Rules Clerification On ACG Class Decks


Rules Questions and Gameplay Discussion


I only see one cleric (Zarlova) and one fighter (Vika) in the Class decks that have any sort of Craft check... and to be honest neither is in my top ten favorites I've seen. Also, my wife and I tend to play characters that match our gender so as to not topple the game. (Otherwise I'd be stealing [RotR] Seoni for myself.)

Are the Pathfinder Society Adventure Card Guild games going to be based off the Skulls & Shackles, or RotR quest lines? I have NO IDEA how we'd be able to keep our ship afloat with such a limited set of characters that can craft!

Plus... where are all my piratey abilities? I only see a couple that take Finesse into account, and I don't remember seeing anything with Swashbuckling.

Grand Lodge

First, the Class Decks are not supposed to be based off any set. They're indepentent of the base set in order to be played with any. So you won't see Swashbuckling in the class deck stuff. Finesse is set independent.

Second, when we were playing at GenCon, we never had our ship get damaged to wreck it. We did the discard so we wouldn't have to repair.


I agree that the class decks are not supposed to be based off any set, but the Rogue deck does contain some swashbuckling cards (such as the Carver ally and the Rapier/Cutlass weapons).

And yes, the Finesse trait did not start with S&S; most of the Rogue-ish type weapons had it in RotRL (such as the Dagger and Cutlass).

Grand Lodge

Theryon Stormrune wrote:
So you won't see Swashbuckling in the class deck stuff.

I should have clarified that on the characters you wouldn't find Swashbuckling. On weapons and such, yeah. That way your character doesn't have a useless power/feat when it comes to the next AP. (I knew what I was saying and meaning in my head ... just didn't express it.)


Well of course it's *possible* to prevent your ship from wrecking, but on more than one occasion I've had it wreck rather than give up the advantages I have in my hand.

I'm not sure it's a valid argument to say "I'm NOT going to give these characters the ability to *fix* a broken ship because it's POSSIBLE to prevent it from being wrecked".

In certain circumstances, I'm willing to lose a plunder card vs. having to discard 4 cards just to keep my ship afloat. But it looks like I won't have any choice when I'm playing 92.9% of the characters they've provided.


Remember, too, that the OP scenarios are not the same ones from the S&S set. I'm sure as they are created, the dev's will keep this in mind and use much less villains/henchmen/locations that deal a lot of structural damage.


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Do any of the class decks have stat stones? Cuz that would make a big difference for some characters making a Craft check.


jones314 wrote:
Do any of the class decks have stat stones? Cuz that would make a big difference for some characters making a Craft check.

All of them except the Sorceror have statstones.


Well that's kind of what I was wondering, then. If the OP scenarios are a little less "Bash the crap out of my ship" then it's probably okay. But offhand, I'm thinking that locations like - forgive me if this is incorrect - Raker Shoals would be nigh impossible from getting wrecked on. 1 structural damage every turn that you're there, on top of 1d4 structural damage upon closing? (Again, forgive me if that's the wrong Location card I'm thinking of)

Ouch. Without Jirelle, you take some pretty hefty damage to your characters if you dwell too long.

In any case, I am just crossing my fingers that the devs have planned this one out well, because that's the only real imbalance I've noted.

And I don't exactly want to hang onto my stat stone on the off chance I need it for a craft check. =/


SkyeGuy wrote:

Well that's kind of what I was wondering, then. If the OP scenarios are a little less "Bash the crap out of my ship" then it's probably okay. But offhand, I'm thinking that locations like - forgive me if this is incorrect - Raker Shoals would be nigh impossible from getting wrecked on. 1 structural damage every turn that you're there, on top of 1d4 structural damage upon closing? (Again, forgive me if that's the wrong Location card I'm thinking of)

Ouch. Without Jirelle, you take some pretty hefty damage to your characters if you dwell too long.

In any case, I am just crossing my fingers that the devs have planned this one out well, because that's the only real imbalance I've noted.

And I don't exactly want to hang onto my stat stone on the off chance I need it for a craft check. =/

Ya, its Raker Shoals you're thinking of; but to be honest, the stat stone is worth holding on to when not even thinking about Craft.


There is always the possibility that they will not use, or at least minimize the use of, locations that wreck your ship like Raker Shoals. The bigger problem is any barriers/monsters that cause structural damage, as those are purely random.


Raynair wrote:
SkyeGuy wrote:

Well that's kind of what I was wondering, then. If the OP scenarios are a little less "Bash the crap out of my ship" then it's probably okay. But offhand, I'm thinking that locations like - forgive me if this is incorrect - Raker Shoals would be nigh impossible from getting wrecked on. 1 structural damage every turn that you're there, on top of 1d4 structural damage upon closing? (Again, forgive me if that's the wrong Location card I'm thinking of)

Ouch. Without Jirelle, you take some pretty hefty damage to your characters if you dwell too long.

In any case, I am just crossing my fingers that the devs have planned this one out well, because that's the only real imbalance I've noted.

And I don't exactly want to hang onto my stat stone on the off chance I need it for a craft check. =/

Ya, its Raker Shoals you're thinking of; but to be honest, the stat stone is worth holding on to when not even thinking about Craft.

I think he means that he doesn't want to have to save it in his hand for a craft check.


Yeah, I don't throw around stat stones willy nilly lol, but if in the back of my mind I'm worrying about an upcoming structural damage possibility, I might play it a little tighter, knowing it's the ONLY way (save blowing 2+ blessings) to repair my ship.

I'll just wait to see the OP scenarios before worrying about it, I suppose! But I'm still mildly disappointed I can't utilize a good deal of these characters very well in my regular S&S adventures at home with just my wifey. Seltyiel & Jirelle seem to work well together on the earlier adventures, despite many threads hating on the utility of Selty. =)

Can't wait for my Ranzak though!

Sovereign Court

I've been soloing Seltyiel and Alahazra together, and they work as an amazing team.


Question… there does not seem to be enough basic spells to build Flenta's starting deck. How do you build it with only 2 basic spells and she gets 3?


See this post.

Sovereign Court

If you do not have enough Basic B cards, then you finish off with non basic B cards, then Basic 1s, then non basic 1s, etc.

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