Staff of Toxins (Magus CD)


Rules Questions and Gameplay Discussion


It has the Poison trait, so revealing it for your combat check adds the Poison trait. Should additionally discarding it add only another 1d12 (and not the Poison trait) since the check already has the Poison trait?

Also, and this is just wording, since revealing the staff adds 1d6, should discarding it add "another" 1d12 or just "a" 1d12?

Lone Shark Games

Adding the Poison trait in first power is largely redundant. It is possible for a character to have an effect that lets you change the trait on a card, or a trait added by a power, but not necessarily both, so it could come up someday... but it's not likely to do so.

"another 1d12" is the standard template. See the sword right after the Staff, for instance:
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally recharge this card to add another 1d6 and the Force trait.


Cool, thanks!

Paizo Employee Chief Technical Officer

Keith Richmond wrote:

"another 1d12" is the standard template. See the sword right after the Staff, for instance:

For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally recharge this card to add another 1d6 and the Force trait.

The reason for that template is to make it clear that what you're adding now is in addition to what you added before rather than instead of what you added before.

For example, if we just said "For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add 1d6+1," you might think that the discard is just giving you +1.


Good point. As worded now, it would never have occurred to me to think a bonus was smaller than it should be.

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