Help understanding Ahmotep's Discard Spell Power


Rules Questions and Gameplay Discussion


Hi guys,

Santa brought Mummy's Mask for us and we're picking characters. I want to pick Ahmotep because of her weapon/arcane combo but I am really puzzled on how this one particular power works.

"When you would discard a spell for a power that has the Staff trait, you may recharge it instead."

When on earth would I ever discard a spell for a power that the staff trait. We looked at a bunch of staff cards and couldn't really find any examples of where this comes into play.

Huge thanks in advance for providing any clarity here,

Ben

Grand Lodge

Cheez wrote:

Hi guys,

Santa brought Mummy's Mask for us and we're picking characters. I want to pick Ahmotep because of her weapon/arcane combo but I am really puzzled on how this one particular power works.

"When you would discard a spell for a power that has the Staff trait, you may recharge it instead."

When on earth would I ever discard a spell for a power that the staff trait. We looked at a bunch of staff cards and couldn't really find any examples of where this comes into play.

Huge thanks in advance for providing any clarity here,

Ben

The actual power is:

"When you would discard a spell for a power on a card that has the Staff trait, you may recharge it instead."

Items like the Flame Staff, Frost Staff and Anubis Staff use spells to power their power. That's where it comes into play.


A bunch of staves in other sets have "Discard a spell to do X" powers. I don't have Mummy's Mask, but presumably there are or will be ones like that there too.

(Edit: 2 seconds difference! :P)


First example in my mind


Ahhhh - I see now. The Flame Staff item is the perfect example. Thanks, gang.


Frencois wrote:
(sic) Staff of Dark Flame

So here's a question that came up last night regarding Ahmotep's power. We think we have this right and want to confirm.

Are we correct that one can't reveal the staff as a weapon (for Str/Melee + 1d6+1) and then reveal it again to decrease the difficulty of the combat check by 1d6+1 (since using the card twice would break the rule of "you may only play one card of each type on a check"?)


SWolbrecht wrote:
Frencois wrote:
(sic) Staff of Dark Flame

So here's a question that came up last night regarding Ahmotep's power. We think we have this right and want to confirm.

Are we correct that one can't reveal the staff as a weapon (for Str/Melee + 1d6+1) and then reveal it again to decrease the difficulty of the combat check by 1d6+1 (since using the card twice would break the rule of "you may only play one card of each type on a check"?)

This is exactly correct. You can't do this, for that reason.


elcoderdude wrote:
This is exactly correct. You can't do this, for that reason.

Awesome, thanks for the confirmation!


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However you're more than welcome to reveal the staff as a weapon (for Str/Melee +1d6+1) and then recharge the same staff (using Ahmotep's power) to add 1d8 to the combat check. :)


Rebel Song wrote:
However you're more than welcome to reveal the staff as a weapon (for Str/Melee +1d6+1) and then recharge the same staff (using Ahmotep's power) to add 1d8 to the combat check. :)

Or similarly, reveal and discard a spell to decrease the difficulty of your combat check by 1d6+1, and then display the staff to use your Strength, Melee, Arcane, and Divine equal to your Intelligence (when playing Mavaro), correct?


Pathfinder Adventure, Adventure Path, Lost Omens, PF Special Edition, Starfinder Adventure Path Subscriber
SWolbrecht wrote:
Rebel Song wrote:
However you're more than welcome to reveal the staff as a weapon (for Str/Melee +1d6+1) and then recharge the same staff (using Ahmotep's power) to add 1d8 to the combat check. :)
Or similarly, reveal and discard a spell to decrease the difficulty of your combat check by 1d6+1, and then display the staff to use your Strength, Melee, Arcane, and Divine equal to your Intelligence (when playing Mavaro), correct?

No, that would not be allowed. You need to Determine Which Skill You're Using before you can Play Cards And Use Powers That Affect Your Check. Mavaro's power is determining which skill you're using, so that power needs to come before any other cards or powers you'd play on the check.


@skizzerz - YES! Got it. That makes sense; thanks for describing it that way.

Grand Lodge

skizzerz wrote:
No, that would not be allowed. You need to Determine Which Skill You're Using before you can Play Cards And Use Powers That Affect Your Check. Mavaro's power is determining which skill you're using, so that power needs to come before any other cards or powers you'd play on the check.

Mavaro's power doesn't change the skill used. It changes "value" (dice and bonus) from whatever he would have normally (d6 for Strength, d4 for Melee, whatevs) to that of his Intelligence (d10 + Int-Skill-Feats).

Mavaro wrote:
You may display a card to gain all skills listed on the check to acquire for that card equal to your Intelligence until the end of the turn. At the end of the turn, recharge the displayed cards.

So, if you determine that you're doing a Combat Check and define the check without using a weapon (since you can only play one weapon and that's the staff), your skill has now been determined. THEN (beginning to play cards and powers that affect the check) reveal the staff to lower the difficulty, THEN display the staff to give you an appropriate skill level equal to your Intelligence, you should be good.

Does this make sense, or am I missing something key?


Pathfinder Adventure, Adventure Path, Lost Omens, PF Special Edition, Starfinder Adventure Path Subscriber
James McKendrew wrote:
skizzerz wrote:
No, that would not be allowed. You need to Determine Which Skill You're Using before you can Play Cards And Use Powers That Affect Your Check. Mavaro's power is determining which skill you're using, so that power needs to come before any other cards or powers you'd play on the check.

Mavaro's power doesn't change the skill used. It changes "value" (dice and bonus) from whatever he would have normally (d6 for Strength, d4 for Melee, whatevs) to that of his Intelligence (d10 + Int-Skill-Feats).

Mavaro wrote:
You may display a card to gain all skills listed on the check to acquire for that card equal to your Intelligence until the end of the turn. At the end of the turn, recharge the displayed cards.

So, if you determine that you're doing a Melee Combat Check and define the check either with a spell, item (you can only play one weapon) or using the default Strength-or-Melee (Skill has now been determined), THEN (beginning to play cards and powers that affect the check) reveal the staff to lower the difficulty, THEN display the staff to give you a Strength or Melee skill equal to your Intelligence, you should be good.

Does this make sense, or am I missing something key?

No, it makes sense, I was going from memory on what Mavaro's power did and got it wrong. Mea culpa.

Grand Lodge

Pardon my many edits.

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