Few qustions I'm having trouble with.


Rules Questions and Gameplay Discussion


Ok so I'm having some trouble finding info on some things.

First, Can I use weapons to fight other ships? Like would using a pistol with Lirianne on fighting Wormwood let me use dex range rather then dex acrobatics? Or if im the Fighter could I make the checks with str/melee if I reveal a Longsword?

Second, When fighting enemies like Ghost on Lem, it has wisdom/divine, Lem has the divine skill would he be able to roll his charisma/divine to defeat it?

And Last, Do you have to have all aspects of a roll in order to make that roll? Like with the Ghost, if your character has a high wisdom (Like Lirianne) but no divine can you just roll wisdom?


1) no. Notice weapons say you can play them for your combat check. Ships are defeated with various skills, but not combat.

2) yes. Lem's divine skill uses his charisma. However, you would not have the magic trait and the ghost would be undefeated even if you hit the target number.

3) no. Many checks to defeat give you a choice of skill to use, some of which use the same or different target number. You choose which skill to use. So for the ghost, you could use wisdom irregardless of whether you had the divine skill.


Thanks for the info, also <3 Firefly


Pathfinder Adventure, Adventure Path, Lost Omens, Maps, PF Special Edition, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game Subscriber

For the Ghost, you're better off with the Combat check if you have a weapon with the Magic trait on it so you can get rid of it for good. The Wisdom Divine check will usually just shuffle the Ghost back in since it would be undefeated, although you would not take any damage if you succeed the check. It is possible to get the Magic trait on a noncombat check, but there are only a couple of cards that let you do it (none I recall offhand).

On a related note, if you don't have a particular skill and you need to roll it, you may roll a d4 for that skill. Therefore if you really wanted to (which you don't) you could have Lirianne take the Ghost as a Divine check and roll a d4. Again, there would be no reason for doing this I'm aware of, but it is a possibility. A more useful application of that would be if you were to encounter (for example) a Blessing of Achaekek which can be acquired with an Intelligence Craft 7 or Divine 5. Let's say your Intelligence is a d4 and you don't have Craft. You could instead of trying to get a 7 on a d4 do a Divine check and try to get a 5 on a d4 instead (which is more doable if you have outside help like blessings).

Beyond that, just keep in mind that cards do what they say and don't do what they don't say. If the card doesn't say it has a combat check, you can't play cards that only apply to combat checks. The very last page of the rulebook (page 29) lists a couple of other things to keep in mind that are very helpful. If you think some rules or a rule and card text or two cards are contradicting each other, check out the Golden Rule on page 2. Between those two pages I'd say you should be able to answer the majority of questions you may have by yourself :)


Thank you very much good sir. Always nice to have info on it. Personally I though everything you fought was combat and weapons just let you use that check rather then whats on the card. Other then just recently the only time I played the game was once at an anime convention 9 months ago. Finally picked up the S&S box /w character addon with my income tax and just had a few ideas on how things went (that I was wrong about) and wanted to check.

Grand Lodge

NOTE: Kyra (the cleric) has the power to add 1d8 with the Magic trait to defeat a bane with the Undead trait.

Perfect for the Ghost. Pretty much everything else would need to be a weapon with the Magic trait.


See, now this brings up an interesting point. If you had someone cast Aid when you made the divine check, would it add the magic trait to the check? I could have sworn that any cards played on the check add their traits to the check. Would that magically Aid-ed divine check now truly defeat the ghost?


Joseph Thea wrote:
See, now this brings up an interesting point. If you had someone cast Aid when you made the divine check, would it add the magic trait to the check? I could have sworn that any cards played on the check add their traits to the check. Would that magically Aid-ed divine check now truly defeat the ghost?

The spell Aid definitely would not add the Divine trait to the check.

S&S Rulebook p12 Emphasis mine wrote:
Play Cards and Use Powers That Affect Your Check (Optional). Players may now play cards or use powers that affect your check. Players may not do things that modify a skill unless you’re using that skill, and players may not do things that affect combat unless you’re attempting a combat check. Do not add traits from these cards to the check; for example, playing the spell Aid on a check does not give the check the Divine trait.


Pathfinder Adventure, Adventure Path, Lost Omens, Maps, PF Special Edition, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game Subscriber

The only time a card played on a check adds its traits is if it is the card that determines the check (e.g. a card that says "For your whatever check, ..."). If you use such a card, all of its traits are added to the check. You can only use one such card per check however. Cards that can be added to checks or additional powers on those cards may add additional traits, but if they do they will say so explicitly in the power text (e.g. an item with "Reveal this card to add 2 and the poison trait to your combat check with a weapon" - you only add the poison trait, not any traits that the item may have since that is not the card that determined the check but rather an additional card played on the check).

Grand Lodge

Also, certain (character) powers will add traits and they are stated specifically in the powers text.

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