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Vic Wertz

Vic Wertz's page

Chief Technical Officer. 21,496 posts. 2 reviews. No lists. No wishlists.


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Paizo Employee Chief Technical Officer

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Scripted wrote:

This actually contradicts some earlier discussions, although they never made it into the FAQ :

http://paizo.com/threads/rzs2qau6?Farmhouse-At-this-location-effect
https://boardgamegeek.com/article/13344458#13344458

This does indeed contradict what Mike was saying there. Mike's quotes in those threads predate the understanding that when you do X "instead" of Y, Y doesn't happen, and before cards were set aside while you await their final disposition.

Paizo Employee Chief Technical Officer

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Remember:

Rulebook wrote:


When you play cards by performing [an action other than discard or display], set them aside while you process their effects. For example, a spell might tell you to discard it, then allow you to succeed at a check to recharge it instead; set it aside until you resolve the check that determines whether or not you recharge it.

So when Lini plays that ally, it's set aside. While it's set aside, other stuff gets to act to change its disposition. Farmhouse is waiting to act the moment a card hits the discard pile, but because Lini's power changes that potential discard to a recharge, it never touches the discard pile, so the Farmhouse never acts.

Let's try changing the circumstances slightly. Let's say Farmhouse instead says "If you would discard a spell, bury it instead." And you're playing Augury:

Augury wrote:

Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order on the top or bottom of the deck.

After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Would you think that if you didn't have the Arcane or Divine skill, that revised Farmhouse would let you bury the spell instead of banishing it? I'm guessing you wouldn't.

Paizo Employee Chief Technical Officer

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Theryon Stormrune wrote:

Lini: When you play an ally with the Animal trait, you may recharge it instead of discarding it.

So when Lini plays that ally, it's recharged not discarded.

Farmhouse: If you would discard an ally, bury it instead.

The ally is never actually discarded so the Farmhouse power never activates.

This is correct. (The Pathfinder Adventures wording on Farmhouse uses "when" instead of "if," but the distinction is grammatical, not mechanical.)

Paizo Employee Chief Technical Officer

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I will work at getting the pregens into the character sheet downloads in the coming weeks. In the meantime, here's the pregen info as last printed in Guide 2.1.

BARD class deck: LEM
Tier 1
Feats: None
Weapon Light Crossbow (B)
Spell Arcane Armor (B)
Spell Cure (B)
Spell Inflict (B)
Spell Lightning Touch (B)
Item Bracers of Protection (B)
Item Codex (B)
Ally Dilettante (B)
Ally Fox (B)
Ally Troubadour (B)
Blessing Blessing of Milani (B)
Blessing Blessing of the Gods (B)
Blessing Blessing of the Gods (B)
Blessing Blessing of the Gods (B)
Blessing Blessing of the Gods (B)

Tier 3
Skill Feats: Intelligence +1; Charisma +1
Power Feats: second power +1,+2
Card Feats: Ally 4; Blessing 6
Weapon Dagger +1 (1)
Spell Charm Person (B)
Spell Cure (B)
Spell Lightning Touch (B)
Spell Paralyze (2)
Item Ruby of Charisma (1)
Item Spyglass (1)
Ally Old Salt (B)
Ally Retainer (B)
Ally Raconteur (1)
Ally Cook (2)
Blessing Blessing of Erastil (B)
Blessing Blessing of Milani (B)
Blessing Blessing of the Gods (B)
Blessing Blessing of Abadar (1)
Blessing Blessing of Erastil (1)
Blessing Blessing of Gozreh (2)

Tier 5
Role: Arcane Tinkerer
Skill Feats: Intelligence +1; Charisma +1, +2, +3
Power Feats: Hand Size 7; second power +1,+2; “Add 2 to your check to recharge a spell that has the Arcane trait;” “You may recharge a spell that has the Arcane trait to draw a card.”
Card Feats: Spell 5; Ally 4, 5; Blessing 6
Weapon Deathbane Light Crossbow +1 (2)
Spell Cure (B)
Spell Lightning Bolt (2)
Spell Incendiary Cloud (3)
Spell Scrying (3)
Spell Holy Feast (4)
Item Ruby of Charisma (1)
Item Headband of Alluring Charisma (4)
Ally Social Climber (1)
Ally Cook (2)
Ally Duelist (3)
Ally Valet (3)
Ally Wayfarer (4)
Blessing Blessing of Erastil (B)
Blessing Blessing of Milani (B)
Blessing Blessing of the Gods (B)
Blessing Blessing of Abadar(1)
Blessing Blessing of Gozreh (2)
Blessing Blessing of Norgorber (3)

CLERIC class deck: KYRA
Tier 1
Feats: None
Weapon Longsword (B)
Weapon Longsword (B)
Spell Cure (B)
Spell Fireblade (B)
Spell Inflict (B)
Armor Chain Mail (B)
Armor Wooden Armor (B)
Item Holy Water (B)
Ally Sage (B)
Blessing Blessing of Cayden Cailean (B)
Blessing Blessing of Pharasma (B)
Blessing Blessing of Sarenrae (B)
Blessing Blessing of the Gods (B)
Blessing Blessing of the Gods (B)
Blessing Blessing of the Gods (B)

Tier 3
Skill Feats: Strength +1, +2
Power Feats: Weapons; first power +2
Card Feats: Weapon 3; Ally 2
Weapon Scimitar (B)
Weapon Scimitar (1)
Weapon Flaming Scimitar +1 (2)
Spell Cure (B)
Spell Augury (1)
Spell Protect (2)
Armor Magic Half-Plate (B)
Armor Magic Shield (B)
Item Conch Shell (1)
Ally Smith (B)
Ally Wanderer (B)
Blessing Blessing of Cayden Cailean (B)
Blessing Blessing of the Gods (B)
Blessing Blessing of Gorum (1)
Blessing Blessing of Gorum (1)
Blessing Blessing of Milani (2)
Blessing Blessing of Sivanah (2)

Tier 5
Role: Fireflower
Skill Feats: Strength +1, +2; Wisdom +1, +2
Power Feats: Hand Size 6; Weapons; first power +2; second power 4; “You automatically succeed at your check to acquire a weapon.”
Card Feats: Weapon 3; Spell 4; Armor 3; Ally 2
Weapon Scimitar (B)
Weapon Scimitar (1)
Weapon Flaming Scimitar +1 (2)
Spell Cure (B)
Spell Augury (1)
Spell Major Cure (3)
Spell Righteousness (4)
Armor Magic Half-Plate (B)
Armor Deathbane Shield (2)
Armor Chainmail of Cold Resistance (3)
Item Belt of Giant Strength (3)
Ally Cook (2)
Ally Evangelist (3)
Blessing Blessing of Pharasma (B)
Blessing Blessing of Gorum (1)
Blessing Blessing of Gorum (1)
Blessing Blessing of Abadar (3)
Blessing Blessing of Gozreh (3)
Blessing Blessing of Besmara (4)

FIGHTER class deck: VALEROS
Tier 1
Feats: None
Weapon Glaive (B)
Weapon Greatclub (B)
Weapon Longspear (B)
Weapon Longsword (B)
Weapon Mace (B)
Armor Chain Mail (B)
Armor Leather Armor (B)
Item Crowbar (B)
Item Signal Whistle (B)
Ally Master-at-Arms (B)
Ally Night Watch (B)
Ally Quartermaster (B)
Blessing Blessing of the Gods (B)
Blessing Blessing of the Gods (B)
Blessing Blessing of the Gods (B)

Tier 3
Skill Feats: Strength +1; Dexterity +1
Power Feats: Hand Size 5; second power +1
Card Feats: Ally 4; Weapon 6
Weapon Greatclub (B)
Weapon Spiked Chain +1 (B)
Weapon Lucerne Hammer (1)
Weapon Shock Glaive +1 (1)
Weapon Heavy Pick +1 (2)
Weapon Scythe +1 (2)
Armor Chain Mail (B)
Armor Elven Breastplate (1)
Item Topaz of Strength (B)
Item Staff of Minor Healing (1)
Ally Master-at-Arms (B)
Ally Soldier (1)
Ally Merchant (2)
Ally Rogue Ape (2)
Blessing Blessing of Cayden Cailean (B)
Blessing Blessing of Gorum (B)
Blessing Blessing of Abadar (1)

Tier 5
Role: Daredevil
Skill Feats: Strength +1, +2; Dexterity +1; Charisma +1
Power Feats: Hand Size 5; second power +1, +2; “When another character at your location is dealt damage, you may reduce that damage by 1;” “When another character at your location encounters a monster, you may bury a card. That character evades the monster; you encounter it instead.”
Card Feats: Weapon 6; Armor 3; Ally 4, 5
Weapon Lucerne Hammer (1)
Weapon Shock Glaive +1 (1)
Weapon Scythe +1 (2)
Weapon Warhammer +2 (2)
Weapon Longsword +2 (3)
Weapon Greatclub +3 (4)
Armor Elven Breastplate (1)
Armor Magic Full Plate (3)
Armor Lesser Bolstering Armor (4)
Item Hat of Glamour (2)
Item Belt of Giant Strength (3)
Ally Master-at-Arms (B)
Ally Squire (1)
Ally Rogue Ape (2)
Ally Evangelist (3)
Ally Clockwork Librarian (4)
Blessing Blessing of Gorum (B)
Blessing Blessing of Gozreh (2)
Blessing Blessing of Achaekek (3)

RANGER class deck: HARSK
Tier 1
Feats: None
Weapon Dagger (B)
Weapon Light Crossbow (B)
Weapon Longbow (B)
Weapon Longsword (B)
Weapon Quarterstaff (B)
Armor Leather Armor (B)
Item Amulet of Life (B)
Item Caltrops (B)
Item Conch Shell (B)
Ally Crow (B)
Blessing Blessing of the Gods (B)
Blessing Blessing of the Gods (B)
Blessing Blessing of the Gods (B)
Blessing Blessing of the Gods (B)
Blessing Blessing of the Gods (B)

Tier 3
Skill Feats: Dexterity +1; Wisdom +1
Power Feats: Hand Size 6, third power +1
Card Feats: Armor 2; Ally 2
Weapon Dagger (B)
Weapon Light Crossbow (B)
Weapon Longbow (B)
Weapon Returning Throwing Axe +1 (1)
Weapon Deathbane Light Crossbow +1 (2)
Armor Magic Leather Armor (B)
Armor Fortified Leather Armor (1)
Item Emerald of Dexterity (B)
Item Spyglass (B)
Item Archer’s Bracers (1)
Ally Snow Leopard (B)
Ally Archer (2)
Blessing Blessing of Erastil (B)
Blessing Blessing of Erastil (B)
Blessing Blessing of the Gods (B)
Blessing Blessing of Gorum (1)
Blessing Blessing of Milani (1)

Tier 5
Role: Arbalist
Skill Feats: Dexterity +1, +2; Constitution +1; Wisdom +1
Power Feats: Hand Size 6; “When you would discard a weapon that has the Ranged trait for its power, you may recharge it or put it on top of your deck instead;” feat in second power; third power +1; “At the start of your turn, if you have no weapons in your hand, you may draw 1 card.”
Card Feats: Armor 2; Item 4; Ally 2, 3
Weapon Light Crossbow (B)
Weapon Longbow (B)
Weapon Returning Throwing Axe +1 (1)
Weapon Deathbane Light Crossbow +1 (2)
Weapon Giantbane Dagger +1 (4)
Armor Fortified Leather Armor (1)
Armor Arrow Catching Studded Leather (2)
Item Spyglass (B)
Item Archer’s Bracers (1)
Item Masterwork Tools (1)
Item Belt of Incredible Dexterity (3)
Ally Archer (2)
Ally Giant Badger (3)
Ally Monkey (3)
Blessing Blessing of Erastil (B)
Blessing Blessing of Erastil (B)
Blessing Blessing of Milani (1)
Blessing Blessing of Abadar (3)
Blessing Blessing of Achaekek (4)

ROGUE class deck: MERISIEL
Tier 1
Feats: None
Weapon Dagger (B)
Weapon Dart (B)
Armor Buckler (B)
Item Amulet of Life (B)
Item Caltrops (B)
Item Potion of Energy Resistance (B)
Item Sage’s Journal (B)
Item Thieves’ Tools (B)
Ally Burglar (B)
Ally Carver (B)
Ally Troubadour (B)
Blessing Blessing of the Gods (B)
Blessing Blessing of the Gods (B)
Blessing Blessing of the Gods (B)
Blessing Blessing of the Gods (B)

Tier 3
Skill Feats: Dexterity +1; Intelligence +1
Power Feats: Hand Size 6; Weapons
Card Feats: Item 6; Ally 4
Weapon Dart (B)
Weapon Deathbane Light Crossbow +1 (1)
Armor Elven Chain Shirt (1)
Item Amulet of Life (B)
Item Emerald of Dexterity (B)
Item Ivory Dice (B)
Item Masterwork Tools (B)
Item Spyglass (1)
Item Cloak of Elvenkind (2)
Ally Archer (B)
Ally Carver (B)
Ally Old Salt (B)
Ally Raconteur (1)
Blessing Blessing of Erastil (B)
Blessing Blessing of Milani (B)
Blessing Blessing of Erastil (1)
Blessing Blessing of Gozreh (2)

Tier 5
Role: Forger
Skill Feats: Dexterity +1, +2; Intelligence +1; Charisma +1
Power Feats: Hand Size 6; Weapons; second power +1; “When you would discard a weapon, you may perform the action with a blessing instead;” “When you would fail your check to acquire an item, you may discard a card to ignore the result and reroll the dice. You must use the second result.”
Card Feats: Weapon 3; Item 6; Ally 4; Blessing 5
Weapon Deathbane Light Crossbow +1 (1)
Weapon Light Crossbow +1 (2)
Weapon Frost Longbow +1 (3)
Armor Magic Studded Leather Armor (3)
Item Emerald of Dexterity (B)
Item Masterwork Tools (B)
Item Spyglass (1)
Item Cloak of Elvenkind (2)
Item Belt of Incredible Dexterity (3)
Item Pole (3)
Ally Archer (B)
Ally Merchant (2)
Ally Black Arrow Ranger (3)
Ally Ataxian (4)
Blessing Blessing of Erastil (B)
Blessing Blessing of Abadar (1)
Blessing Blessing of Erastil (1)
Blessing Blessing of Gozreh (2)
Blessing Blessing of Norgorber (3)

SORCERER class deck: SEONI
Tier 1
Feats: None
Spell Arcane Armor (B)
Spell Black Spot (B)
Spell Confusion (B)
Item Bracers of Protection (B)
Item Caltrops (B)
Item Codex (B)
Ally Guide (B)
Ally Jinx Eater (B)
Ally Sage (B)
Ally Turtle (B)
Blessing Blessing of the Gods (B)
Blessing Blessing of the Gods (B)
Blessing Blessing of the Gods (B)
Blessing Blessing of the Gods (B)
Blessing Blessing of Pharasma (B)

Tier 3
Skill Feats: Charisma +1, +2
Power Feats: first power +1, +2
Card Feats: Spell 4, Blessing 6
Spell Arcane Armor (B)
Spell Mirror Image (B)
Spell Good Omen (1)
Spell Web (2)
Item Token of Remembrance (B)
Item Crown of Charisma (1)
Item Wand of Shield (1)
Ally Surgeon (B)
Ally Turtle (B)
Ally Menagerie Keeper (1)
Ally Apprentice (2)
Blessing Blessing of Pharasma (B)
Blessing Blessing of the Gods (B)
Blessing Blessing of Erastil (1)
Blessing Blessing of Erastil (1)
Blessing Blessing of Pharasma (1)
Blessing Blessing of Abadar (2)

Tier 5
Role: Dragon Initiate
Skill Feats: Charisma +1, +2, +3, +4
Power Feats: first power +1, +2, +5, +8
Card Feats: Spell 4, 5; Item 4; Blessing 6
Spell Arcane Armor (B)
Spell Frost Ray (1)
Spell Safe Harbor (2)
Spell Scrying (3)
Spell Teleport (4)
Item Wand of Shield (1)
Item Headband of Alluring Charisma (3)
Item Mist Horn (3)
Item Rabbit’s Foot (4)
Ally Surgeon (B)
Ally Incanter (1)
Ally Cat (3)
Ally Reveler (3)
Blessing Blessing of Pharasma (B)
Blessing Blessing of Erastil (1)
Blessing Blessing of Pharasma (1)
Blessing Blessing of Abadar (2)
Blessing Blessing of Sivanah (3)
Blessing Blessing of Lamashtu (4)

WIZARD class deck: EZREN
Tier 1
Feats: None
Weapon Quarterstaff (B)
Spell Arcane Armor (B)
Spell Detect Magic (B)
Spell Force Missile (B)
Spell Force Missile (B)
Spell Lightning Touch (B)
Spell Lightning Touch (B)
Spell Magic Weapon (B)
Spell Phantasmal Minion (B)
Item Blast Stone (B)
Item Bracers of Protection (B)
Item Eye Patch (B)
Ally Fox (B)
Ally Jinx Eater (B)
Ally Sage (B)

Tier 3
Skill Feats: Intelligence +1, Wisdom +1
Power Feats: feat in first power; “When another character at your location attempts a combat check that has the Arcane trait, add 2 to it.”
Card Feats: Spell 9; Ally 4
Weapon Allying Dart +1 (1)
Spell Acid Arrow (B)
Spell Arcane Armor (B)
Spell Augury (B)
Spell Force Missile (B)
Spell Force Missile (B)
Spell Lightning Touch (B)
Spell Phantasmal Minion (B)
Spell Sphere of Fire (1)
Spell Web (2)
Item Token of Remembrance (B)
Item Sapphire of Intelligence (1)
Item Staff of Minor Healing (2)
Ally Jinx Eater (B)
Ally Sage (B)
Ally Toad (1)
Ally Apprentice (2)

Tier 5
Role: Transmogrifier
Skill Feats: Intelligence +1, +2; Wisdom +1; Charisma +1
Power Feats: Hand Size 7; feat in first power; “When another character at your location attempts a combat check that has the Arcane trait, add 2 to it;” “When another character acquires a boon, that character may banish it to draw 1 random non-Basic boon of that type from the box;” “Before you reset your hand, you may reveal a spell to treat your hand size as 3, 7, or 10 until the end of the turn.”
Card Feats: Spell 9, 10; Item 4; Ally 4
Weapon Light Crossbow +1 (2)
Spell Acid Arrow (B)
Spell Augury (B)
Spell Force Missile (B)
Spell Frost Ray (1)
Spell Sphere of Fire (1)
Spell Dehydrating Touch (2)
Spell Web (2)
Spell Dimension Leap (3)
Spell Scrying (3)
Spell Mist Horn (3)
Item Displacement (4)
Item Sapphire of Intelligence (B)
Item Staff of Minor Healing (2)
Item Staff of Heaven and Earth (4)
Ally Toad (1)
Ally Apprentice (2)
Ally Cat (3)
Ally Scribe (4)

Paizo Employee Chief Technical Officer

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Frencois wrote:

The Mummy's Mask rules link is

ready but broken as of now

This is the correct location.

Paizo Employee Chief Technical Officer

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Longshot11 wrote:

And I seem to remember, somewhere between S&S and WotR, there was a discussion that going forward, all auto-succeed effects will NOT be playable on Combat checks, except if stated otherwise.

I can't seem to find such rule in MM Rulebook, so maybe it fell sideways, but I'm sure if Hawkmoon sees this thread, he'll be able to link to whatever the heck I'm talking about.

EDIT: A-and ninja'd, with the appropriate link at that :) I *still* can't find this rule in the MM though...

We had to go another direction when we realized that that rule would make Potion of the Ocean useless. I think we're instead going to errata a subset of autosucceed cards to make them work only on non-combat checks, specifically: Quarterstaff of Vaulting, Lizard, Boots of Elvenkind, Cloak of Elvenkind, Spiritwalk Armor, Amulet of Fortitude, Potion of Fortitude, Mogmurch, Potion of Lucubration, Worn Leather Skullcap, Potion of Ruggedness, and Clockwork Owl. (This list may not be 100% accurate.)

Paizo Employee Chief Technical Officer

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The version of the Guide I'm currently working on says this:

Guide 4.0 alpha wrote:
The unique nature of a global campaign requires that the rules are enforced the same way at every table. This means you need to adhere to the latest version of this guide and the latest version of the rulebook (deferring to the rulebook for the base set you’re using for any rules specific to those cards), augmented by the Pathfinder Adventure Card Game FAQ at paizo.com. House rules are not allowed in Pathfinder Society play.

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Brainwave wrote:
My point wasn't "how would you handle this?" or even that it was a serious problem. I guess the analogy I would use is if (insert random RPG computer game here) had a bug where if you created a fighter with a strength of 3, the game crashed/screen turned blue/sharks with laser beams flew out of your computer, then I would think that bug would be fixed. Sure it's not a likely scenario that someone does this, but it's within the rules and capability of the game for this to happen, so if it does, the game should be able to handle it. That is all. I don't really get making excuses for a situation (blessings aren't that good anymore so who cares, various workarounds you could do if it happens) that shouldn't be a problem in the first place.

First, be aware that the number of cards in the box is largely determined by the size and number of press sheets we have, which means if we add 6 extra blessings to cover this edge case, we'd have to remove 6 other cards from the game. Doing that would make the game a little bit better in the situation you describe, which very few people would ever experience, but it would actually make the game a little bit worse for everyone else.

But even if we added as many blessings to the box as you needed to support tricking out Keith's 6 blessing-hungry characters with every blessing card feat there is, that *still* breaks down as soon as you swap out any of the 6-blessing characters on that list for any character from any other set that has more than 6 blessings. So should we then put another 10 or so blessings in the box to support a party of 6 8-blessing characters? (Should we then make sure we never create a 9-blessing character? I haven't done the math, but it wouldn't surprise me if we can now create this situation in earlier sets, even if we couldn't when they were released.)

All that said, it is actually addressed by the rules, in the Limited Resources sidebar: "If you’re required to do something with a certain number of things and there aren’t that many things available, use as many as there are." Which is why Keith said "In this particular instance, since you build the blessings deck last, that means that you'd have enough blessings for characters and locations, but would be carving away turns." If you don't like that answer, and want to house rule something less painful (like pulling in blessings from other products), feel free, but this situation *is* covered in the rulebook. And that rule exists exactly *because* giving you more copies of cards you already have in order to cover weird edge cases doesn't always make the game better. (Take this recent thread for two other examples.)

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The card you're encountering stays on top of the location deck, and is the top card. But we don't want you to count it for Shardra's power. The method we'll use to accomplish that is yet to be defined, as it has implications beyond this example.

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I'm hopeful that they'll go up this week, along with the rulebook.

Paizo Employee Chief Technical Officer

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As with earlier seasons, scenarios will be released weekly to retailers participating in the Pathfinder Adventure Card Guild program, as well as to Pathfinder Society Venture-Officers, before becoming available for general sale as compiled adventures.

Here are the planned early release dates for each scenario. (If you are a retailer or VO, this is when you will receive it.)

11/2/16: Scenarios 3-1A, 3-1B
11/9/16: Scenario 3-1C
11/16/16: Scenario 3-1D
11/23/16: Scenario 3-1E
11/30/16: Scenario 3-2A
12/7/16: Scenario 3-2B
12/14/16: Scenario 3-2C
12/21/16: Scenario 3-2D, 3-2E
12/28/16: (Holiday)
1/4/17: Scenario 3-3A
1/11/17: Scenario 3-3B
1/18/17: Scenario 3-3C
1/25/17: Scenario 3-3D
2/1/17: Scenario 3-3E
2/8/17: Scenario 3-4A
2/15/17: Scenario 3-4B
2/22/17: Scenario 3-4C
3/1/17: Scenario 3-4D
3/8/17: Scenario 3-4E
3/15/17: Scenario 3-5A
3/22/17: Scenario 3-5B
3/29/17: Scenario 3-5C
4/5/17: Scenario 3-5D
4/12/17: Scenario 3-5E
4/19/17: Scenario 3-6A
4/26/17: Scenario 3-6B
5/3/17: Scenario 3-6C
5/10/17: Scenario 3-6D
5/17/17: Scenario 3-6E

Here are the planned regular release dates for each adventure. (If you are not a retailer or a VO, this is when you can buy it.)

11/30/16: Adventure 3-1
1/4/17: Adventure 3-2
2/8/17: Adventure 3-3
3/15/17: Adventure 3-4
4/19/17: Adventure 3-5
5/24/17: Adventure 3-6

Paizo Employee Chief Technical Officer

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Normally, when you execute an instruction, all the variables are defined at that time, unless something tells you otherwise. In this case, you define "your location" at that time, but you can't define "the top 2 cards" at that time because the examine rules tell you you have to define them one by one..

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As for OP, the following revision will be in the next version of the Guide:

All the cards must come from your Class Deck, with a few exceptions.
•You can substitute any character card of the same class (along with a matching role and token card) from a base set or Character Add-On Deck.
•If the back of your character card lists a cohort, you can have any one such cohort in your Class Deck box.
• If the back of your character card lists a specific card, that card must be in your Class Deck box.
•You may add 1 of each of your class’s owner-associated promo cards from the Pathfinder Battles: Iconic Heroes miniatures line (see Promo Cards below).
For example, if you’re using the Summoner Class Deck, you can use the summoner Balazar from that deck or the one from the Wrath of the Righteous Base Set, and you can include the cohort Padrig from either of those products (but not both); you can also add the Iconic Heroes card that lists Balazar as the owner—the ally Splendiferous Hat—to your Class Deck box.

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On your first question, the default rule is found in the "Limited Resources" rules sidebar on page 25:

Rulebook wrote:


If you’re required to do something with a certain number of things and there aren’t that many things available, use as many as there are. For example, if you’re told to choose 2 characters at a location occupied by only 1 character, choose only that character. If you’re told to draw 4 cards from a deck that has only 3 cards, draw the 3 cards. (Regardless, if you need to do anything with any number of cards from the blessings deck, other than shuffle it, and you don’t have enough cards, you lose the scenario; if that happens with your character deck, your character dies.)

So if all of the copies of a particular scourge are already in play, you get out of that one. (Your party is clearly already having a bad day, so it's the least we could do for you!)

The answer to your second question is that when we say "choose," we mean "choose" If we'd wanted you to choose a type of boon, we'd have said "choose a type of boon." (And if we wanted it to be random, we'd have said "draw," which—according to the "Dealing with Cards" rules sidebar on page 12—means "random" when drawing from to the box.)

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You may have noticed that the designers really like to present you with situational dilemmas that require you to regularly reassess risk and reward. "To peek or not to peek" is going to be a recurring question for players throughout the entire Mummy's Mask AP.

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Nope. The full first power is "For your combat check, reveal this card to use your Strength skill + 1d6. You may additionally discard this card to add your Ranged skill." This weapon is meant to appeal to ranged combatants who have high strength, not melee folks.

Also, don't mock the Hunga Munga, or Buffy will show you how it's used.

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• Warehouse: Yes, "summon and acquire" is the correct wording, because it's not a gimme, and because if it just said "summon and encounter" you'd have to return it to the box afterward.

• The three Laws: You don't get to banish the Law until the bad thing happens.

• If you have a free exploration coming, and an examination makes you encounter a card, that has no bearing whatsoever on the fact that you've got a free exploration coming. Examining, exploring, and encountering are all different things.

• Regarding examining multiple cards, there's a subtle but important change in the MM examine rules. "Put the cards you examined back in the same order you found them, unless instructed otherwise" has been replaced with "Examine the cards in the order you find them, and put them back in the same order unless instructed otherwise." So whether you are told to examine the top 3 cards of a deck, or to examine a deck until you find an item, you go through the cards you're examining one by one, and because Trigger cards tell you what to do "when you examine" them, that means the triggers go off one by one as they are examined as well.

Let's go in a little deeper on that one. Say you're told to examine the top 3 cards of your location deck, and the first card has the Trigger trait and says "When you examine this card, shuffle your location deck." (Let's call this card "Blackjack Dealer.") It should be obvious that the shuffle is going to change the next card you examine, but what may be less obvious is what happens to the Blackjack Dealer. Remember, at the end of all the examining, you have to "put them back in the same order." So that means you examine the Blackjack Dealer, hold onto it while you shuffle the rest of the deck, examine the next card (which may or may not do things), and examine the third card (which may or may not do things), and then you put back the examined cards with the Blackjack Dealer on top.

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isaic16 wrote:
And for whatever reason, we just keep drawing sandstorms off the blessing deck...

The path forward is clear: blame your shuffler.

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There are 5 Iconics Heroes minis that don't have PACG characters yet: Hakon the skald, Kess the brawler, Hayato the samurai, Quinn the Eskimo investigator, and Reiko the ninja. But no, we haven't announced when or where these characters might appear.

WizKids also has yet to announce further Iconic Heroes sets, but we have quite a few iconics that still need Iconic Heroes minis: Yoon the kineticist, Mavaro the occultist, Estra the spiritualist, Rivani the psychic, Erasmus the medium, Meligaster the mesmerist, and Aric the vigilante (and/or his Red Raven alter-ego). Of those, only the first three have PACG characters, all in MM.

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Dave Riley wrote:
And here I was hoping for a special deciphering magnifying glass--like the red film thing they used to include with video game hint books. D:

Using that might make the Trigger trait entirely disappear!

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Let's say his Int is d10+1 and he's using the power to gain the Arcane skill equal to his Int. That means he's gaining "Arcane: d10+1", so an additional die would be another d10.

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He gains the listed skills until the end of the turn, so it can easily be for more than one check.

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Longshot11 wrote:

We have this FAQ:

S&S FAQ wrote:

"If I reveal a card for a power, and then something messes with my hand, is the revealed card in my hand? What if I display it? If I discard a card that could be recharged, but something messes with my discard pile before I can make the check to recharge it, is the card really in the discard pile?

Revealing and displaying happen instantly. Every other action waits until you know what action it really is.

Resolution: On page 10 of the rulebook, after the bulleted list of possible actions, add the following: "When you reveal a card, it does not leave your hand. When you display a card, it leaves your hand immediately. When you play a card by performing any other action, set it aside while you process its effects. For example, a spell might tell you to discard it, then allow you to succeed at a check to recharge it instead; set it aside until you resolve the check that determines whether or not you recharge it. While set aside, a card does not count as being in your hand, your discard pile, your deck, or anywhere else."

As per the above, I would argue the buried Torch is "set aside"; then, the Location power kicks in and what we have, basically is:

Torch says: I must get buried
Hot Springs says: Nope, you got played. You must be discarded!

As per the Golden Rule, Location trumps the weapon card.

This is correct.

Longshot11 wrote:
EDIT: Alternatively, I can get behind Skizzers' statement that the two effects don't contradict each other and that we're not talking about location/weapon presedence. In this case, still, I'd argue that the Torch gets 'set aside' and then two things must simultaneously happen with it - it must be discarded, and it must be buried - and therefore it's player's choice in which order to execute them. My guess is, most players will chose to discard it....

Two different cards are telling you to do different things with the same card. That's *exactly* what the card precedence part of the Golden Rules is there to solve.

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The Mummy's Mask FAQ has been created, with entries for Traders (rulebook), Conflagration (Character Add-On Deck) and The Second Law and The Third Law (Adventure Deck 1).

Please note that this is not a rules discussion thread. Please keep this thread for updates and commentary about the FAQ itself, not about the gameplay issues that are or are not described in the FAQ. (See the Rules Questions and Gameplay Discussion forum for discussion of those issues.)

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You can do it then too.

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cartmanbeck wrote:
It's a "Legacy" style game, where you make irreversible changes to gameplay as you play through the "season". You put stickers on the game board, you put stickers on cards and in the rulebook, all of which update the gameplay based on choices you've made or things you succeeded or failed at.

When Lone Shark brought us Saints (the precursor to PACG), character feats were tracked by putting stickers on a pack that housed your deck.

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zeroth_hour2 wrote:
As I mentioned earlier, during the MM demo, all the information on Dry Quicksand was on the card itself. Vic has his reasons to move all of it to the rulebook, but I do feel that "evade any banes you encounter" in particular is going to be unintuitive enough that people are going to miss it while their token is in the location deck.

For the Gen Con demo, Dry Quicksand said the following: "If undefeated, display this barrier next to your location, then shuffle your character’s token card into your location deck. While your token is in a location deck, evade any bane you would encounter and you may not move or be moved. When a character would encounter your token, instead put it next to the location and banish this card."

The problem was, that was a pretty full card, yet it *didn't* mention that you *also* get your token back when it's examined, would be returned to the box, or removed from the game. Still, I was trying hard to keep those rules on the appropriate cards instead of the rulebook, and if Dry Quicksand were the only card that did that, I probably would have found a way to make it happen. But the Sand Kraken—oh, lord, the Sand Kraken...

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It's very complicated, and still under discussion.

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Hawkmoon269 wrote:
If the adventure path is full of barriers with the Trap trait, Simoun might be the most powerful one of them all.

Nope—hardly any traps in Mummy's Mask. You just go right on ahead and explore that tomb, confident in the knowledge that its builders would never even think to set up traps for those who enter. No sir, no worries there at all. Head on in—I'll be right behind you.

What's that you say? Two out of three barriers in the preview have the Trap trait? Boy, THAT sure is statistically unlikely, isn't it?

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Vic Wertz wrote:
You shouldn’t know where your token card is while you are shuffling.

In case you're wondering about the presence of that weird statement, since the token card doesn't have a standard back, you could technically comply with the instruction "shuffle it into the deck" and just continue shuffling until your token was on top again. So we added this "no peeking" rule. (As Mike would say, "this is why we can't have nice things.")

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Longshot11 wrote:
Mummy's Mask Rulebook wrote:
NEW: ...When your token is examined, encountered, or would be returned to the box or removed from the game,
That's ... odd. I notice the conspicuous absence of "banish" up there...

The quoted rule cares only that your card would be returned to the box; it does not care why.

Longshot11 wrote:
...Although, on the other hand, if that means we get to banish the cards traded to Traders - that's also cool.

Nice try, but I still ain't talkin'.

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First World Bard wrote:
The "must evade any banes you encounter" bit is fascinating, especially when it runs into banes that cannot be evaded. Unless "must" is a word that overrules "cannot".

See the Golden Rule. Which, by the way, is now "The Golden Rules" in MM...

(Man, I would really hate to have to say that you must "never not evade any banes you encounter...")

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Here's a sidebar from the MM rulebook:

Mummy's Mask Rulebook wrote:

NEW: TOKENS IN LOCATION DECKS

Some cards require you to shuffle your character token into a location deck. You shouldn’t know where your token card is while you are shuffling. When your token is examined, encountered, or would be returned to the box or removed from the game, remove it from the location deck and place it at that location. While your token is in a location deck, you may explore, encounter cards, and play cards; you cannot move, and you must evade any banes you encounter.

I'm not spilling all the beans on traders just yet!

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Doppelschwert wrote:

What happens when a card makes me summon cultist of baphomet on another players turn? Does that count as an exploration for me and in particular, would I need to track whether its the n-th exploration of that turn for cards affecting me as well?

The same issue arises with the effect of lances when played on another players turn.

I was never quite sure on this - I ruled it does not count as exploration since you can only explore on your own turn, but then again I'd like to have the extra die from my lances...

Only your friend is exploring. You're just encountering a card.

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The locations and reward from 2-5D were mistakenly copied from 2-5E.

The 2-5D location list should be:
1. Courtyard
1. Festering Maze of Sloth
2. Thassilonian Library
3. Academy
4. Prison
5. Apothecary
6. Glassworks

The 2-5D reward should be "Each character chooses weapon, spell, or item and adds a card of that type from the game box to the cards acquired during this scenario. Adventure Card Guild characters may choose a bonus deck upgrade."

We will fix.

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The whole "play a scenario without playing an adventure" thing exists because when the original rulebook was written, there was doubt from some (not me!) that people would fully adopt the Adventure Path idea—that folks might instead want to pick and choose which scenarios they would play. Of course, nobody really does that, and the game frankly doesn't support that style of play all that well anyway, so we've entirely removed that concept from the Mummy's Mask rulebook: when you're playing a scenario, you're always playing part of an adventure.

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I won't have the opportunity to formalize this FAQ for a while, but we'll be revising this card to say the following:

Future Imp wrote:

You may not play this card during an encounter.

Display this card to draw 1 or 2 cards. At the end of the turn, if you drew 1 card, recharge this card; if you drew 2 cards, discard this card.
Discard this card to explore your location.

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Hawkmoon269 wrote:
This sort of gets at the issue of how concerned the designers should be about CD Characters being played in non-organized play.

Function inside and outside of OP is equally important to us.

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Mine all mine...don't touch wrote:
Any chance of seeing the other bestiarys in the same format? It would be more useful to have all five in smaller size than one and then four regular.

Now that the first one has done well enough, we'll start discussing the possibility.

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Just want to say I appreciate seeing the review.

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Marco Massoudi wrote:

SKULL AND SHACKLES:

AP #58 sunk from less than 250 to under 100!.

That exclamation mark sure seems exciting, but that could very well mean it went from 101 copies to 99. :-)

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Well, anything said in the last five days wouldn't be "Overheard at the Paizo Office," it would be "Overheard in the Delta Airlines Waiting Area."

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Gorbacz wrote:
The term "Adventure Path" is not trademarked by Paizo. The term "Pathfinder Adventure Path" is.

This is correct. (If you're looking at the legal text in the original Rise of the Runelords volumes 1 through 4, we did briefly claim it as a trademark, but we eventually decided not to.)

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Continuing our tradition of always picking the cards with issues for the preview blog... Added Poison Bullets to FAQ.

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No—but Smith should have the Hireling trait. Added to FAQ.

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Locking this thread until a moderator can look at it.

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skizzerz wrote:
Leng Spider's type in the RPG is magical beast, not outsider. While the ACG traits don't need to match RPG creature types (indeed they often don't), I just wanted to point out that outsider is actually it's own type; things from other planes aren't necessarily always outsiders.

We generally use the creature types from the RPG, but "Magical Beast" is an exception (partly because it's just way too long as a trait name); we recategorize those case-by-case. Sometime we make them Aberrations, like the Devilfish and the Manticore. The Griffon and the Pegasus are just Animals. Lamia are Lamia, and the Frost Worm is just a Worm. The Bunyip is, of course, a Bunyip.

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At this time, we intend to offer PDF subscriptions solely for PDF-only product lines.

There are many reasons we don't offer PDF-only subscriptions to lines that have print editions. Here are a few of them.

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