Card feat question


Pathfinder Adventure Card Game General Discussion

Silver Crusade

So here's a silly question. When you get a card feat, it means that the total number of cards in your character deck increases by one. Where does the extra card come from?

For instance, let's say Sajan or Lini decides to get a weapon card. They didn't previously have a weapon in their deck. Do they have to take whatever cast off weapon nobody else in the group wants when rebuilding their decks after the scenario where they earned the card feat? Or can they go into the box to pick the best basic weapon for their type?


Fromper wrote:

So here's a silly question. When you get a card feat, it means that the total number of cards in your character deck increases by one. Where does the extra card come from?

For instance, let's say Sajan or Lini decides to get a weapon card. They didn't previously have a weapon in their deck. Do they have to take whatever cast off weapon nobody else in the group wants when rebuilding their decks after the scenario where they earned the card feat? Or can they go into the box to pick the best basic weapon for their type?

I think it is meant to be taken from the group cast offs. This would most likely be a better weapon anyway. However, there is a good chance that you won't get an appropriate weapon for your character - I know my Seoni probably doesn't want a Warhammer +1. The rule book does go on to say that if you cannot construct a legal deck then you can go back to the box to get a Basic card.

Silver Crusade

Yeah, I'm thinking the same thing, but I want to be sure. My group of four will be finishing the final adventure of Burnt Offerings soon, and getting our first card feat.

If we pick up Guidance as our only additional spell, and Lem wants to add a spell with his card feat, then he'll be stuck with that lame card until we can pick up something better by chance. It's enough to make me intentionally not acquire any card we don't want to get stuck with when playing that adventure. But that would just mean less hit points for surviving that adventure. Catch 22.


You could replay some scenarios. You won't get the Reward, but you'll probably get some better cards to deal with. Find a scenario with the Academy to get at the spells.


I just finished the first Adventure with a group of six and we took the extra cards from the cast offs. Part of the decision some people made about which feat to take was based on what was available, but a couple just took an extra BotGods figuring it was useful in almost any situation.

e.g. there was a choice betweeen a Troubador and a BotGods - BotGods adds 1 die (to anything) compared to Troubador adding 1d6 (to some things).

Maybe we'll pay for these choices later but game difficulty isn't a problem so far!

Silver Crusade

Just played the last adventure with my group of 4. Lem picked up a Scorching Ray, so that's his new 5th spell. He already had 2 blasting spells, so now he's up to 3. He's become quite the blasting caster. I'd actually give up an Acid Arrow for another Cure or Detect Magic right now.

Lini added an ally. Luckily, someone else already had the crow she gave up to make room for a toad and saber tooth tiger, so she got the crow back, and we went to the box for another basic ally, since there weren't enough to go around.

And blessings were easy, so that took care of the rest of the group.


When we finished to that point we got quite lucky with cast-offs, but for some reason I can never seem to get the good spells either Fromper. Good point on picking up extra BotGods!

Good gaming!

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