Just Starting Curse!


Pathfinder Adventure Card Game General Discussion


1 person marked this as a favorite.
Pathfinder Roleplaying Game Superscriber

Howdy, all. I've not been playing PACG as much in the past couple of years or so, since my wife and I were both DMing RPG runs. (I was running Tomb of Annihilation in 5E, and she is running Rise of the Runelords in PF1). I've also been fairly active in the PFS2 scene locally. But I finished my campaign, and COVID has transitioned Runelords to Roll20 and PFS2 to (for me) Fantasy Grounds. And I realized I missed sitting around an actual table, so we opened up the Curse box and started last night. (I'd played Lini solo through the Dragon's Demand, and played a couple Guild scenarios with Hakkon last year at GenCon, but that is the extent of it).
After looking at the characters a bit, we decided to play Quinn(me) and Kess(her). At first I was worried that the lack of spellcasting in the party would create some FOMO, but then I realized we didn't have a spellcaster in Shackles, and that went okay. (Though the fact that my wife was playing Damiel might have had something to do with that).
So, if anyone has anything they wish they knew going into Curse, or playing Quinn and Kess, I'd love to hear it. My wife says she enjoys playing "broken" characters (Damiel and Adowyn certainly count), but we've already picked our party. That said, the runner up party was Varian(her) and Hakkon(me), and since we've only played scenario 1.Star so far, I suppose we could still change...

Lone Shark Games

Quinn and Kess are great. I'm not biased at all!

I don't think you'll have a problem, though I highly encourage you (Quinn) to quickly pick up Alchemical so you can act as a healer when needed.

Varian and Hakon also totally work, mind you, so I don't think you can really "go wrong" there.

Shadow Lodge

Pathfinder Lost Omens, Maps, Rulebook Subscriber

Just for a different opinion - I'm currently playing Quinn in Curse, and am not planning on going the Alchemical route. But I'm playing in a larger party (5 characters), so healing isn't so much of an issue.

That's in an online (PbP) game. For playing at home my wife and I usually add one (or, sometimes, two) support characters - too small a party can often have problems making some of the location closing checks. Playing a two-person game with four characters works very well for us.

(That option is now legal even if you're playing reportable PACS games)


I am playing both Quinn and Kess online.
Love them both
I support Keiths view to go Alchemical ASAP to get heals in.
Although Kess is self healing, Quinn isn’t and I find having extra heal is useful
Caveat. My quinn is playing in a large table so has to explore a lot


Pathfinder Roleplaying Game Superscriber
Keith Richmond wrote:

Quinn and Kess are great. I'm not biased at all!

I don't think you'll have a problem, though I highly encourage you (Quinn) to quickly pick up Alchemical so you can act as a healer when needed.
Varian and Hakon also totally work, mind you, so I don't think you can really "go wrong" there.

Heh, I was eyeing that feat pretty hard. I wasn't sure if that beat out examining my location at the start of the turn or not, but it's certainly on par.

I ended up taking an Elixir of Healing and a Balmberry in my starting deck. The Elixir got banished to heal Kess after some bad luck. (Running into a Ghost before either character has magic certainly counts. Thankfully Quinn was able to acquire the Force Missile he found, and use it to help Kess' following run-in with said Ghost). So hopefully I'll be able to find the Elixir again, take a Card feat in Items after a scenario we don't find any, or manage to banish enough to need to hit up the Vault. In any case, turning the Balmberry into a Rod of Minor Healing+ would still be a big win.
Finally, an opinion question. I'm going to be a bit vague, but I'm pretty sure you'll catch my meaning... My wife is a big Batman fan. Given that, do you think she'd be happy with Kess, or might switching to Varian do better on that front?

Shadow Lodge

Pathfinder Lost Omens, Maps, Rulebook Subscriber

My Quinn rarely gets low on cards (at least in the early adventures).
He concentrates heavily on the Investigator role (scouting locations, etc.), trying to avoid the party taking damage.

Some details of Quinn's build and playstyle:

Quinn works best when paired with another character at his location, so he can scout for them at the end of his turn (and also give them support if they run into something nasty).

The most important card he has is his Investigator's Lamp promo card, which lets him examine the topmost three cards of his location. He'll typically only do this after his free explore, because the first feat he took was the one to let him explore the top card of his location at the start of his turn.

He also has the Blessing of Kofusachi, so he can search his deck to pull out the Investigator's Lamp after he's played (and recharged) it.
He's also capable of cycling his deck reasonably quickly, as he also has a Helpful Haversack that lets him examine (and optionally recharge) the top card of his deck.

He can also recharge cards when he fights (if using a Finesse weapon), or bury any card to add to checks against a barrier. And he also has Sage's Journal in his deck, which can be buried for a big add to any local check against a bane if he (or another local character) runs into trouble.

Quite early on he also gets access to Zellara's Harrow Deck, which gives him yet another way to re-order the cards in his deck for optimum effect.

On scenarios including the Base he'll often go there early on, often managing to pick up several supporters (and letting him heal cards and shuffle his deck, which can bring useful cards closer to the top).


And that shows one of the things I love about PACG - there are multiple ways to build effective characters!
Thanks for sharing your strategy


1 person marked this as a favorite.
First World Bard wrote:

My wife is a big Batman fan. Given that, do you think she'd be happy with Kess, or might switching to Varian do better on that front?

Spoiler:

I don't see that your wife would be *unhappy* with Kess, but I thing Varian unarguably gets more mileage out of it. It can further be argued that a Batman build runs counter-intuitive to Kess' core concept - unarmed combat. Pay attention that Batman would invariably have to run an out-of-hand ... er, utility belt of 3 cards (which are taken from your deck) - BUT the ONLY three cards you can legally take to increase your deck size with +3 to compensate are Batman-specific - and TWO of them are ...um, "batarangs" that don't mesh with Kess second power. Sure enough, with the proper Batman training she could get a good mileage out of them, but it's up to your wife to decide if that would be optimal for her playstyle.

Obviously, one of the most important decision about wether you should build yourself a Batcave revolves around how much you (will) profit from a training in Acrobatics, Stealth and Diplomacy. Varian gets a better Dex die and a substantial boost in his non-spell combat, while Kess gets a better Cha die - and a great boost to her "gather and use allies".

Another key aspect is how much you benefit from the ability to use Batman cards instead of other cards for your power. Varian pre-Role and Scion can only do that for a negligable boost at Urban location checks only; his other role has 2 more eligible powers, but one of them sucks and the other has a bury cost, so there's that. Kesson the other hand has only her second power, period - HOWEVER, that is immensly powerful to reuse with a high-Level ally, that you actually get to keep in your hand - and can save you bacon in multi-CtD combat encounters

Shadow Lodge

Pathfinder Lost Omens, Maps, Rulebook Subscriber
Matsu Kurisu wrote:

And that shows one of the things I love about PACG - there are multiple ways to build effective characters!

Thanks for sharing your strategy

You're welcome. I've picked up a lot of useful tips myself from other folks posting on the forums, so it's nice to get an opportunity to contribute.

I'm not sure how well Quinn will do in the second half of Curse, but he's certainly very well suited to the challenges in the earler scenarios.

Lone Shark Games

1 person marked this as a favorite.

Just so we're clear... Quinn is an amazing Batman, and you might get some mileage from her appreciating *you* Batman-ing.

That said - Varian remains a great Batman.


Keith Richmond wrote:

Quinn is an amazing Batman

Well,I mean... "The Greatest Detective on Golarion" checks out.


He he. My Batman Hakon with +4 on Charisma might be even better than Varian. After some powers, for reloading a batarang, he can boost any local check against a bane with 1d8 + 7, which is enormous help against those 25+ combat check monsters later on.


My very first scenarios of PACG Organized Play were run by the gracious and charming FWB - and now I have him to thank for relieving my PACG guilt. (Thanks, my friend! You've squared the debt you incurred when your bard took a weapon from my ranger in every scenario of Season of the Shackles A.)

I as well only played a few random Dragon's Demand scenarios before allowing both the Core Set and Curse to languish on my shelf. (In my case the distraction was, having never played a game in my life, I took up Magic: The Gathering in October 2018 and fell into a black hole.)

Recently during internet down time I ran a party through Pathfinder Adventures, and thought, hey, I miss playing the actual game. So just last weekend I relearned the Core Set rules and I am now poised to take my own party solo through Curse. Mine is: Kess, Merisiel, Seoni and Quinn, chosen for no other reason than I wanted to play them. (Yes, Seoni without a dedicated healer, but how bad could that be?)

FWB -- looking forward to hearing about your adventures.


3 people marked this as a favorite.
elcoderdude wrote:
Mine is: Kess, Merisiel, Seoni and Quinn, chosen for no other reason than I wanted to play them. (Yes, Seoni without a dedicated healer, but how bad could that be?)

If Quinn goes the Alchemical route, he can provide plenty of healing.

Anyway, have fun!


Some advices before starting your first game :
- All the "Acadamae" allies may seem a bit bad at the start, but more and more Acadamae allies are added throughout the game, and the higher level ones can be used to heal the Student. So check the Acadamae allies before deciding to remove the Student from the Vault.
- Hakkon makes a fantastic Blackjack
- Strongly consider having someone with Craft and Alchemical proficiency in the party, since the best items need those to not be banished, especially for healing
- Do not skip the 1.Star scenario. It's your only way to get Kroft, and she is one of the best Supporters in the game, especially if you upped her (but you don't need to up her if you have no spellcasters)
- There is a scenario that will be easier if you have the Pig Ally. If you get it, keep it until this scenario.
- Be sure to have characters with good enough Constitution and/or Wisdom, as most of the Closing checks use those abilities.
- Always prefer options that allow you to ignore After acting powers. Having a weapon or a spell a bit less effective is better than losing your entire hand to an Azer who deals 1d4-1 fire damages after acting.
- Don't be afraid to go back to base once you are scourged/are low on HP and explore like it was going out of style. Most supporters have effects that benefit the whole group, not just the one having the supporter.
- You can still use cards during recovery. So you can use allies, items and blessings to help with your recovery rolls.
- You can make every effect that trigger in the same phase in the order you want. Use it at your advantage.
- Sometimes it is better to use your powers to recharge/reload all your cards even if you can't defeat this monster just to not take damages. If you have no cards in hand, you can't take damages.

Hope this helps :)


Almarane wrote:
Always prefer options that allow you to ignore After acting powers.

Not sure about this one. After Acting powers are fairly rare in Core and Curse. Before Acting powers are common, however, and often painful.

That's why Liquid Courage was a keeper for us, but we didn't seek out boons that ignored After Acting effects.


1 person marked this as a favorite.
wkover wrote:
Almarane wrote:
Always prefer options that allow you to ignore After acting powers.

Not sure about this one. After Acting powers are fairly rare in Core and Curse. Before Acting powers are common, however, and often painful.

That's why Liquid Courage was a keeper for us, but we didn't seek out boons that ignored After Acting effects.

I agree that Before Acting powers are common, and sadly there are no easy ways to prevent them. The Dog is one of those ways, I'm not sure about others.

Maybe you were luckier than me, but in my plays After Acting powers were my bane. Losing 1d4 cards from your hand when you are an Ezren without your False Life and already have to use a bunch of cards to explore and/or when you are low on life, or taking a Scourge without being able to make a roll to prevent it is a pain. Or maybe it just depends on which character you play with which builds (I suppose most After Acting powers are not very painful for a healing specialize Kyra, for exemple).


I am honestly more concerned with Before Acting powers, as these are often damage and/or other powers that make it harder to defeat that monster. Consider all the dragons. Taking damage before acting and dealing with the dragon as well is bad, especially if it is Kazavon Reborn. How many characters can take 2d4 damage and still be in fighting shape (of course, armor protects from it) against that beast?
Dragons' after acting power (Wounded) is worse in the long run, but does not affect the outcome of the fight.

After acting prevention is also quite good against the pesky Giant Fly. :)

Community / Forums / Pathfinder / Pathfinder Adventure Card Game / General Discussion / Just Starting Curse! All Messageboards

Want to post a reply? Sign in.
Recent threads in General Discussion