A few questions I've had playing solo.


Rules Questions and Gameplay Discussion

Shadow Lodge

Pathfinder Adventure Path, Lost Omens Subscriber

There's a couple of rules interactions I wasn't sure of while soloing through Adventure 1.

1. Can you banish whatever cards you want while rebuilding between scenarios?
This one has come up for me a lot. If my character banished an awesome one-use Basic item during the scenario, but found a crappy potion she doesn't want, can I put the potion back into the box and replace it with another Basic item between scenarios, or am I limited to only using the cards in my card pool unless I have too few to make a legal deck?

2. Can you play Blessings on other players' checks?
I'm fairly certain you can, but I wanted to ask to be sure.

3. Can Valeros's "recharge a weapon instead of discarding it" ability work on the re-roll power of shafted weapons, such as the Long Spear and the Glaive?
These say that if you fail a combat check, you can discard them to re-roll it. Can Valeros recharge them instead?

4. Screw Sirens and Satyrs.
This isn't a question. I just absolutely hate those things. All of my characters carry caltrops just to defeat them. It is so incredibly annoying to run into a nigh-unbeatable monster simply because you're not allowed to use Combat against it and your party doesn't have high wisdom.

5. If you evade a monster, do you ignore "before the encounter" and "after the encounter" effects?
If I use Invisibility when I see an Enchanter, does she deal Force damage to me? How about Fire damage?

6. If you defeat a monster, does its "after the encounter" effect still occur?
If you kill an Enchanter, does she still deal her post-combat damage?

7. Can you evade items or other boons?
With the Cape of Escape, for instance, can you evade a Spell boon so someone with a high Arcane skill can explore that location later in hopes of acquiring it?

I'll probably think up more questions as I go, but these are a good start.


1) No, you have to work with your pool.
2) Yes
3) Yes
4) Yes^^
5) Yes
6) Yes
7) Yes

If you want a longer answer, just wait for Hawkmoon.


The Morphling wrote:

1. Can you banish whatever cards you want while rebuilding between scenarios?

This one has come up for me a lot. If my character banished an awesome one-use Basic item during the scenario, but found a crappy potion she doesn't want, can I put the potion back into the box and replace it with another Basic item between scenarios, or am I limited to only using the cards in my card pool unless I have too few to make a legal deck?

You have to use the cards your party has available and can only go to the box when you don't have a card of that type available.

Rulebook v3 p19 wrote:
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.
The Morphling wrote:

2. Can you play Blessings on other players' checks?

I'm fairly certain you can, but I wanted to ask to be sure.

Yes. Each player can only play 1 card of each type during a step of the encounter or a check, but nothing prohibits a character from playing the same type of card another character played.

Rulebook v3 p10 wrote:
Each player may play no more than 1 card of each type during each step; for example, no one player may play more than 1 blessing while attempting a check, though multiple players could each play 1 blessing during that check.
The Morphling wrote:

3. Can Valeros's "recharge a weapon instead of discarding it" ability work on the re-roll power of shafted weapons, such as the Long Spear and the Glaive?

These say that if you fail a combat check, you can discard them to re-roll it. Can Valeros recharge them instead?

Yes. If the power on the card is what leads him to discard the weapon, he can recharge it.

See this post from Vic.

The Morphling wrote:

4. Screw Sirens and Satyrs.

This isn't a question. I just absolutely hate those things. All of my characters carry caltrops just to defeat them. It is so incredibly annoying to run into a nigh-unbeatable monster simply because you're not allowed to use Combat against it and your party doesn't have high wisdom.

Agreed.

The Morphling wrote:

5. If you evade a monster, do you ignore "before the encounter" and "after the encounter" effects?

If I use Invisibility when I see an Enchanter, does she deal Force damage to me? How about Fire damage?

If you evade, the stop the encounter before the "Before the Encounter" and "After the Encounter" steps. And also before the Resolve the Encounter step. The only thing that you can't avoid by evading is "When encounter" or "If encounter".

See this post for an example with the Enchanter.

The Morphling wrote:

6. If you defeat a monster, does its "after the encounter" effect still occur?

If you kill an Enchanter, does she still deal her post-combat damage?

Yes.

Rulebook v3 p10 wrote:
Apply Any Effects That Happen After the Encounter, If Needed. Do this whether or not you succeeded at your checks.

7. Can you evade items or other boons?

With the Cape of Escape, for instance, can you evade a Spell boon so someone with a high Arcane skill can explore that location later in hopes of acquiring it?
Yes. The evasion rules aren't limited to banes. So evading any kind of card is possible.

Rulebook v3 p10 wrote:
Evade the Card (Optional). If you have a power or card that lets you evade the card you’re encountering, you may immediately shuffle it back into the deck; it is neither defeated nor undefeated, and the encounter is over.

That is, unless the card says you can use it to evade a monster (like Sanctuary). In that case you can only use it on a monster. But if the card doesn't limit you to evading only a certain type of card, you can use it to evade any type of card.

There is a guide here that might answer some of your questions as you play. But feel free to ask.

Shadow Lodge

Pathfinder Adventure Path, Lost Omens Subscriber

If Kyra defeats a henchman and we get a chance to close that location, can Valeros (who is at the same location) make the check to close it?


He can not. Defeating the henchman only grants that opportunity to the person who defeats it. The cards are speaking to the person dealing with them. So when the henchman says "If defeated, you may immediately attempt to close the location" the "you" is the one who defeated it. (That is just as important as the "immediately" part.)

Rulebook v3 p22 wrote:
No One Else Can Take Your Turn for You. Whenever you encounter a card or make a check, you—and only you—must resolve it. No other character can evade it, defeat it, acquire it, close it, decide what to do with it, or fail at doing any of those things. If Sajan encounters a monster, Merisiel can’t evade it for him. If Kyra encounters a Ghoul, Seoni can’t attempt the check to defeat it. If Amiri encounters a Battered Chest, Lini cannot use Thieves’ Tools against it. If Valeros encounters a Spyglass, Harsk can’t attempt the check to acquire it. If Ezren defeats a henchman at the Sandpoint Cathedral, Seelah can’t discard a blessing to close the location. If the game tells you to do something, you have to do it.

Grand Lodge

The Morphling wrote:


6. If you defeat a monster, does its "after the encounter" effect still occur?
If you kill an Enchanter, does she still deal her post-combat damage?

Yeah, screw that enchanter too, she really ticks me off. :)


The Morphling wrote:


4. Screw Sirens and Satyrs.
This isn't a question. I just absolutely hate those things. All of my characters carry caltrops just to defeat them. It is so incredibly annoying to run into a nigh-unbeatable monster simply because you're not allowed to use Combat against it and your party doesn't have high wisdom.

Yeah....wait till you see

Deck 4 spoiler:
harpies and the locations


Razorwindsg wrote:
The Morphling wrote:


4. Screw Sirens and Satyrs.
This isn't a question. I just absolutely hate those things. All of my characters carry caltrops just to defeat them. It is so incredibly annoying to run into a nigh-unbeatable monster simply because you're not allowed to use Combat against it and your party doesn't have high wisdom.

Yeah....wait till you see

** spoiler omitted **

Yeah, I was going to say just add them to that list because they really, really suck. Those 3 are easily the most hated monsters in the game. Even the tough AP5 and 6 monsters aren't that annoying. Tough, yes. Annoying, no.


When playing solo and with 2 characters, do you use 3 locations per scenario for 1 player or do play 4 locations because of 2 characters? It would seem easier to defeat most scenarios running 2 characters with the 1 player rule, giving you 30 turns to route through 30 cards. But in a 2 player game, you get this extra location, with an additional 10 cards at that location and it forces the players to be more strategic in making decisions on where to be and how often to explore again. So wouldn't 2 characters for 1 player use 4 locations to keep the challenge up?


Yes, you should base the number of locations on the number of characters, not players.

The rulebook tells you that if you are going to play more than one character to treat each character as if they were being played by a different player.

Rulebook v3 p19 wrote:
You can also play multiple characters if you like; we suggest you try solo play with 2 characters. Treat each character as if he were being played by a separate player (so if you’re playing Sajan and Valeros, advance the blessings deck at the start of Sajan’s turn and at the start of Valeros’s turn).

Otherwise, lots of rules wouldn't work. For instance, during a check it says each player may play 1 card of each type, not each character. (Player's play cards, characters don't.) But since you are told to treat each one as if they were being played by a different player, that rule, and many others, still work.


Thanks Hawkmoon. It made sense, I just wanted to be sure. I just discovered this game and absolutely love it.


Welcome to PACG, then. It is quite a fantastic game.

Sovereign Court

To add to Hawkmoon's answer to question number 1 -- if you put cards back in the box after a scenario due to having too many cards of a type, that is not banishing them. This is just putting them back in the box, and that is an important distinction come Hook Mountain Massacre (Adventure 3)


Hey Morphling, you are playing PACG? Awesome! It is nice to see you over on these boards. Do you plan to participate in the organized play that is coming out?

(You probably don't remember me. Last year I asked you for permission to use Micah Halfknight in the background story for a character I made.)

Sovereign Court RPG Superstar 2011 Top 32

Hmm. Apparently my playing Kyra has spared me from the true pain that is cards like Siren. I guess a d12+3 Wisdom comes in handy ;P

Shadow Lodge

Pathfinder Adventure Path, Lost Omens Subscriber
Mythic Super Jager Overlord wrote:

Hey Morphling, you are playing PACG? Awesome! It is nice to see you over on these boards. Do you plan to participate in the organized play that is coming out?

(You probably don't remember me. Last year I asked you for permission to use Micah Halfknight in the background story for a character I made.)

I vaguely remember that! Yes, I just got into PACG. I plan to participate (maybe even help organize) the organized play for it. I'm really excited!

I've never played with another person, and I can't wait to get the chance to play with friends soon!

Did you ever use Micah in your backstory? I still play him in PFS, he is one of my favorites. His story has advanced so far. He rescued a pair of Hound Archons who had been trapped in the Worldwound, and had been infected with its Abyssal taint and turned into Fiendish Hound Archons. When they were freed, they recovered over time (losing the fiendish template, but retaining the frightening cosmetic changes it brought). One of them now serves as his companion (through the once-per-week lesser planar ally that a Sacred Servant paladin gets).

Paizo Employee Chief Technical Officer

Fenris235 wrote:
If you want a longer answer, just wait for Hawkmoon.

Heh.


The Morphling wrote:
Did you ever use Micah in your backstory?

Yes, I did. I will send you a PM to keep this thread on topic.

I am hoping that my local store hosts organized play, because like you, I have only played this solo. And I dearly want to play as part of a group.


I'm going to pile on this thread, since the Cape of Escape was mentioned. If you use that to escape an encounter and move to another location, is your turn over, or can you explore again?


I don't think it says "end your turn" does it? If it doesn't, then nothing prevents you from exploring at your new location.


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Just looked at the card. It says:

Cape of Escape wrote:
Bury this card to move, or to evade an encounter and then move. You automatically succeed at any check required to move.

Let's look at the idea of evading your encounter and moving. The game would resume at whatever point it was in before your encounter started. There are lots of ways encounters can happen.

Example 1: During your turn, you explore, encounter something and play Cape of Escape.
You would move to the new location and still be in the "explore" part of your turn. So you could play a card and explore again.

Example 2: During your turn, immediately after flipping the Blessing Deck, you play Detect Magic, the card has the Magic trait, you encounter a card, and play Cape of Escape.
You would move to your new location, and the "Give a Card" part of your turn would be next. (You could of course play another Detect Magic too.) So you could give a card and/or move, and then explore at where ever you were at that point.

Example 3: During another player's turn, they encounter Goblin Raid. You are Lem. You go first of all the players. You play Cape of Escape, and move to Harsk's location. You can now use your power during Harsk's Goblin Raider encounter. But when the barrier is over, you can't explore because it isn't your turn.

Example 4: During your turn, your location has no cards. To close the location, you must summon and defeat a Bandit Henchman. You play Cape of Escape and move to another location.
You can't explore at your location, since you were beyond the "explore" part of your turn.

Example 5: During your turn, you defeat a henchman. To close the location, you must summon and defeat a Bandit Henchman. You play Cape of Escape and move to another location.
You can explore at your location, since you were still in your "explore" part of your turn.

Example 6: During another player's turn, they (as Kyra) encounter the villain. Your location requires someone to summon and defeat a Bandit Henchman to temporarily close it. You are Lem. Valeros is also at your location. You go first in attempting to temporarily close the location. During your encounter you play Cape of Escape. You can move to Kyra's location. Valeros should be able to handle defeating that Bandit Henchman during his attempt to temporarily close it. And now you will be at Kyra's location to help her with the villain. You can't explore, because it isn't your turn.

Example 7: During the start of your turn, you must summon and encounter a Bandit Henchman. You play Cape of Escape. You move to another location. You haven't gotten past the "give a card" or "move steps" yet so those are still available to you. You could even move back to the location you were at when the turn started. And you can still explore since you haven't gotten to that step yet either.

****The closing ones are a bit odd, but they only way you can defeat them is to encounter them. And you still apply "Before the Encounter" and "After the Encounter" effects during those closing situations, so it should count as an encounter.


Interesting. I never thought of using the Cape on another player's turn. Good to know. Thanks Hawk.


A somewhat related question about the Cape:

Hawkmoon269 wrote:

Just looked at the card. It says:

Cape of Escape wrote:
Bury this card to move, or to evade an encounter and then move. You automatically succeed at any check required to move.

Is the last sentence dependent of the rest of the text, i.e. do you always succeed at checks to move, or only when burying the cape to move? I would assume the latter, as it would probably say "reveal this card to succeed at any check required to move" if were the former.


Its just one power. So to play it you have to bury it. And then you get to move (or evade and move if played during an encounter).


Hawkmoon269 wrote:
Its just one power. So to play it you have to bury it. And then you get to move (or evade and move if played during an encounter).

Right, I follow that. I was just wondering if the "you succeed at any check required to move" portion was always on, such as when you move as part of your normal turn move, or if it only applies when using the cape's power to move. I'm fairly sure it is not "always on" as that would imply the card is able to function while in your hand. I'm not sure if/when checks to move actually show up, we are just one scenario into Burnt Offerings.

Maybe it's just me that sees the wording as a little off, just because it is a separate sentence. But I can also see that if it were a separate distinct power, it would be on a separate line and likely require at least a "reveal" action to use.


No boon's power is automatically on. You have to do something to activate it: reveal, recharge, discard, shuffle, bury, or banish.

So if you are just trying to move and a location has a restriction (ex: Treacherous Cave), you can't simply say "I have the Cape of Escape in hand, so I can move as the "move" part of my turn without succeeding at the check to move. The reason you can't is because Cape of Escape offers you no way to play it to do such a thing. The only thing you can do to play Cape of Escape is bury it.


Hawkmoon269 wrote:

No boon's power is automatically on. You have to do something to activate it: reveal, recharge, discard, shuffle, bury, or banish.

So if you are just trying to move and a location has a restriction (ex: Treacherous Cave), you can't simply say "I have the Cape of Escape in hand, so I can move as the "move" part of my turn without succeeding at the check to move. The reason you can't is because Cape of Escape offers you no way to play it to do such a thing. The only thing you can do to play Cape of Escape is bury it.

Excellent. Thank you, Hawk. I think avoiding a move restriction could make a good secondary power for a homebrew card, but maybe with a recharge cost instead of a reveal.

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