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You are only allowed to start a game with the number of each type of card as listed on the back side of your character card. You can get as many as you can during play, but have to cut your deck back down to the number on the back.
Kyra and Selah get 6 blessings while Sajan gets 8.

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In the reset phase your are supposed to discard down to your had size.
Example: Valaros has a 4 card hand size. On his last turn he drew 3 weapons cards. Since only 1 weapon can be played during a combat check, the other 2 weapons are useless at the moment. He wants to get them out of his hand and hopefully get an armor card.
Question: Is his only option to discard the cards?
This reduces his health by the number of cards he discards. It also makes them unavailable if he should need them later, unless he gets a healing potion, or something else that allows discarded cards back into his deck

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Myriade wrote:By exchanging cards with the other players and luck.
How did you get so many specific Blessings ? Only the Blessing of the Gods is a Basic card. So you have to get the others through exploration...
OK. I've only been playing solo, so did think about exchanging cards. :0)

Lem of the House of Cards |

Lem of the House of Cards wrote:When closing the Temple Location it says when closing you can close this location automatically. Do you still have to find and defeat the Henchman?Yes. The prerequsite to close the location still apply, but you don't need a check to succeed.
Thanks! That is the way we played it. My other player thought otherwise, just thought in would try and get an answer before we try to defeat Black Fang a second time.

Youperguy |

What cards can you play on other players turns?
Spells (strength for instance)?
Blessings?
Allies?
Others?Thanks,
In general, boons that add dice (Blessings) or bonuses (Strength for example) are good.
Boons that say "defeat", "evade" or "succeed" are not allowed to be played on others. (For example: Invisibility)
Exceptions are thing that specifically break this general rule. (For example: many allies can only add dice to your checks, but some can help others, or Sanctuary says specifically you can help others at your location evade.)

Mogloth |

One big question I have right now involves "combat checks". I know there are certain things that pop into all of our heads when we heard combat. Swords, bows, spells among them. However, this is where my question comes in.
I have not seen it in the rulebook. Is there anywhere that explicitly states what exactly constitutes a combat check?
I know I can use weapons that alter combat checks. I'm not talking about things like that.
Since I cannot find the specific definition of a combat check, would I be able to use ANY of the skills on my character sheet in an attempt to win the combat check? Disregarding any additional cards that could be played. I'm only talking about a "combat check" and the skills listed on whatever character I am playing at that time.
For example, supposing I had the skill, would I be able to use my Charisma: Diplomacy skill to defeat a "combat check"?

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A combat check is any check to defeat a monster. Unless stated otherwise on the monster card(like using Wisdon/Divine against certain undead monsters) or using cards (like weapons or spells) or powers that speciffically say they modify combat, then the rules say you have to use Strenght or Melee.
For the Finesse weapons, we might see that come into play in later Adventure Path Add-ons I guess.

Mogloth |

Mogloth wrote:OK. WHERE does is say that I have to use strength or melee? Can you show me the page so I can read it too?Page 11 - under Attempting a Check/Determining which die you're using - 3rd paragraph.
Awesome. Somehow I read that whole area multiple times but never saw that.
Missing that deserves a *facepalm*Thank you.

Kizan |

A buddy of mine and I played through two scenarios at eight locations last night and had a few questions. I read through the manual and these were the ones that I couldn't find an answer for. It's likely that for most of these I just missed the rule in the book somewhere. If someone can point out where that would be great. Thanks.
1. Summoning and Adding Cards - pg 12
The last line of the first paragrph "-ignore any such text on those cards" contradicts the Golden Rule from pg 2 "card should be considered correct". So which is it? This came into play with summoned Skeletons that upon defeating them you were allowed to close a location.
2. Is a bastard sword a two-handed weapon? The standard bastard sword has the word "two-handed" on the card, but the Bastardsword +1 does not. Can I use a Wooden shield with the Bastard sword +1, but not with a normal Bastard sword?
3. If a draw the Spyglass Item card or Cure Spell card during my reset phase can I play it immediatly? If I can play it should I then consider it played and fill that spot as part of my interuppted reset phase?
4. During Reset phase can I discard card(s) that I just drew as part of my reset phase in order to keep drawing through my character deck? While this might draw down my deck (aka avalible HP, and other resources) it would allow me to search for a card that I want. If say I knew we had the villian cornered and I thought we could take it out with the right stuff. I wouldn't be worried about living one more round I'd want to burn through my deck to get my best gear.
4. How many times per round can use the Cure card on myself? We were playing with the Bard (Lem?). He can trade spells in-hand for a card in the discard pile. If I have two Cure Spells in my character deck I could get into a situation where I use one and have to discard it, then I can trade a spell in hand for the Cure in the discard pile. Lem could do this until he runs out of spells in his hand?
This situation could also come up as part of the reset phase and could also become part of the discussion about question 4. This could lead to nearly infinite cycling through your deck until you get the cards you want in your hand?
6. Spiked Chain question. Blessings of the Gods card states I should "add one die" by RAW I should only add 1d4 if I pick the spiked chain as the die to add to my check. Is this as intended?
7. Characters trading items POST villain defeat - When can players trade items they have recived? After the group has defeated the villain but BEFORE the "Between Games" card reset can players trade items? This would be the point where they have the maximum stuff and would likely want to trade/give stuff to other players that is better suited to their character.
Thanks,
Kizan

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I will try to answer those I can.
A buddy of mine and I played through two scenarios at eight locations last night and had a few questions. I read through the manual and these were the ones that I couldn't find an answer for. It's likely that for most of these I just missed the rule in the book somewhere. If someone can point out where that would be great. Thanks.
1. Summoning and Adding Cards - pg 12
The last line of the first paragrph "-ignore any such text on those cards" contradicts the Golden Rule from pg 2 "card should be considered correct". So which is it? This came into play with summoned Skeletons that upon defeating them you were allowed to close a location.
When you summon a henchman you cannot close a location after dedeating it. It has to be a henchman from the scenario that was already in the location deck. You have to banish any summoned monster after the encounter wether you defeat it or not.
2. Is a bastard sword a two-handed weapon? The standard bastard sword has the word "two-handed" on the card, but the Bastardsword +1 does not. Can I use a Wooden shield with the Bastard sword +1, but not with a normal Bastard sword?
I don't know
3. If a draw the Spyglass Item card or Cure Spell card during my reset phase can I play it immediatly? If I can play it should I then consider it played and fill that spot as part of my interuppted reset phase?
No. Once you reset your hand, your turn is over and you cannot play anymore cards. (P.9)
4. During Reset phase can I discard card(s) that I just drew as part of my reset phase in order to keep drawing through my character deck? While this might draw down my deck (aka avalible HP, and other resources) it would allow me to search for a card that I want. If say I knew we had the villian cornered and I thought we could take it out with the right stuff. I wouldn't be worried about living one more round I'd want to burn through my deck to get my best gear.
I don't know. I don't see why not. Never tought about it.
4. How many times per round can use the Cure card on myself? We were playing with the Bard (Lem?). He can trade spells in-hand for a card in the discard pile. If I have two Cure Spells in my character deck I could get into a situation where I use one and have to discard it, then I can trade a spell in hand for the Cure in the discard pile. Lem could do this until he runs out of spells in his hand?
You can exchange only 1 card and only at the start of your turn. So if you discard a Cure can get it back only at the beginning of the next turn. If you have 2 Cure in hand you can play them both the same turn. It will take 2 turns to get them back. But as long as you have spells, then you can get your Cure back. Tis is why Lem is one of my favorite characters.
This situation could also come up as part of the reset phase and...
Again, the reset phase is the end of your turn, so you cna't do anything else after.
Hope this helped a bit

Kizan |

I will try to answer those I can.
Kizan wrote:A buddy of mine and I played through two scenarios at eight locations last night and had a few questions. I read through the manual and these were the ones that I couldn't find an answer for. It's likely that for most of these I just missed the rule in the book somewhere. If someone can point out where that would be great. Thanks.
1. Summoning and Adding Cards - pg 12
The last line of the first paragrph "-ignore any such text on those cards" contradicts the Golden Rule from pg 2 "card should be considered correct". So which is it? This came into play with summoned Skeletons that upon defeating them you were allowed to close a location.When you summon a henchman you cannot close a location after dedeating it. It has to be a henchman from the scenario that was already in the location deck. You have to banish any summoned monster after the encounter wether you defeat it or not.
Kizan wrote:2. Is a bastard sword a two-handed weapon? The standard bastard sword has the word "two-handed" on the card, but the Bastardsword +1 does not. Can I use a Wooden shield with the Bastard sword +1, but not with a normal Bastard sword?I don't know
Kizan wrote:3. If a draw the Spyglass Item card or Cure Spell card during my reset phase can I play it immediatly? If I can play it should I then consider it played and fill that spot as part of my interuppted reset phase?No. Once you reset your hand, your turn is over and you cannot play anymore cards. (P.9)
Kizan wrote:4. During Reset phase can I discard card(s) that I just drew as part of my reset phase in order to keep drawing through my character deck? While this might draw down my deck (aka avalible HP, and other resources) it would allow me to search for a card that I want. If say I knew we had the villian cornered and I thought we could take it out with the right stuff. I wouldn't be worried about living one more round I'd want to burn through my deck to...
I see that for a few of them you listed a page number. I don't want to be offensive, but do you have rule citations for these quotes or is this your interpretation of the rules?

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My wife and I played through two scenarios this weekend and I have a few questions.
Questions
1. I cannot find reference to what it means to EVADE something. I'm pretty sure I read it, but when trying to look it up I couldn't find it quickly. What does it mean to evade a bane?
2. If required to make a specific check (Stealth for instance) and my character does not have that skill but an ally gives bonus dice, do I get to use that ally's bonus dice only? Example Sajan using stealth = no dice. Can I use the Snake to add 1d10 to his 0 dice for a stealth check?
3. The Poison Pill: During this Scenario: Add 2 to your checks to acquire allies. We interpreted this to mean "it is easier to get allies" and added 2 to whatever we rolled, but I could also see where adding two to the check might mean to increase the difficulty. Which is correct?
4. Any plans to compile all the basic keywords things (Evade, Recharge, Banish, etc) into a single image or PDF that players can print out and add to their game as a quick reference? This is the one thing I really felt like was missing from the rules.
Thanks for a great game!

Steve Geddes |

1. I cannot find reference to what it means to EVADE something. I'm pretty sure I read it, but when trying to look it up I couldn't find it quickly. What does it mean to evade a bane?
Page 10 - Encountering a Card: "...If you have a power or card that lets you evade that card, you may immediately shuffle it back into the deck; it is neither defeated nor undefeated."
2. If required to make a specific check (Stealth for instance) and my character does not have that skill but an ally gives bonus dice, do I get to use that ally's bonus dice only? Example Sajan using stealth = no dice. Can I use the Snake to add 1d10 to his 0 dice for a stealth check?
Page 11 - Attempting a Check (Determine Which Die You're Using): "...If your character doesnt have any of the skills listed for a check, you can still attempt the check (unless you're trying to recharge a card; see Recharge on page 15), but your die is a d4."
Sajan would make a Stealth check with a d4+d10.
3. The Poison Pill: During this Scenario: Add 2 to your checks to acquire allies. We interpreted this to mean "it is easier to get allies" and added 2 to whatever we rolled, but I could also see where adding two to the check might mean to increase the difficulty. Which is correct?
I dont have a clearcut quote, but this line on page 11 - Determine the Difficulty: "...a card says that the difficulty is increased by 2, add 2 to the number on the card you encountered." suggests to me that your treatment was correct. (ie that the modifier adds to your roll, not to the target number).
That is, Poison Pill says to add to the check (in contrast to add to the difficulty) so I'd add to the roll as you did.

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My wife and I played through two scenarios this weekend and I have a few questions.
Questions
1. I cannot find reference to what it means to EVADE something. I'm pretty sure I read it, but when trying to look it up I couldn't find it quickly. What does it mean to evade a bane?2. If required to make a specific check (Stealth for instance) and my character does not have that skill but an ally gives bonus dice, do I get to use that ally's bonus dice only? Example Sajan using stealth = no dice. Can I use the Snake to add 1d10 to his 0 dice for a stealth check?
3. The Poison Pill: During this Scenario: Add 2 to your checks to acquire allies. We interpreted this to mean "it is easier to get allies" and added 2 to whatever we rolled, but I could also see where adding two to the check might mean to increase the difficulty. Which is correct?
4. Any plans to compile all the basic keywords things (Evade, Recharge, Banish, etc) into a single image or PDF that players can print out and add to their game as a quick reference? This is the one thing I really felt like was missing from the rules.
Thanks for a great game!
1. Shuffle it back in the location deck.
2.i believe you use a d4 if you don't have the skill3.i believe it's add to to your roll.
4.the back of the rule book covers most easily forgotten topics.

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Niassne wrote:3. The Poison Pill: During this Scenario: Add 2 to your checks to acquire allies. We interpreted this to mean "it is easier to get allies" and added 2 to whatever we rolled, but I could also see where adding two to the check might mean to increase the difficulty. Which is correct?I dont have a clearcut quote, but this line on page 11 - Determine the Difficulty: "...a card says that the difficulty is increased by 2, add 2 to the number on the card you encountered." suggests to me that your treatment was correct. (ie that the modifier adds to your roll, not to the target number).
That is, Poison Pill says to add to the check (in contrast to add to the difficulty) so I'd add to the roll as you did.
I disagree. There are also monsters that you have to add the number of the Adventure Path to the card to defeat it. Adding 2 to a card means the number on the card is raised by 2. Thus an ally that says you need a 10 to acquire now takes a 12 to acquire.

Youperguy |

Steve Geddes wrote:Niassne wrote:3. The Poison Pill: During this Scenario: Add 2 to your checks to acquire allies. We interpreted this to mean "it is easier to get allies" and added 2 to whatever we rolled, but I could also see where adding two to the check might mean to increase the difficulty. Which is correct?I dont have a clearcut quote, but this line on page 11 - Determine the Difficulty: "...a card says that the difficulty is increased by 2, add 2 to the number on the card you encountered." suggests to me that your treatment was correct. (ie that the modifier adds to your roll, not to the target number).
That is, Poison Pill says to add to the check (in contrast to add to the difficulty) so I'd add to the roll as you did.
I disagree. There are also monsters that you have to add the number of the Adventure Path to the card to defeat it. Adding 2 to a card means the number on the card is raised by 2. Thus an ally that says you need a 10 to acquire now takes a 12 to acquire.
This has been confirmed you add two to your roll for allies in Poison Pill.
(If you want proof Vic has confirmed this elsewhere. I can look it up latter if you prefer.)
edit: link - http://paizo.com/threads/rzs2q2q3?The-Poison-Pill

Everthefool |

One big question I have right now involves "combat checks". I know there are certain things that pop into all of our heads when we heard combat. Swords, bows, spells among them. However, this is where my question comes in.
I have not seen it in the rulebook. Is there anywhere that explicitly states what exactly constitutes a combat check?
I know I can use weapons that alter combat checks. I'm not talking about things like that.
Since I cannot find the specific definition of a combat check, would I be able to use ANY of the skills on my character sheet in an attempt to win the combat check? Disregarding any additional cards that could be played. I'm only talking about a "combat check" and the skills listed on whatever character I am playing at that time.
For example, supposing I had the skill, would I be able to use my Charisma: Diplomacy skill to defeat a "combat check"?
<grumble> We already answered this while playing Sunday night, Mogloth, but oh no, our answer wasn't good enough, huh? U No Kan Yoose Karizmuh!<grumble> <grin>

Steve Geddes |

Steve Geddes wrote:I disagree. There are also monsters that you have to add the number of the Adventure Path to the card to defeat it. Adding 2 to a card means the number on the card is raised by 2.Niassne wrote:3. The Poison Pill: During this Scenario: Add 2 to your checks to acquire allies. We interpreted this to mean "it is easier to get allies" and added 2 to whatever we rolled, but I could also see where adding two to the check might mean to increase the difficulty. Which is correct?I dont have a clearcut quote, but this line on page 11 - Determine the Difficulty: "...a card says that the difficulty is increased by 2, add 2 to the number on the card you encountered." suggests to me that your treatment was correct. (ie that the modifier adds to your roll, not to the target number).
That is, Poison Pill says to add to the check (in contrast to add to the difficulty) so I'd add to the roll as you did.
Are there? I don't recall terminology of "add x to the card". I thought they were phrased "add the adventure path number to the difficulty of the check".
I think the issue (for future cards) is whether the wording refers to the difficulty or to the check. +2 to your check is a good thing, +2 to the difficulty is a bad thing.

Youperguy |
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The Poison Pill
"Add 2 to your checks to acquire allies."
Strength Spell
"... add 3 to that character's checks..."
All cards the improve your roll have the "add X to ... checks" form.
Approach to Thistletop
"The difficulty to defeat monsters with the Goblin trait is increased by 1d4"
Add 1d4 to the difficulty.
Wrathful Sinspawn
"Before the encounter, succeed at a Wisdom 6 check or the difficulty of your checks is increased by 1 for the rest of the turn"
All cards which make checks harder all use the "difficulty ... s increased by X"
it is pretty easy to distinguish between the two.

Cainus |

What cards can you play on other players turns?
Spells (strength for instance)?
Blessings?
Allies?
Others?Thanks,
For a follow up, does location matter? Can I play cards on other players at other locations, on my turn or theirs?
If the default for playing cards is that you can play them whenever, unless the card says differently, what's the default for location?
Do they have to be at your location unless the card says differently?

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Cards will typically state 'Your' or 'Other' location. If it doesn't, then you can use it on someone else check at their location. Blessings are a good example of this. Every example I have seen about using a Blessing to help someone else has never mentioned they have to be at your location.
Disclaimer: I don't have my cards in front of me so if the Blessing states a location, disregard anything I just typed.

Youperguy |

Here is a list of all the boons you can use to help anyone anywhere that I can find:
All Blessings
Glibness
Strength
Speed
Levitate
Find Traps
Guidance
Aid
Fiery Weapon
Tome of Knowledge (1st power only)
Sheriff hemlock (1st power only)
Guard (2nd power only)
Shalelu Andosana (1st power only)
Here is the list of the boons you can use to help anyone at your location that I can find:
Cure
Mending
Sanctuary
Aldren Foxglove (1st power only)
Grizzled Mercenary (1st power only)
Allying Dart +1 (2nd power only)
Potion of Vision
Potion of Ruggedness
Potion of Ghostly Form
Potion of Fortitude
Potion of Healing
Potion of Glibness
Potion of Energy Resistance
Potion of Hiding
Potion of Gracefulness
Blast Stone
Staff of Minor Healing
Here is a list of the boons that you can use to help someone at a different location (not your location) that I can find:
Light Crossbow (2nd power only)
Heavy Crossbow (2nd power only)
Deathbane Light Crossbow +1 (2nd power only)
Shortbow (2nd power only)
Longbow (2nd power only)
Longbow +1 (2nd power only)
Shock Longbow +1 (2nd power only)
Note this list does not include hero powers, and I might be missing something. Please ask if you think something is missing or wrong.

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Folks,
Sorry I haven't been around to deal with this in a timely fashion; that's going to change. Expect a proper FAQ soon.
I'm really not a fan of all-in-one question threads, as people tend to end up discussing a bunch of things simultaneously, and it becomes difficult for me to track which questions have been answered.
I'd really prefer a new thread for each question right now. Please give them useful thread titles, so people can easily see whether their question has already been asked.
I'm going to lock this thread after I answer a few questions that I think are unanswered.

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A combat check is any check to defeat a monster.
No—combat checks are checks that have the word "combat" above the difficulty number. If the check you're attempting doesn't *say* "combat," it's not a combat check, even if it's against a monster.
If it says Combat, you can use Strength or Melee, or you can use a card that says "For your combat check (use X)."