New Card Type I would like to see added...


Rules Questions and Gameplay Discussion


This is just pie in the sky, and there may be a hundred reasons that this wouldn't work, but...

The upcoming Wrath of the Righteous, and Mythic Roles got me to thinking.

The only thing you find in many other similar card games, that I sort of miss in Pathfinder, is special moves or techniques or manuevers.

I was thinking, it would be really cool if, down the line, they include a box set with Fighting Styles (Jade Reagent??) that would be add-on character cards similar to (presumably) Mythic Roles, that would allow players to add special manuevers, in the form of cards, to their decks.

Like I said, there may be a tone of reasons this would not work, or would upset game balance, but I'm just spit-balling here.


Do you mean something like Valeros learning Legend of Zelda's Spin Swing in the form of a card in his deck? (Amusing example, but the first thing that came to mind)


Actually, I don't see any reason why these couldn't be spells. They'd need to key off something else (Melee or Fortitude maybe?), but outside of that, it feels like it would be a reasonable fit.


Orbis Orboros wrote:
Do you mean something like Valeros learning Legend of Zelda's Spin Swing in the form of a card in his deck? (Amusing example, but the first thing that came to mind)

Yeah, basically...similar to break moves in video games...

I could give examples in card games. I won't, out of respect to the superior product that is Pathfinder, but yes, I think it would be a cool addition/direction to be able to add special manuevers or moves to your deck.


I'm sure as the game evolves, they will find ways to add different card types, even if its just one card type for one game. Keeping each adventure path a separate game (which is compatible, of course, if an individual so chooses to play them together) gives them a lot of room to change it up every base set, which, to me, is a very good thing.


Call them feats. No characters start with any and the recharge on a feat would be based off a specific stat or skill (making some better for your character than others)

For example the "Jump" feat may make you auto pass an acrobatics check,
the "Cleave" feat may add +3 to a second check against a Monster type on your turn, etc

Grand Lodge

How about instead of "feats", call them Maneuvers or Tricks, that way the term "feat" doesn't get used in two places. I think tricks might be better because in the RPG, there's already skill tricks and equipment tricks, so it would give the same words to a similar idea.

Pathfinder Adventure Card Game Designer

Troymk1 wrote:
Call them feats.

Just had a minor heart attack there. Nothing to worry about.

Grand Lodge

Mike Selinker wrote:
Troymk1 wrote:
Call them feats.
Just had a minor heart attack there. Nothing to worry about.

I choked a little when he said "call them feats". My thought was how I was going to explain this feat isn't like this other feat.


Mike Selinker wrote:
Troymk1 wrote:
Call them feats.
Just had a minor heart attack there. Nothing to worry about.

Hush you !

I had forgotten that all the character additions were called feats. :)

How about Talent then? (He says after a quick Thesaurus visit)


I don't remember if I ever expressed it, but I've had a similar idea. There would be something called Feat Cards. These would work like extra options for your character. There would be Feat Cards for every type of feat: Skill, Power, and Card. (yes, Card Feat Cards sounds kind of weird)

You can take a Feat Card instead of taking a Skill, Power, or Card feat that is gained during the game, as long as your meet the prerequisites. There would be a variety of cards with each card having only one benefit for a character taking it. Each character can only take a single Feat Card once unless otherwise noted. Here are some examples off the top of my head:

Improved Wisdom Die (Skill Feat Card)
Benefit: The die you use for Wisdom is increased by one step (d4 becomes a d6, d6 becomes a d8, etc.).
Prerequisite: At least one Skill Feat must already be selected for Wisdom.

Evasion (Power Feat Card)
Benefit: You may recharge a card to evade your encounter.
Prerequisite: At least one Skill Feat must be selected for Dexterity.

Favored Weapons (Card Feat Card)
Benefit: You add an additional Weapon slot to your Cards List. Also, at the beginning of each scenario you may choose to gain Favored Card Type: Weapon, replacing your normal favored card type.
Prerequisite: Must be Proficient with Weapons and have no more Weapon Card Feats available on your character card.


Du Nord wrote:
Mike Selinker wrote:
Troymk1 wrote:
Call them feats.
Just had a minor heart attack there. Nothing to worry about.
I choked a little when he said "call them feats". My thought was how I was going to explain this feat isn't like this other feat.

Call them feets?

Sovereign Court

BlkSabbath74 wrote:
Du Nord wrote:
Mike Selinker wrote:
Troymk1 wrote:
Call them feats.
Just had a minor heart attack there. Nothing to worry about.
I choked a little when he said "call them feats". My thought was how I was going to explain this feat isn't like this other feat.
Call them feets?

Footses, clearly.


Troymk1 wrote:

Call them feats. No characters start with any and the recharge on a feat would be based off a specific stat or skill (making some better for your character than others)

For example the "Jump" feat may make you auto pass an acrobatics check,
the "Cleave" feat may add +3 to a second check against a Monster type on your turn, etc

In fairness, there are RPG feats that equate to exactly what I am talking about, and Cleave would be a prime example, but I am really think more specifically of martial feats than the broad spectrum of what feats can be, and a way to include them that would actually work with a boxed set, WITHOUT overlapping existing material.

But yes, tons of RPG feats would work well, probably most of the combat ones, and you'd want some that would work well with spellcasters too.


Andrew K wrote:
BlkSabbath74 wrote:
Du Nord wrote:
Mike Selinker wrote:
Troymk1 wrote:
Call them feats.
Just had a minor heart attack there. Nothing to worry about.
I choked a little when he said "call them feats". My thought was how I was going to explain this feat isn't like this other feat.
Call them feets?
Footses, clearly.

Now we're just toe jamming.


Troymk1 wrote:
Andrew K wrote:
BlkSabbath74 wrote:
Du Nord wrote:
Mike Selinker wrote:
Troymk1 wrote:
Call them feats.
Just had a minor heart attack there. Nothing to worry about.
I choked a little when he said "call them feats". My thought was how I was going to explain this feat isn't like this other feat.
Call them feets?
Footses, clearly.
Now we're just toe jamming.

We have definitely gotten off on the wrong foot.


Merryho wrote:
Troymk1 wrote:
Andrew K wrote:
BlkSabbath74 wrote:
Du Nord wrote:
Mike Selinker wrote:
Troymk1 wrote:
Call them feats.
Just had a minor heart attack there. Nothing to worry about.
I choked a little when he said "call them feats". My thought was how I was going to explain this feat isn't like this other feat.
Call them feets?
Footses, clearly.
Now we're just toe jamming.
We have definitely gotten off on the wrong foot.

I feel like such a heel!


BlkSabbath74 wrote:
Merryho wrote:
Troymk1 wrote:
Andrew K wrote:
BlkSabbath74 wrote:
Du Nord wrote:
Mike Selinker wrote:
Troymk1 wrote:
Call them feats.
Just had a minor heart attack there. Nothing to worry about.
I choked a little when he said "call them feats". My thought was how I was going to explain this feat isn't like this other feat.
Call them feets?
Footses, clearly.
Now we're just toe jamming.
We have definitely gotten off on the wrong foot.
I feel like such a heel!

I think we should just toe the line.

Grand Lodge

Ok... I hate to stub your toes against my chance to end these puns, but I have another suggestion.

My wife is an avid druid player, so how about an Animal Companion card. The ideas that we were tossing around is that the druid, ranger, hunter or anyone else who might be able to gain an animal companion could display this card next to their character card and while it's displayed, that character gains a special power. I would suggest adding a stipulation on if something happens, then you have to turn your animal companion over, indicating that it's gone for the moment. This idea would be similar to the ship card idea, where if you take structural damage and flip it over, you have to do a craft check to flip it back to good.

Examples: (Please don't kill me for overpowered suggestions.)

1. Roll a survival check to explore again in a turn.
2. Replace a stat die with a higher number.
3. Gain a new skill, such as diplomacy or stealth.
4. Add a d6 to all combats.
5. Getting to look ahead in the location deck.

Extra thoughts to help the druid power up the animal companion, what if there was different classes of animal companions, such as the ships in S&S and the druid can choose an animal companion equal to or less than the adventure deck number.

Scarab Sages

Very interesting ideas in this thread.

But I think that "special moves" or martial combat feats are covered pretty well with the current powers feats and / or weapon abilities. Don't want to turn this card game into D&D 4.0, after all - that's already been done.


At first I thought this really just sounded like something that would have significant overlap with powers, but I like Pluvia's feat card idea. Especially skill feat cards. I often wished there was a way to give a character a skill they don't currently possess. A skill feat card like:

Craft Skill (Skill Feat card)
Benefit: You gain Intelligence: Craft +0
Prerequisite: At least one Skill Feat must already be selected for Intelligence.

The +0 keeps it from being OP compared to characters who naturally have the feat, but allow the character to roll something better than a d4 +0. And then a character like Ranzak can use a stat stone to shift the base die to a d12 and keep the +1 they threw into Intelligence. Maybe too UP, +1 might be better. In that case it could be worded to give you an extra +1 if you already have the feat, useful if your Intelligence is already maxed out.


Ranzak starts as the maximum intelligence for goblins!


Firep76 wrote:
Ranzak starts as the maximum intelligence for goblins!

Haha I totally missed that... Pretend I said Oloch. He is suitably dumb :)

The Exchange

Combat Ability Card.

A new section was added to the insert for S&S, it seems it could be reworked again to allow room for 20 or so combat ability cards. A card feat for a melee could then read "[]draw 1 random combat ability card/[] select one combat ability card of your choice" and add it to your deck. This would allow for a bit of player customization, and improved/greater versions could come out in higher number adventure decks. As far as space on the role card, the combat ability card would just replace one of the card feats allowing for many more flavor options than could be fit in if each was explicitly spelled out.

These cards would work just like any other boon in your deck, and would as suggested above recharge based off of one of the melee stats as most appropriate.


isaic16 wrote:
Actually, I don't see any reason why these couldn't be spells. They'd need to key off something else (Melee or Fortitude maybe?), but outside of that, it feels like it would be a reasonable fit.

If they recharged on something else AND lacked the magic trait, this might work.

But I think leaving them as powers on the characters is fine.

nondeskript wrote:
Firep76 wrote:
Ranzak starts as the maximum intelligence for goblins!
Haha I totally missed that... Pretend I said Oloch. He is suitably dumb :)

You like that phrase. It amuses me.


Pathfinder Adventure, Adventure Path, Lost Omens, Maps, Pathfinder Accessories, Rulebook, Starfinder Society Subscriber

Oh, interesting ideas, this feels like it would allow you to go beyond what's possible now. What I like about boons is the fluidity of your deck. It can change over time, something that's useful in adventure 1 can be replaced in adventure 4 for example. Power feats do not have this fluidity, but I like those because they provide such a firm basis of growth for a character. "I can do more than I could before".

Yet having some of the actual powers and skills that are also cards seems to be a lovely addition: good things from both worlds.

I could imagine several ways to go about it, some of which have already been mentioned, like adding a new card type and allowing characters to acquire them somehow. That does feel like it would mismatch a lot with existing characters, so maybe using what we already have would also work?

How about using the loot mechanic. A loot card still has a type, like where a loot card can be an item type, or a weapon, et cetera.

Say we would have a "special move" card (That silly name is just for the ease of discussion :P), and these "special move" cards can be of an existing type. So it could be a special weapon move (Combat style end-move using a weapon), a special spell move (Some special ritual or spell-casting awesomeness), a special blessing move (Some martial-arts ki spectacle, or some divine miracle-like display).

Special moves could also use typed cards, to keep them more in style with the type of character that's likely to master it. If a weapons-based special move requires one weapon slot to keep in your deck and also costs a recharge of another weapon to activate, characters like Valeros with five+ weapons could easily master it, while a character with only two weapons might not want to exchange that scarce weaponry for moves. Also, hybrid characters could have a special move of one type that recharges a card of another type, just like the magus does with spells and weapons.

Acquiring special moves can be tied to rewards, either specific or for backwards compatibility, maybe tied to existing rewards. Like "Every time you gain a power feat, you may exchange one card in your deck with a special move of the same type" or something.

That way, such "special options" could even be sold as an add-on, that hooks in with any Adventure Path you're playing. I know I'd buy it :P


Without adding a new card type, I think a reasonable plan for introducing maneuvers into the game would be to make them weapon cards with the Technique or Maneuver trait. Characters that have a lot of weapons would be able to hold more known maneuvers in their deck.

The text on the card would be much like a dagger where you would still be able to play it even though you have already played a weapon for this check.

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