Can Mavaro recharge any card at the end of his turn?


Rules Questions and Gameplay Discussion

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Okay. So the Finish One Thing is just to say there's no "between steps use all the powers you want" space between the attempt to overcome the barrier and the recharge?

So, if you want to use Find Traps without banishing it, there's the "new wine old wine skins" argument, which is sensible but we need official clarification before it's just us deciding a powerful character should be even more powerful at the end of a thread where we're wondering if he's too powerful when used as written.

There's also the "characters may not do things that modify a skill unless you're using that skill" stipulation that gives Mavaro a narrower but still legal window to grab Divine before needing to recharge Find Traps. Many traps (Camouflaged Pit Trap, Dry Quicksand) allow a character to use Wisdom / Perception to defeat it, so if the active character uses Wisdom (but not Perception even if Wisdom based, I believe) then Mavaro should be able to also modify his Wisdom skill using his power on any Divine spell, which also gives him Divine until EOT. Items allow widely variable access to different skills - Mummified Cat would allow him to get Divine off Survival, a Ghost Battling Ring off Knowledge, the Key of the Second Vault off Disable or Perception, Wing of Horus off Dexterity, etc. Most Curses have Divine as an option to defeat, so if that option is exercised by the active player you're easily in. Blessing of Abadar or Bastet gives him Divine off Disable, with Bastet also hitting Stealth and Craft. Total cheese or just more encouraging Mavaro to have a radically diversified toolbox of cards?

Also Drelm. He definitely doesn't add the Divine trait to his checks to overcome a Obstacle (or Trap), but is he "using" that skill?


It's not cheesy at all, but rather a standard Mavaro maneuver, to display a card that gains him both the skill he is using on the check (equal to his Intelligence) and also Divine to recharge Find Traps. Very kosher.

I'm not quite sure about the point of your Drelm question. I think playing something that boosts his Divine skill on a check in which he adds this skill to his check against a barrier is legal.


Sorry, I was unclear that I meant not on Mavaro's turn. Clearly, he's allowed to do it on his own turn. The cheese potential comes from using his power on someone else's turn when that someone else is using a skill on a check. "Characters may not do things that modify a skill unless you (the active player) are using that skill." So:

1. Channa Ti faces Dry Quicksand and chooses Survival for her check.
2. Mavaro now has the option to use powers that modify the Survival skill. He chooses to use his power on the Mummified Cat, increasing his Survival to his Intelligence. In the process, he also gains the Divine and Wisdom skills equal to his Intelligence.
3. Mavaro casts Find Traps.
4. Profit!

EDIT: I think it depends on whether relevance from p 9 is wholly subsumed into p 12 or whether it has a separate life. Switching the order of 2 & 3 might make the skill swap relevant to Find Traps and allowed by Survival, but that's getting out onto some really thin ice.


Um, no. You are misreading the rules. Mavaro cannot modify his Survival skill just because Channa Ti is using hers. Mavaro could play something to modify Channa Ti's Survival skill in this case.


Ghostlee wrote:
Also Drelm. He definitely doesn't add the Divine trait to his checks to overcome a Obstacle (or Trap), but is he "using" that skill?

No, his power says "...you may ADD your Divine skill". This means, in the Define Your Skill step, you have already chosen a skill to USE (which may *also* be Divine, mind you). When you add skills to your check: firstly, you EXPRESSLY don't add that skill as trait (somewhere in the Rulebook, I think), and secondly - you add that skill in the Play Powers to Modify Your Check step.


Somewhere in the Rulebook aka MM p11 wrote:
If a power adds an additional skill or die to a check, that skill or die is not added as a trait to the check. For example, a card that adds your Strength die to your combat check does not add the Strength trait to your check.

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