Scott Bender
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So I finally finished the Perils of the Lost Coast adventure and it's time to select my skill feats. What are folks' thoughts/philosophies on what to spend this on?

I see it that there are three basic ways to go - get even better at the stuff you're already good at, work to push your borderline skills into competence or try to get your hopeless skills a little less hopeless.

I'm much more inclined to go with the first two options. Nothing is quite as frustrating as failing at something you're supposed to be good at. Likewise, getting a bit of a bump on a borderline skill can push it into the top tier.

Frankly, I just don't see the point of ever going after low skills. A 1d4+1 intelligence roll isn't going to get you any closer to winning that spell for your colleague.

So, specifically I have to decide what to do for Seelah and Lem. The only Chr based skills rolls that I regularly fail on with Lem are recharge spells, but with his "always have whatever you need" power I actually don't usually even opt to recharge - so that's fairly moot. I'm pretty sure I'm going to boost his Dex as his only weapon is a sling and his Dex is currently only 1d8. It's the one middle of the road skill that I use most and I'm likely to get the most bang-for-the-buck with a +1 here.

For Seelah I'm pretty split between Str and Wis. As the primary combat specialist for the party, a 1d8+2 is really pretty mediocre. On the other hand, I'm fairly mystified why her Divine is based on her Wis (and not on her Chr) and it drives me up a wall when she misses a Divine roll. Giving her a +1 Wis would help . . . but I know I really ought to boost her Str as it's MUCH more useful.
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Mark Campo
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EDIT IGNORE ME IM clearly mad! and or need glasses 2 post down-ish.. i stand corrected

after the intro adventure( I assume perils) the reward is a card tick box, not a skill tick box,

there 3 tick box rewards
skills as you rightly point out str dex int etc..
powers the bit under skills and
Cards..

after perils you get an additional card so you deck goes from 15 to 16..
i missed this as well...
the 1st mission in burnt offerings 5 missions gives you a skill tick box..
and i think the final one a power...

ignore me if you know this EDIT probably safe to just always ignore me
 
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Mark Buetow
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Milarky wrote:
after the intro adventure( I assume perils) the reward is a card tick box, not a skill tick box,


No, it's not. The reward for "Perils of the Lost Coast" is a Skill Feat.

The first Card Feat is not given until you complete the "Burnt Offerings" Adventure.
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Milarky wrote:
after the intro adventure( I assume perils) the reward is a card tick box, not a skill tick box,

there 3 tick box rewards
skills as you rightly point out str dex int etc..
powers the bit under skills and
Cards..

after perils you get an additional card so you deck goes from 15 to 16..
i missed this as well...
the 1st mission in burnt offerings 5 missions gives you a skill tick box..
and i think the final one a power...

ignore me if you know this

I don't have the cards in front of me, but I'm fairly certain you have that backwards. You get a skill feat after Perils of the Lost Coast, and you don't get your first card feat until after finishing Burnt Offerings. Two of the scenarios in Burnt Offerings also give a skill feat and power feat.
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Scott Bender
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I am certain that I get a skill feat - It says "Each character gains a skill feat." right across the bottom of the Perils of the Lost Coast adventure card.
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Mark Campo
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HAHAHA I'm going mad! you are right!

found an image!

http://boardgamegeek.com/image/1754613/pathfinder-adventure-...

still want to go home and find i have a miss print or something though lol

-------------
but i would probably increase a stat thats associated with the recharges of my cards for that character or there main stat,

failed due Ezeran the wizard failing an Arcane 8 check to close a location he failed 3 times in a row grr.
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Stu Jones
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With almost any amount of players (besides solo), I always boost the character's 'go to' stat. Teamwork does a lot to overcome character weaknesses, and having someone get even better at what they already do best provides a solution to many problems in the game.

However, solo, I always boost the character's weakest stat. Playing Valeros, for example, Wisdom (or lack thereof) can be the death of him. So many 'Wisdom check to close' locations make it difficult to proceed without spending all your resources on a single check. And then, run into one Siren and it can be pretty devastating. Making that Wisdom check 1d4+2 quickly makes things a LOT more reasonable (the second skill feet is very shortly after the first) and running into a Siren doesn't mean needing to roll double fours after blowing one of the precious few blessings he gets. It's still difficult in those cases, but far better mitigated and a couple poorly timed random Wisdom checks doesn't suddenly mean an almost guaranteed restart.
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Gabriel Conlledo
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I like to improve in what I supposed to be good at, or (depending on the character) improve something that in the long run will have o will give better equipment.

For example: Amiri is highly skilled in strength so I have given her all the point that I can give in that specific skill. On the other hand, Ezren is the only one in my team (I play 3 characters, the two above and Harsk) that I have improved in wisdom and intelligence following the idea that this will help me get better spells in the future.
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IMO boost whatever skill you use the most. Typically that will be the skill you use in combat.
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I think it depends a lot on the character. For example, I think Valeros is so strong in combat that you can get away with putting points in other stats. Adding to Strength is almost overkill for him, so you can maybe take some points in Charisma to improve his Diplomacy a bit. For Lem, however, his Arcane/Divine skills are already behind Ezren, Seoni, and Kyra, so he needs all the points in Charisma that he can get.
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Gamer D

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My rule of thumb is always improve what you use the most. If you use a skill a lot and you improve it then you will definitely get to see that improvement in play a lot. Of course that's not always the BEST choice depending on the situation, but it's almost always a really good choice.
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ttoida wrote:
I think it depends a lot on the character. For example, I think Valeros is so strong in combat that you can get away with putting points in other stats. Adding to Strength is almost overkill for him, so you can maybe take some points in Charisma to improve his Diplomacy a bit. For Lem, however, his Arcane/Divine skills are already behind Ezren, Seoni, and Kyra, so he needs all the points in Charisma that he can get.

Agreed. You get your second skill feat at the start of Burnt Offerings, so you end up with two from the scenarios currently in the base set. With my group of 4 that went through the whole box, Lem got his charisma boosted twice, Lini boosted her wisdom twice, Sajan boosted dexterity twice, but Valeros boosted strength once and charisma once.
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TS S. Fulk
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We played through Burnt Offerings with 3 characters: Kyra, Seoni and Harsk.

My son gave Kyra +1 to Str and Wis. She's our main melee fighter and only healer.
I gave Seoni +1 to Dex and Wis. We have no thief and no thieves tools. So dex felt necessary. If a location requires Dex to close, Seoni goes there hopefully with her Troubadour in tow.
Harsk was tricky. He's already +3 on Range. I never used a melee weapon to fight with (even though he used to have one in the deck). He's never failed, so +5 seemed like overkill. Since he's usually in the Woods or other places by himself, we gave +2 Wisdom (only 1d6 causing him to fail even basic Survival and Perception rolls which were 1d6 + 2 to start with).


With 3 players time is not an issue (especially with Seoni going straight through high ally locations in two or three turns). So we tried to cover hard skills that we weren't good at (except Kyra). Maybe later we'll pile on our best skills. But we made it through without failing or anyone dying (some close calls). I think giving Seoni +2 Cha and Harsk +2 Dex would have increased the chances of us failing a mission.
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Scott Smart

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You beat me to my post. I meant to ask this very question last night because I'm in the same spot the OP is. My thinking is that the d4's are basically lost causes (especially when you consider that most of those checks are 5+ so you're going to have to spend 2 min to make any difference), and really the d12's aren't really worth dumping too much into especially if it is combat because you're supposed to have an awesome weapon by now or soon (even spellcasters with the better spells in BO mean they don't need help here).

However, people like Harsk with attack d8 or Lem with charisma-attack d10 or Sajan even with dex-attack d10 would be good, but Amiri is going to do something else besides boosting her d12 strength. Probably one of the d6's. That's how I'm going to do it which probably means I'm wrong.
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I suppose I could refine my answer to something like:

Boost the skill that uses the most discard/bury/banish support to succeed. So it is a combination of how often you use the skill and how often you need to spend resources to be successful.

Typically that will still be whatever you use for combat. I find that I spend a lot of resources on combat even when the character is good at it because failure is pretty bad and the check is very common.

*****
Also, why wouldn't you carry around Thieves' Tools?
 
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Matt Roberts
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The way to think about bonuses is to think in terms not just of the average or maximum roll of a dice, but also the "floor." Rolling 2d4 is better than rolling 1d8 because the 2d4 has a minimum roll of 2 (1 + 1), whereas 1d8 has a minimum roll of 1. The skill feats don't just raise your maximum roll - they also increase your minimum roll.

Take Valeros as an example. His Melee + 3 means that his minimum roll on a bare combat check is 4. If you add a weapon, the minimum will be 5. Raise that to 6 if you have something like that Spiked Chain or Greatsword, which has you roll two dice. If you additionally discard (for Valeros: recharge) the weapon to add another die, your minimum is a 6/7. Add another +1 from somewhere (either a skill feat, or a boost from Lem / Harsk recharge, or a +1 on the weapon card, or a blessing, or a dagger), and you're up to a min of 7, maybe more if you can get more than one of those listed potential bonuses. An 8 is a guaranteed win against several monsters in the base set, and a difficulty of 10 means that they only have to roll at least a 2 on two of those many dice - pretty likely.

It's not always about raising the ceiling - sometimes you just want to elevate the floor on your dice rolls for guaranteed wins.
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TS S. Fulk
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slacks wrote:
I suppose I could refine my answer to something like:

Boost the skill that uses the most discard/bury/banish support to succeed. So it is a combination of how often you use the skill and how often you need to spend resources to be successful.

Typically that will still be whatever you use for combat. I find that I spend a lot of resources on combat even when the character is good at it because failure is pretty bad and the check is very common.

*****
Also, why wouldn't you carry around Thieves' Tools?


Never got any.
 
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Zbeth Taylor
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Pardon, but I have a question related to the discussion here.

For the sake of argument, I'm using Harsk, who has a Wisdom of d6 (I think). He has improved his Wisdom to +2 and has Perception +2 (sub-skill of Wisdom). He pulls a card that says to make a Wisdom or Perception check and opts to use his Perception. Does he roll the d6 for his Wisdom and add +2 for Perception, or does he roll the d6 and add both his improved Wisdom and his Perception for a total bonus of +4?

Thanks for your feedback.
 
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Craig Bocketti
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Zbeth wrote:
Pardon, but I have a question related to the discussion here.

For the sake of argument, I'm using Harsk, who has a Wisdom of d6 (I think). He has improved his Wisdom to +2 and has Perception +2 (sub-skill of Wisdom). He pulls a card that says to make a Wisdom or Perception check and opts to use his Perception. Does he roll the d6 for his Wisdom and add +2 for Perception, or does he roll the d6 and add both his improved Wisdom and his Perception for a total bonus of +4?

Thanks for your feedback.


perception=(Wisdom+2)

wisdom=1d6+2

perception=((1d6+2)+2)
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Zbeth Taylor
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Thanks. That was my argument, but someone else argued that Harsk only got his base Wisdom die.

If I may: In the same game, Sajan came up against a Ghost, which requires magic to defeat. Sajan didn't have any magic weapons or items to use, so he used his special ability - Dexterity rather than Strength for melee combat. Another player had a light crossbow +1 (I believe) with the magic trait that allowed him to assist a character at another location in a combat. Should that assistance grant the magic required to defeat the Ghost, or would it provide only the additional die?

Sajan completed the combat and "defeated" the Ghost, but the monster wasn't permanently defeated due to the lack of magic in the attack. Was that outcome correct?
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Craig Bocketti
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Zbeth wrote:
Thanks. That was my argument, but someone else argued that Harsk only got his base Wisdom die.

If I may: In the same game, Sajan came up against a Ghost, which requires magic to defeat. Sajan didn't have any magic weapons or items to use, so he used his special ability - Dexterity rather than Strength for melee combat. Another player had a light crossbow +1 (I believe) with the magic trait that allowed him to assist a character at another location in a combat. Should that assistance grant the magic required to defeat the Ghost, or would it provide only the additional die?

Sajan completed the combat and "defeated" the Ghost, but the monster wasn't permanently defeated due to the lack of magic in the attack. Was that outcome correct?


Yes that was the correct outcome. Only the weapons, spells, etc. that you use to assemble your die for combat give their traits to the check. Unless something else specifically adds a trait also, like the spell Fiery weapon, adds the fire trait.
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Zbeth Taylor
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Thanks once again!
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