Unusual feat choices


Rules Questions and Gameplay Discussion

Sovereign Court RPG Superstar 2011 Top 32

So I've playing a solo run through with Merisiel, and I notice she can choose a spell as a card feat. She doesn't gain the arcane or divine skills, so whatever spell she might pick will be banished when she uses it. I've been wondering how one might usefully choose this ability.

The way I see it, Merisiel is unlikely to make checks to gain spell boons very often. So usually she will have a basic spell(or better after chapter 3 hits), and often she will get to replace her spell with a choice after most scenarios.

I can see a utility for Cure. Even as a one shot it's not bad to have access to emergency healing.

I don't think attack spells are worth her time. In fact I have a hard time justifying anything besides Cure. This might also be tough in a group, where you might be forced to tote around the rest of the group's leftovers.

Any thoughts, either on making Merisiel into a faux "spellcaster" or on other less obvious advancement choices?


I would probably opt for healing/restoring/utility spells. Cure (as you mentioned) would be a great choice. Guidance, Aid, or Find Traps would be quite useful. Consecrate would be an interesting spell for her, seeing as that must be banished no matter who uses it. Sanctuary seems absurd, but the choice to put it on top of the deck is nice (until you get that feat later through your role).

An attack spell would be less useful because your Arcane/Divine die would be 1d4. This doesn't mean it would be useless though, as it would be one way of having a magical attack if you don't have a magic weapon. Although, you might be able to augment it with your sneak attack (have to check on wording).

The great thing about having to banish the spell every time is that you get to try a new option every scenario, so you can play around with what works best for you. :)


While it would be interesting, it definitely seems like a less than optimal choice, especially since the biggest problem I've had with Merisiel is not getting my weapons when I need them. So I'd probably take all the weapon slots before even thinking about spells.

That being said, since she can put in a basic spell at any time (or a non basic one when you get to Hook Mountain Massacre), you could theoretically always get the spell you need for each part. And if you don't end up needing that spell, Merisiel can always recharge or discard it to give her a combat bonus.


Mechalibur wrote:
That being said, since she can put in a basic spell at any time (or a non basic one when you get to Hook Mountain Massacre), you could theoretically always get the spell you need for each part. And if you don't end up needing that spell, Merisiel can always recharge or discard it to give her a combat bonus.

Depends on how loosely you play the between-game deck building. Officially, you're only supposed to go to the box if there aren't enough cards acquired through normal game play to go around. However, I think most would agree with you that Basic cards are fair game even if this is not the case.

And beginning with Hook Mountain, you would not have access to all non-basic cards; I think you would still be bound then by the adventure number (current adventure minus 2) when selecting "free" equipment.


Flat the Impaler wrote:
However, I think most would agree with you that Basic cards are fair game even if this is not the case.

Just know that if you 'go back to the box' after every scenario (even if it's 'just' to pick up a basic card) then you're cheating (in a co-op game that many people complain is too easy)... you are only meant to go back to the box if you do not have enough of a given card type from the boons you found during the scenario. :)


h4ppy wrote:
Just know that if you 'go back to the box' after every scenario (even if it's 'just' to pick up a basic card) then you're cheating (in a co-op game that many people complain is too easy)... you are only meant to go back to the box if you do not have enough of a given card type from the boons you found during the scenario. :)

Yes I do, which is why my previous statement points that out. (Although I think saying "cheating" is a bit harsh; it's not like I'm trading a Short Sword for the Demon Slayer +5).

I see it this way (in RPG terms): if you have a bunch of stuff you don't need/want, I'm going to sell it and buy something basic but useful when I get to town. If what you sold is junk, all I'm going to be able to afford is basic, non-magical stuff. Besides, you're forgetting about store credit; all those times that I brought stuff in and got nothing back for it... that's gotta be worth something later on... :)


What I meant is she'll be banishing the spell after using it, so next scenario, you get to pick a new one. That's allowed, right?


Fiery Weapons sound Nice too.


Mechalibur wrote:
What I meant is she'll be banishing the spell after using it, so next scenario, you get to pick a new one. That's allowed, right?

Technically, you are only supposed to pick from the spells available from what you collected during the scenario. You are only allowed to go to the box if there weren't enough spells to load all the character decks with the required number of spells.

What Flat is suggesting does make sense (going to shop in town), and I believe based on forum comments many people play that way, but it is not in strict accordance with the rules.


Bidmaron wrote:
Mechalibur wrote:
What I meant is she'll be banishing the spell after using it, so next scenario, you get to pick a new one. That's allowed, right?

Technically, you are only supposed to pick from the spells available from what you collected during the scenario. You are only allowed to go to the box if there weren't enough spells to load all the character decks with the required number of spells.

What Flat is suggesting does make sense (going to shop in town), and I believe based on forum comments many people play that way, but it is not in strict accordance with the rules.

Hm, interesting. So if Ezren picks up an extra spell he doesn't need, Merisiel would be forced to take that one if her slot is empty?


That's the way the rules read. Again, I think Flat has a good idea about using the box, but it isn't in the rules:
"After each scenario, you must rebuild your character deck. Start by combining your discard pile with your hand, your character deck, and any cards you buried under your character card; you may then freely trade cards with other players.... If you can't construct a valid deck from the cards your group has available because you don't have enough of certain card types, choose the extra cards you need from the box, choosing only cards with the Basic trait. After you begin the adventure the Hook Mountain Massacre, you may ignore the Basic trait restriction; instead, you may use any cards in teh box from the base set and the Character Add-On Deck, as well as any cards from an adventure whose adventure deck number is at least 2 lower than the adventure you're currently playing. If you have cards left over after rebuilding all of the surviving characters' decks, put them back in the box."

This is "Between Games" on p.19.

I think the designers might be concerned that if you can freely exchange cards with the box (even if you meet the basic/-2 restriction), you can build the deck to handle the next scenario rather than having to live with your card choices.


Mending might be another useful spell for her, especially if you do discard with her power a lot. You might find a random potion and discard it, as I am sure most do. Then you find an encounter you can't really beat, but that discard potion can, so you evade it and mend it back into your hand.

Since this post started as a solo Merisiel thread, remember you don't have to even roll to acquire boons, there is a may. If you find a detect magic or Guidance, anything you don't even want, you can just choose to not roll and banish it instead. This would guarantee you start with a cure each scenario.


I've been playing the game exclusively solitaire so take this for what it's worth, but I'm also a pretty good rules lawyer and it's clear to me that you can't go back to the box unless you don't have enough cards to fill your slots.

In other words, you're stuck with your initial choices and it will take you time to level up with better stuff.

However, I think it's within the rules for the team at the end of a scenario to toss all your cards into one stack and take what you want, given that the intial owner has first dibs.


There are quite a few monsters that you need magic to defeat. So if she does not have a magic weapon then an attack spell might be handy.

The spell casters in the party normaly pick up a few spells they don't want durring a senario so they should be able to keep her magic stocked up. If not you have to go back to the box for a replacement.

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