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If you are playing Marvaro, and you have an Elemental Treaty (which recharges/buries/banishes when the location is closed) out on a location, then on someone else's turn they encounter a henchman that has the potential to close the location, is there any point where you have the opportunity to use Marvaro's power to gain the Arcane or Divine skill in order to be able to attempt the recharge check for the Elemental Treaty? Or is that spell pretty much useless for Marvaro?
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Longshot11 |
![Trinia Sabor](http://cdn.paizo.com/image/avatar/A03_Rooftop_Chase_hires.jpg)
So just before the other player starts attempting to close, he can display a boon that has Arcane or Divine as a check to aquire and attempt the recharge IMHO.
Mhm, I would disagree a bit on the timing here. Most Henchment require you to attempt to close 'immediately' and Mavaro's power has nothing to do with the other player's closing attempt (so you're disallowed to play it, based on relevance).
Only when the location is successfully closed, you get to resolve the Treaty's fate, and so you can use Mavaro's power to gain Arcane/Divine and recharge it, instead of banish it.
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Frencois |
![Dwarf Wizard](http://cdn.paizo.com/image/avatar/PZO1114-Dwarf_90.jpeg)
Frencois wrote:So just before the other player starts attempting to close, he can display a boon that has Arcane or Divine as a check to aquire and attempt the recharge IMHO.Mhm, I would disagree a bit on the timing here. Most Henchment require you to attempt to close 'immediately' and Mavaro's power has nothing to do with the other player's closing attempt (so you're disallowed to play it, based on relevance).
Only when the location is successfully closed, you get to resolve the Treaty's fate, and so you can use Mavaro's power to gain Arcane/Divine and recharge it, instead of banish it.
Point taken, I agree. Actually it's a benefit for Mavaro : he can wait for the result of the closing attempt to decide to display cards.
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Frencois wrote:So just before the other player starts attempting to close, he can display a boon that has Arcane or Divine as a check to aquire and attempt the recharge IMHO.Mhm, I would disagree a bit on the timing here. Most Henchment require you to attempt to close 'immediately' and Mavaro's power has nothing to do with the other player's closing attempt (so you're disallowed to play it, based on relevance).
Only when the location is successfully closed, you get to resolve the Treaty's fate, and so you can use Mavaro's power to gain Arcane/Divine and recharge it, instead of banish it.
So Longshot's first paragraph is pretty clear in my mind. If another person is attempting to close the location, then you definitely don't get to reveal a card as Marvaro unless your skills become relevant somehow (i.e. passing off a check, etc.). However it's not clear that you have a chance to play things when resolving whether a spell would recharge or not since it's not initiating a check. If it always forced you to attempt the check, that would be something different, but it appears that on closing, it immediately checks to see if you have the Arcane/Divine trait, and if no, banishes the card without letting you play anything to respond.
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Hawkmoon269 |
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I think I'd say you can activate his power to gain the skill whenever having the skill is relevant. In the case of Elemental Treaty, it is relevant when the power would tell you to banish it if you don't have the Arcane or Divine skill. So, right at that moment, you can use his power to display a card and gain a skill.
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![Harsk](http://cdn.paizo.com/image/avatar/Pathfinder6_Ranger.jpg)
I think I'd say you can activate his power to gain the skill whenever having the skill is relevant. In the case of Elemental Treaty, it is relevant when the power would tell you to banish it if you don't have the Arcane or Divine skill. So, right at that moment, you can use his power to display a card and gain a skill.
Agreed. If you read Mavaro's power, it does not limit when it can be used. It limits it to the turn it is used on. (Not necessarily his turn.)
There's no reason that when the location is closed whether on his turn or on someone else's turn that he can't use his power to attempt to recharge a displayed spell.