PACG Puzzles: Countdown to Core #1


Pathfinder Adventure Card Game General Discussion


Since we have about 8 weeks left until Core comes out at Paizocon, as a last hurrah until the new ruleset comes out, I'm going to present some puzzles that will see how crazy we can make things. It'll most likely be once per week. The first scenario is titled:

"Bonefist, at the Murder Hole, with..."

This was inspired by the 0-6D scenario; as something to get started, it's a straight boss rush.

Here are the rules:
-You get 4 blessings in the blessing deck (1 turn is meant for setup cards like Shapeshift). You can choose these blessings from the ones available in S&S, but they are all non-Basic.
-You build a PFSACG (PACS) legal character (1 class deck and 1 ultimate deck with possible promos/characters) with 6 skill feats, 7 power feats (3 is pre-role), and 6 card feats. You also get a role card.
-You can stack the deck any way you want.
-Summoners and any character who can pull monsters or barriers into their hand can start with 1 monster/barrier of AD6. If they can draw a monster/barrier into their hand, it is also AD6.
-If you play Named Bullet or somesuch, you can name any trait without having to put a monster on it.
-No Potion of the Ocean antics (though to do that you actually have to go through worse antics than actually just defeating the villains.)
-Your character is at the Murder Hole (+4 to checks to defeat monsters.) No other locations.
-There are 3 villains at the location (Hyapatia, Captain Horus Riptooth, and Kerdak Bonefist). Defeating a villain does not close the location, and you can stack the location however you want.
-Since dice rolls are subject to RNG, if you have a 70% chance to defeat the villain (after post-roll adjustments), you defeat the villain. This isn't 70% to both checks by the way - if you have a 80% on the first check, and a 80% on the second check, you have a 64% chance to defeat the villain and thus don't defeat the villain.
-Hypatia (Lamia, Sorcerer traits) Combat 32 THEN Combat 32 with adjustment from the Murder Hole. The other text isn't important.
-Captain Horrus Riptooth (Lycanthrope, Barbarian, Captain, Pirate, Aquatic) Combat 32 THEN Combat 36, but all the blessings in the deck are non-Basic, so it jumps to Combat 38 THEN Combat 42. The other text isn't important.
-Kerdak Bonefist (Human, Captain, Pirate) Combat 44 THEN Combat 44 with adjustment from the Murder Hole. 54 THEN 54 if your check to defeat has the Ranged trait (sorry Rangers). Before a character plays a card that has the Pirate or Swashbuckling trait in a check to defeat Kerdak Bonefist, that character must first recharge a card.

I believe that's the rules, though I reserve the right to curb any wild infinite loop I see fit :) you shouldn't need it (I have a character in mind that does this fairly easily, and I can see a few others that are probably okay.)

Post the character's feats, then their deck, then their starting hand and how they tackle the boss fight.

An example of the format (not a character that can beat the scenario given she's Tier 4):

Melindra:
Melindra (WIZ+UM)
Role: Mage Spy
Skill: INT+3
Power: 6 Hand Size, 7 Hand Size, Put item in hand, recharge Arcane to scout.
Card: Spell x2, Blessing x2

Weapon: Mind’s Eye Blade (UM-2), Allying Dart +1 (WIZ-1)
Spell: Ice and Fire (UM-3), Volcanic Storm (UM-3), Marionette (UM-2), Pyrotechnic Blast (UM-1), Augury (WIZ-B), Fire Snake (UM-B), Electrified Web (UM-B)
Armor: -
Item: Wand of Flying (UM-3), Ring of Protection (WIZ-2), Binder’s Tome (UM-1), Sapphire of Intelligence (WIZ-1)
Ally: Cleric of Nethys (UM-2), Riftwarden (UM-1)
Blessing: Blessing of the Master of Masters (UM-2), Blessing of Sivanah (WIZ-1), Blessing of Abadar (WIZ-B), Blessing of Pharasma (WIZ-B)


Interesting idea! I haven't done the math, but some ideas off the top of my head...

Brainstorming:
  • Both my Tier 5 Mother Myrtle and my Tier 2 Reepazo were very happy to use "turn-long" bonuses such as Potion of Heroism and Wandermeal in the "Infinite combo turn-1 victory" proof-of-concepts. With some tweaking to enhance their combat capabilities (and bumping them up to Tier 6) it seems pretty easy to use either of those characters as the basis of being able to complete this puzzle in 1 turn.

  • There's various "auto-pass a combat check" powers besides Potion of the Ocean (such as Cloak of Elvenkind, Lizard, etc), and new characters and add-on decks feature various ways to get specific allies or items out of your discard pile. The hard part is getting enough of those effects sufficiently re-usable to carry you through that many combat checks in 4 turns, which I don't think is possible (thankfully).

  • A poison-based character that re-uses the same combat result (post-role Zadim, post-role Emil) with a powerful poison (especially since you don't really care about burying cards from your deck) should do it pretty easily. Zadim with Rogue + Ultimate Equipment should do it easily enough (an Acrobatics Weapon, maxed Dex and Int skill feats, a +2d8 weapon poison, then can discard/recharge a weapon and any other card to his powers as well to easily reach sufficient combat odds, then re-use the same result for sequential checks). Example rolls will be somewhere in the line of 1d8+6+1d10+3+1d8+6+1d8+5+2d8 without blessings (or around 5d8+1d10+20 before including any further bonuses).

  • A custom Mavaro (either one) can probably do it now thanks to all of his checks using gained skills being considered Intelligence/Knowledge checks (depending on your Mavaro) as per a recent FAQ. There's some boons available to PFSACG players that hugely buff (or autopass) Knowledge/Intelligence checks, and PFSACG Mavaros have more boon options than any other character due to the incredible number of Class Decks he can be used with.

  • Putting everything into a Chain Lightning spell would work, but it's not available in a PFSACG situation. Still, a Mummy's Mask Ezren is also a really strong contender, since he can display as many Attack spells as he wants and add 2d6 per one displayed for a full turn, plus adding 1d4, plus getting rerolls. Just stack him with top-notch Attack spells and buffing spells and items and stuff and I'm pretty sure he achieves victory with alongside a single re-usable Attack spell like Sphere of Fire.
  • Later in the week I might actually try to realize one of these ideas, but I'm pretty sure I can find a turn-1 win here.

    Question; I never fully worked out the mathematics of being able to reroll a single die as opposed to all of your dice (such as via Talitha or Jirelle's powers). The math turns out to be pretty damn complex, to my understanding, because of how widely impactful it may or may not be with a suite of different die sizes; how do you work that into your puzzle solutions for assessing odds of success? (If there's an online tool to work that out, I'd love to learn about it, honestly. "Chance of success with 1 reroll of 1 die available, automatically always choosing the optimal die to reroll".)

    Another Question; Do you stack your own deck how you want, or just the location deck? If you stack your own deck that opens up a huge variety more potentially obscene options, but the options I was floating above largely assumed you couldn't stack your own deck (not necessarily a big problem; there's a remarkable amount of ways to search out key cards, or just include redundancies in your deck, especially with an extra turn or two to 'setup' your ideal hand).

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