What low-level boons do you keep?


Rules Questions and Gameplay Discussion


I'm curious what boons people decide to keep in the vault as they get to higher adventures. Blessings are obvious, especially for Crimson Throne where all but maybe two are level 1. You couldn't even play the game if you chose to remove those. What about the core level zero blessings with no hour powers? Any other niche cards that are better in the vault than in your decks?


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I won't make much of an analysis or share an opinion right now, but I will say you cannot remove all/most of your Curse of the Crimson Throne blessings, because the 54 Harrow Blessings all have the Veteran trait. Boons with the Veteran trait may not be selected for removal, as per the 'Build the Vault' instructions in the storybook.

The only short opinion I would have to share is that Alchemical-oriented characters, such as Fumbus, would almost certainly want to keep some low-level Alchemical boons - the quantity of relevant items for such a playstyle drops off sharply later in the game, and you may be using Elixir of Healing (for example) for the whole Adventure Path, quite possibly. Depending on your playstyle, some people may feel similarly about some low level spells like Candlelight, Infernal Healing or False Life.


Yewstance wrote:
Harrow Blessings all have the Veteran trait.

So they do, as do all the level 1 and 2 core blessings (but not level 3, for some reason).

OK, then I suppose the only cards you wouldn't remove are those you haven't been able to acquire for your deck yet.

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