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In case it helps inspire homebrew flavor, Ven Vinder (an ally card) is the shopkeeper in question.
If your store is listed on our retailer locator, they were sent an email on Friday telling them about the program, and instructing them to update their listing, and—most importantly—checking the box that says they're interested in PFSACG Organized Play.
As for which class deck to preorder, there's no right answer—all of them are valid choices for PFSACG play. If you already know which one you want, let them know!
VCs, VLs and stores that have access to the scenarios can use them at conventions as well.
Maybe there are other games, who have released printings that were simply not compatable with one another? If so please list them, that I will know never to invest in those games in the future. Thanks.
Magic: The Gathering is the first that comes to my mind...
I've said all I'm going to say for now!
Sorting previous list by value:
-Bottle of fine wine from Ustalav (500 gp)
Hmm. Sounds like Cheliax may be a place to seek out both value and quality, while Ustalav is where you go for overpriced pretentiousness (surprise!).
When Jason pitched the outline for this book, my first comments were about the proposed list of classes, and mirror many of the comments seen here: Why A and B, but not C and D?
I can assure you he had really good answers, though I can't really share most of them right now. But i will give you one: a couple of the classes that are not called out in the Classes chapter on the outline rely heavily on systems that are called out in other chapters.
Barachiel Shina wrote:
Makes me wonder what this very thread is for then? Just to simply say "Yay!" or "Nay!" to said product?
Talking in generic terms about what you might like to see here is fine. But if one person says "I want to see a new X", we can't have this thread turn into a debate about whether or not we need a new X, or exactly how broken X is or isn't. We have other places for that sort of discussion. Stay on target.
Freehold DM wrote:
People who share your viewpoint are very much in mind here.
In PFSACG play, you may only play appropriate characters through the organized play scenarios. Otherwise, you'd power up far too quickly, and nothing would be a challenge for you.
In home play, of course, you can do whatever you want, but I would strongly advise that you pick one AP and stick with it, or you'll have the same problem described above.
If you really really really want to mix S&S and OP scenarios, I'd strongly suggest you trade them out based on the adventure number and the reward given—that is, if a printed scenario for chapter 2 gives you a random item as a reward, replacing that scenario with an OP scenario for chapter 2 that gives you a random item as a reward shouldn't cause problems. (I cannot guarantee that every scenario will have a swappable equivalent.)
Art sleeves (that is, sleeves with printed images) are generally a bit more than double the cost of clear sleeves (or sleeves with a solid-colored back). For example, Fantasy Flight's art sleeves are usually $4.99/50. (I don't think Mayday does any art sleeves.)
If you want UltraPro's clear sleeves, MSRP is $6.20/100 (we sell them for $5.58) or $3.20/50 (we sell them for $2.88). (Make sure you do *not* get the ones labeled "Pro-Fit"—they're slightly too small for our cards.)
All of the cards are different... but exactly how many rules references there are depends on how you count them.
Some concepts are short enough that they fit on one side of a card; in those cases, there's a related concept on the other side. Example: "Initiative" and "Flat-Footed" are opposite sides of the same card.
Some concepts are long enough that they fill both sides of a card. Example: "Critical Hits" takes up the front and back of one card.
Some concepts are spread across multiple cards, though when that happens, they are divided into subconcepts. Example: "Attacks of Opportunity" is divided into three double-sided cards: "Threatened Squares", "What Provokes One?", and "Making the Attack".
Karui Kage wrote:
You may find this comparison informative.
Those new little boxes are the key—checking the PFSACG one is how you'll get the card game scenarios for free.
All that's correct. The press release here explains how retailers can sign up for the program.
And it's correct that the Pathfinder Society Adventure Card Guild is, as the name suggests, under the Pathfinder Society umbrella.
I recall pitching that the Death Zone locations would each be actual cards named things like "Death Zone: 25,000 Feet", "Death Zone: 30,000 Feet", and so on, each with their own built-in (and gradually worsening) penalties, and that the scenario would require the characters to begin at the lowest level and only allow them to move to the next level when they permanently close the current level.
RotR Anniversary Edition on Mhar Massif and the Death Zone:
Mhar Massif provides the very backbone of the World’s Roof and supports one of Golarion’s tallest peaks. Reaching a staggering elevation of 31,565 feet, the peak shares its name with the entire massif, whose eponym is derived from the gigantic carving of Karzoug’s visage that graces the south face of the mountain. This feature is itself 1,500 feet high and reaches the crown of the mountain. Just below this carving soar the mighty towers of the Spires of Xin-Shalast, though even the highest of these dare not intrude upon the elevation that is the face’s alone.
The name Mhar is itself from a legend, as can be recalled with a successful DC 30 Knowledge (history, planes, or religion) check. This legend tells of a powerful entity called Mhar who attempted to enter Golarion from some alien realm, only to be caught and petrified midway through its emergence from the mountain. What Mhar might have been and what power might have been great enough to stop him is unknown, but none dared contemplate the consequences had Mhar been successful in his transition. The entity’s face was all that remained, frozen at the mountain’s peak in stone. Runelord Kaladurnae (the original Runelord of Greed) chose this site to build his city partially due to these legends, and now, thousands of years after Thassilon’s fall, tales of Mhar can still be read in moldering tomes. With each new runelord, arcane sculptors changed and altered the features of the face to match the new lord, yet still, even the runelords themselves couldn’t completely shake the feeling that something else, something far older than Thassilon itself, looked out from those cold stony eyes in the World’s Roof.
Mhar’s failed attempt to come to Golarion scarred the region in other ways—most notably, in the thinning of the boundary between this world and the nightmare realm of Leng. The influence of Leng grows ever more powerful the higher one climbs along the slopes of Mhar Massif, almost as if the mountain’s sheer height were piercing the firmament and allowing this other world to leak in around its crown. Scaling the Face of Mhar is extremely dangerous, with even the most direct route (the ascending Golden Road) posing numerous difficulties along the way.
Ascending the mountain via the Golden Road is the easiest climb, requiring only a dozen successful DC 15 Climb checks in total along its face, where the road becomes particularly steep or has crumbled away for short stretches. Attempts to climb the mountain along any other route require DC 25 Climb checks, made round-by-round, along with a dozen areas that require DC 30 Climb checks to bypass particularly harrowing obstacles. Magical flight is a much safer option, as is teleportation. Even then, the winds, thin air, and cold present deadly hazards.
As the PCs climb up from the Lower City, there’s a 15% chance per hour that someone notices and attacks—possibly dragons, flying patrols of lamias, or frost giants—the most likely things to notice the PCs are the Leng spiders that infest the region (see page 341). Once the PCs climb above 26,000 feet and enter the death zone (see below), these leng spiders become the only creatures they’ll encounter until they reach the Pinnacle of Avarice.
The Death Zone
From the Lower City’s elevation of just above 15,000 feet to the upper slopes of Mhar Massif, the PCs will need to endure the effects of high peak altitudes, as detailed on page 430 of the Core Rulebook. But once the PCs near the spires, they pass above 26,000 feet and enter what is known as the “death zone,” the point at which the air itself grows too thin to breathe. In the time of Thassilon, the interiors of all the buildings here maintained breathable atmospheres, and certain outdoor areas (primarily courtyards and walkways between structures) had zones where portals to the Plane of Air and churning elementals worked to maintain rivers of breathable air, but today only the uppermost reaches of the Pinnacle of Avarice itself maintains these effects. Creatures who come and go from the region today (mostly giants, Ceoptra, and Khalib) generally resort to magic or speed (or a combination of both) to limit their exposure to the death zone’s effects. The following rules for the death zone supplement those presented for high altitudes in the Core Rulebook.
DEATH ZONE (MORE THAN 26,000 FEET): Normal life is not possible at this altitude; there is simply not sufficient atmospheric pressure to allow enough oxygen to be inhaled by breathing creatures. Altitude sickness manifests almost immediately at these heights. After each 10-minute period a character spends in the death zone, he must succeed at a Fortitude save (DC 15, +1 per previous check) or take 1 point of damage to all ability scores. Acclimation to high altitude (such as that granted by the Altitude Affinity feat, or to creatures who have adapted to such regions) offers no protection at all. Perhaps even more dangerous—as soon as any creature fails three consecutive saving throws against this effect, it begins to slowly suffocate—until that creature returns to more hospitable terrain, it suffers the effects of slow suffocation, as detailed on page 445 of the Core Rulebook. Temperatures in the death zone are always severely cold.
We'll have a couple of promo cards for the Pathfinder Adventure Card Game, though neither one is, strictly speaking, exclusive. One is our general convention promo for August through January, which means you'll also be able to get it at PAX Prime and other places—at Gen Con, you can get it by demoing the card game (or just asking nicely). The other is the August promo, which we're also sending out to retailers; you can get that when you buy a Skull & Shackles Base Set. (We'll also be sending both of those promo cards—and a few others—to PACG subscribers with the August shipment.)