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That said, I can tell you this for sure: Examining a card does not remove it from its location, and the rule "If you’re told to do something with a certain number of cards and there aren’t that many cards available, use as many as there are" applies to the first part.
It's the second part that needs some debatin'.
In Scenario 5, The Wardstone Legacy, cultists of Baphomet and Deskari are fighting each other. Cultists of Deskari have taken the Grey Garrison, and so closing that location involves summoning a Cultist of Deskari, but mostly, you're running into the more numerous Cultists of Baphomet.
Which is to say that the cards are correct.
It says "Before closing, examine the location deck, then set aside those cards. On closing, shuffle those cards into this location deck."
Keep in mind the standard rules for When Permanently Closed:
First, apply any effects that say “before closing.” Then banish all of the cards from the location deck; it is now closed. Finally, apply any effects that say “on closing” and flip the location card over.
So when we want cards to avoid being banished, we have to pull them out "before closing" and stuff them back in "on closing."
Some cards allow you to use a particular skill for a specific type of check, or to use one skill instead of another. (These cards generally say things like “For your combat check, use your Strength or Melee skill,” or “Use your Strength skill instead of your Diplomacy skill.”) You may play only 1 such card or use only 1 such power to determine which skill you’re using.
The rules intentionally don't require the phrase "for your combat check" to make their magic happen. Kyra's power is definitely doing what's described above.
I will get back to you on whether or not using it should count as playing a spell.
The Wrath of the Righteous FAQ has been created.
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.)
Dave Riley wrote:
Even if the assumption you're supposed to know every aspect of the card before you encounter it was codified in the manual...
Whether or not you read the cards in advance is part of what Mike refers to as "the social contract"—the code of "outside-the-rulebook rules" that each gaming group develops. (Other "social contract" issue include things like whether or not players are allowed to make decisions that harm other players, or how you divvy up Loot cards.) We avoid making rules that impinge on the social contract (though we occasionally have to make them for Organized Play in particular. But I will say that the designers do *not* assume that the players have read cards outside of play.
(which is a tad confusing since there is a conflating of the physical class deck box you bring and the class deck box the character has access to)
Can you be more specific about where you see any confusion on that matter? Ideally, specific sentences, along with detailed explanations of the multiple ways that you think they may be interpreted.
Type "time in Seattle" into the Google search box.
Thing is, you can't ever just add cards that aren't in your deck box to your deck box (unless a scenario or other reward specifically tells/allows you to, of course) so there's no other mechanism to get those promo cards into your box. (If you're going to argue that you can, you might as well argue that you can drop in some Skull & Shackles cards whenever you feel like it too.)
There was a map product that supported the original release: Pathfinder Chronicles: Rise of the Runelords Map Folio. But back then, our AP Map Folios weren't poster maps—they were just 8.5x11 sheets reprinting many of the major maps from the AP, usually presented at the same size as they were presented in the AP. It's long out-of-print, though the PDF is available... but this PDF is really a much better product, as it contains a lot of maps that weren't in the original product, plus it has the interactive features.
Guide, with added emphasis, wrote:
All the cards must come from your Class Deck, but there are two exceptions: You may add one of your class’s Owner-associated promo cards from the Iconic Heroes miniatures line (see Promo Cards below), and you may 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.
Tim Statler wrote:
Please see the new version of the guide!