Jump to content

Wode79

Members
  • Posts

    17
  • Joined

  • Last visited

Everything posted by Wode79

  1. It's a wisdom check, but not a divine check, so you only get her d10+1. If you were closing one of the locations that has a Wisdom or Divine check 7, then you could use your Divine skill, which would be 1d10+1 (base wisdom) +2 (divine skill).
  2. I did the tabletop in a group of Valeros, Harsk, Merisiel, Lini, Seoni, and Kyra. At the end of deck 3, our Kyra died and the player had stopped showing up, so we brought in a new player as Seelah. My job as Valeros was to kill monsters, particularly villains. I did run into troubles of having my hand full of weapons and not finding monsters. My ability to add 1d4 to other combats was rarely used, since 6 had us spread out to close locations. Harsk provided some good scouting help, and his d4 combat boost was VERY useful. Merisiel was great to throw at any barrier heavy locations, and could usually fight well. Lini started off slow, but became a powerhouse with her animal companions and spells, including when we needed healing. She also had knowledge, divine, and survival, all very useful skills. Seoni had a habit of burning through her deck (and burning through monsters). She also got the role of villain killer, able to dump a lot of dice into combat, particularly with the blessing of Pharasma. I can't say a lot about Kyra because I don't think her player used her the best. Seelah, on the other hand, was awesome. She was able to get the blessing of Iomaedae, which she could recharge when she used, and her deck was packed with spells and blessings that she would recharge when she added her d6. She made my Valeros look redundant. She didn't always have a weapon, but she didn't need one. My group for the mobile game is Seelah, Amiri, Sajan and Ezren (along with Lem, I'd run them through a bit of the tabletop as The Leftover Brigade, but resetting decks between my solo play and playing with my group was a pain). Seelah- Awesome, as I mentioned above, plus actually has the divine skill. Amiri- I considered both her and Seelah for the tabletop, but was concerned about running out of weapons, which is why I ended up with Valeros. I also worried about her bury a card for +d10. Having gone through, I've got a much better feel for card management. Good, tough fighter. Sajan- Lots of support with blessings, but I have to be careful about being too stingy on his combat rolls. Looking forward to his eventual role card. Ezren- Seoni was neat to watch, but she was limited in her spell range. Ezren doesn't have that problem He may not have the automatic recharge, but he's very good at it as is. And it's just nice having someone with a d12 intelligence and knowledge.
  3. Accurate. When we added Seelah at the start of deck 4 in the tabletop, she quickly made it seem like the party kept my Valeros around because they felt bad for me. I'm finding her good in the game early on, but she was recharging blessings of Iomaedae, usually recharging whatever she flipped for her extra d6. Seelah has armor as her favorite card because they had to do something to try to balance her out. Yeah, she might not always start with a weapon, but so what? She'd just start exploring, and if she had to punch out a henchman, she'd punch out a henchman. I suppose I had better dexterity checks than her, but then she'd toss in that d6.
  4. I think there are better evade spells, but not until much later. For Merisiel, evade lets me do some risk free exploring. I may not have the perfect hand (maybe I had to use some blessings on another character, maybe something else bad hit). Anyone else, I might just skip the turn to refresh their hand, but Meri can take a look. Maybe it is something she can handle. Maybe it's something she can't, in which case evading leaves me the same as if I didn't explore at all (but does change up the deck order). It's also very useful for the "Summon and encounter X at the start of your turn". Yeah, I can usually take out a bandit without a problem, but that's still a card recharged, and the possibility of rolling all 1s.
  5. No screenshot of my 64 against heroic Nualia last night Amiri discarding her bastard sword+1, burying a card, two blessings of Gorum, and I think another blessing. I don't mind the difficulty increasing with each blessing if I can pull off numbers like that.
  6. On release I saw someone tweet, "I know the game is authentic because I just rolled a 1 on a d12 against a villain." My way of knowing it's authentic is that my cure spells keep rolling minimum. Kyra died on Legendary, Blackfang's Lair. My wildcards meant whenever I acquired, well, anything, I had to bury a card. So finding a blessing in the shrine of Lamashtu meant two cards in damage, followed by burying something. I'd beaten him once, had him cornered, then flew the fortitude save, taking max damage. Followed by failing combat. Not enough cards to draw back up, so good night Kyra. Merisiel stepped up, closing her location, then finding Blackfang (last open location). Amulet of fortitude got her past the breath, and she was able to gather enough dice to put the dragon down.
  7. Thanks for the explanation. I've been using it to recharge cure, because I want to keep that in my deck. Only last night that I was paying attention and seeing the future.
  8. Not game-breaking by any means, but the card text on the Fortified Leather Armor reads "Recharge this card to add 1 to your Constitution of Fortitude check." Should be or.
  9. Oh, for the table-top, I played Valeros in a group with Harsk, Merisiel, Seoni, Lini, and initially Kyra. Late in deck 3, Kyra's player had dropped out and Kyra died (coincidental and bad luck), and we brought in a new player as Seelah. With 6, I didn't get a lot of chances to use Valeros's +1d4 to combat ability, because we were spread out. Harsk was very, very useful. Val and Seoni were our usual boss nukers. After Seelah joined, she spent a lot of time being Valeros, just better (I wasn't usually beating up henchman with my bare hands). In game, I'm continuing Kyra and Meri, and also have Seelah, Amiri, Sajan, and Ezren as a group of four.
  10. Gah, ran into the same boss the OP mentions. Beat him twice without incidence, but he wasn't cornered. Then I think blew an easy roll to temp close, and his re-do the encounter ability kicked in twice. I think the third time I lost to him. Two locations left, but couldn't find him fast enough.
  11. Yeah, no one misses the still open locations in the table-top game. Though that allows for other mistakes, such as when I confused a location deck for the blessings deck... Tips garnered from the table-top- Never, ever, ever say, "I can only fail on a 1." Need help closing that location? "I have arcane+2 and +3 from charisma, I can only fail if I roll a 1." And that's why we re-did that scenario.
  12. Pro-tip: when you're blowing all your bonuses on the final roll against the boss, make sure it is in fact the final roll and that you don't have another location still open. And certainly don't do this twice. The 68 I got against Nuallia was very impressive. Less impressive is when the game made the motions of shuffling her and stuck her into one location I hadn't visited. Luckily, I still managed to find and corner her on the very last turn.
  13. I've been running a group of four. Good variety, just about everything I find is useful for someone, but I don't feel I need to use all my allies and blessings for explorations. In the table-top version, I played most of Runelords in a group of six and time was almost always our biggest challenge.
  14. At http://paizo.com/threads/rzs2qmqz?Rise-of-the-Runelords-We-Need-a-Snapshot-of and http://paizo.com/threads/rzs2r81m?Rise-of-the-Runelords-We-Need-A-Snapshot-of , people have submitted their characters at the midpoint (completing deck 3 and getting the Role card) and after completing the game. Not an exact guide, but you can see what people have favored. There are at least two Masterwork Tools in the game, but one of them might only be in the character add-on deck.
  15. Lini is definitely strong, although she may have trouble with combat at the start. She quickly matures into one of the best. Kyra, I feel is more well-rounded than Lini. She's very good against undead, and is the only character that can defeat a certain henchman. Ezren is one I'm actually very fond of. I wouldn't try to solo with him due to his lack of blessings. But, he gets a wide variety of arcane spells. He has the only d12 intelligence in the game (and I don't recall if everyone else tops out at d6, or if there is a d8 intelligence). In a spell-heavy area, he explores very well. I'm thankful for having him in my group whenever the Academy pops up.
  16. I don't know if you are familiar with the physical game, but in the app, the Holy Candle is banished when you play (as opposed to buried in the physical version). So, I'm not sure it is worth it. In the physical version, I'd totally agree. I've sacrificed winning a scenario to get Holy Candle. Twice I've taken it from Pit of Malfenshankor and suffered the consequences. Both times, none of the 5 other people I played with objected. They all supported my decision. I kind of wish it wasn't so hard to acquire since it is now banished to use. Ah, I hadn't seen it in the app yet, so yeah, I was going off of physical play. So, it's still nice, but yeah, not a must have. The Pit is where I saw a Staff of Minor Healing. Hit the wrong thing, discarded all three, when I would have been fine collecting it.
  17. Hawkmoon covers pretty much everything I would have suggested (and on items- with Kyra/Merisiel, I was pretty happy to pick up two masterwork thieves tools, and kicking myself that I had a chance for a Staff of Healing, but unfamiliarity with the UI caused me to pass). For setting up initial decks, thieves tools are one of my favorites as they can allow characters to bypass most barriers encountered early on. One item Hawkmoon left off that I'd urge to acquire is the Holy Candle. It allows you to shuffle 1d6 blessings back into the blessing deck. So, play it and get up to 6 more turns. It's not that big a deal when you're just using two characters, but fielding a 4-6 person group, it's very handy.
×
×
  • Create New...