Questions about one of Ezren's Evoker Power


Rules Questions and Gameplay Discussion


Hello everyone that's reading this. I got a question that just needs clarification. In fact I have two question's about one of Ezren's Evoker power which is the power: "Add 2 to your arcane check with the force(etc...)"

Now I know it's supposed to be applied to your arcane checks like for instance using spells that fit the traits to get the +2. So I immediately think it's only for combat. But then I started wondering...

1. Is it only for combat? Or can I use it to recharge cards that involves arcane checks with the right spell traits(like say later on force of wrath). Because the power does not say anything about it having to be specifically a combat trait, just as long as it's an arcane check with the right trait. If that's the case it would also give a +2 boost to acquiring spell cards and that's actually pretty awesome. Am I wrong?

2. Do I have to check off the '[] or Acid and Cold' box before I can check the '[] or Electricity and Fire'. I'm 90% sure that's the case since it's immediate to the left, but just in case that there is actually a choice I can pick between the two. I would have picked the latter skill. But pretty sure I had the right idea.

If anyone can clear up those two questions that would help a lot. Thank you.


1 anytime you make an Arcane check and manage to add the Force (or other relevant) trait to it. Including aquiring, recharging, defeating cards that have an Arcane check to defeat, and so on.
2 directly to the left so indeed must be taken in order


Frencois wrote:
...Including aquiring, recharging, defeating cards that have an Arcane check to defeat, and so on...

I don't think the recharge checks have the elemental traits, so no, the power would be useless for them.


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

Frencois is correct for both. However, at this time there is no way I know of to add the Force trait to a non-combat check, so for practical purposes the 1st power only applies to combat checks. Remember, it cares whether or not the check itself has the trait, which is wholly separate from what traits the card you are making the check against has.


A blessing of Thoth for example adds one die and the Cold trait to a check. Whatever the check. So if it's an Arcane check (including recharging) the relevant Ezren's power would apply.


Longshot11 wrote:
Frencois wrote:
...Including aquiring, recharging, defeating cards that have an Arcane check to defeat, and so on...
I don't think the recharge checks have the elemental traits, so no, the power would be useless for them.

well see the way I interpreted this is, lets say I'm recharging force missile(for whatever reason I have the checkbox for it despite having +8 recharge to spells). It requires an arcane check and since the check is for something with the force trait since it's force missile I'd image you can recharge it with the evoker power.


WizWar100 wrote:
lets say I'm recharging force missile(for whatever reason I have the checkbox for it despite having +8 recharge to spells). It requires an arcane check and since the check is for something with the force trait since it's force missile I'd image you can recharge it with the evoker power.

No.

The rules clearly define what traits a check has. In brief: The skill you are using adds its traits to the check. Beyond that, only the card or power you play to define the skill you use for the check adds traits to the check. Otherwise, a card or power only adds traits to a check if the card or power explicitly says it adds the trait.

So, if you use, say, a Heavy Crossbow to define your skill for a combat check, the traits of the Heavy Crossbow are added to the check. If you have an ally you can recharge to add a die to that check, the ally's traits are NOT added to the check, although a trait might be added by the ally if it the power you uses says "and add the Fire trait" (for example).

When Ezren attempts a check to recharge an Arcane spell -- any Arcane spell at all -- he is using his Arcane skill, which is based on his Intelligence. The check is an Arcane, Intelligence, non-combat check. It has no other traits, unless a card or power explicitly adds the trait (like the blessing Frencois cites).

See skizzerz's excellent in-depth example of checks and traits.


elcoderdude wrote:
WizWar100 wrote:
lets say I'm recharging force missile(for whatever reason I have the checkbox for it despite having +8 recharge to spells). It requires an arcane check and since the check is for something with the force trait since it's force missile I'd image you can recharge it with the evoker power.

When Ezren attempts a check to recharge an Arcane spell -- any Arcane spell at all -- he is using his Arcane skill, which is based on his Intelligence. The check is an Arcane, Intelligence, non-combat check. It has no other traits, unless a card or power explicitly adds the trait (like the blessing Frencois cites).

See skizzerz's reasonable in-depth example of checks and traits.

Actually you're right, The card may have certain traits that would apply to the power if used in certain checks, but none of it applies to recharging unless like you said something adds traits to it. So it would work but not without some modifications.

Ok so to be clear as skizzerz stated earlier but was easily misunderstood the way it's worded if you don't read carefully.

To have the evoker power apply, you must "roll your arcane die" and your check(not the card) "must include the correct traits added to it" to apply the power(ex. force missile adds "your arcane die" + 2d4 + "with force traits").

Oh jeez so it was as limited as I thought, at least with the cards and powers I currently own in Rise of Runelords. Now I'm questioning on becoming an Evoker, considering with Illusionist I'd just apply powers to acquiring spells and allies, which in turn would suggest I max out the charisma bonus to get +7 for allies which means I would usually just grab the card without needing to roll for most of them.


The Force check is fairly limited (though there is a later spell that it works with). The other traits are fairly useful though.


Hawkmoon269 wrote:
The Force check is fairly limited (though there is a later spell that it works with). The other traits are fairly useful though.

Oh yes Hawkmoon, I've read upon your post about evoker vs illusionist.

Yes I was disappointed to see the limited number of force trait spells. It makes me more disappointed that the base game doesn't have force bolt like in the mobile game.

I was planning on going for Evoker because I like killing things, but as I kept thinking about it. The one power on the evoker is really limited since there is also a limited number of cards that would take advantage of it, and by the time I get to upgrading to fire and electricity(which I have the really good ones on my ezren atm) bonus the adventure is almost over(They really should make another couple of adventure packs or alternate continuation of RotR to let us make use of the powers we acquire at the end). I mean I know I would benefit from the extra +2 to certain combat checks, but it just takes too long to max out the power and make use of it. If only the power is applied to all spells but it would start from []+1 []+2 []+3. Then it'd be much more viable.

I didn't want to choose illusionist originally, but having the power +4 to grab spells AND allies actually looks more appealing at the moment(since it's also not limited to specific cards it's more broad), It means as Ezren you should put points towards charisma maxing it out and getting +7 to acquiring any ally with diplomacy as a check.

And before you mention the power to evade and put monsters on the bottom of the deck, I think that power is dumb(even thought it makes sense and fits for the class) and I wouldn't take it. If you're not killing stuff with Ezren's magic he sounds pretty boring to play.


Different strokes for different folks I suppose. Illusionist Ezren was easily one of the funnest characters I have played and I built him all around the idea of (1) acquire boons (2) evade banes.

I didn't invest in charisma, but I can see why it would be helpful. I relied on Monkey and Swipe to help with acquiring cards he couldn't make the check on.

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