Acid Arrow a Divine Card?


Rules Questions and Gameplay Discussion


I have played a lot of Pathfinder in my time and wondered something about this game. Acid Arrow was it designed to be used for Divine? You have a Divine caster on the card and it is used in the main game for Divine Casters? If not, I would love for it to be added to the reprint if possible. I think Divine is struggling for some attack spells out of the gate. I tried checking the forum but wasn't able to find any insight. Thank you to whoever can give some insight to my enigma.


Pathfinder Roleplaying Game Superscriber
Cedfaz wrote:
I have played a lot of Pathfinder in my time and wondered something about this game. Acid Arrow was it designed to be used for Divine? You have a Divine caster on the card and it is used in the main game for Divine Casters? If not, I would love for it to be added to the reprint if possible. I think Divine is struggling for some attack spells out of the gate. I tried checking the forum but wasn't able to find any insight. Thank you to whoever can give some insight to my enigma.

Nope, it's an Arcane spell only. One of the minor annoyances I've got with the art is that there are many Arcane cards where the art depicts a divine caster, and vice-versa (Find Traps is an example of the other type).

As an aside, in the RPG, Acid Arrow is a sorcerer / wizard spell, so it's firmly in the Arcane camp.


So then what is Lini even doing in the artwork?

Paizo Employee Chief Technical Officer

Yeah, that sort of thing isn't generally taken into consideration when assigning art, largely because we have to pull a lot of existing art. For Wrath, though, I did specify the characters I would like to see on the new spells, and only chose characters that were appropriate... so it'll be getting better, but it won't be 100%.


Pathfinder Adventure Path Subscriber

Awesome! A friend of mine brings this up whenever he sees Acid Arrow. I keep telling him "pretend like she's casting a scroll" and he's always saying "No!" ;)

Pathfinder Adventure Card Game Designer

1 person marked this as a favorite.
Mechalibur wrote:
So then what is Lini even doing in the artwork?

It's Lini's sister, Nili. She's a multi-classed wizard/sorcerer/arcanist. Trust me, I know things.


3 people marked this as a favorite.

For entertainment purposes only, maybe we should start a list of cards that have this issue, and an explanation of what's happening:

Acid Arrow - Lini's sister Nili
Find Traps - The caster is actually off-screen, laughing as the character still failed to notice the trap
Guidance - Feiya's familiar is actually a 2nd level Cleric
Teleport - Ezren actually cast the teleport. However, he decided not to take Kyra with him, so she's stuck trying to hide from the monsters (not the best plan in the world for a cleric)

Any others?


Is it worth mentioning that a divine caster is still *perfectly capable* of casting an arcane spell?


Pathfinder Roleplaying Game Superscriber
isaic16 wrote:


Guidance - Feiya's familiar is actually a 2nd level Cleric

So, in the RPG, Guidance is on the Witch spell list; as is Cure X Wounds. Now, Feiyla doesn't have the Divine skill, but I wouldn't be surprised if in the future version of Feiyla had a role that granted the skill Divine. (Or perhaps a Witch class deck came out with a witch with Divine).


Pathfinder Roleplaying Game Superscriber
Captain Bulldozer wrote:
Is it worth mentioning that a divine caster is still *perfectly capable* of casting an arcane spell?

Well sure, but in the case of Attack spells it's generally suboptimal.


Pathfinder Roleplaying Game Superscriber
Mike Selinker wrote:
Mechalibur wrote:
So then what is Lini even doing in the artwork?
It's Lini's sister, Nili. She's a multi-classed wizard/sorcerer/arcanist. Trust me, I know things.

Given that the arcanist is *already* a sorcerer/wizard hybrid, multi-classing all three is... ow. But you can do it, and I bet someone will find a reason to do it. (That reason probably would be casting lots and lots of low-level sorcerer/wizard spells).


Mike Selinker wrote:
Mechalibur wrote:
So then what is Lini even doing in the artwork?
It's Lini's sister, Nili. She's a multi-classed wizard/sorcerer/arcanist. Trust me, I know things.

Oh, I think I saw a preview of her character card. She's in the next class decks, right?


Mike Selinker wrote:
Mechalibur wrote:
So then what is Lini even doing in the artwork?
It's Lini's sister, Nili. She's a multi-classed wizard/sorcerer/arcanist. Trust me, I know things.

I can accept this.


Cedfaz wrote:
I think Divine is struggling for some attack spells out of the gate.

I wholeheartedly agree. This was actually the thing that pushed me over the edge (I had already been toying with the idea) to buy another set of RotR to customize card ratios. I added two more Inflicts to the game and adjusted the monsters to have more of the difficult ones.

It worked well, but it was awful expensive, so I'm not sure I'd reccomend it.

...

You'll be pleased to know that S&S is much better about this. There are more Divine Attack spells in just the base set, and most of them are better, too.

I'm, uh, actually considering getting a second S&S to take SOME of the cards and add them to RotR. Not too many, I don't want to dilute things and make all my AP's feel the same, but I don't think it would hurt to have a few more Divine Attack Spells, a Buckler Gun (that card is so cool for an armor), and so on. Maybe a dozen cards. Still expensive, but I'm not sure I can help myself.


Have my second S&S arriving today. Technically it's my first, I guess, but since my wife's going away for a few weeks we bit the bullet and picked one up locally so we could play it. Currently mulling over what to do with the second one. Selling it would probably be a huge chunk in shipping and eBay fees that'd barely make it worth it. Do we pull an Orbis? :D

No, probably not. But it's a fun idea!

Picked up a Buckler Gun as a reward and spent the whole scenario trying to figure out how to get it into Damiel's deck. In the end I decided to stick with traditional armor. A buried combat check doesn't help him much, and I wanted an armor around for security against his 7 hand size.


One thing to note - Seems like someone suggested using Powder Horn in Damiels deck because it's Alchemical, but Damiel only has one weapon and Buckler Gun can NOT be searched for by Powder Horn (it specifies weapon, Buckler Gun works like a weapon but is not a weapon).

So going with a different armor may have been wise.

Maybe.

I still hate armor and would totally have gone with Buckler Gun anyway, myself. :P


I kept Powder Horn around for a while because I didn't have bombs, and because there were times where I had to get the gun back into his hand. But even if it could grab a Buckler Gun, it couldn't bring unbury it, which is my concern with the thing. Damiel's single weapon has been a liability already in S&S in a way we never had trouble with weapons in RoRL. We've had a few 4d6 Damiel checks when his gun mysteriously goes missing due to enemy powers or just bad luck.


Personally, I think I would try and build Damiel like I do a bard or druid - hold its own in combat, but also support the group a lot. Potion of Heroism affects others, his fire/acid grenade ability affects others, he gets two non-combat spells, he can heal with potion of healing, and so on.

But he can still Alchemist's Fire if he needs something to die.


Orbis Orboros wrote:
Cedfaz wrote:
I think Divine is struggling for some attack spells out of the gate.

I wholeheartedly agree. This was actually the thing that pushed me over the edge (I had already been toying with the idea) to buy another set of RotR to customize card ratios. I added two more Inflicts to the game and adjusted the monsters to have more of the difficult ones.

It worked well, but it was awful expensive, so I'm not sure I'd reccomend it.

...

You'll be pleased to know that S&S is much better about this. There are more Divine Attack spells in just the base set, and most of them are better, too.

I'm, uh, actually considering getting a second S&S to take SOME of the cards and add them to RotR. Not too many, I don't want to dilute things and make all my AP's feel the same, but I don't think it would hurt to have a few more Divine Attack Spells, a Buckler Gun (that card is so cool for an armor), and so on. Maybe a dozen cards. Still expensive, but I'm not sure I can help myself.

I dunno, I think divine should have worse attack cards. Divine gets to heal (and draw cards!), so there should be a downside. While there are a few good arcane utility cards (haste), overall I think arcane should be better damage, divine better out of combat use.


Mechalibur wrote:
Orbis Orboros wrote:
Cedfaz wrote:
I think Divine is struggling for some attack spells out of the gate.

I wholeheartedly agree. This was actually the thing that pushed me over the edge (I had already been toying with the idea) to buy another set of RotR to customize card ratios. I added two more Inflicts to the game and adjusted the monsters to have more of the difficult ones.

It worked well, but it was awful expensive, so I'm not sure I'd reccomend it.

...

You'll be pleased to know that S&S is much better about this. There are more Divine Attack spells in just the base set, and most of them are better, too.

I'm, uh, actually considering getting a second S&S to take SOME of the cards and add them to RotR. Not too many, I don't want to dilute things and make all my AP's feel the same, but I don't think it would hurt to have a few more Divine Attack Spells, a Buckler Gun (that card is so cool for an armor), and so on. Maybe a dozen cards. Still expensive, but I'm not sure I can help myself.

I dunno, I think divine should have worse attack cards. Divine gets to heal (and draw cards!), so there should be a downside. While there are a few good arcane utility cards (haste), overall I think arcane should be better damage, divine better out of combat use.

I'm in agreement. Divine should get fewer/worse attack spells and Arcane should get fewer/worse support spells. Although there should be plenty to go around of both on both sides.

Although, between the importance of combat and exploration, I think Arcane got the better deal in RotR (Haste is crazy good). And that's coming from someone who prefers divine casters but has only played the PACG to acquire such a preference.

Community / Forums / Pathfinder / Pathfinder Adventure Card Game / Rules Questions and Gameplay Discussion / Acid Arrow a Divine Card? All Messageboards

Want to post a reply? Sign in.
Recent threads in Rules Questions and Gameplay Discussion