8 Questions


Rules Questions and Gameplay Discussion


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Does Ezren’s Evoker power “Add 2 to your Arcane check with the fire trait” work for spells you cast on other people’s turns such as Incendiary Cloud, get the bonus or would it only get the bonus if you cast it on Ezren’s turn as he is rolling the dice?

If Lini uses her power to discard a card to role a d10 for a strength check instead of her normal d4 and then uses a blessing for strength would the blessings dice also be d10s?

When you loot a chest or get boons placed directly into your hand can you opt to not take a particular boon and banish it instead?

With Augury & Scry if you for example selected card type monsters and 2 of the 3 cards are monsters could you then put one on top and one on bottom of the deck or do they both have to go to the same end of the location deck?

If you do not have a particular skill such as Perception but have a bonus to the relevant base stat Wisdom, do you add the stats modifier to the d4 role (so would Wisdom with two skill points +2 become 1d4+2?).

If you are fighting a monster that cannot be defeated without the magic trait such as the shadow with a non-magic weapon and cast fiery weapon on it would that weapon then count as a magic attack? I know stat boosting spells like Speed and Guidance would fail but this is adding magic fire.

Can the monster “Specter” move you to a closed location?

Does Lem's favored card have to be chosen before you look? Also I assume you cannot pick Armor if you do not have the ability to choose after looking and do not have a card feat for any armor.


Platypuslord wrote:

Does Ezren’s Evoker power “Add 2 to your Arcane check with the fire trait” work for spells you cast on other people’s turns such as Incendiary Cloud, get the bonus or would it only get the bonus if you cast it on Ezren’s turn as he is rolling the dice?

If Lini uses her power to discard a card to role a d10 for a strength check instead of her normal d4 and then uses a blessing for strength would the blessings dice also be d10s?

When you loot a chest or get boons placed directly into your hand can you opt to not take a particular boon and banish it instead?

With Augury & Scry if you for example selected card type monsters and 2 of the 3 cards are monsters could you then put one on top and one on bottom of the deck or do they both have to go to the same end of the location deck?

If you do not have a particular skill such as Perception but have a bonus to the relevant base stat Wisdom, do you add the stats modifier to the d4 role (so would Wisdom with two skill points +2 become 1d4+2?).

If you are fighting a monster that cannot be defeated without the magic trait such as the shadow with a non-magic weapon and cast fiery weapon on it would that weapon then count as a magic attack? I know stat boosting spells like Speed and Guidance would fail but this is adding magic fire.

Can the monster “Spector” move you to a closed location?

1) If it says "your Arcane check" then no, the situation you described is not your check.

2) Yes

3) If the card says that you *may* acquire X amount of cards then that would be optional but if it just says to "add 1d6 item cards to your hand" for example there's no option there to not do it.

4) I believe all of the cards of the specified type have to go to either the top or the bottom when playing Augury but I'd have to see the card, that's how I've always played it.

5) No. One thing to realize about the game is that there are no *set* subskills. So for example if you had to roll Arcane but you had +1 to Intelligence that would not matter unless that specific character had Arcane defined as based on their intelligence. There's nothing tying any skill to any other skill unless it's specified on that character - in fact various characters have some skills (Arcane and Divine) based upon different stats, so that shows clearly that there's no specifically defined stat relationship for everyone. Even though it would seemingly make sense that Perception would always be based on Wisdom, the game doesn't work that way.

6) Cards that create the actual combat roll for the check add all the traits on the left side of the card. So for example a Heavy Crossbow played as the main combat check will add the ranged trait since it's listed on the left side even though it's not in the text of the card. However, other cards that are played to add additional modifiers for a check but are not the core card giving the base combat roll - like fiery weapon - only add what is specified in the text of the card. So I believe fiery weapon only says it adds fire in the text and it would not add the magic trait.

7) Not terribly familiar with the Specter but what does it say? If it just moves you to a random location and doesn't specify closed/open then I would imagine so.


Just to follow up in agreement with everything Brainwave said.

2. Here is a link to a sequence that explains exactly how Lini's power works.

3. You have to add whatever you get to you hand. You can discard anything you don't want to keep in your hand when you reset your hand.

6. Totally agree, but just want to highlight that some cards do say things like "add 1d6 with the magic trait", so since the powers on that card instruct you to add the trait, the check would then have the trait.

7. Yes. It just says random location, not random open location, so any location is possible.

Spectre wrote:

If undefeated, you move to a random location.[/qoute]


Hawkmoon269 wrote:

Just to follow up in agreement with everything Brainwave said.

2. Here is a link to a sequence that explains exactly how Lini's power works.

3. You have to add whatever you get to you hand. You can discard anything you don't want to keep in your hand when you reset your hand.

6. Totally agree, but just want to highlight that some cards do say things like "add 1d6 with the magic trait", so since the powers on that card instruct you to add the trait, the check would then have the trait.

7. Yes. It just says random location, not random open location, so any location is possible.

Spectre wrote:

If undefeated, you move to a random location.[/qoute]

I respectfully disagree with #6. You are casting a spell which has the Magic Property on the spell. The card boosts the weapon which isn't magic. Although, the spell is magic and has been included in the attack. Hence forth, magic was used in combat and the monster dies. (Still thinking from a Pathfinder perspective.)


Cedfaz wrote:
Hawkmoon269 wrote:

Just to follow up in agreement with everything Brainwave said.

2. Here is a link to a sequence that explains exactly how Lini's power works.

3. You have to add whatever you get to you hand. You can discard anything you don't want to keep in your hand when you reset your hand.

6. Totally agree, but just want to highlight that some cards do say things like "add 1d6 with the magic trait", so since the powers on that card instruct you to add the trait, the check would then have the trait.

7. Yes. It just says random location, not random open location, so any location is possible.

Spectre wrote:

If undefeated, you move to a random location.[/qoute]

I respectfully disagree with #6. You are casting a spell which has the Magic Property on the spell. The card boosts the weapon which isn't magic. Although, the spell is magic and has been included in the attack. Hence forth, magic was used in combat and the monster dies. (Still thinking from a Pathfinder perspective.)

There's nothing to disagree with. It's in the rules. The only card that adds its traits to a check is the card that determines the die, if such a card is played. Other cards played to affect the check do not add traits unless otherwise specified in their powers section.


Cedfaz wrote:
I respectfully disagree with #6. You are casting a spell which has the Magic Property on the spell. The card boosts the weapon which isn't magic. Although, the spell is magic and has been included in the attack. Hence forth, magic was used in combat and the monster dies. (Still thinking from a Pathfinder perspective.)

I appreciate the respect in your disagreement, but actually the rules are quite clear on this. Under attempting a check on page 11

Determine the Die You Are Using wrote:
...Some cards may allow you to replace the required skill for a check with a different one; as part of this action, you may play only 1 card or use only 1 power that defines the skill you are going to use. When you play a card that does this, add that card’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.
Play Cards and Use Powers That Affect the Check (Optional). wrote:


Players may now play cards or use powers that affect the check. Players may not do things that modify a skill unless you’re using that skill, and players may not do things that affect combat unless you’re attempting a combat check. Do not add traits from these cards to the check; for example, playing the spell Guidance on a check does not give the check the Divine trait.

Fiery weapon is played in the "Play Cards and User Powers That Affect the Check" part of attempting a check. And cards played then do not add their traits to the check.

This is something made clear in the version 2 and version 3 of the rulebook, but that wasn't in the version 1 (that is in the box with the game). I had the same assumption as you. (I think lots of people probably did.) But unless it is played to to define the skill or explicitly tells you to add the magic trait, the traits from the card don't transfer to the check.


Alright, I see it. They are counting the fire as being created and not magical once the property is on the blade. (My mind thinks that it's crazy but it's the only way I can try to put in perspective.) Thanks for the heads up. (You would only apply properties if the card says so, right?)


Cedfaz wrote:
. (You would only apply properties if the card says so, right?)

For cards played during the "play cards that affect the check" phase of the check, yes. If a card is played by the character attempting the check during the "determine what die you are using" phase, all traits of that card get added, always.


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Right. So the Frost Ray spell has the Magic, Arcane, Attack, and Cold Trait. If you played that card for your combat check, you are playing it to define the skill during the "Determine the Die You Are Using" step. So all those traits are added to the check.

Some cards tell you to add the trait, even though you would play them during the "Play cards and use powers that affect the check" step. Fiery Weapon is one such card and it tells you to not only add 1d4 but to also add the Fire trait. It doesn't say add the Magic trait, even though that is a trait on the card itself.

The Exchange RPG Superstar 2008 Top 6, Contributor

Lem has to pick has favored card before he draws, and he must pick a favored card type. He can't pick one that's not in his deck.

You can't use this as an exploit to throw away a bad starting hand, in other words.


Oh hey yeah. Everyone before Russ missed that question somehow. Lem also can't change his mind. So you have to pick a type and then follow the rules until you have that type.

But he can choose any type, as long as that type is a possibility in his deck. So think carefully about just what type you want. There may be only 1 card of that type in your deck so choosing it would guarantee you that particular card.


It's very hard to go wrong by choosing weapon as your favored card type with Lem. He only has one in his deck. If you don't pick weapon as his favorite, and that weapon is near the bottom of his deck, it could be a long time before you get it in your hand.

The Exchange RPG Superstar 2008 Top 6, Contributor

Yes. Honestly, to save time dealing, I hold his deathbane light crossbow (lucky charm) out and deal him 5 other cards. :)


Russ Taylor wrote:
Yes. Honestly, to save time dealing, I hold his deathbane light crossbow (lucky charm) out and deal him 5 other cards. :)

Hrmm...very shady, sir, very shady, indeed; but I won't call the cops.


csouth154 wrote:
Russ Taylor wrote:
Yes. Honestly, to save time dealing, I hold his deathbane light crossbow (lucky charm) out and deal him 5 other cards. :)
Hrmm...very shady, sir, very shady, indeed; but I won't call the cops.

+1d8 vs. shades... ;P

The Exchange RPG Superstar 2008 Top 6, Contributor

Well, in terms of probability, a randomized deck gives the same results for put the weapon in hand and deal 5 cards as it does for deal 6 until the one weapon is part of those six. Actual process of reaching that end is not by the book, though.


csouth154 wrote:
It's very hard to go wrong by choosing weapon as your favored card type with Lem. He only has one in his deck. If you don't pick weapon as his favorite, and that weapon is near the bottom of his deck, it could be a long time before you get it in your hand.

I loved using this setup with Lem. He was a boosting animal especially if you get the ally dart +1 along with singing boost. You guys have some great ideas.

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