Fumbus - Master Explorer


Pathfinder Adventure Card Game General Discussion


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Our first few games with the new core set have been hilarious. I have been playing Fumbus, the new goblin alchemist, and have had good (?) luck with the beginning scenarios. On the first turn of both games, I have found a closing henchman (once on the first exploration and the second time on the second exploration) and closed the location. This has led to us describing it in our story that he is told to go 'explore' an area and so he strolls over, throws a bomb to completely destroy everything, then scurries back saying "Done!"

Our running joke is that Fumbus does not understand the difference between "explore" and "explode"!


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I'm looking forward to see how people use Fumbus. He's one of the more 'out-there' characters of the Core Set, and I'd love to see more of what he can do in practice.

PRE-ROLE

  • He usually has to burn through a lot of cards for his checks, since he tends towards discarding cards (rather than recharging them) on account of his lack of Arcane proficiency (or Armor/Weapon proficiency, for that matter) and the limited quantity of armor slots.

  • He can, however, stack bonuses to ensure he passes various checks quite easily. I love that he can reveal a Crossbow for combat, then discard an Acid Flask to its power to add 2d4, then discard an Immolate spell to its power to add another 2d4 (for example). Mixing-and-matching spells, items, weapons and his character power (and that's not even beginning to count allies and blessings) ensures he is one of the most effective characters at "throw his entire hand at a problem to make it go away".

  • Most importantly, with a Power Feat he can naturally add 1d6 to a whole host of checks, allowing him to recharge some items (like Noxious Bomb/Acid Flask) better, cast spells better, throw bombs better and even defeat barriers better if he can find a way to add Poison/Acid/Fire to the checks. The Flaming Shortbow +1 weapon is a perfect fit for him, since it naturally invokes Fire, so it basically means he can use Ranged+2d6+1d4 for his combat checks just by revealing it as early as Level 1, making him one of the strongest early-game combatants in the set (at least, when you're just revealing a single weapon).

    POST-ROLE

  • If you can precisely tweak his deck to maximize how frequently he can invoke elemental traits, he just starts becoming better and better at everything.

  • But, more importantly, either role can potentially make him the most draw-heavy character of the set (particularly the role-defining "After you explore, draw a card" power). So as long as he's loaded up on enough healing effects, he can tend to keep his turns going for very long periods of time, and potentially close locations in a single turn very consistently, depending on the power feats taken and the specific deck composition he's using. This is particularly useful/rewarded in Curse of the Crimson Throne, since he can empty a Base of supporters in a single turn with one of his role cards, and heal himself every card he discards to explore in one fell swoop. There might be some even more impressive turns you can work out if you can keep moving mid-turn, to try to wear down multiple decks at a time without necessarily closing any of them. 10+ explorations a turn is entirely feasible with him, if he's built right and doesn't come across any particularly unpleasant bane.

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