Checks to defeat monsters that are non combat checks.


Rules Questions and Gameplay Discussion


I am very sure that this has been covered in depth elsewhere, so I'm quite happy for someone to link to the appropriate thread.

Here's the issue.

Meliski encounters Erylium, he has no weapons or spells as the wrathful sinspawn henchman wiped out his hand with exception of the Wand of Scorching Ray. He wants to choose the Arcane 10 check to defeat her instead of the combat 14 check to improve his chances of success. Does the Wand, with the arcane trait, count towards the check?

Similarly, Zarlova encounters the Siren, it would be relatively easy for her to defeat with a simple Divine roll, but could it be potentially cake if she used Holy Light in addition, which has the Divine trait. Can she use holy light or another Divine spell.

Are these options viable, or is it simply a case of roll the Arcane die, or Divine die (and instead utilising non combat cards such as Acolyte for example).

I.E can I use traditionally combat orientated cards with a matching trait, to support the check?

Apologies if this is repetition of a previous post, but I have searched the forums for the last 30mins and can't find a definitive answer easily.

FYI We are currently playing the game as if the above were not an option, but it has provoked some considerable debate among our player team.


Those things are not options. And the reason is because Wand of Scorching Ray and Holy Light say "For your combat check...". If you chose Erylium's Arcane check or the Siren's Divine check, then you aren't making a combat check. So you can't play a card that says "For your combat check..."

Let's go through the Attempting a Check sequence with Erylium. (This is the S&S version, but since you are using some class deck characters, I'm going to assume you are familiar with the changes of die and skill between RotR and S&S.)

Determine which skill you’re using.

S&S Rulebook p12 wrote:
Cards that require a check specify the skill or skills you can use to attempt the check.

At this point, Erylium offers you two skills (that's right, I said skills, because the is what the rulebook calls them) to choose from. Combat 14 or Arcane 10. The rulebook about this part of the step includes this:

S&S Rulebook p12 wrote:
Some cards may allow you to replace the required skill for a check with a different one.

You obviously don't have a combat skill listed on your character card. If you had chosen Combat, this is where you could play that Wand of Scorching Ray, because it allows you to replace the Combat skill with a different one. Or, if you chose combat and don't play such a card, the rulebook basically lets you use Strenght or Melee for your Combat skill.

S&S Rulebook p7 wrote:
Weapons and many other cards that can be used during combat generally tell you what skill to use when you attempt a combat check; if you aren’t playing one of those cards, you must use your Strength or Melee skill.

So, Scorching Ray, and other "For your combat check" cards let your replace your Combat skill with another skill.

Determine the difficulty. If you chose Arcane, it is 10.

Play cards and use powers that affect the check (optional).
You can't play Wand of Scorching Ray here, because it isn't a card that affects the check, it is a cards the determines the skill. You could play an Acolyte or other things that add to Arcane checks (or if you Arcane skill is based on another skill, that add to that skill). You can play blessings and some spells, as long as they apply to the type of check you are making.

Assemble your dice.
Get them all together.

Attempt the roll.
Roll them.

Take damage if you fail a check to defeat a monster.

So, if Wand of Scorching Ray said "For your Arcane check..." then you could use it against Erylium's Arcane check. But it says "For you combat check..." so you can't. One day we may see a card that does something like that. (The statstones don't quite do that since they only swap a die and don't replace the skill, thus they are played during "Play cards and use powers that affect the check.") But if a card one day said "For your Arcane check, discard this card to use your Wisdom skill plus 1d8" that would be pretty neat to see. Even better if it was displayed and let you use it until the end of your turn.

Likewise for Holy Light and other similar cards and checks.


u cant use the cards this way. Those spells say: "for your combat check..." and u are not doing any combat check. u are doing an Arcane check or a Divine check.
Anytime hawkmoon will be here and provide a better worded explanation, a quote from the rulebook and a linked thread with the explanation.

but short answer: NO !


and he appeared as i was typing !!!

Dear god this man is fast...


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I have just won my £20 bet. Conditions for winning: 1) The things mentioned were not options, 2) Hawkmoon responded first.

Thanks for the quick decisive answer and grasp, thanks for taking your time. ;)


grasp wrote:

and he appeared as i was typing !!!

Dear god this man is fast...

Well, I did edit my answer to expand it from a simple "No, it says for your combat check and you chose to not make a combat check" to a longer explanation.


DrCub wrote:

I have just won my £20 bet. Conditions for winning: 1) The things mentioned were not options, 2) Hawkmoon responded first.

Thanks for the quick decisive answer and grasp, thanks for taking your time. ;)

Well then, glad I could help.


1 person marked this as a favorite.

I wish I had a bonus for those Dexterity checks to defeat Hawk in answering the messageboards. Unfortunately, those are non combat checks and i'm lacking the 36 cards hand size that would be needed to get a chance...


DrCub wrote:

I have just won my £20 bet. Conditions for winning: 1) The things mentioned were not options, 2) Hawkmoon responded first.

Thanks for the quick decisive answer and grasp, thanks for taking your time. ;)

well, glad i could be... slow???


The Siren's check to defeat is Wisdom only, your Divine skill won't help you there.

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