Seltyiel Qs.


Rules Questions and Gameplay Discussion


Seltyiel wrote:
Before you reset your hand, you may attempt to recharge a spell in your discard pile.

Similar to my Alahazra question, I assume this means just once at the end of your turn, e.g.: if you have 2 spells in your discard pile, you can choose to attempt to recharge 1 (and only 1) of them?

Follow-up:

Seltyiel (Spellblade) wrote:
Before you reset your hand, you may attempt to recharge a spell in your discard pile. ([ ] If you succeed, you may put the card on top of your deck instead of recharging it.)

So you can recycle a spell over and over by forgoing the recharge check when you play it (those are optional, correct?), making the check before resetting your hand, popping the spell on top of your deck and then bam! into your hand it goes. Cool trick!

I also like how he can turn a dagger into 3d6! I think this is my guy for S&S...

Scarab Sages

It is just once. The cards do what they say, and "a" refers to "one."

Using a dagger to power up a spell likely won't be the most common use of that power on the Spellblade card, especially since it can be combined with the other powers feat that adds the Intelligence skill to a combat check with a sword. That means, for example, that a 1d8 sword, with his Attack-spell-recharge powers feat fully maxxed and the INT powers feat, would be...

1d8 (STR) + 1d8 (sword) + 1d8 (INT) + 3d6 + (any modifiers to either skill, or from the weapon).

That is without any blessings, ally, and item cards, powers from other players (e.g., Lirianne's "long-range" 1d4+ power), and the like. As a spellblade, Seltyiel's combat rolls are almost unmatched in destructive power.

Of course, he also doesn't have many slots for ally, item, or armor cards. He's kind of a two-trick pony (weapons and spells), but he's the best there is at what he does (but what he does best isn't very nice).


Johnny Chronicle wrote:
So you can recycle a spell over and over by forgoing the recharge check when you play it (those are optional, correct?), making the check before resetting your hand, popping the spell on top of your deck and then bam! into your hand it goes. Cool trick!

This is already prime Lem technique. "Ooops, I failed my recharge check for Major Cure/Restoration/Disintegrate [didn't roll]--oh hey, it's the beginning of my turn and it's back in my hand."


Calthaer wrote:

It is just once. The cards do what they say, and "a" refers to "one."

Using a dagger to power up a spell likely won't be the most common use of that power on the Spellblade card, especially since it can be combined with the other powers feat that adds the Intelligence skill to a combat check with a sword. That means, for example, that a 1d8 sword, with his Attack-spell-recharge powers feat fully maxxed and the INT powers feat, would be...

1d8 (STR) + 1d8 (sword) + 1d8 (INT) + 3d6 + (any modifiers to either skill, or from the weapon).

That is without any blessings, ally, and item cards, powers from other players (e.g., Lirianne's "long-range" 1d4+ power), and the like. As a spellblade, Seltyiel's combat rolls are almost unmatched in destructive power.

Of course, he also doesn't have many slots for ally, item, or armor cards. He's kind of a two-trick pony (weapons and spells), but he's the best there is at what he does (but what he does best isn't very nice).

See I think you're reading that more than a bit wrong. I think the way to play this would be something akin to this;

Say I encounter a plague zombie with Seltyiel, I reveal a Longsword and use the spellblade skill to recharge a Force Missile, this happens.

1D8+3 (Strength: Melee) +1D8 (Longsword) +1D6 (Spellblade) --With both traits of the Longsword and Force Missile

You are not playing the Force Missile, but your checks have all the traits the Force Missile has, such as attack, magic, and force.


Masaren wrote:
Calthaer wrote:

It is just once. The cards do what they say, and "a" refers to "one."

Using a dagger to power up a spell likely won't be the most common use of that power on the Spellblade card, especially since it can be combined with the other powers feat that adds the Intelligence skill to a combat check with a sword. That means, for example, that a 1d8 sword, with his Attack-spell-recharge powers feat fully maxxed and the INT powers feat, would be...

1d8 (STR) + 1d8 (sword) + 1d8 (INT) + 3d6 + (any modifiers to either skill, or from the weapon).

That is without any blessings, ally, and item cards, powers from other players (e.g., Lirianne's "long-range" 1d4+ power), and the like. As a spellblade, Seltyiel's combat rolls are almost unmatched in destructive power.

Of course, he also doesn't have many slots for ally, item, or armor cards. He's kind of a two-trick pony (weapons and spells), but he's the best there is at what he does (but what he does best isn't very nice).

See I think you're reading that more than a bit wrong. I think the way to play this would be something akin to this;

Say I encounter a plague zombie with Seltyiel, I reveal a Longsword and use the spellblade skill to recharge a Force Missile, this happens.

1D8+3 (Strength: Melee) +1D8 (Longsword) +1D6 (Spellblade) --With both traits of the Longsword and Force Missile

You are not playing the Force Missile, but your checks have all the traits the Force Missile has, such as attack, magic, and force.

Calthaer was referencing the Spellblade role power which says:

Spellblade wrote:
When you play a weapon that has the Sword trait, you may add your Intelligence skill to your combat check.

So if he played the Longsword by revealing it, and recharge the Force Missile for the extra d6s, he has played a weapon and can throw in his Intelligence skill (die + modifiers).

Be careful not to confuse spellblade (the RPG term for the Magus's power) with Spellblade (the role Seltyiel can take).


I believe that Masaren has it right:

Masaren wrote:
Calthaer wrote:

It is just once. The cards do what they say, and "a" refers to "one."

Using a dagger to power up a spell likely won't be the most common use of that power on the Spellblade card, especially since it can be combined with the other powers feat that adds the Intelligence skill to a combat check with a sword. That means, for example, that a 1d8 sword, with his Attack-spell-recharge powers feat fully maxxed and the INT powers feat, would be...

1d8 (STR) + 1d8 (sword) + 1d8 (INT) + 3d6 + (any modifiers to either skill, or from the weapon).

That is without any blessings, ally, and item cards, powers from other players (e.g., Lirianne's "long-range" 1d4+ power), and the like. As a spellblade, Seltyiel's combat rolls are almost unmatched in destructive power.

Of course, he also doesn't have many slots for ally, item, or armor cards. He's kind of a two-trick pony (weapons and spells), but he's the best there is at what he does (but what he does best isn't very nice).

See I think you're reading that more than a bit wrong. I think the way to play this would be something akin to this;

Say I encounter a plague zombie with Seltyiel, I reveal a Longsword and use the spellblade skill to recharge a Force Missile, this happens.

1D8+3 (Strength: Melee) +1D8 (Longsword) +1D6 (Spellblade) --With both traits of the Longsword and Force Missile

You are not playing the Force Missile, but your checks have all the traits the Force Missile has, such as attack, magic, and force.


To be more specific, when Calthaer was saying that if Seltyiel took enough power feats to make his first power this:

Upgraded Seltyiel wrote:
Choose a weapon that doesn't have the 2-Handed trait and a spell that has the Attack trait. When you play one for your combat check, you may recharge the other to add 3d6 and that card's traits to the check.

And then on his Spellblade role card took this power:

Spellblade role card wrote:
When you play a weapon that has the Sword trait, you may add your Intelligence skill to your combat check.

And then used them both on the same check with a Longsword...

Longsword wrote:
For your combat check, reveal this card to roll your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6.

He could then reveal his Longsword, recharge Force Missile for his power, and actiavte his "add your Intelligence skill" power since he played a weapon with the Sword trait to roll...

Melee + 1d8 (Longsword) + 3d6 (upgraded power) + Intelligence

Assuming he's maxed out all his skill feats in those skills, that is:

3d8 + 3d6 + 11.

And if he discarded the Longwsord, it would be...

3d8 + 4d6 + 11.

Pretty awesome.


For what it's worth, I played Seltyiel through the 10 adventures in the box, and I think he's one of the weaker characters. Over all, he has a really underwhelming stat spread, and he doesn't really offer much utility; his recharge power only works against monsters with the right combination of cards in his hand, and his second power is just a minor convenience.

Maybe that will change later on when his role card abilities come into play, but personally, I found Valeros to better in terms of utility and power.

Scarab Sages

Masaren wrote:
See I think you're reading that more than a bit wrong.

Hawkmoon has the correct counting, as it appears he read what I said about which powers feats would be chosen to assume getting that number of dice.


Johnny Chronicle wrote:
Seltyiel wrote:
Before you reset your hand, you may attempt to recharge a spell in your discard pile.
Similar to my Alahazra question, I assume this means just once at the end of your turn, e.g.: if you have 2 spells in your discard pile, you can choose to attempt to recharge 1 (and only 1) of them?

In case you get other similiar questions, there's a simple, airtight rule for why you can only recharge one of the spells. You're only allowed to use each character power once per step.


Orbis Orboros wrote:
In case you get other similiar questions, there's a simple, airtight rule for why you can only recharge one of the spells. You're only allowed to use each character power once per step.

Well, that takes care of that! Thanks!


Johnny Chronicle wrote:
Orbis Orboros wrote:
In case you get other similiar questions, there's a simple, airtight rule for why you can only recharge one of the spells. You're only allowed to use each character power once per step.
Well, that takes care of that! Thanks!

Actually, I think that only applies to the steps of the encounter. You can use powers more than once in each step of the turn. For instance, RotR Seoni can automatically recharge multiple spells with the Arcane trait that are displayed at the end of her turn (i.e. if Seoni has Strength, Speed, and Glibness all displayed at the end of her turn). And RotR Lini can recharge multiple animal allie she uses to explore during the explore step of her turn.

I really think the limit her is that the power says "a card".


Hawkmoon269 wrote:
Johnny Chronicle wrote:
Orbis Orboros wrote:
In case you get other similiar questions, there's a simple, airtight rule for why you can only recharge one of the spells. You're only allowed to use each character power once per step.
Well, that takes care of that! Thanks!

Actually, I think that only applies to the steps of the encounter. You can use powers more than once in each step of the turn. For instance, RotR Seoni can automatically recharge multiple spells with the Arcane trait that are displayed at the end of her turn (i.e. if Seoni has Strength, Speed, and Glibness all displayed at the end of her turn). And RotR Lini can recharge multiple animal allie she uses to explore during the explore step of her turn.

I really think the limit her is that the power says "a card".

I disagree (for now, at least). You're referencing triggered abilities; do you have any activated abilities that work like you're saying?


Orbis Orboros wrote:
Hawkmoon269 wrote:
Johnny Chronicle wrote:
Orbis Orboros wrote:
In case you get other similiar questions, there's a simple, airtight rule for why you can only recharge one of the spells. You're only allowed to use each character power once per step.
Well, that takes care of that! Thanks!

Actually, I think that only applies to the steps of the encounter. You can use powers more than once in each step of the turn. For instance, RotR Seoni can automatically recharge multiple spells with the Arcane trait that are displayed at the end of her turn (i.e. if Seoni has Strength, Speed, and Glibness all displayed at the end of her turn). And RotR Lini can recharge multiple animal allie she uses to explore during the explore step of her turn.

I really think the limit her is that the power says "a card".

I disagree (for now, at least). You're referencing triggered abilities; do you have any activated abilities that work like you're saying?

Alzahara can recharge a card with the divine trait to look at the top card of any location deck, so that's activated, not triggered. She can do this any number of times per step, so long as she has a divine card.


So, are you saying the difference being that Seoni's is reactive (triggered) to something else while Seltyiel's is proactive (activated)?

EDIT: If so, Mechalibur has an excellent example above.


Mechalibur wrote:
Alzahara can recharge a card with the divine trait to look at the top card of any location deck, so that's activated, not triggered. She can do this any number of times per step, so long as she has a divine card.

Good example. I'll have to think on this.

Hawkmoon269 wrote:

So, are you saying the difference being that Seoni's is reactive (triggered) to something else while Seltyiel's is proactive (activated)?

EDIT: If so, Mechalibur has an excellent example above.

Yes.

This terminology is from other card games. I remember it being used in both Yugioh and MtG, for instance. Here are the three basic types:

---

*Continuous ability - these are the abilities that are "always on."
Examples:
"Reduce damage done to this character by one."
"You may recharge allies instead of discarding them."

---

*Triggered ability - happens in response to something.
Examples:
"Immediately after you take damage, you may draw a card."
"Before you act, you take one fire damage."

---

*Activated ability - these are like having a card to play as a power.
Examples:
"Instead of your first explore during your turn, you may discard a card to shuffle d4 cards from your discard pile into your deck."
"You may recharge a card to add a d4 to a check made by a character at your location."


I think the crux is the timing. "Before you reset your hand" is a very specific timeframe. I may have my terminology wrong here (concerning steps and whatnot), I think I can safely say that you can't spam abilities that trigger at this time. You could probably "chain" (I hope you're familiar with that card game term?) multiple abilites that happen at that time, but not the same ability more than once.

It's like, you hit the "before you reset your hand" moment, and you're given the chance to activate powers. You activate them, and then, once they resolve, it's no longer the "before you reset your hand" moment.

Does that make sense? I have more of a feeling for most of these things than an actual worded guide in my head.


I think I understand what you are saying. And I think in general we agree on the end result, just arriving at it with slightly different reasons.

I will say this, there are lots of times where you have more than one "start of the turn" or "end of the turn" thing happening. And you get to decide the order to resolve them. For instance, Amiri can move at the end of her turn to the closed Mountain Peak, then apply the Mountain Peak's end of the turn power.

So I don't think it is simply that once you do something you are no longer at that moment in time.


Yes. I believe we can all agree that Seltyiel only gets one spell back a turn.


I assumed that Seoni's recharge ability triggered on the duration of the display expiring (from the card text, not hitting 'before you reset your hand' -- that's what triggers the display expiration).

Similarly, Lini can use her +d4 ability many times during an explore or before you reset, but only once per triggering opportunity.

Paizo Employee Chief Technical Officer

Resolved in FAQ.


so I was trying to figure out with Seltiel for his starting power do I have to add the other cards traits. example. If I recarge a rapier it adds the swashbuckler trait. I know with the monk Sajan you don't have to choose to add his fire or magic to the trait of his attacks.


Yes. While Sajan's ability has been errata'd to be optional in terms of traits, Seltyiel's ability is based on a different one from the RPG and that one's not meant to be optional.


In regards to playing Seltyiel:

During a combat check, say I have available the Basic "Cutlass" weapon (which is not 2-handed, and is Melee) and "Force Missile" spell (which has the attack trait). I can play these in two ways: using either one as the principal card and the other as the 'off or recharged' card. I am confused by the powers' language.

Assuming I am just starting my first scenario, so nothing has been improved; my Cutlass Strength/Melee roll would be '1d8 + 3' plus 1d6 for the recharge of the spell, but what does the character's power indicate when it reads, "... and add ... that card's traits to the check"?

How does this combination work differently if I reverse the use of the two cards, using the spell and recharging the weapon?


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Seltyiel wrote:
Choose a weapon that doesn’t have the 2-Handed trait and a spell that has the Attack trait. When you play one for your combat check, you may recharge the other to add 1d6 and that card’s traits to the check.

If you play the Cutlass by revealing and use Force Missile for the power, you would roll:

1d8+3+1d6+1d6 (you could also discard the Cutlass for an extra d6)
The check would have these traits:
Strength, Melee (from your skill)
Sword, Melee, Slashing, Finesse, Swashbuckling, Basic (from the Cutlass)
Magic, Arcane, Attack, Force,Basic (from Force Missile via Seltyiel's power)

If you played Force Missile and used Cutlass for the power, you would roll:

1d8+3+2d4+1d6
The check would have these traits:
Arcane, Intelligence (from your skill)
Magic, Arcane, Attack, Force,Basic (from Force Missile)
Sword, Melee, Slashing, Finesse, Swashbuckling, Basic (from the Cutlass via Seltyie's power)

So, you'd get slightly different dice. Trait wise, the difference would just be Strength vs Intelligence. You can roll higher if you discard the cutlass for playing it and recharge Force Missile for the power. Or you can potentially roll fairly high by playing Force Missile and recharging the Cutlass (and hoping that you make the check to recharge Force Missile). So, you can weigh the dice vs the cost:

Reveal Cutlass, Recharge Force Missile:
Avg 14.5, Max 23

Discard/Recharge Force Missile*, Recharge Cutlass
Avg 16, Max 25

Discard Cutlass, Recharge Force Missile
Avg 18, Max 29

*Keep in mind you'd have a second chance to recharge Force Missile at the end of your turn thanks to Seltyiel's other power.

So, you can pay a higher cost, moving from reveal to "maybe recharge maybe discard" to discard to get better dice results.

You also aren't technically playing the card you use for his power. So you'd still be free to play a card of that type. You could play a Spell like Black Spot or Magic if you played the Cutlass and used Force Missile for Seltyiel's power.


Thank you Hawkmoon 269 for such a complete response.

I'm going to play this base set solo, from the beginning, and I'm definitely playing both Merisiel and Seltyiel.

Should I also play a third character for skill/power diversity, such as Alahazra?

Grand Lodge

Having a Divine caster is never a bad idea.


I've played S&S before, but starting playing solo from the beginning using Merisiel & Seltyiel; I've played Merisiel before, not Seltyiel.

Not sure why but this issue never seemed to surface playing Merisiel, so sorry for such a basic, elementary question.

Seltyiel encounters the Weapon 'Blunderbuss' (on his first turn of the scenario) which has a 'check to acquire' that has three traits, one of which is 'Craft'. This is a skill that he has as "Intelligence: Craft: Intelligence+1". There aren't any deck resource cards in his deck that mention Intelligence or Craft. His current hand has 2 weapons, 1 spell, 1 armor, 1 spell. Can I role a '1d8+1' as a check to acquire without having/playing a card from my hand that indicates Intelligence or Craft, since nothing in my hand (or deck) has these traits?

Thank you.


JimmyJinNJ wrote:

I've played S&S before, but starting playing solo from the beginning using Merisiel & Seltyiel; I've played Merisiel before, not Seltyiel.

Not sure why but this issue never seemed to surface playing Merisiel, so sorry for such a basic, elementary question.

Seltyiel encounters the Weapon 'Blunderbuss' (on his first turn of the scenario) which has a 'check to acquire' that has three traits, one of which is 'Craft'. This is a skill that he has as "Intelligence: Craft: Intelligence+1". There aren't any deck resource cards in his deck that mention Intelligence or Craft. His current hand has 2 weapons, 1 spell, 1 armor, 1 spell. Can I role a '1d8+1' as a check to acquire without having/playing a card from my hand that indicates Intelligence or Craft, since nothing in my hand (or deck) has these traits?

Thank you.

Yes, you can roll 1d8+1, and you (or Merisiel) can still use blessings, or other cards which relate to "any check" or "any check to acquire" or similar to help acquire it.

The card lists craft as an option to acquire, and your craft skill is 1d8+1, so if you choose craft then that's what you (must) roll. Every check works that way, you never have to use a card on a check at all, you can always just roll the dice corresponding to the skill (and then add blessings etc). Even if you don't have the skill listed at all you can roll a d4 (for instance sometimes d4 divine is better odds than the alternatives for acquiring a blessing).

The only type of check that sort-of works differently is combat, and even then that is only because nobody has the "combat" skill (and I think it's not technically considered a skill at all, even though it behaves a lot like one). But there's a rule saying you can use either of melee or strength instead, so you still don't actually need to play a card for a combat check either. Indeed quite recently my daughter was playing Lem in WotR and used 1d4+7 strength to punch a ghoul in the face, rather than bothering to play any of her cards.


Thank you Irgy, your explanation makes total sense to me. I'm so used to combat checks and playing weapon cards in that regard, that it suddenly seemed out-of-place to roll without invoking a card, but it seemed like the only solution. So, again thank you.


In regards to scenario 2.3, where the villain is the 'Sea Devil Prince', the "Before you act, ..." requirement says that "... another character at your location must summon and encounter the henchman 'Sea Devil'".

What happens if there are no other characters at your location?

Does that answer change if you are playing solo?

What if the other character at your location is 'Merisiel', who can evade an encounter: can she evade? and if so, does the villain check proceed?

thank you


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If there is no other character at the location, then that instruction is ignored.

The instruction (as you quoted it) doesn't prevent any type of evade effects (unless the Sea Devil henchman has some rule that prevents evade effects - I don't recall off the top of my head), so the encounter can be evaded.


I'm still playing Adventure Path 0. I've successfully completed scenarios 0.1-0.4, and have failed the first time playing 0.5. I have both Class 0 ships in my fleet. During several scenarios, I have successfully defeated other Class level ships and have seized them when beneficial during a scenario. My understanding of the S&S rules is that I do not get to add those seized ships to my fleet after that scenario is completed. I assume there are future ship feats (as part of future scenarios) that will add some of these other Class ships to my fleet, is this all correct?
Thank you.


Yes, exactly.
You cannot add seized ships to your fleet, and there will be scenario rewards that allow you to add a ship of a given class to your fleet.


In regards to the character 'Lirianne', her first Power says, "When you play a weapon that has the Firearm trait, if you would bury it or shuffle it into your deck, you may keep it and instead perform the required action with another card."

I understand the conditions of this power and the notion of keeping it in her hand, but I don't understand how the "instead" portion of the power then operates. It reads like Lirianne can use any other card in her hand, but how is the action performed, especially with non-weapon cards (if allowed), and then does she have to bury or shuffle that card instead?

Thank you.


You're always playing the Weapon with the Firearm trait and doing whatever it says.

If part of playing the Firearm requires Lirianne to shuffle or bury the Firearm card, she can choose any other card in her hand and shuffle or bury that card in place of the Firearm. The other card isn't being played so normally you'd ignore whatever it says.

(The two typical reasons for burying or shuffling a Firearm Weapon due to playing it are because you chose to bury it for extra effect or you rolled poorly afterwards and it blew up. There could be other situations that would apply, though.)

Hope this helps. :)


JimmyJinNJ wrote:

In regards to the character 'Lirianne', her first Power says, "When you play a weapon that has the Firearm trait, if you would bury it or shuffle it into your deck, you may keep it and instead perform the required action with another card."

I understand the conditions of this power and the notion of keeping it in her hand, but I don't understand how the "instead" portion of the power then operates. It reads like Lirianne can use any other card in her hand, but how is the action performed, especially with non-weapon cards (if allowed), and then does she have to bury or shuffle that card instead?

Thank you.

So take Blunderbus for example. It says:

"... you may additionally bury this card to add another 2d6"

Lirianne may treat a Blunderbus as if it actually said:
"... you may additionally bury a card to add another 2d6"

Similarly, later it says:
"... on a 1-2, shuffle this card into your deck"

Lirianne may treat a Blunderbus as if it actually said:
"... on a 1-2, shuffle a card into your deck"


Thank you Parody & Irgy.

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