
The_Ben |

Greetings!
We just started playing ROTR with a full 6 players (which has given some difficulty due to the time limit), and I'm playing Cogsnap from the Alchemist class deck. Really neat character.
I've been using the Acid Flask for most of my bigger combat checks and just banishing other less useful alchemical/liquid items (as per Cogsnap's power), and then getting more fuel back after killing the monster. Works super well.
The question came up, however, that because the Acid Flask lets me make a Disable check +2d6 as my combat check, can I reveal Masterwork Tools to add two dice to that check? Or, because they are both items, am I restricted from doing so?
I'm uncertain as to the interaction between an "For your combat check" item and other items.
Thank you for the help!
P.S. Acid Flask is a bit stupid. Goose in the rigging? Throw acid at it! Collapsing Ceiling? Throw acid! Man overboard? Here, use this acid to float!

iMonkey |

Apologies for bringing back and old thread, but I was looking for some advice regarding Cogsnap's Bloodbomber role, which can essentially allow you to use two items on a check, as long as the first one is Alchemical. Does that mean you could potentially use the Acid Flask and then power it up with Masterwork Tools? Or am I interpreting that power incorrectly?
I'm asking because I'm playing with someone who thinks this power means he can use two attack items on his combat check, e.g. Acid Flask and Liquid Ice. But this doesn't seem right to me. What would another use for this power be?

Parody |

You can still only play one card that determines the skill for the check. (WotR Rulebook p. 12.)
Perhaps you had an attack Item along with an Item that added to the related skill (like the Masterwork Tools with the Acid Flask) or one that reduces damage. Those would be times you might want to play two Items on the same check.

Hawkmoon269 |

The first item (□or any item) you play that has the Alchemical or Liquid trait does not count against the number of items you can play on a check or step.
There are two major limits about playing cards:
1. Only 1 card of each type per step or check.
2. Only 1 card to determine the skill you're using.
Cogsnap Bloodbomber gets to break rule 1, but not rule 2. In other words, you can still only play 1 card to determine the skill you're using for the check.
Like Parody said so well.

TColMaster |

Cogsnap Bloodbomber wrote:The first item (□or any item) you play that has the Alchemical or Liquid trait does not count against the number of items you can play on a check or step.There are two major limits about playing cards:
1. Only 1 card of each type per step or check.
2. Only 1 card to determine the skill you're using.Cogsnap Bloodbomber gets to break rule 1, but not rule 2. In other words, you can still only play 1 card to determine the skill you're using for the check.
Like Parody said so well.
If you can't double up on checks even with the Bloodbomber power, what's the point of it then? Does it only work with stuff like Blast Stone where it just works against certain card card types or combat in general and doesn't call out a skill? As in, why can't I use Cogsnap to play Alchemist Fire x2 and use Ranged for both?

Whipstitch |

You can only use one power to determine the skill you're using. For combat, once you play a card that defines the skill you are using for your combat, it's set. Period. Alchemists often use items to determine their skill in combat, meaning that they cannot play another item on that combat check (rule number 1 in Hawkmoon's post). Cogsnap's power let's him circumvent that rule and play more items that add or modify the check, just not items that define the skill to be used.
Examples of cards he could play in the Alchemist Class Deck include Smoked Glass Goggles, Embalming Fluid, Flash Freeze, and Deliquescent Gloves. I'm sure I could find more if I look through Ultimate Decks or Adventurer Packs (not to mention items acquired during scenarios). You helpfully provided the example of Blast Stone.
I hope this helps!

RAILYARDgamesJames Owner/operator - Railyard Games |
Yes...the good old "Acid Flask"...
Well I am also a beginner JAN 2023...and I have more interesting true beginner question about this card...
So my character VALEROS as combat d10 +2 for Melee...OK?
He wants to use this spell 0 Acid Flask...
(1) Can he?
(2) and if so...under the spell's powers one can "Banish to
use Arcane +2d4" so while Valeros doesn't have ARCANE
the card does.. so those powers could be used for the combat??
Am I right or wrong....?

Jenceslav |
So my character VALEROS as combat d10 +2 for Melee...OK?He wants to use this spell 0 Acid Flask...
(1) Can he?
(2) and if so...under the spell's powers one can "Banish to
use Arcane +2d4" so while Valeros doesn't have ARCANE
the card does.. so those powers could be used for the combat??Am I right or wrong....?
Valeros has several options for combat - first, each character can use Strength or Melee for the combat check. Thus, you can roll 1d10 + 2 (assuming Valeros does not have any skill feat in strength).
If you want to use the item Acid Flask, Valeros can use it to replace the combat check with Dexterity (1d8), Craft (1d4 as he does not have the skill) or Ranged (1d8+1) check and add 2d6. Each of them is considered a combat check as well, Ranged is also a Dexterity check as for this Valeros Ranged=Dex+1.If he were to use the Acid Arrow, he can replace the combat check with Arcane check. He does not have any magic abilities, so his Arcane is an unmodified 1d4. It does not count as any other skill type, so cards that help Intelligence checks cannot be played on his Arcane check. Seoni has an Arcane = Charisma + X, Ezren = Intelligence + X, but Valeros does not.
In effect, he can use both cards (Acid Flask or Arrow), but he would roll 1d8+2d6, 1d4+2d6, or 1d8+2d6+1 for his combat check for the former, and 1d4+2d4 for the latter. In both cases, the attack cards will be banished to the vault, as he is not proficient with either card.

Whipstitch |

I actually believe RailyardGamesJames is thinking of the spell Acid Burst (just because they asked about that very spell at roughly the same time in a Discord channel). I'm also answering under the assumption that we're discussing the Core Set version of Valeros (because the writer was playing The Dragon's Demand from the Core Set). I'll amend Jenceslav's help for that particular spell . . .
Valeros can use Acid Burst.
For your combat or Disable check, banish to use Arcane + 2d4.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.
Valeros does not have the Arcane skill (it's not listed on his character card), so his Arcane is considered 1d4. Therefore, he rolls 3d4.
Also, he is not proficient with this spell (he is proficient with Armor and Weapons, neither of which traits are on Acid Burst), so during recovery he would banish the spell back to the vault.

RAILYARDgamesJames Owner/operator - Railyard Games |
Great reply...thanks..assumptions you made correct..
Final question though..
So Valeros in Combat can roll both his STR & Melee dice
+ 3d4 for ACID BURST ????
I really appreciate your help...made my day!
I actually believe RailyardGamesJames is thinking of the spell Acid Burst (just because they asked about that very spell at roughly the same time in a Discord channel). I'm also answering under the assumption that we're discussing the Core Set version of Valeros (because the writer was playing The Dragon's Demand from the Core Set). I'll amend Jenceslav's help for that particular spell . . .
Valeros can use Acid Burst.
Acid Burst wrote:For your combat or Disable check, banish to use Arcane + 2d4.
DURING RECOVERY
If proficient, discard this card; you may succeed at an Arcane 6 check to recharge it instead.Valeros does not have the Arcane skill (it's not listed on his character card), so his Arcane is considered 1d4. Therefore, he rolls 3d4.
Also, he is not proficient with this spell (he is proficient with Armor and Weapons, neither of which traits are on Acid Burst), so during recovery he would banish the spell back to the vault.

Whipstitch |

So Valeros in Combat can roll both his STR & Melee dice + 3d4 for ACID BURST ????
I really appreciate your help...made my day!
On any given check, a character must decide one skill to use for that check. (This is spelled out on page 11 of the Core Set rulebook, in case reading it there is any clearer.) Any character may choose either Strength or Melee for combat (remembering that if they don't have the Melee skill listed on their character card, their Melee would be considered 1d4.)
In Valeros's case, Melee of 1d10+2 is pretty good. Most melee weapons give the option, "For your combat check, reveal to use Melee + (some other die)". This will be Valeros's main way of fighting.If he chose to use Acid Burst, the power says that for his combat check, he may banish it to use Arcane + 2d4. If he plays this power, he's choosing Arcane instead of Melee, because he can only choose one skill to use in his attempt to succeed the check. So no 1d10+2 and 3d4.
Now, there are spells with powers that add to a check. One such spell could be played on a check where Valeros is making a Melee check for combat. Let me share the powers on the level 3 spell from Curse of the Crimson Throne.
For your combat check, banish to use Arcane + 2d12.
On a local combat check, banish to add 2d8 and the Attack, Magic, and Poison traits.
Valeros couldn't use the first power and his Melee skill, because the first power specifically makes it an Arcane check, not a Melee check. However, the second power simply adds to the check, so Valeros could play it and still choose Melee (with or without a weapon) for his combat skill.

Jenceslav |
Great overview from Whipstitch.
Once you select the skill you are using for that check, you can add dice through other cards, such as the Poison Blast mentioned above, the Aid spell etc., but also some weapons - slings and daggers, mostly.
Suppose Valeros has a Longsword, a Dagger, and Poison Blast in his hand. For his combat check, he can use either of these to set the skill for the combat check, replacing the standard "combat = Strength or Melee". If he plays the Longsword, he can actually use all 3 cards for one check:
a) Longsword says "combat = Melee + 1d8; reload = +1d4". So by just revealing it, Valeros can roll 1d10+2+1d8.
b) Dagger says "On a local combat check, freely recharge to add 1d4." Valeros can play it, even though any character may play only a single card of any given boon type on the check. The keyword freely says that this card does not count for that limit. So, Valeros adds 1d4.
c) Valeros plays Poison Blast (the "On a local combat check" power) - he cannot play it for the "For your combat check," power, as that was already decided. So, Valeros adds 2d8, Attack, Magic, and Poison traits.
The final combat roll would be: 1d10+2+3d8+1d4 and it would have the Melee, Sword, Slashing traits (from Longsword), Strength trait (Valeros' Melee skill is Strength-based) as well as Attack, Magic, and Poison traits (from Poison Blast).
During recovery, the Poison Blast would be returned to the vault, as Valeros is not proficient with its traits.

Jenceslav |
Need to do some more reading on these "traits" it seems....
some references to help you in that reading:
Traits: Core Set Rulebook, page 11, Determine which skill you're using, paragraphs 5-7.Proficiency: page 19, Proficiencies (5th paragraph)
Recovery: page 7, section Banish in Playing Cards; then read page 6, End Your Turn
Also, you can learn the basics for the slightly outdated "pre-Core" PACG edition in a very buggy and unsupported/abandoned app Pathfinder Adventures (Android, iPhone, Steam). It has a good tutorial and the first free adventure; however, do not bother buying other stuff in there, it is not worth it due to bugs (and I am speaking as one who plays the app relatively often).