Magic Trait from Guidance or Aid


Rules Questions and Gameplay Discussion


I believe I read some where that a check that is modified by a spell (or item, or weapon) gains the card traits from the card modifying the check. I have an example that I am not sure if it works.

Character encounters a shadow that no matter what the result of the combat check, it the attack doesn't have the magic trait the shadow is undefeated.

Would modifying the check with Guidance or Aid add the Magic Trait since I believe they both have the trait?

Thanks.

Liberty's Edge

Those spells have the Magic trait, so yes, it gives the check the Magic Trait.


Guidance just moved back onto my "GOOD" card list!

Liberty's Edge

Guidance is great in the beginning, but eventually, you are going to be running around with weapons with Magic Trait on them anyways. It isn't a bad card to start a character with, but I always find something else to put in it's place.

Pathfinder Adventure Card Game Designer

Yes, both Aid and Guidance give the Magic trait.

Silver Crusade

Mike Selinker wrote:
Yes, both Aid and Guidance give the Magic trait.

Just reading through the FAQ to see all the new changes, and there's an FAQ entry that contradicts this.

(bolding relevant portion)

FAQ wrote:

Does using a weapon with the Ranged trait allow me to use an Archer on the check, even if I don't have the Ranged skill?

Yes. Cards that replace the required skill for a check add their traits to that check. So playing the Longbow makes your combat check a Ranged combat check.

Resolution: On page 11, under Determine Which Die You're Using, add the following to the end of the second paragraph:
"When you play a boon that does this, add that boon's traits to the check; for example, revealing the weapon Longsword +1 for your combat check adds the Sword, Melee, Slashing, and Magic traits to the check. This isn't the same as giving you a skill, though; for example, the spell Holy Light adds the Divine trait to your check, but it does not give you the Divine skill."

On the same page, under Play Cards that Affect the Check, add the following at the end of the paragraph:
"Do not add traits from these cards to the check. For example, playing the spell Guidance does not give the check the Divine trait."


@Fromper : exactly what I was gonna say. I thought only cards that specified the check being made (ie for your combat check, ...) were giving traits.
I'm now confused as to which cards do and which cards don't.


The way I understand this is essentially that a boon that actually defines your check gives that check its traits. A weapon says, "For your combat check, reveal this card to roll your Strength of Melee die + 1d6". The definition of the check is given from this boon, therefore it uses the traits of the boon.

Cards that provide modification to a check (such as adding 1 to the result) don't actually define the check, just enhance it. Those wouldn't get the traits.

Further, with regards to effects that add damage, etc, those are already labelled as giving the traits to the type of damage they do tell you to add dice of whatever damage type they do (shouldn't be guesswork on these).

Pathfinder Adventure Card Game Designer

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I will clarify this shortly. Thanks for your patience.


I'm waiting on tenterhooks for the response to this.

At the moment I was playing that ALL cards played on the check added their traits to the checks. (I guess this comes from spending more time in the forums than reading the FAQs... I must have missed that ruling!)

Which enabled what I considered to be utterly awesome combos like this:

- Lini is in the Woods and encounters a spectre. She steels herself, calls out to her allies for assistance and steps forward to face it, unarmed. She is a kick-ass druid gnome after all, and this Spectre has no right to be in the forest, dripping ectoplasm over her favourite twigs.

- Channeling her powers she transforms into a bear to attack the Spectre with 1d10 STR and her Crow ally harries the Spectre, distracting it to give her an extra 1d4.

- Valeros hears her cry for help and, from the edge of town launches a single arrow, charged with magical energy, into the air with his Shock Longbow (+1d4) before re-shouldering the bow and heading back into town.

- Lem is at the Waterfront and answers Lini's call by sending his (named archer ally, I forget her name) to add an arrow to Valeros' and add another d4 to a ranged combat check.

- With a bestial roar, Lini rolls 1d10 + 3d4, gets enough and, because of the Magic trait added by Valeros' arrow, the Spectre is defeated and laid to rest for good. Her twigs are safe and, energised from the success, Lini sends a prayer to any gods that are listening to let her explore again before their attention passes to another.

Maybe I've got this completely wrong but, of all the rulings I've seen so far, this would be the biggest shame. Group discovered combos like the one above have really added context and flavour to our sessions. If the traits are (almost) all set in the 'pick a skill' phase of the check then the options are going to be much more limited!


The other example which I think I got epicly wrong (and that I put into the Timing Sequence doc) is one where playing a card (and adding its traits) would actually make a combat check *harder*:

Timing Sequence doc wrote:

E.g. if Seoni uses her power "For your combat check, you may discard a card to roll your Arcane die + 1d6 with the Attack, Fire, and Magic traits." for a combat check then any cards / powers which boost any of the following can be played:

• her ARCANE skill
• her CHARISMA skill (since her ARCANE = CHARISMA + 2)
• Arcane or Charisma checks
• Attack, Fire or Magic checks
• Combat checks

If Harsk then discards a Longbow to add 1d4 to the check, the check then gains the traits from the Longbow card (most importantly Ranged and Piercing). The check then becomes a Ranged check and cards which can be added to either "Ranged checks" or "Ranged combat checks" are then playable. If you're fighting a skeleton then the check is now a "Piercing" check so the difficulty is increased.

I guess this is wrong too and Harsk adding an arrow to the check does NOT make it harder?


I think there is a difference between adding a trait and being immune/resistant to a card that has a trait. The card overrides the rule

Silver Crusade

Mike Selinker wrote:
Yes, both Aid and Guidance give the Magic trait.

For those keeping score at home, Mike has reversed this call. These spells no longer give their traits to the check they're modifying.

I don't really like this decision. If Guidance and Strength don't add magic to a check, then how are starting characters who rely on weapons for combat supposed to beat enemies that require magic? This was a case of cooperative play helping those characters get past that requirement, which no longer exists.


Thanks for posting the link, @Fromper.

Looks like I'm going to have to play through the first Adventure again with my newfound understanding of some of the key rules. Hooray!


While I'd like for those cards to add Magic when I'm playing with Lini, I'm glad this is the final decision. Only cards that specify the check being made give their traits.

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