Frencois |
My friend Alain finally acquired the cohort The Suture, puts it in his hand as per the scenario, then immediately after encounters Khorramzadeh, and then... dies (we always die, don't ask).
Now dying says bury all your cards.
The Suture says it cannot be buried.
So what happens to that card? Does a dead character still have a "hand"? Does The Suture prevents you from dying?
That was my candidate for the weekly can'o'worms... If I win a promo card I promise I'll make a copyrighted-proof photocopy of it for MyFly :-)
skizzerz |
By RAW, it remains in his hand. He still can't play it though, but it makes a teeny tiny bit of difference if he gets raised because it'll net an extra card.
A dead character still has a hand, page 10 of the rulebook states "A deck is a deck, a hand is a hand, and a pile is a pile whether or not it has cards." So dead characters still have hands and decks and discard piles even though normally all of them have 0 cards.
Keith Richmond Pathfinder ACG Developer |
skizzerz |
So... Can the dead character give it to someone else at their location at the start of their turn?
No.
You cannot take turns, play cards, move, or do anything else for the rest of this scenario.
Frencois |
jones314 wrote:Forum quote of the week... :DEliandra Giltessan wrote:So... Can the dead character give it to someone else at their location at the start of their turn?I didn't think dead characters got turns ...
Yes and quite an idea for a mystic spell :
Display this card next to a dead character. The dead character shuffles 10 of his buried cards in his deck and draw a hand.
While displayed, at the start of your turn if your hand is empty, bury GHOST SPIRIT.
While displayed, you do not reset your hand and cannot play cards during any encounter against a card immune to Mental.
I should be working with Mike :-)
Ashram316 |
Time for some threadcromancy. So I'm playing though Wrath using the excellent adventure guide from Autoduelist. I've hit Scenario 6-5. I'm about to take on the Heart of the Worldwound and it suddenly hits me: Are we supposed to be able to banish The Suture to add 1d20 to defeat the Heart of the Worldwound?
As written, I'd that you can't as the Suture explicitly says that he cannot be banished. However, I'm not sure if that was what was intended as a lot of the text surrounding the Suture seems to indicate that he's supposed to help close the Worldwound (and the d20 sure would be helpful :P).
I think it's fine either way. I'm mostly curious about any thematic reasons why he would be the only Terminus cohort that doesn't help against the Heart of the Worldwound.
skizzerz |
Cannot trumps can no matter what the card hierarchy says. Cohorts are support cards, so if the hierarchy mattered (it does not in the case of cannot vs can), they'd be lumped in there.
I'll give a more useful answer once I get home and can consult my cards, assuming I remember or someone else doesn't answer it in the meantime.
skizzerz |
That's a big reason why I resurrected this thread. The Terminus trait and the theme of the card make it seem like you are supposed to be able to use him to get he d20, but the actual card text disagrees.
Also in the actual WotR, having the Suture around when closing the Worldwound provides a large bonus to the checks required, so the fact that it doesn't work in the ACG seems like errant wording rather than intentional.
Vic Wertz Chief Technical Officer |
Longshot11 |
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Mike says that he would like you to be able to banish The Suture to help close the Worldwound. We'll have to figure out the best way to do that. (We don't have a lot of room for extra text here.)
I haven't reached that scenario yet, but from what I can intuit from the conversation - shouldn't it be possible to change the Villain power wording to "remove from game" instead of "banish". Which essentially would be the effect for a Cohort that's banished (and it's my understanding the Suture is a Cohort)?