Yoon and Amulet of Fortitude


Rules Questions and Gameplay Discussion


Yoon's item Gom Gom reads: "Reveal this card to add 1d4 to your Diplomacy or Fortitude check. If it is a combat check, reduce all damage dealt to you on this check by 1."

This suggests that, using Yoon's ability that allows her to reveal a spell to use her Fort skill for combat, makes the check a Fort check. Therefore, Gom Gom would add 1d4 to Yoon's combat checks as well.

If that logic follows, then wouldn't the Amulet of Fortitude work the same way by adding a die to her combat checks on reveal since the wording is identical (reveal to add 1 die to your Fortitude check)? Would that also mean the recharge of the amulet would allow her to auto-succeed a combat check?


The Amulet of Fortitude came long before there was even a possibility of having a combat Fortitude check. As it is now, it could indeed be used on combat Fortitude checks, including the OA2 Yoon's first power. The MM Yoon does not use Fortitude, she just adds her Fortitude skill (and not the corresponding trait).
As for the recharge to succeed part, that power is much too powerful even on its own. However, if you use the Core terminology, you can look for similarities with other items. I do not believe there is a single level 0 or 1 card in Core / Curse that allows one to succeed at any check.

Based on the changes in some fundamental items in Core, the Amulet of Fortitude would state something like this in Core terminology.

Jenceslav's conversion into Core terminology wrote:

On your Fortitude check, reveal to add 1d8.

On your Fortitude check, recharge to add 2d8.

However, play it in any way you believe it should be played. If you think it should be used on non-combat checks only, go for it.

P.S.: For completeness, my revised powers in question:

Jenceslav's modification of MM Yoon wrote:

On your combat check, you may recharge (□ or shuffle into your deck) a blessing to add your Fortitude and the Fire trait. You may additionally discard any number of cards; for each card discarded, add 1d6 (□ 1d8).

Jenceslav's modification of OA2 Yoon wrote:

For your combat check, you may reveal a spell (□ or a blessing) to use Fortitude + 1d8 and add the Attack, Fire and Magic traits; you may additionally discard it to add another 1d6 (□ plus its level).


When you start mixing cards from multiple Adventure Paths, things begin to get weird. There are similar issues discussed in other threads like this and this.

Personally, I have a few house rules that I play by to address some of this.

First, I don't let cards that say they automatically succeed at checks work on combat checks, unless the wording implies they should. This is basically the rule that was in Wrath of the Righteous, but later taken out. So, for me, OA Yoon can't use his "For your combat check...Fortitude..." power and then recharge the Amulet of Fortitude to automatically succeed. But, Potion of the Ocean is ok, because it is clearly intended to let you succeed at whatever the check is defeat the aquatic bane.

Second, if I'm not playing in such a way that something like this can happen consistently, I consider tweaking the "add 1 die power" though, I often don't find that totally necessary.

This situation usually involves a few things, the primary one being that you are rebuilding decks at the end of the scenario from acquired cards (i.e. not society rebuild rules). It also requires you to be using characters from outside that adventure path. And it usually also involves playing Rise of the Runelords specifically. Here's the combos I can think of where you get a pretty powerful "add 1 die" reveal which is basically a reveal blessing:

OA Yoon + Amulet of Fortitude
Core Sajan + Boots of Elvenkind
Monk Sajan + Monk Weapons + Boots of Elvenkind
CotC Quinn + Tome of Knowledge + some weapons from outside RotR (like Snakebite Dagger)

If you feel those combos are too powerful, then you can avoid them or tweak them. But generally, adding a die to your combat check with the cost of keeping a card in your hand all the time is already a tradeoff.

And really, probably the most powerful combo in the game doesn't even require this. That would be Summoner Zetha and Ahtez making everything a Stealth check.

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