A further variety of questions


Rules Questions and Gameplay Discussion


More questions that came up during our session last night.

1) On the between steps/any time parts of a turn, can you play multiple cards of the same type? For example, Lini has just closed a location, the next step is "end your turn" but there's an opportunity to play card(s) before that happens. So before she ends her turn can she play cure, opt to not attempt to recharge, play a toad (put a spell from your discard pile into your hand) to retrieve the cure, and play the cure again? Another example, after his move step but before his explore step, can Damiel play Augury, not find what he was looking for, recharge his Augury, and use a second Augury that was in his hand?

2) Can you use potion of flying/haste on a character that has just closed a location to allow them to move and explore? Does it matter if the location was closed via henchmen or via empty deck? If they use that explore to encounter and defeat a henchmen, are they allowed to attempt to close? If they use that explore to empty a location deck, are they allowed to attempt to close? edit: it looks like this type of situation is still open for debate in this thread

3) This one seems obvious but I want to double check. When you're told to add a given skill to your check, do you add just the number, or the associated die roll and the bonus? For example, Damiel plays Liquid Ice, which gives him Dex/Ranged (1d8+3) + 2d8 to his combat check, and he opts to additionally risk another card to add his craft skill. His Int is 1d10+2 and his craft is +3 and based on Int. Is his final roll 3d8+3 +1d10+5?

4) If you opt to get rid of loot you've acquired in a previous scenario, but later decide you want it back (maybe because you've added a card feat that allows you to carry it), how would you get it back? Replaying the original scenario? Or can you get it back at all, since replaying scenarios don't give you the rewards after your first time through?


Pyrocat wrote:
1) On the between steps/any time parts of a turn, can you play multiple cards of the same type? For example, Lini has just closed a location, the next step is "end your turn" but there's an opportunity to play card(s) before that happens. So before she ends her turn can she play cure, opt to not attempt to recharge, play a toad (put a spell from your discard pile into your hand) to retrieve the cure, and play the cure again? Another example, after his move step but before his explore step, can Damiel play Augury, not find what he was looking for, recharge his Augury, and use a second Augury that was in his hand?

Yes, between steps there is no limit on how many cards of each type you can play. See this post.

Pyrocat wrote:
2) Can you use potion of flying/haste on a character that has just closed a location to allow them to move and explore? Does it matter if the location was closed via henchmen or via empty deck? If they use that explore to encounter and defeat a henchmen, are they allowed to attempt to close? If they use that explore to empty a location deck, are they allowed to attempt to close? edit: it looks like this type of situation is still open for debate in this thread

That is open for some discussion. Definitely if you closed by defeating a henchman, then yes, because you haven't moved on to the step after "explore". But if you closed via the "Attempt to close a location" step of the turn, that is where it isn't 100% clear. I personally would say no.

Pyrocat wrote:
3) This one seems obvious but I want to double check. When you're told to add a given skill to your check, do you add just the number, or the associated die roll and the bonus? For example, Damiel plays Liquid Ice, which gives him Dex/Ranged (1d8+3) + 2d8 to his combat check, and he opts to additionally risk another card to add his craft skill. His Int is 1d10+2 and his craft is +3 and based on Int. Is his final roll 3d8+3 +1d10+5?

Skill means dice + modifier.

S&S Rulebook p7 wrote:

RULES: SKILLS, DICE, AND MODIFIERS

If your character card says “Strength d10,” and the “+1” box next to that has been checked, your Strength skill is d10+1, and your Strength die is d10. (The “+1” is called a “modifier.”) If your character card also says “Melee: Strength +3,” your Melee skill is d10+4, your Melee die is d10, and the modifier is +4.

So add the die and the modifier. So yes, you 3d8 +3 +1d10 +5 would be correct.

Pyrocat wrote:
4) If you opt to get rid of loot you've acquired in a previous scenario, but later decide you want it back (maybe because you've added a card feat that allows you to carry it), how would you get it back? Replaying the original scenario? Or can you get it back at all, since replaying scenarios don't give you the rewards after your first time through?

You basically can't. You can only earn the reward once, so everyone that already succeeded at the scenario already earned the reward, even though only 1 of you took the loot.

S&S Rulebook p19 wrote:
You may not gain the reward from a given scenario, adventure, or Adventure Path more than once.

So, short of a reward or something that says you can pick from any loot from early scenarios or something, you can't.

There is a loophole, which is to start a new character for the explicit purpose of earning the reward, then play them with your other characters and exchange the loot. But the seems against the spirit of the game.


Thanks, that's really helpful. I figured the skill dice thing was correct it just seemed a little overpowered. A couple more questions:

5) When a card tells you to encounter a random ship, I'm assuming your own ship isn't included in the possible ships to encounter. However, it's not so clear for ships in your fleet. If you have a ship marked off on your fleet card as one of your ship feats, can you encounter it via Enemy Ship or by any other means?

6) When a card says you may recharge it to reduce "Combat Damage", I'm assuming it doesn't affect elemental damage of any type, regardless of if it was dealt by a monster that says "before you act take 1 poison damage" or "all damage dealt by this monster is fire damage". Is this correct? And can you use to reduce "Ranged Combat Damage"?


For 5: there is no specific rule that I know of. We always played you draw between all ships except the one you took in the scenario, for the sake of diversity.

For 6: Yes fire damage is not combat damage, even if done by a monster, unless the card explicitely says fire combat damage.
A damage is combat damage (and thus reduced by powers reducing combat damage) only if:
- the power clearly uses the word combat (so yes ranged combat damage is combat damage).
OR
- the damage is the one you receive when failing a COMBAT check and the relevant powers in action don't instruct you otherwise (to quote Mike's favorite mojo). E. G. If a certain monster as a power saying all damage from that monster is electricity damage, then even failing the standard combat check creates non-combat electricity damage.

note that if a power reduces ranged combat damage, then it works only if the power creating the damage also uses clearly both words (ranged and combat)


If you fail a check to defeat a Monster, you take Combat damage equal to the difference, unless otherwise specified. It doesn't matter what kind of check you failed.


Oops yes, I should know better and wait for Hawk to answer.


Nah that was enlightening, thanks. It doesn't seem that cards that reduce specifically ranged combat damage are very useful then, I've only seen it come up on maybe two or three banes.


Pathfinder Adventure Path Subscriber
Pyrocat wrote:
Nah that was enlightening, thanks. It doesn't seem that cards that reduce specifically ranged combat damage are very useful then, I've only seen it come up on maybe two or three banes.

Typically, cards that reduce Ranged Combat Damage will also reduce Combat Damage; they are just better at Ranged Combat Damage. So, for example, your Arrow Catching Studded Leather is as good as Magic Leather Armor in most circumstances, but significantly better against the Scout.

Paizo Employee Chief Technical Officer

Pyrocat wrote:
When a card tells you to encounter a random ship, I'm assuming your own ship isn't included in the possible ships to encounter. However, it's not so clear for ships in your fleet. If you have a ship marked off on your fleet card as one of your ship feats, can you encounter it via Enemy Ship or by any other means?

You summon that random ship from the box. Your current ship is not in the box, but the ships in your fleet are.

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