Cape of Wasps concern


Rules Questions and Gameplay Discussion

Grand Lodge

Cape of Wasps wrote:
Display this card. While displayed, reduce Combat damage dealt to you by 1d4; add 1d6 and the Poison trait to combat checks by characters at your location.

So if I'm reading this right, there is no choice. All combat checks at a location where there's a character who has the Cape of Wasps displayed have the Poison trait. Which means, if anyone turns up a bane which has a combat check to defeat and is immune to Poison cannot be defeated, at all.

Is this deliberate, or should there be a "may" in there somewhere? (If it IS deliberate, I find it most amusing that this card first showed up, as near as I can tell, in WotR where a huge percentage of the monsters are immune to poison.)

Cape of Wasps also wrote:
At the end of your turn, you may move. At the end of the turn (Banish/recharge text)

I assume this means that, if you played this on YOUR turn, you get to move, but if you played it during anyone ELSE'S turn, the Banish/Recharge check condition is triggered, and by the time it gets around to the end of your turn, the card is gone and you don't get to move... Yes?


Pathfinder Adventure, Adventure Path, Lost Omens, Maps, PF Special Edition, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game Subscriber
Rulebook wrote:
If the card you’re encountering states that it is immune to a particular trait, players may not play cards with the specified trait, use powers that would add that trait to the check, or roll dice with that trait during the encounter.

The 1d6 is simply not added to the check.

For the other one, I'll answer that in a bit once I can consult my cards.

Cards have been consulted. If you play it on your turn, you can move at the end of your turn. If you play it on someone else's turn, it goes away at the end of their turn and is therefore no longer in play by the time it rolls around to your turn, so no moving for you.

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