Pathfinder Adventure Card Game Strategy #15—Improving Your Character: Cards & Traits

Thursday, April 26, 2018

This is the fifteenth installment of our strategy blog written by game historian Shannon Appelcline. You can read all the installments here.

The previous article offered some general strategies for choosing cards as you build your characters; this one goes into the tactics: which cards are you looking for?

Upgrade your magic and elemental traits

Your characters will start off with mundane weapons and with subpar elements like Poison.

Prioritize grabbing Magic weapons and especially Fire magic. One of the main reasons for this is monsters like Rise of the Runelords' Troll, which is one of the most annoying banes ever if you don't have the Fire (or Acid) trait to permanently put him to rest. Every Adventure Path has cards that require specific traits to defeat, and Magic and Fire are two of the most important.

Burn it with fire.

Generally, it's good to accumulate cards that upgrade your elemental traits. Poison is the worst, because many things are immune to it. Force is the best, because not much is immune to it. So replace Poison with Acid, Cold, Electricity, or Fire when you can, then replace those with Force.

Corollary #1: Diversify your traits. When you're upgrading, don't get too focused on one trait. Occasionally you'll meet monsters like the Troll that require a specific element to defeat; more frequently you'll meet a monster immune to particular elements. So it's always good to have variety in your hand.

Sometimes nothing burns like the cold.

Offset gaps in your party

When you're gathering cards, look for ones that offset ability gaps in your party. That means if you're missing a specific skill, get cards that will help you succeed at tests of that skill. Allies are the most common card type that give you a bonus in a particular skill, and they have the additional advantage that they can usually be used to explore, which means they won't be stuck in your hand: use them to explore when there's not an obvious need for their skill bonus.

Corollary #1: If you're short on healers, get healing. To offset a lack of healing spells or powers, you can most obviously get Potions of Healing. However, there are also occasional allies or other items that can offset this deficit. Spread these healing cards out, and in particular give them to characters who are light on recharging and heavy on discarding, like Seelah or Seoni.

Corollary #2: If you're short on disablers, get toolkits. If your party generally lacks the Disable skill, spread around items that can help with traps and other barriers. Thieves' Tools and Masterwork Tools are the obvious choices, but the Crowbar can also be shockingly useful.

Sometimes the right tool for the job is a Tool.

Upgrade your skills

Sometimes, instead of filling ability gaps in your party, you want to accentuate what you already have. Hunt for items that will improve the characters' best skills to make them all the more able to close locations (or to succeed at other skill tests). Get Merisiel Boots of Elvenkind and Seoni a Crown of Charisma. Find a Sage for Kyra or a Standard Bearer for Harsk.

These might not be the best boons for these characters long-term, but improving good stats should always be a consideration.

Don't be afraid of inappropriate cards

When you're improving your characters, you'll generally want to take cards that the characters are proficient with and to avoid the ones that they can't use to their best effect. But this is not always the best strategy. Sometimes you'll want to take an inappropriate card because it's better than an appropriate card, because it helps your character (or the party) fill an ability gap, or just because it's what's available.

Corollary #1: Remember that inappropriate spells still allow one use. It's perfectly okay for Arcane casters to pick up Divine-only spells and for Divine casters to grab Arcane-only spells. They just end up being single shots. This works best for spells where you're not adding the skill's die. So, if your party really needs healing, don't be afraid to give your Arcane caster Cure. Similarly, a Divine caster could take Mirror Image to help with damage or Teleport to help with movement.

Don't fear that last paragraph.

Corollary #2: Remember that inappropriate armor is usable. Armor can be ineffective in two ways if you don't have the appropriate proficiency. First, it often gets banished when you reduce large amounts of damage. Second, it often can't be recharged at round's end. The first problem is not a problem at all: if it's great armor, keep it, and if you use it, you can hopefully replace it with something else great. However, not being able to recharge is problematic, because it clogs your hand. Still, there will sometimes be inappropriate, non-recharging armor that's worthwhile.

Corollary #3: Remember that inappropriate weapons… are probably still bad. If you don't have the required proficiency for a weapon, it tends to increase the difficulty for challenges, usually by 4. It feels like a really good weapon should overcome this problem, but that doesn't tend to be the case. You're unlikely to find an inappropriate weapon that adds at least 5 (or a d10) more than an available weapon that [i]doesn't[/i] require proficiency, and that's what you typically need for it to actually be better.

The right weapon in the wrong hands is the wrong weapon.

Corollary #4: Use inappropriate card to create voids. Inappropriate items that get banished (i.e. spells and armor) can work very well in a voiding strategy where you're trying to end up with too few of a card type so that you can choose a new card from the box. Hold onto these banishable cards during a game when you have an excess of the card type, then banish them in a later game when you're not gaining that type of card.

Plan for your blessings

Some characters get benefits from specific blessings on their role cards. Try to plan for this. Look at your role card early on, choose your preferred role, and start collecting any appropriate blessings. If you don't, it's possible you'll never get many of the right blessings, because the role card arrives relatively late in the game.

Count your blessings before they hatch. (Or something like that.)

Sometimes building your deck is as much about what you get rid of as what you keep...

Don't get hung up on banishable cards

Cards that must be banished to be used are usually powerful, so it's tempting to always put them in your deck. Don't. Consider any banishable card carefully and be sure that it's a great card that you'll actually use.

Corollary #1: Throw out banishable cards you're not using. If you didn't manage to use a banishable card for two or three scenarios, get rid of it. It might have a great power, but if you never play it, who cares? (But before you put it back in the box, see if perhaps another character would be more likely to play it.)

Don't get hung up on loot

There's a tendency to hold onto loot because it's unique and was given as a special prize. There's a lot of loot that is worth keeping through an entire Adventure Path, but some loot may never be valuable to you, and other loot may get overshadowed over time. Toss it out if something else looks better!

And that brings my look at improving characters to a close… and it also ends my series of general strategy articles for the Pathfinder Adventure Card Game. I've thought about writing some articles about the specifics of certain characters and about all the different sorts of cards, but for now other writing is calling me. Maybe I'll return some day.

For now, thank you to Mike Selinker and Paizo for giving me this opportunity to talk about my strategy ideas and for publishing a game that's racked up over 100 games on my tabletop. And thank you to everyone here on the forums who contributed corrections and additional strategy ideas. I intend to gather them all up at some point and use them to put together a v2 of these strategy articles, probably on my Mechanics & Meeples blogs.

Until then, see you in Golarion!

Shannon Appelcline
Game Historian

More Paizo Blog.
Tags: Adventure Card Game Strategy Pathfinder Adventure Card Game

Thanks so much Shannon. It has been enlightening.


I've really enjoyed this series of blog posts and have learned a lot from them. Thank you.


Thank you for all the articles Shannon! I don't really think about the strategy while I'm playing, so I've really enjoyed how your articles made me take a step back & actually think about *why* I make the choices I make in game. I'd love to see what you have to say about specific characters, so I hope you do get around to writing about them someday! :)

RPG Superstar Season 9 Top 16

Thanks for the strategy articles!


Awesome article, thanks!

Just to nitpick (which, admittedly, I do altogether far too often) - if you're just playing the statistics, shouldn't you be looking for a weapon that at least adds an extra 1d8 to your roll to make up for the lack of proficiency, rather than a 1d10? The average value of a 1d8 is 4.5, which just barely does more to your outcome than the penalty of having no proficiency.


Great advice!

I love using cure on my arcane casters, especially when solo or in a poorly designed party with no divine player at all. But then I get so sad when I pick up some garbage spell and can't get it back from the box.

Re traits I would add that mental is as bad as poison for everything being immune to it, and in WotR avoid electricity since it seems to be a thing most demons are immune to.


Thank you for all your helpful strategies and insights.


Thanks for writing the series! It has been helpful and interesting.

I've also subscribed to your blog now. :)

Lone Shark Games

Elinnea wrote:
I've also subscribed to your blog now. :)

I advise everyone reading this to subscribe to Shannon's blog. It's as deep an understanding of the history of tabletop games as you will ever find.

Sovereign Court RPG Superstar 2011 Top 32

Yewstance wrote:

Awesome article, thanks!

Just to nitpick (which, admittedly, I do altogether far too often) - if you're just playing the statistics, shouldn't you be looking for a weapon that at least adds an extra 1d8 to your roll to make up for the lack of proficiency, rather than a 1d10? The average value of a 1d8 is 4.5, which just barely does more to your outcome than the penalty of having no proficiency.

If you're comparing it to having nothing, having a d8-4 is, on average, slightly better. But you should compare it to having a d6 weapon that doesn't require proficiency, in which case you need at least a d10+2 or d12+1 to overcome the -4 penalty. Usually, the difference between a weapon that requires proficiency and one that doesn't of the same AD# is not going to be a 4 point swing. There are, of course, a few exceptions, and always situational things like monster with immunities.


Another great read! Thanks for sharing! I have to often remind myself about the banishable cards. I like to carry around some cards for a really good effect, but then it's been 2 AD's and I still haven't used it. Lately I've tried focusing on cards that are more "consistent" since I'd rather have consistently good cards that are applicable, as opposed to getting stuck with ones that are great but hyper specific.

Thanks again!

Grand Lodge

I feel like I've been psychoanalyzed. "You'll be tempted to X, but it's not practical/effective." Yup. That's me.

Thank you for the insight. It may be the kick in the pants I need to get over a few of my little hang-ups.


Good article! Some of these I've picked up, some I'm still trying to learn.

Armor, it feels like you should use something you're proficient in- but then in Skull & Shackles, there was a really nice heavy armor loot card. Sure, give it to the magus, as long as he doesn't use the banish power he's fine. My non-proficient druid in RotRL is wearing basic heavy armor- if I have to banish, no big whoop.

Cards that you banish for their power- I get in the same mindset I'll have in JRPGs with rare items. "I could use this now, but what if I need it later? Better hold on to it." Three adventures later, I'm still waiting for the perfect time to play it, when I could have used it long ago and found something I'll actually use.


Thanks for the kind words, folks; it's been a pleasure writing these.


There are reasons to hold on to weapons even if you don't have proficiency. The showcased Dancing Scimitar can be used to add to a combat check using another weapon without increasing the penalty! And let's not forget the great Horsechopper +1, the promo weapon that punishes weapon proficiency!

Community / Forums / Pathfinder / Pathfinder Adventure Card Game / General Discussion / Paizo Blog: Pathfinder Adventure Card Game Strategy #15--Improving Your Character: Cards & Traits All Messageboards

Want to post a reply? Sign in.