Harsk and divine spell casting


Pathfinder Adventure Card Game General Discussion


Just curious, is there any explanation in the rpg version of Pathfinder as to how and why Harsk can add divine to his abilities or is this something that is only part of the card game?


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ChaoticBlue wrote:
Just curious, is there any explanation in the rpg version of Pathfinder as to how and why Harsk can add divine to his abilities or is this something that is only part of the card game?

In the RPG, Rangers gain the ability to cast spells when they reach 4th level, so that was not something made just for the card game. That said, in the RPG, Paladins also wait until 4th level for spellcasting, but in card game Seelah starts with the Divine skill and one spell, so I'd say that's more of a discrepancy. Still, the Divine Skill fits Seelah from the get-go, as it probably symbolizes religious knowledge as well as divine abilities such as Lay on Hands and the Mercies that go with it. (Detect Evil and Smite Evil are represented by her powers).


Thanks : ). I wasn't sure if it was standard to the class or some bit of flavor specific to Harsk and his story. As you say, so far he's the only character that adds on spell casting instead of starting with it.


Now that I think of it, that would mean that all of the rangers in the upcoming class deck would be able to use spells as well. If that is truly the case Is there the possibility that some of those rangers will have the option of arcane casting or are they all divine? If you can choose in the rpg it would be nice somewhere down the road to be able to choose between the two in PACG to be able to tailor each character even more to the player's style.

Scarab Sages

Rangers are generally all divine casters, and the stats for divine casting (usually Wisdom, but sometimes Charisma - IIRC, Rangers are not Charisma-based divine) are not usually the same for arcane (Intelligence, but sometimes Charisma a la sorcerers). A ranger could only take arcane spells if multi-classing - something that it doesn't appear PACG is really going to be able to support too well.


The basic Pathfinder classes are as they are, but I'm pretty sure lots of subclasses and subraces have come out since its inception.

I know in D&D, Divine-based sorcerers were a thing (Could also be called a sorcerer-like cleric, just depends on how you view it), so it's quite possible that Pathfinder also has something along those lines. So an Arcane-based Ranger isn't outside the realm of possibility.

Maybe instead of gaining their magic from Nature (thus the Divine, it simply -is-), they gain it from something like voodoo, the mystical arts, or something else along those magical lines.


Pathfinder Adventure Path Subscriber
Firedale2002 wrote:
I know in D&D, Divine-based sorcerers were a thing (Could also be called a sorcerer-like cleric, just depends on how you view it), so it's quite possible that Pathfinder also has something along those lines.

In Pathfinder, the divine caster that casts like a sorcerer is an Oracle. Alahazra the iconic oracle will be in the Skulls and Shackles base set. You can read about the character here.

As for an arcane-based ranger, you'd be looking for one with a role card for Arcane Archer, which in the RPG is a prestige class that mixes arcane magic and archery. Exactly what it says on the tin, i guess. It's possible that one of the characters in the Ranger class decks might have an Arcane Archer role, but I really have no idea. I guess we'll find out at Gen Con. :)

Sovereign Court RPG Superstar 2011 Top 32

In the RPG there are ways to make a ranger that doesn't have magic at all as well. There are class variants called archetypes, and some of them trade away ranger spellcasting for other abilities.

If you're looking for a fighting/arcane combo, the magus class does that and the iconic magus has been announced as being in the base set for Skull&Shackles.

Pathfinder Adventure Card Game Designer

First World Bard wrote:
In the RPG, Rangers gain the ability to cast spells when they reach 4th level, so that was not something made just for the card game. That said, in the RPG, Paladins also wait until 4th level for spellcasting, but in card game Seelah starts with the Divine skill and one spell, so I'd say that's more of a discrepancy. Still, the Divine Skill fits Seelah from the get-go, as it probably symbolizes religious knowledge as well as divine abilities such as Lay on Hands and the Mercies that go with it. (Detect Evil and Smite Evil are represented by her powers).

If you try to match RPG levels to PACG powers, you will drive yourself batty.


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Pathfinder Adventure Path Subscriber
Mike Selinker wrote:
If you try to match RPG levels to PACG powers, you will drive yourself batty.

I don't doubt that. :)

Also, since I just realized this now, thank you for not using the game term "level" anywhere in the PACG. The word was... overloaded in the source material.

Silver Crusade

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First World Bard wrote:
Mike Selinker wrote:
If you try to match RPG levels to PACG powers, you will drive yourself batty.

I don't doubt that. :)

Also, since I just realized this now, thank you for not using the game term "level" anywhere in the PACG. The word was... overloaded in the source material.

Whatever gave you that idea?

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ChaoticBlue wrote:
Now that I think of it, that would mean that all of the rangers in the upcoming class deck would be able to use spells as well. If that is truly the case Is there the possibility that some of those rangers will have the option of arcane casting or are they all divine? If you can choose in the rpg it would be nice somewhere down the road to be able to choose between the two in PACG to be able to tailor each character even more to the player's style.

There are actually a few archetypes of the Ranger class in the Pathfinder RPG that drop spellcasting completely for other abilities, like trap setting or tricks like a Rogue might choose from, so it's definitely likely that one or more of the rangers in the class deck will have no spellcasting ability. Arcane casting is very unlikely though.


This discussion gets me wondering about the cards that will be in the Ranger class deck. Assuming some rangers can take Divine skill and spell feats, there will need to be a decent selection of divine spells for them to choose from. On the other hand, that will be a whole lot of useless cards for rangers who choose not to go the spell route.

Having said that, I suppose for every class and character there will be X cards that aren't useful if you're not going the X route.

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Nefrubyr wrote:
Having said that, I suppose for every class and character there will be X cards that aren't useful if you're not going the X route.

For any of the class decks you're going to have about 100 cards available, but at most your play deck consists of about 20. There's a lot of room for niche options.


ryric wrote:
Nefrubyr wrote:
Having said that, I suppose for every class and character there will be X cards that aren't useful if you're not going the X route.
For any of the class decks you're going to have about 100 cards available, but at most your play deck consists of about 20. There's a lot of room for niche options.

I think that there might be quite a few divine spells with the character deck. We are probably looking at 2-3 different spells in each adventure number just to keep the options open. I think that we will also see a Ranger with the Divine skills from the get go.

Shadow Lodge

Fromper wrote:
First World Bard wrote:
Mike Selinker wrote:
If you try to match RPG levels to PACG powers, you will drive yourself batty.

I don't doubt that. :)

Also, since I just realized this now, thank you for not using the game term "level" anywhere in the PACG. The word was... overloaded in the source material.

Whatever gave you that idea?

You took that joke to the next level.

Dark Archive

There is an archetype for the ranger in the RPG called Trapper that takes away spells and gives them traps that would be really cool to see in the card game


brad2411 wrote:

There is an archetype for the ranger in the RPG called Trapper that takes away spells and gives them traps that would be really cool to see in the card game

I don't really know how that might work, unless there was an added line of text on the spell, or item, whatever it may be that required the character using it to be a Ranger. It is an interesting thought, though. It could be a role that give a Seoni-esque power that worked as a trap, where you could discard a spell to trap.


Just an idea:

I think traps could work as items with the Trap trait. Once you have a trait you can build a bunch of abilities around it, without making Trap cards completely useless for other characters.

If you look at Jirelle in the S&S previews she exactly do this for the Finesse and Swashbuckling traits. For example a Cutlass is an OK weapon for anyone, but a very fun and effective option for her.


I guess that is also true. But we already have the trap trait, don't we? It is on barriers, I believe. Either way, it could create more Lini type interactions, where she is better at acquiring animals, or better at fighting them. I would actually like that a lot. I am a little Lini biased, because she is my favorite character, but still I think the interactions that she can have with cards is very cool, since there are both boons and banes with the same trait. I would like to see more crossover of that type, so that there are more interactions like this. If it is Rangers and Trap, then I would be completely okay with it.


I'm also a big fan of Lini. :)

Considering the Trap banes I would most likely adapt something like Jirelle's swasbuckling-reroll power for a Trapper. So he would be better in both acquiring, using and disabling traps without needing multiple abilites to do that.

In a game with so many dice-rolling, it is nice to see a roll manipulating power apart from adding additional dice and modifiers.

Check to acquire - and possibly recharge - could be Dexterity/Craft for Item Traps, so other crafters (like the new Lem), and Dex-based characters (like Merisiel) could also benefit for some lesser extent.

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I could see some ways to make a trapper ranger work.

Disarm and Craft would be obvious skills for the character.

Since this is a class deck character, they could have boon traps in the deck for that character to use, without worrying too much about having to make them viable for everyone.

I could see most traps being items that discard/bury/banish for some effect, with the trapper ranger getting to recharge them or something.

You could have a net trap that evades an encounter, maybe some traps that add direct combat dice or reduce a combat difficulty.


That is interesting as well. Like you said, anything that might make them better at defeating, acquiring, and using traps would be great. I really like the idea. Another idea would be disabling a trap barrier, and then acquiring a random trap item from the box.

Would cards like Caltrops then get the trap trait if this were the change? I think so. Interesting thought.

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