to play.

She and I both thought Rooboo seems to play incredibly weak, at least when it comes to combat, and we were wondering if we were missing something.

I know she has the
"For your combat check, you may reveal a weapon to use your Dexterity skill + 1d6 (□ 1d8) plus the weapon’s adventure deck number; you may additionally discard that weapon to add another 1d6 and the weapon’s traits."
ability, but if you use that, you can't use weapons as well, can you?

Are we missing something, or is that actually balanced enough so the power grows? Otherwise, it seems like you are very limited with her when it comes to fighting.


Pathfinder Adventure, Adventure Path, Lost Omens, Maps, PF Special Edition, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game Subscriber

You cannot use any other card that says "For your combat check, ..." when you use that power. Dex + 1d6 + AD# is ok scaling. You won't be the best combatant but you'll be competent. Dump your skill feats into dexterity, and take the power for the 1d8 and you'll have respectable numbers.


You do get three weapons to start ... I would likely make them all Ranged weapons, since you still get a fairy good d10 on top of whatever the weapon grants, even without the Ranged skill.. That ability seems to be a buffer against 'you cannot play weapons' abilities.


Also not the first option, but if you feel your lacking the dice, you always have the option for the additional d6 if you discard. Ive seen Rooboo fully decked out, and shes a very strong and fun character.

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