
Joshua J. Frost |

On Pg.24 of the Guide to Organized play, Table 11.2 lists the maximum item cost with a total PA of 4 to 67, but no-where in the document can I find the maximum item cost with a PA total less then 4. As I've only completed one scenario my PA total is 2, and some of the group had 3. Are we still allowed to purchase items that cost up to 500 GP, or is there a lower limit?
That means that you're restricted to the "always available" list and nothing more. Once you reach PA 4, you're restricted to the "always available" list and anything priced at 500 gp or less. At PA 9, you're restricted to the "always available" list and anything priced at 1,500 gp or less. (And so on.)
... is he allowed to make adjustments to the pre-gen ...?
No, though if he's playing a spellcaster NPC he can choose different spells.

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Ok, I think I'm getting to understand this. Untill I get 4 PA I am limited to A) what's in the Core Rules chapter 6; B) +1 items; C) Potions, scrolls, and oils of 0 and 1st level spells; and D) the Wayfinder as per the Always Available Items subheading in Chapter 10.
Just to clarify, this means that if by some miracle I get 2400 GP I could buy a +1 longsword regardless of my current PA total?
Then, when I get 4 PA any item that is legal for play and under 500 GP becomes available. Right?

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Ok, I think I'm getting to understand this. Untill I get 4 PA I am limited to A) what's in the Core Rules chapter 6; B) +1 items; C) Potions, scrolls, and oils of 0 and 1st level spells; and D) the Wayfinder as per the Always Available Items subheading in Chapter 10.
Just to clarify, this means that if by some miracle I get 2400 GP I could buy a +1 longsword regardless of my current PA total?
Then, when I get 4 PA any item that is legal for play and under 500 GP becomes available. Right?
E) Whatever items aren't crossed out on your current and previous two chronicle sheets.

crmanriq |

In PFS, can a character leave a feat slot open to fill at his next level?
Example - Could a paladin not take a feat at 5th level, anticipating taking the Lunge feat when he would qualify for it at 6th level?
This would in effect handicap him for one level (not filling a feat slot that he was entitled to fill) in order to not wait one level past the time that he would qualify for that feat.

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A question regarding Item access,
Adamantine weapons are open access, 3000+ base cost
how ever the open access to +1 weapons spells out the costs explicitly
"+1 weapons (2,000 gp + 300 for the masterwork weapon cost + item cost)"
If I purchase an admantium weapon do I need to wait till my PA reaches 19 (5250) before I can enchant it to +1.
Same question regarding a mithral shirt (1100) and trying to get that enchanted. The mithral shirt is perhaps the more relvant question as a lvl 2 character may have the gold for a +1 Mithral chain shirt (2100).

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As I understand it, because both adamintine and mithril are "always available," as are +1 weapons and armor, you don't have to worry about PA; you just need the gold.

Enevhar Aldarion |

As I understand it, because both adamantine and mithril are "always available," as are +1 weapons and armor, you don't have to worry about PA; you just need the gold.
Right. Always available means just that. It can be bought at any time as long as you have the gold for it, regardless of your PA. It has been mentioned earlier in this thread and talked about more in the FAQ thread for the 2.01 rules.
Joshua also mentioned in the first post of this thread to read through the 2.01 thread before posting new questions in case the answer was in there. I know you are not the one not paying attention, but I wanted to say this anyway as a reminder to all the others.

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A question regarding Item access,
Adamantine weapons are open access, 3000+ base cost
how ever the open access to +1 weapons spells out the costs explicitly
"+1 weapons (2,000 gp + 300 for the masterwork weapon cost + item cost)"If I purchase an admantium weapon do I need to wait till my PA reaches 19 (5250) before I can enchant it to +1.
Same question regarding a mithral shirt (1100) and trying to get that enchanted. The mithral shirt is perhaps the more relvant question as a lvl 2 character may have the gold for a +1 Mithral chain shirt (2100).
Oops Hadnt properly read the previous FAQ
answer is yes found here : http://paizo.com/paizo/messageboards/paizoPublishing/pathfinder/pathfinderS ociety/general/pathfinderSocietyRules20Questions&page=11#531
crmanriq |

I understand that any spell that you cast during a scenario ends at the end of the scenario.
I have two questions:
1) Spells with an instantaneous duration. The "ever popular" Animate Dead has an instantaneous duration, and would thus be over by the end of the scenario. Its after effect, the creation of the undead who is now possibly under the control of the caster would seem to be outside of the wording of the rule. Does this after-effect end at the end of the scenario?
2) The Feat "Command Undead" is not a spell, yet creates a lasting effect. Does this effect end at the end of the scenario?
which I guess places me into a third question:
3) If your rule is that both instantaneous duration's effect cease at the end of the scenario and that the feat's effect ends at the end of the scenario, then could this be specified/clarified in the next update of the PSGOP?
Also, how does this effect other instantaneous duration spells like "raise dead"? One would assume that the intent of:
Spell Duration - Simply put, any spell cast by a PC during a scenario ends at the end of that scenario. This does not apply to conditions a PC may have gained during the course of a scenario."
is not to mean that a character who is raised will fall dead again at the end of the scenario, but if the same standard is applied to both "Raise Dead" and "Animate Dead", then one would affect similar results.
Can or should there be a way to distinguish between instantaneous spells whose effects end at the end of a scenario, and spells whose effects do not end?
Given that the PSGOP has been modified slightly now to include the allowance of an Alchemist to create enduring magical effects, I'm still not entirely sure what your answer to 1 and 2 are, and am asking this as a clarification.
Many Thanks.
Addendum: Looking at spells with duration "Instantaneous" that might have implications if their effect ends at end-of-scenario, I also find (partial list):
Atonement
Bless Water
Break Enchantment
Breath of Life
Chill Touch
Clone
Contagion
Create Undead
Curse Water
Disintegrate
Dispel Magic
Fabricate
Feeblemind
Flesh to Stone
Freedom
Hallow
Heal
Imprisonment
Insanity
...

Enevhar Aldarion |

I thought I had seen an answer from Joshua about this in this thread, but it may be in the the 2.01 thread. Anyway, any spell that is still active at the end of a PFS scenario automatically ends when the scenario ends. This is in the rules to prevent players from taking things like animated dead with them into the next scenario and gaining an unfair advantage.
As for other stuff you can do in game, like using Bless Water, those cannot be taken into the next scenario either. Only what is on your Chronicle Sheet can be kept or bought and used the next time you play.
Oh, and I think you are getting casting time and duration mixed up on some of those spells.

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Atonement
Now, I'm not the most knowledgeable person with respect to the rules, but I do believe Atonement modifies your character permanently. Therefore, the 'spell' doesn't last until the end of game (instantaneous, correct?), but the modification for your character are permanent, and thus is still in place after the end of the scenario.
But I may be wrong :)

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tolentothe wrote:If you select middle age for your character age, do your ability scores get modified as per usual (-1 physical +1 mental scores)No, age categories do not grant benefits or penalties in PFS play. Otherwise, we'd see a huge influx of venerable wizards. You can have a PC of any age for flavor reasons, but not mechanics.
I do expect however like in Living Greyhawk to see an influx of some very spry 80 year old fighters.
To tell the truth I'd prefer the restriction of all characters to the Young Adult range rather than see that again.

crmanriq |

crmanriq wrote:Atonement
Now, I'm not the most knowledgeable person with respect to the rules, but I do believe Atonement modifies your character permanently. Therefore, the 'spell' doesn't last until the end of game (instantaneous, correct?), but the modification for your character are permanent, and thus is still in place after the end of the scenario.
But I may be wrong :)
Yes. Almost my entire post is in regards to INSTANTANEOUS spells. Animate Dead and Atonement are both Instantaneous duration spells. Neither spell is still active at the end of the scenario.

Joshua J. Frost |

The intent of the rule is to prevent folks from circumventing (a) the fact that we don't allow any Leadership-feat-type effects and (b) the purchasing and acquisition of items and wealth system.
The following are restorative effects that "fix" a character without touching either of the categories above:
Atonement, break enchantment, breath of life, clone, dispel magic (potentially), freedom, heal, raise dead, etc.
The following create things that can be used during the scenario but end at the conclusion of the scenario, thus preventing the circumvention of the categories above:
Bless water, create undead, curse water, fabricate, etc.
The following are spells that generally affect NPCs when cast by a PC so whether or not their effects are still in play isn't relevant to the greater rules:
Chill touch, contagion, disintegrate, feeblemind, flesh to stone, hallow, imprisonment, insanity, etc.

crmanriq |

The intent of the rule is to prevent folks from circumventing (a) the fact that we don't allow any Leadership-feat-type effects and (b) the purchasing and acquisition of items and wealth system.
The following are restorative effects that "fix" a character without touching either of the categories above:
Atonement, break enchantment, breath of life, clone, dispel magic (potentially), freedom, heal, raise dead, etc.
The following create things that can be used during the scenario but end at the conclusion of the scenario, thus preventing the circumvention of the categories above:
Bless water, create undead, curse water, fabricate, etc.
The following are spells that generally affect NPCs when cast by a PC so whether or not their effects are still in play isn't relevant to the greater rules:
Chill touch, contagion, disintegrate, feeblemind, flesh to stone, hallow, imprisonment, insanity, etc.
Joshua,
Thanks. Am I correct in assuming then that non-spell effects (ie Command Undead feat) also cease their effect at the end of the adventure?
I think the PSGOP would be well served by the inclusion of a paragraph something along the lines of:
"A character may only take out of the adventure gold or items specifically stated in the record. Spells, feats, or other effects that would create an item or beneficial effect that persists beyond the adventure will not do so. This is to prevent the creation of wealth not awarded in the adventure, which can upset the already difficult balance inherent in a shared world experience."

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The Hellknight PrC from Pathfinder 27 is legal to play. The same article introduces the religion of the Godclaw. Can a cleric in Pathfinder Society worship the Godclaw? If not, since the Godclaw is a pantheon of lawful deities, could you play a cleric hellknight that reveres the pantheon as a whole, but specifically worships one of the five as her official deity?
Thanks!

Joshua J. Frost |

The Hellknight PrC from Pathfinder 27 is legal to play. The same article introduces the religion of the Godclaw. Can a cleric in Pathfinder Society worship the Godclaw?
No.
If not, since the Godclaw is a pantheon of lawful deities, could you play a cleric hellknight that reveres the pantheon as a whole, but specifically worships one of the five as her official deity?
If you're a cleric that becomes a Hellknight of the Godclaw, you'd need to worship one of the gods of the Godclaw for the sake of your cleric levels and domain choices (since the Godclaw isn't an allowed "deity" for Society play). If, as a roleplay choice, your say you revere the concept of the Godclaw, that's fine.

Joshua J. Frost |

If someone loses gear during an adventure, say a rust monster ate their holy avenger or it shattered against a statue guardian, how do I as GM make sure that that's carried over on the next adventure? There's not really a "gear lost" section of the Chronicle sheet.
You would list it under "items sold" with no gp gained and a note saying it was destroyed.

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A couple of questions inspired by the Advanced Player's Guide playtest:
1) Can we use our PA-gained item access to buy poisons?
2) Chapter 13 of the Org Play Guide 2.1 says "All six classes... as they are released, are legal for play" - but notably seems to exclude the feats that are also part of the playtest and form an integral part of the inquisitor and, presumably, cavalier (after Jason's revisions) classes. Are the feats legal as well, and in what contexts (i.e., for everyone, or just for inquisitors, or...)?

Enevhar Aldarion |

A couple of questions inspired by the Advanced Player's Guide playtest:
1) Can we use our PA-gained item access to buy poisons?
2) Chapter 13 of the Org Play Guide 2.1 says "All six classes... as they are released, are legal for play" - but notably seems to exclude the feats that are also part of the playtest and form an integral part of the inquisitor and, presumably, cavalier (after Jason's revisions) classes. Are the feats legal as well, and in what contexts (i.e., for everyone, or just for inquisitors, or...)?
I am pretty sure that #1 is answered in this other thread by Joshua.

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I read earlier in this FAQ thread that the RP requirements for classes such as Living Monolith are just sort of hand-waved. While I do agree with earlier posts that it would be cool to have mod-items on the chronicle to allow access, I also see why that is a near impossibility.
My question is also about the Living Monolith. It lists Speak Language: Sphinx as a prerequisite. I understand that this should now be listed as Linguistics, but I can't find any language list that has Sphinx on it. How does one learn the language? Is it just a mechanical thing that I put it on my character sheet and it happens? Should I have to find "access" to a Sphinx? Are there "requirements" for learning any languages at all? Do I have to get Knowledge: Local first, or have a Mod set in that region?
Maybe, if I had an IRL Comprehend Languages spell, I'd already know! ;-)

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I am pretty sure that #1 is answered in this other thread by Joshua.
Yeah, I noticed that thread just a hair too late to still be able to edit my post.

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I read earlier in this FAQ thread that the RP requirements for classes such as Living Monolith are just sort of hand-waved. While I do agree with earlier posts that it would be cool to have mod-items on the chronicle to allow access, I also see why that is a near impossibility.
My question is also about the Living Monolith. It lists Speak Language: Sphinx as a prerequisite. I understand that this should now be listed as Linguistics, but I can't find any language list that has Sphinx on it. How does one learn the language? Is it just a mechanical thing that I put it on my character sheet and it happens? Should I have to find "access" to a Sphinx? Are there "requirements" for learning any languages at all? Do I have to get Knowledge: Local first, or have a Mod set in that region?
Maybe, if I had an IRL Comprehend Languages spell, I'd already know! ;-)
So far as I know, there are no requirements at all for learning any exotic language other than putting a rank into Linguistics. The 'bonus language' lists are just that, restrictions on the bonus languages you get for beginning the game with a high Intelligence score. You could even pick Sphinx as a bonus language if you're a human, since they have no restrictions at all.

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Hi, sorry if this is answered elsewhere. I did search and there are a lot of discussions on how to figure the party's tiers and I did see this question asked but didn't see a clear answer on it when I searched.
Are 6th level characters allowed to play in the tier 7-11 modules, or do you have to wait till your character is actually 7th to play a 7-11 tier module? A lot of players are indicating that they can, since this is only choosing to play up one tier. I just want to make sure that I have a succint (and official) answer.
In the same vien, can a 6th level character choose to play down one tier in a 1-5 scenario, or have they capped out of it because they are sixth level? (I would imagine the answer to both of these questions is the same but want to make sure given my first character will level to 6th soon.) Thanks!

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Hi, sorry if this is answered elsewhere. I did search and there are a lot of discussions on how to figure the party's tiers and I did see this question asked but didn't see a clear answer on it when I searched.
Are 6th level characters allowed to play in the tier 7-11 modules, or do you have to wait till your character is actually 7th to play a 7-11 tier module? A lot of players are indicating that they can, since this is only choosing to play up one tier. I just want to make sure that I have a succint (and official) answer.
In the same vien, can a 6th level character choose to play down one tier in a 1-5 scenario, or have they capped out of it because they are sixth level? (I would imagine the answer to both of these questions is the same but want to make sure given my first character will level to 6th soon.) Thanks!
The guide specifies how tables should be ranked:
Calculating Average Party Level
In order to determine what Tier a mixed-level group of PCs should play, they have to determine something called their APL, or average party level. You should always round this number to the nearest whole value. Most encounters are designed with four players in mind. If there are six or more players at your table, add +1 to your APL. For example, if your group consists of six players, two of which are 4th level and four of which are 5th level, your group’s APL is 6th (28 total levels divided by six players, rounding up, and adding one to the final result). This means your group should play in a sub-Tier appropriate for 6th level, though since you added the +1 from table size, you can play in a sub-Tier appropriate for 5th level as well. We don’t want the above table showing up for a Tier 1–5 scenario, something they’re all the appropriate level for, and being told that they can’t play after their APL calculation. APL is a loose rule for determining your appropriate level of play—it should be followed as often as possible and broken only when following it would oddly bump characters from a scenario (as noted in the example above). Finally, if the APL of a table is in between two sub-Tiers (like APL 3 for a Tier 1–5 scenario), the players may choose to play “up” to sub-Tier 4–5 or play it safe and play sub-Tier 1–2.
The biggest thing noticed here is that it doesn't ever say anything about what tier an individual player must participate in. A fifth level player could play a tier 1 game with 3 other first level players for a table of 4 players. The average play level would be (5+1+1+1)=8 8/4=2.
Now this fifth level would be playing far below level and would be severely under rewarded. This player would also tend to kill monsters at an extraordinary easy rate, and probably the scenario wouldn't be any fun for him nor his teammates.But I have not seen any dictates that say playing up a level or down a level is prohibited.

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I appreciate you taking the time to answer, but this doesn't address my question. I'm not asking about how to calculate party level sub-tiers within a module. I understand that. I'm asking specifically---can a 6th level character play a 7-11 module. While how to calculate APL at a table is extremely clear in the guide, what is NOT clear is whether those levels apply only to calculating the sub-tiers or whether they can be applied to the tiers themselves. So I don't need an explanation on how to calculate party tier level. I just need to know an official answer to the questions: can a 6th level character play a 1-5 module (playing down one sub-tier to 4-5 )or are they excluded from doing so because they are outside the level of the module? Can a 6th level character play a 7-11 module (playing up one sub-tier to 7-8) or are they excluded because they are outside the tier (not sub-tier) 7-11 of the module?
teribithia9 wrote:Hi, sorry if this is answered elsewhere. I did search and there are a lot of discussions on how to figure the party's tiers and I did see this question asked but didn't see a clear answer on it when I searched.
Are 6th level characters allowed to play in the tier 7-11 modules, or do you have to wait till your character is actually 7th to play a 7-11 tier module? A lot of players are indicating that they can, since this is only choosing to play up one tier. I just want to make sure that I have a succint (and official) answer.
In the same vien, can a 6th level character choose to play down one tier in a 1-5 scenario, or have they capped out of it because they are sixth level? (I would imagine the answer to both of these questions is the same but want to make sure given my first character will level to 6th soon.) Thanks!
The guide specifies how tables should be ranked:
Quote:...Calculating Average Party Level
In order to determine what Tier a mixed-level group of PCs should play, they have to determine something called their APL, or average party level. You should always round this number to the nearest whole value. Most encounters are designed with four players in mind. If there are six or more players at your table, add +1 to your APL. For example, if your group consists of six players, two of which are 4th level and four of which are 5th level, your group’s APL is 6th (28 total levels divided by six players, rounding up, and adding one to the final result). This means your group should play in a sub-Tier appropriate for 6th level, though since you added the +1 from table size, you can play in a sub-Tier appropriate for 5th level as well. We don’t want the above table showing up for a Tier 1–5 scenario, something they’re all the appropriate level for, and being told that they can’t play after their APL calculation. APL is a loose rule for determining your appropriate level of play—it should be followed as often as possible and broken only when following it would oddly

Enevhar Aldarion |

teribithia9, you can play your character up or down one tier from your character's level, but not two or more tiers. So a level 6 character can play tier 4-5 or 7-8, but not in the next tier up or down beyond that. This is how it works for all characters regardless of level. You play the tier your level puts you in or one up or down.

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I understand that--I'm not confused about the tier system at all. This is not really a question about tiers and unfortunately the answers y'all are giving, while helpful, aren't addressing my actual question. What I am asking is are the levels on the modules hard and fast. (ie can only characters level 1-5 play a tier 1-5 module, can only characters level 1-7 play a 1-7 tier module, etc)
As specific examples:
Say I have a 6th level pathfinder character and I decide I want to play PFS module #1 Silent Tide, which is a tier 1-5 module. Can I play it?
Say I have a 6th level pathfinder character and I decide I want to play PFS module #22 Fingerprints of the fiend, which is a tier 7-11 module. Can I play it?
QUOTE="Enevhar Aldarion"] teribithia9, you can play your character up or down one tier from your character's level, but not two or more tiers. So a level 6 character can play tier 4-5 or 7-8, but not in the next tier up or down beyond that. This is how it works for all characters regardless of level. You play the tier your level puts you in or one up or down.

Joshua J. Frost |

2) Chapter 13 of the Org Play Guide 2.1 says "All six classes... as they are released, are legal for play" - but notably seems to exclude the feats that are also part of the playtest and form an integral part of the inquisitor and, presumably, cavalier (after Jason's revisions) classes. Are the feats legal as well, and in what contexts (i.e., for everyone, or just for inquisitors, or...)?
It includes everything in the playtest documents.

Joshua J. Frost |

As specific examples:
Say I have a 6th level pathfinder character and I decide I want to play PFS module #1 Silent Tide, which is a tier 1-5 module. Can I play it?Say I have a 6th level pathfinder character and I decide I want to play PFS module #22 Fingerprints of the fiend, which is a tier 7-11 module. Can I play it?
Folks are mixing the rules for Tiers and the rules for determining sub-Tiers. Unless you're trying to make a legal table with disproportionate characters of various levels, you should always play within the appropriate Tier band for your PC. In your above example, a 6th level PC would not be able to play a Tier 1-5 scenario nor would he be able to play a Tier 7-11 scenario.
The confusion seems to come from calculating APL *within* a Tiered scenario to determine your sub-Tier. So if you're playing in a Tier 7-11, with sub-Tiers 7-8 and 10-11, and your APL comes out to exactly 9 (the level between the sub-Tiers) then, and only then, can you choose to "play up."
It was never the intention of the system to blanket allow players with 6th level characters to start playing up to Tier 7-11 as that unfairly rewards them for playing above their level.

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Thank you, Joshua. That's exactly what I needed to know.
teribithia9 wrote:
As specific examples:
Say I have a 6th level pathfinder character and I decide I want to play PFS module #1 Silent Tide, which is a tier 1-5 module. Can I play it?Say I have a 6th level pathfinder character and I decide I want to play PFS module #22 Fingerprints of the fiend, which is a tier 7-11 module. Can I play it?
Folks are mixing the rules for Tiers and the rules for determining sub-Tiers. Unless you're trying to make a legal table with disproportionate characters of various levels, you should always play within the appropriate Tier band for your PC. In your above example, a 6th level PC would not be able to play a Tier 1-5 scenario nor would he be able to play a Tier 7-11 scenario.

Enevhar Aldarion |

Joshua,
Over in the regular Pathfinder forums there was a thread about sleep and whether elves or half-elves sleep or meditate or whatever. James gave this answer there:
The notion that elves don't sleep at all seems to be more of a Forgotten Realms thing, inspired by the fact that elves are immune to magical sleep. We've toned that bit of flavor down quite a bit in Pathfinder. There are still a few mentions of elves not sleeping in the rules, but they're more like evolutionary writing fragments; whether or not elves actually sleep or if they meditate or whatever is something we leave up to each individual GM.
Now, while it is left up to the individual GM whether in their version of Golarion if elves sleep or meditate or whatever, is there an official ruling for the PFS version of Golarion on how this works for elves?

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Hey, quick question: I asked here, about class and alignment restrictions on equipment, and how it would affect the price as per the quoted rule. Now, if possible, could I get an official Society ruling on this? If the piece of magical equipment is available to me by way of PA (or any other way I suppose), could I instead buy the class- or alignment-restricted version of the item?
My reasoning would be that if my Faction could procure a, say, 5000gp item (and it was within my PA max purchase amount), then shouldn't they be able to procure the 3500gp class-restricted item? I would think, of course, that I would need the max PA high enough to purchase it normally.
Thanks in advance :)

hogarth |

Hey, quick question: I asked here, about class and alignment restrictions on equipment, and how it would affect the price as per the quoted rule. Now, if possible, could I get an official Society ruling on this? If the piece of magical equipment is available to me by way of PA (or any other way I suppose), could I instead buy the class- or alignment-restricted version of the item?
My reasoning would be that if my Faction could procure a, say, 5000gp item (and it was within my PA max purchase amount), then shouldn't they be able to procure the 3500gp class-restricted item? I would think, of course, that I would need the max PA high enough to purchase it normally.
Thanks in advance :)
Isn't it a bit moot, considering that crafting and custom items aren't allowed in Pathfinder Society play at all?
I suppose you could buy a Mace of Blood (which includes an alignment discount of a sort), but it doesn't seem like it would be all that useful.
EDIT: Actually, it looks like there's no price listed for a Mace of Blood in the PFRPG core book.

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Yeah, no ruling is necessary here as there is no item creation in Pathfinder Society--at all. Your faction can't make an item for you either. You must buy from legal for play lists of items.
I'm aware crafting isn't allowed in Society, but I was asking whether I would be able to BUY a class/alignment restricted item as long as I am able to BUY the item regularly.
For example, Bob’s character has achieved a Prestige Award of 27 with the Cheliax faction. As a result, Bob’s character may now purchase any item below 11,750 gp that’s legal for play. Purchasing items in this way represents your faction’s willingness and ability to find and sell you new and better gear, equipment, weapons, and magic items.
Bob's character can purchase any item below 11,750gp that's legal for play. A +2 class-restricted weapon is under 11,750 (even unrestricted), and I don't see anywhere stating that restricted weapons are not legal for play.
Again, I'm NOT asking about crafting!

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Joshua J. Frost wrote:Yeah, no ruling is necessary here as there is no item creation in Pathfinder Society--at all. Your faction can't make an item for you either. You must buy from legal for play lists of items.I'm aware crafting isn't allowed in Society, but I was asking whether I would be able to BUY a class/alignment restricted item as long as I am able to BUY the item regularly.
Society Guide wrote:For example, Bob’s character has achieved a Prestige Award of 27 with the Cheliax faction. As a result, Bob’s character may now purchase any item below 11,750 gp that’s legal for play. Purchasing items in this way represents your faction’s willingness and ability to find and sell you new and better gear, equipment, weapons, and magic items.Bob's character can purchase any item below 11,750gp that's legal for play. A +2 class-restricted weapon is under 11,750 (even unrestricted), and I don't see anywhere stating that restricted weapons are not legal for play.
Again, I'm NOT asking about crafting!
What is a class restriced weapon? I don't know of any "class restriced" weapons.
There are simple, marshal and exotic weapons. There are melee, ranged, reach and two-handed weapons.
Are you talking about class restriced magic items?
Drop the other shoe, what are you talking about?
I think your asking if you can use an item that is evil aligned, and maybe you want to use Use Magic Device to get around the alignment requirement possibly?

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Bob's character can purchase any item below 11,750gp that's legal for play. A +2 class-restricted weapon is under 11,750 (even unrestricted), and I don't see anywhere stating that restricted weapons are not legal for play.Again, I'm NOT asking about crafting!
My guess is:
if (item_cost < PA_gold_tier) {
buy_item = TRUE;
}
*but that a massive market of class/alignment restricted items does not exist in the context of PFSOP.

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Austin Morgan wrote:
Bob's character can purchase any item below 11,750gp that's legal for play. A +2 class-restricted weapon is under 11,750 (even unrestricted), and I don't see anywhere stating that restricted weapons are not legal for play.Again, I'm NOT asking about crafting!
My guess is:
if (item_cost < PA_gold_tier) {
buy_item = TRUE;
}
Is it sad that I understand that and I don't code?

hogarth |

Bob's character can purchase any item below 11,750gp that's legal for play. A +2 class-restricted weapon is under 11,750 (even unrestricted), and I don't see anywhere stating that restricted weapons are not legal for play.
Again, I'm NOT asking about crafting!
There aren't any class-restricted weapons listed in the Core Rulebook (well, I suppose you could argue a Holy Avenger is class-restricted, sort of). There are guidelines for estimating the price of a new magic item, but those guidelines are not used in Pathfinder Society play.

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What is a class restriced weapon? I don't know of any "class restriced" weapons.
According to the PFSRD rules for crafting magic items, you can get a discount on an item if it has limitations on its use, such as "can only be used by fighters" or "can only be used by lawful-aligned persons."
Item Requires Skill to Use: Some items require a specific skill to get them to function. This factor should reduce the cost about 10%.
Item Requires Specific Class or Alignment to Use: Even more restrictive than requiring a skill, this limitation cuts the price by 30%.
If this were allowed in PFS play, every character would get a 60% discount on all their magic items by making them "usable only by my class/alignment." It's an attempt to circumvent the prices of magic items.