And then The Suture... died?


Rules Questions and Gameplay Discussion


OK this is a spoiler question so you are warned:

My friend Alain finally acquired the cohort The Suture, puts it in his hand as per the scenario, then immediately after encounters Khorramzadeh, and then... dies (we always die, don't ask).

Now dying says bury all your cards.
The Suture says it cannot be buried.

So what happens to that card? Does a dead character still have a "hand"? Does The Suture prevents you from dying?

That was my candidate for the weekly can'o'worms... If I win a promo card I promise I'll make a copyrighted-proof photocopy of it for MyFly :-)


Pathfinder Adventure, Adventure Path, Lost Omens, PF Special Edition, Starfinder Adventure Path Subscriber

By RAW, it remains in his hand. He still can't play it though, but it makes a teeny tiny bit of difference if he gets raised because it'll net an extra card.

A dead character still has a hand, page 10 of the rulebook states "A deck is a deck, a hand is a hand, and a pile is a pile whether or not it has cards." So dead characters still have hands and decks and discard piles even though normally all of them have 0 cards.


Seems logic.

Sovereign Court

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A dead character with cards... so messed up, I love it.

Pathfinder ACG Developer

For those who don't know the adventure background, the Suture is actually a creature that _can't be killed_. They've actually been trying for centuries, killing it over and over and over.

So, yeah, seems legit to me.

Silver Crusade

So... Can the dead character give it to someone else at their location at the start of their turn?


Eliandra Giltessan wrote:
So... Can the dead character give it to someone else at their location at the start of their turn?

I didn't think dead characters got turns ...


Pathfinder Adventure, Adventure Path, Lost Omens, PF Special Edition, Starfinder Adventure Path Subscriber
Eliandra Giltessan wrote:
So... Can the dead character give it to someone else at their location at the start of their turn?

No.

WotR Rulebook, p14 wrote:
You cannot take turns, play cards, move, or do anything else for the rest of this scenario.


jones314 wrote:
Eliandra Giltessan wrote:
So... Can the dead character give it to someone else at their location at the start of their turn?
I didn't think dead characters got turns ...

Forum quote of the week... :D


Yes, you have to picture The Suture crying over the body of the dead character and refusing to do anything until someone casts raise dead. Tragic.


Zenarius wrote:
jones314 wrote:
Eliandra Giltessan wrote:
So... Can the dead character give it to someone else at their location at the start of their turn?
I didn't think dead characters got turns ...
Forum quote of the week... :D

Yes and quite an idea for a mystic spell :

GHOST SPIRIT SPELL wrote:

Display this card next to a dead character. The dead character shuffles 10 of his buried cards in his deck and draw a hand.

While displayed, at the start of your turn if your hand is empty, bury GHOST SPIRIT.

While displayed, you do not reset your hand and cannot play cards during any encounter against a card immune to Mental.

I should be working with Mike :-)


Time for some threadcromancy. So I'm playing though Wrath using the excellent adventure guide from Autoduelist. I've hit Scenario 6-5. I'm about to take on the Heart of the Worldwound and it suddenly hits me: Are we supposed to be able to banish The Suture to add 1d20 to defeat the Heart of the Worldwound?

As written, I'd that you can't as the Suture explicitly says that he cannot be banished. However, I'm not sure if that was what was intended as a lot of the text surrounding the Suture seems to indicate that he's supposed to help close the Worldwound (and the d20 sure would be helpful :P).

I think it's fine either way. I'm mostly curious about any thematic reasons why he would be the only Terminus cohort that doesn't help against the Heart of the Worldwound.

Silver Crusade

Well, the banishing is in the scenario card, right? And scenario cards would trump cohorts in the hierarchy. (Are cohorts even in the hierarchy?)


The banishing power is on the villain card, not the scenario. Otherwise I might see an argument where the hierarchy comes in. As it is now, I fall on the side of the rule that "Cannot always trumps can."


Cohorts are support cards, which are in the hierarchy after locations but before characters. Still, I think Ashram's right that the pertinent rule here is cannot trumps can.


Pathfinder Adventure, Adventure Path, Lost Omens, PF Special Edition, Starfinder Adventure Path Subscriber

Cannot trumps can no matter what the card hierarchy says. Cohorts are support cards, so if the hierarchy mattered (it does not in the case of cannot vs can), they'd be lumped in there.

I'll give a more useful answer once I get home and can consult my cards, assuming I remember or someone else doesn't answer it in the meantime.


This is exactly what I need to know right now as we are about to face the world wound heart, I mean come on, a suture it supposed to be used to close a wound...


Pathfinder Adventure, Adventure Path, Lost Omens, PF Special Edition, Starfinder Adventure Path Subscriber

As written, you cannot banish the Suture for an extra 1d20 on the check. Im not entirely sure why it has the Terminus trait in that case though.


That's a big reason why I resurrected this thread. The Terminus trait and the theme of the card make it seem like you are supposed to be able to use him to get he d20, but the actual card text disagrees.


Pathfinder Adventure, Adventure Path, Lost Omens, PF Special Edition, Starfinder Adventure Path Subscriber
Ashram316 wrote:
That's a big reason why I resurrected this thread. The Terminus trait and the theme of the card make it seem like you are supposed to be able to use him to get he d20, but the actual card text disagrees.

Also in the actual WotR, having the Suture around when closing the Worldwound provides a large bonus to the checks required, so the fact that it doesn't work in the ACG seems like errant wording rather than intentional.

Paizo Employee Chief Technical Officer

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Mike says that he would like you to be able to banish The Suture to help close the Worldwound. We'll have to figure out the best way to do that. (We don't have a lot of room for extra text here.)


1 person marked this as a favorite.
Vic Wertz wrote:
Mike says that he would like you to be able to banish The Suture to help close the Worldwound. We'll have to figure out the best way to do that. (We don't have a lot of room for extra text here.)

I haven't reached that scenario yet, but from what I can intuit from the conversation - shouldn't it be possible to change the Villain power wording to "remove from game" instead of "banish". Which essentially would be the effect for a Cohort that's banished (and it's my understanding the Suture is a Cohort)?

Paizo Employee Chief Technical Officer

Good call.

Added to FAQ.

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