Mathus Mordrinacht

Blackfoot's page

Organized Play Member. 159 posts (206 including aliases). No reviews. 1 list. 1 wishlist. 29 Organized Play characters.


RSS

1 to 50 of 159 << first < prev | 1 | 2 | 3 | 4 | next > last >>
Liberty's Edge

OK.. so 'splain it to me Ricky..

I realize that Valani is a pretty obscure deity.. but why would the 'Fireshaker' not have the 'Fire' as one of his Domains? Seems a perfect target for the cleric 'Separatist' archetype. In some places he seems to be described as the lord of volcanoes.. in other places (Faiths of Purity) .. more like the sea god who watches over islanders.

Seems like an oversight to me.

Thoughts?

Liberty's Edge 4/5

1 person marked this as a favorite.

Is there going to be a changelog blog for the updated Guide?

Liberty's Edge

Oh.. and click the little 'FAQ' button on my first post... so hopefully we can get an official answer. :)

Liberty's Edge

I specifically asked for this thread NOT to start another volley of back and forth because it literally has been done over and over again. If you want references to arguments here are some of the threads I found with a quick search:
2009 http://paizo.com/threads/rzs2k2vw?Alchemical-Silver-and-Ammunition#1
2010 http://paizo.com/threads/rzs2kr2m?Silver-Ammunition#1
2010 http://paizo.com/threads/rzs2lilr?Special-Materials-and-Ammunition-Costs-An #1
2011 http://paizo.com/threads/rzs2m1cs?Silver-Arrows#1
2011 http://paizo.com/threads/rzs2mn29?Questions-concerning-advanced-firearms#1
2012 http://paizo.com/threads/rzs2o9q4?Price-of-alchemical-silver-ammunition#1
2012 http://paizo.com/threads/rzs2o1f8?Ammunition-Question#1
2012 http://paizo.com/threads/rzs2p6r1?Crafting-Ammunition-Firearms#1
2012 http://paizo.com/threads/rzs2njgp?Price-of-Special-Ammunition-calculation#1
2012 http://paizo.com/threads/rzs2og7l?what-are-special-material-ammunition-cost s#1
2013 http://paizo.com/threads/rzs2q3cb?Special-material-ammunition-cost-clarific ation#1
2014 http://paizo.com/threads/rzs2rf2r?Clarification-on-Special-material-ammunit ion#1
2015 http://paizo.com/threads/rzs2s5ha?Question-on-Masterwork-Silver-and-cold-ir on#1

OK.. that probably is enough to make the point. If you'd like to voice your opinion.. necro one of those threads and have at it.

Liberty's Edge

There are FAQ's specifically for stuff like this.
If someone official responds, great, if not.. any and all personal opinion has already been sited in another thread. There are a ton of them on this point.

Liberty's Edge

Let's keep personal opinions out of this and get an actual FAQ on the topic. I can argue both sides myself... pretty much all day long... and it won't resolve anything. For PFS purposes (and anything else) can we have an actual official ruling?

Liberty's Edge

12 people marked this as FAQ candidate. 1 person marked this as a favorite.

Looking through the forums there seems to be quite a bit of back and forth on the price of Alchemical Silver Ammunition. For those of you who have read through the various threads you are aware of the arguments for 3gp vs 41gp for 20 arrows, yet nowhere can I find an official answer nor is there a FAQ relating to this issue. Since by it it's very nature it is a frequently asked question it would seem appropriate to have a FAQ response to this issue.

If someone wishes to post here in an official capacity, that would be great.. I am NOT attempting to start another tirade of back and forth on the issue... merely looking for the official answer on this. I run PFS games and would like to make sure these costs are being recorded correctly. Again, not looking for personal opinions or hearsay... just the official Paizo ruling on the issue.

Liberty's Edge 4/5

BigNorseWolf wrote:
Under the witch, yes it could be clearer that the witch doesn't have to pay anything to scribe into their familiar, but thats not a PFS issue.

This DOES matter for PFS, do you pay the fee to make the brew or not. The rules are in not clear ... it doesn't say definitively that there is no fee to make the brew.

I am not asking a for a FAQ about buying a scroll or spell from a 3rd party witch/wizard... only about the cost of the brew. All of those issues are beside the point.

Personally, I have gone with the assumption that it does not cost anything, my goal at this point is to get an official statement so that HeroLab can get it right.

Liberty's Edge

1 person marked this as FAQ candidate.
whew wrote:
Is it really a good use of FAQ to save a lousy 15 GP for a level 4+ character? On second thought, they changed the price of dwarven ale in the UE errata, so perhaps no change is too petty to bother with.

Ya know, how hard is it to write an FAQ really. We're talking like 3 or 4 words, that IS a serious commitment.

Let's see how many words it takes:
Core Rulebook FAQ wrote:

Headband of Vast Intelligence: If I wear this item, do I get retroactive skill ranks for my Int increase in addition to the skill ranks associated with the item?

No. The skill associated with the magic item represents the "retroactive" skill ranks you'd get from the item increasing your Intelligence. You don't get the item's built-in skill ranks and another set to assign however you want.

Core Rulebook FAQ wrote:

Intelligence: If my Intelligence modifier increases, can I select another bonus language?

Yes. For example, if your Int is 13 and you reach level 4 and apply your ability score increase to Int, this increases your Int bonus from +1 to +2, which grants you another bonus language.
Technically, Int-enhancing items such as a headband of vast intelligence should grant a specific language (in the same way they do for skill ranks).

OK.. so they ACTUALLY listed each of these as separate FAQ's.. so likely they would want to handle the spells as their own FAQ as well.

Even so... let's see as a full blown FAQ on it's own.
Quote:
Intelligence: If my Intelligence modifier increases, can I select another bonus 1st level spell?
Two (technically 3) options for the answer:
Option Yes wrote:
Yes. If this bonus is gained from a headband of vast intelligence or other item, the spell is permanently associated with the item. These spells are gained in much the same way that a character gains new spells as they level.
...or...
Option Yes wrote:
Yes. Technically, Int-enhancing items such as a headband of vast intelligence should grant a specific a specific spell (in the same way they do for skill ranks and languages).

... OR ...

Option No wrote:
No. Spellbooks are a physical item gained at the beginning of play and new spells are not magically added when the character's intelligence increases.

Liberty's Edge 4/5

There actually is no mention that it costs nothing.. there is no mention of the cost at all. Which one probably SHOULD assume is 'free' but at the same time, many of these 'newer' classes (ones not in the core book) refer back to the wizard class as their basis. I'm sure this is what HeroLab is doing.. but obviously that could.. or could not be true.

That link to Mike's Ruling doesn't say anything about the cost.

Liberty's Edge 4/5

It would be nice to have some official information that verified this.

Liberty's Edge 4/5

Blackfoot wrote:
Is there a cost for a witch to teach his/her familiar a spell from a scroll found in PFS play or do they just need to make the appropriate Spellcraft check?

OK.. so 3 years later. I don't really see an official PFS ruling on this question. I also don't see anywhere that it states that witches pay anything to concoct their 'brew'.

HeroLab has now added their cool spells known code which separates 'free' spells from 'purchased' spells. THEY think that you pay the same price as a wizard does... but I can't find anywhere that it says this is actually the case.

Liberty's Edge

Again.. I'm glad you all have opinions about this... but they are really irrelevant. We can all argue both sides of this til we are blue in the face.

There needs to be an official statement with regards to it. Very simple to include in the INT Bonus FAQ.

Liberty's Edge

The other thing that's kinda a 'thing' in all this.. is what happens when I take off my Headband of Vast Intelligence +6... if the spells aren't actually attached to the item.. then do they go away? I mean.. I've written them into my spellbook right? So they are 'there' and yet ... they aren't. It's not all that cut and dried. So when I take off my headband for a few weeks.. and then put it back on.. do I gain 3 more spells? I write those down too... so they can't be taken away if I remove the headband again.. right?

It seems like the bonus spells need to be assigned to the Headband when created, just like skills and languages... if they are gained at all.

Liberty's Edge

Clearly it can be argued either way. I am sure I can make an excellent argument for both cases. What we need is an official ruling and an addendum to the FAQ that includes mention of bonus spells known. That will resolve it for purposes of PFS and Hero Lab.

Liberty's Edge

9 people marked this as FAQ candidate. 1 person marked this as a favorite.

This is an issue for all spellbook casters whether it is a Wizard, Witch, Alchemist or some other type of caster that uses a spellbook.

Hero Lab has added a new feature that tracks a 'free' spells and 'purchased' spells as separate things, this is actually quite cool. Free spells include those spells you start with and those spells you gain each level as you progress. They calculate your 'free' spells as a certain number of base spells, plus your stat, plus a number of spells per level beyond first.

This is all well and good.. until you add a bonus to your spell stat (in most cases INT). At this point it gets a bit squishy... and for Home Games this is no big deal.. the GM can decide whatever they please... 'starting is starting' or 'you magically gain extra spells as part of the stat increase' or 'you gain a new spell that's attached to the magic item that gives you the bonus' .. Any of those plans would be fine in a home game. But for purposes of PFS... what is the OFFICIAL Ruling. I've seen the official FAQ about Languages and Skills, but there is no mention about spells there. For PFS purposes, this really should be clear. Can we get an addendum to the FAQ regarding this?

The text for spellbooks clearly says:

PRD wrote:
A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his prohibited schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook.

Are these additional spells gained in the same way that the wizard gains spells when he goes up a level?

How exactly does this work? A single line in the FAQ would clear this all up.

Liberty's Edge 4/5

Seems like the Jingasa could have stayed a +1 AC 'luck bonus' hat and lost the crit/sneak piece if the price had been lowered to 2,500.. at least according to the 'creating magic item' rules.
As it is.. yeah.. it's kinda completely ruined. I always thought the item was broken so this is no surprise... but.. the fix isn't great.

By my calculations the item should have cost like 50,500 or something like that.
Moment of Prescience - (8*15*2000)/5 = 48,000
AC +1 (luck) - 1*2,500 = 2,500
Total = 50,500

For a single use of Moment of Prescience... it should cost like 6,000
Of course the item doesn't actually give full use of the spell, in fact I'm not really sure that the spell actually is being used at all there.. but it's something close to the spell I guess... which could allow for the price being a bit squishy.

Liberty's Edge 4/5

Mark Moreland wrote:
1,800 is the target value for subtier 4–5. I have changed the wealth tracking spreadsheet recently to preclude the error Jim (and I, during development, apparently) made on that particular scenario. In the end, over the course of a PC's career, the wealth discrepancy of 500 gp (or even 1,000 if it happened to the same PC twice) is well within the standard deviation for the assumed wealth of a given PC.

Was there ever an official answer to this issue as it relates to #3-01: The Frostfur Captives?

The Chronicle lists subtier 1-2 gold and subtier 3-4 gold.. since it is a tier 1-5 scenario.. obviously this isn't right. 3-4 should be 4-5.. but is the gold attached to that subtier also wrong? I am about to issue this chronicle for a subtier 4-5 game and I'm wondering what I should do, it seems like no matter what it won't be 'right'.

Liberty's Edge

2 people marked this as FAQ candidate.

You all can pontificate and postulate and rant as much as you like, but really it comes down to what is the 'official' ruling on this issue.. and I have yet to see that actually posted. The best thing would be an addendum to the FAQ on permanent INT bonuses and languages that said something like, this also applies to starting spells or this does not also apply to starting spells. We can most certainly argue both sides of this all day long, but without an official ruling our arguments are pretty pointless. I can most certainly see both sides of the coin here.

Argument 1: INT bonuses are INT bonuses.. all is all.

Argument 2: 'begins play with' means 'begins play with'.

Isn't that really what it boils down to? Ultimately both arguments are 'correct' the real question is which one is correct officially.

Liberty's Edge

thorin001 wrote:
darth_borehd wrote:
So unable to cause "precision damage" does not mean unable to do critical hits, right?
Correct. However, anything that is immune to crits is immune to precision damage.

Is that actually true?

And is the reverse true as well?

Are all creatures that are immune to precision damage immune to critical hits?

and

Are all creatures that are immune to critical hits immune to precision damage?

Liberty's Edge

The only real issue with this increase in the rules as written is this:

PRD wrote:
A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his prohibited schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. At each new wizard level, he gains two new spells of any spell level or levels that he can cast (based on his new wizard level) for his spellbook. At any time, a wizard can also add spells found in other wizards' spellbooks to his own (see Magic).

It says they 'begin play' with these spells. It doesn't say anything about spells magically appearing in their book after their INT goes up. It DOES talk about spells magically appearing in their book after they go up a 'level' though.. which honestly is just as 'mystical' a mechanic as an INT increase is... so I can argue either way... BUT it would be really good to have an official ruling on this... for PFS purposes.

A simple 1 line addendum to the current FAQ would cover it.

Liberty's Edge

For the purposes of PFS play and the like, a more official answer would really be desirable.
This is coming to light as Hero Lab (who manufactures a rather nifty PF character generator) has added a new feature to track spells known vs spells purchased in spellbooks. Since the logic for this functionality isn't clear... they have assumed one method as opposed to another. Right or wrong... it would be good to know which it is actually supposed to be. The FAQ would suggest that they are doing it right. The Rules as Written.. I don't really know what they suggest... I think maybe they suggest something else.. but.. that's not really important... assuming we can get an official ruling.

Liberty's Edge

But.. based on the FAQ... it could go the other way. So something official would really be appropriate... an addendum to the FAQ would be good.

Liberty's Edge

Well.. one could argue that it clearly states 'begins play'...

PRD wrote:
A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his prohibited schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. At each new wizard level, he gains two new spells of any spell level or levels that he can cast (based on his new wizard level) for his spellbook. At any time, a wizard can also add spells found in other wizards' spellbooks to his own (see Magic).

It doesn't really suggest anything about intelligence modifying this after the beginning of play... one really can argue either way.

Liberty's Edge

3 people marked this as FAQ candidate.

To resurrect a very old thread..
I'm not sure if this was really answered correctly or not.

Core Rulebook FAQ wrote:

Intelligence: If my Intelligence modifier increases, can I select another bonus language?

Yes. For example, if your Int is 13 and you reach level 4 and apply your ability score increase to Int, this increases your Int bonus from +1 to +2, which grants you another bonus language.
Technically, Int-enhancing items such as a headband of vast intelligence should grant a specific language (in the same way they do for skill ranks).

So.. based on this FAQ.. I would think that possibly you DO gain bonus Level 1 spells known as you increase your Intelligence... or even possibly bonus spells appropriate to your current level. Gaining a bonus language IS essentially the same thing as gaining a bonus spell known. It is materializing out of nowhere as your Intelligence increases. I would think that both would be a bit odd.. but it's all in the explanation I guess.. perhaps you now have the intelligence to understand a little more of things you were already working on...

Liberty's Edge

To resurrect a very old thread.. it was never really answered officially and there is now an FAQ that answers at least part of it.
This FAQ would seem to have resolve the answers to questions 1 and 2.. but it leaves question 3 a bit vague.

Core Rulebook FAQ wrote:

Intelligence: If my Intelligence modifier increases, can I select another bonus language?

Yes. For example, if your Int is 13 and you reach level 4 and apply your ability score increase to Int, this increases your Int bonus from +1 to +2, which grants you another bonus language.
Technically, Int-enhancing items such as a headband of vast intelligence should grant a specific language (in the same way they do for skill ranks).

So.. based on this FAQ.. I would think that possibly you DO gain bonus Level 1 spells known as you increase your Intelligence... or even possibly bonus spells appropriate to your current level.

Liberty's Edge

Saethori wrote:

And, when the combat is resumed next game session, it turns out that the +1 from Weapon Focus is just enough to turn a miss into a hit.

I expect how level-ups are handled vary significantly by GM. What constitutes a game session may also vary. But it's a pretty complicated issue, I feel.

It doesn't seem like that complicated an issue really, the example you are sighting should never happen. The GM should never allow it to occur... unless he's doing it for dramatic purposes and wants it to happen story wise. For 'official' play... as in PFS.. it couldn't happen since there is no XP in the middle of a scenario. For home games... it's the GMs world so the rules as written are somewhat irrelevant. A GM who wants to complicate his life in this way.. gets what he gets from it... but it's his option and not really an official rules question.

Liberty's Edge 4/5

I think people may have been trying to avoid being too disruptive while in the big room like that... but I definitely see your point.

Liberty's Edge

There are a number of gnome barbarian feats that really don't go anywhere as far as their usefulness goes.

Liberty's Edge

Honestly.. my non-barbarian relatives have much better things to do with their time than demoralize things... well.. unless they could taunt and then cast phantasmal killer on the sad target... even so... hrm... actually.. that wouldn't really be all that bad a trick... still the whole taunting/tantrum barbarian 'looks' like it's viable from the feats available.. but really seems to be kinda broken in the reality of the feat wording.
Kinda sucks.

Liberty's Edge 4/5

Paul Jackson wrote:

Just a warning to people that apparently Hero Lab output files (the ones specifically outputted using what Hero Lab thinks is the Fantasy Grounds format) aren't actually compatible with Fantasy Grounds.

Or so two GMs have told me. Although one managed it after some thought/work.

The instructions to be found http://www.fg-con.com/information/pathfinder-society-organized-play/prepari ng-your-pc-for-fantasy-grounds/ (this link was sent by the GMs and I think is provided above) are apparently incorrect.

I sincerely hope that Fantasy Grounds realizes how negative this experience has become for me.

The output file that HL creates for FG is an output file.. it's not a character file. When you Download FG it comes with a converter that processes the HL output file and turns it into a FG character file or imports it into a FG campaign.

Liberty's Edge 4/5

Paul Jackson wrote:

I played at the last FG Con when they were allowing people to play for free.

I haven't a clue if that means that I have already used up my free demo license or not. Anybody have any idea how I can find out (other than waiting for the game and seeing if it lets me connect, which seems a little antisocial :-))

The simple way to tell is in the game listing. If it says 'Ultimate' then that is free for all players to join. If it says 'Full' then you need your own actual copy of FG in order to join. Considering that you can get a monthly subscription for less than $5 .. that's no big deal... actually.. a full license is like $40 bucks.. less than taking the little woman out for a nice dinner... and when you play 4-5 games a week.. that cost filters down to.. I dunno.. pennies and less a game in no time at all. Of course everyone doesn't get to play as often as I do maybe. :)

Anyway.. look for the type of License in the game listing... it'll give you the answer you are looking for.

Liberty's Edge

How do these two things work together if at all?
It would 'seem' that they should but the wording is not particularly clear one way or the other.. is there an official ruling on this?

Building a Gnome Spirit Totem Barbarian and wondering if this belongs in his arsenal. It seems like it should be, based on the configuration of things... but.. Taunt is of relatively limited (to no) usefulness otherwise.

You can't use 'Bluff' while raging... unless you have a way around that.
There's a trait that lets you do it.. but that trait isn't legal in PFS.

I'm just not really sure how to make this concept work.

Liberty's Edge 4/5

My tables are all full now, but there are still a few spaces available for the Con. This is a great opportunity to try out this terrific software and meet players & GMs all around the world.

NOTE: I am not an employee of the folks who make FG (Smiteworks) but I've been using it for years now and have gotten so much play time out of it that it's pretty much insane. When you play 4 or 5 games a week for over 5 years... well... it racks up fast.

Liberty's Edge

I think I can handle that by making the 'reappearance' very brief... so that it's just a flicker each time the creature reappears.
Is there really any definitive info as to where summoned creatures come from? The question of 'real' or 'fabricated' is kinda a big deal.. story wise.. as well as the ethical ramifications of summoning in general if you are summoning 'real' creatures just for the express purpose of dying. Good summoners might be bothered by that.

Liberty's Edge 4/5

The games filled up pretty fast. I do still have 3 slots left for the 3-4 tier of the special on Saturday Afternoon (eastern time)... I think there are a couple of other slots left here and there as well.

Liberty's Edge

Actually... if summons did leave 'ghosts' of flicking creatures... the NPCs that had cast summons previously might have left a few around.... which would also be kinda cool. The creature would only be there long enough to see it before it poofed away again... then 1d4 rounds later...
...*poof* *poof*...
1 round passes
1 round passes
1 round passes
...*poof* *poof*...
1 round passes
...*poof* *poof*...
1 round passes
1 round passes
...*poof* *poof*...
... and so forth

Liberty's Edge

I kinda liked the idea that the summoned critters were trapped in the palace too, but basically used the same sort of process that would happen if you teleported or jumped out... you leave and then 1d4 rounds later you return... over and over again... and since the summoning is 'over' it immediately sends returning critters 'home' again.. so they never have any future impact for the players.. other than being 'ghosts' trapped in the palace... like they are... bringing home the curse in a cool magic way.

Other ways of handling it are likely ok too... but... this one seems like it would be sorta concrete to the players.. that 'spot' where ever that critter teleported home from.. would semi-constantly have a summoned monster reappearing in it. Very difficult for the players to use that to their advantage... and 'interesting' magically.

Liberty's Edge

The explanation of Summoning in beginning of The End of Eternity (where they are talking about what does and doesn't work and why) talks about summoned creatures being created out of the primordial ooze... which tends to imply that the creatures aren't creatures at all.. and that when the spell ends they just simply end... which is another way to go with the whole thing.
I'm not sure if there is a definitive explanation of summoning... and this would be a much more serious thing for a Summmoner's Eidolon. Fortunately I don't have to deal with that in my campaign.. I just have a Wizard with a conjuring focus. So.. it seems like my options are to just disintegrate the summoned creature at the end of the spell (because it never really existed) or have it locked in perpetual re-summoning (which seems like it would be pretty cool).

Liberty's Edge

Valkir wrote:

Question, on the curse that surrounds Bayt al-Bazan.

Considering the one-way nature of the curse, what happens to summoned creatures at the end of the "Summon..." spell's duration?

More to the point, what is to prevent players from summoning many creatures, that can not leave until the curse is lifted?

...unless that is the ironic rub? At the spells end, the caster now loses command of the creature summoned?

I have to agree with this one. (even though it was posted several years ago) It does seem like the summoned creature should reappear 1d4 rounds after the spell ends. I wasn't really happy with the response that was made to this post... it seems like an opportunity to talk a bit more about how magic works... and make things a bit more 3 dimensional rather than brushing over it. This does speak a bit to the nature of summoning and how EXACTLY does it work.

What if the summoning kept trying to pull the creature back to it's home plane... so after the summons ends... 1d4 rounds later it reappears, then immediately disappears, then 1d4 rounds later it reappears.. then disappears... and so forth. When the curse is eventually broken.. these creatures are at last released back to their point of origin... in the meantime.. they are trapped in a near constant state of planar travel.

Liberty's Edge 4/5

Dave Setty wrote:
Nefreet wrote:
Don't forget that Core wasn't just aimed at players; it was also aimed at GMs. Allowing Core characters to mix with Classic characters defeats the purpose of not having to memorize 20+ sourcebooks of material.
Can we please stop with the fear-mongering? You don't need to do anything of the sort to GM Standard.

You are absolutely correct, but CORE is certainly more straight forward.

Liberty's Edge 4/5

What happens with the Level 7 Pregen?

Liberty's Edge 4/5

What happens if you switch Factions at Level 1? I know that you can completely rebuild your character.. what happens to the Fame and Prestige you earn?

On a related note... it is my understanding that Pregens get recorded as Grand Lodge... How does that work exactly when applied to a character who is say Liberty's Edge? How does this work at Level 1.. and how does this work at Level 7?

Liberty's Edge 4/5

1 person marked this as a favorite.

We (myself and at least 1 other GM) are running a whole series of CORE games from Season 3 currently on the Fantasy Grounds Virtual Tabletop. If you have trouble locating games in your area.. you might try looking us up. The FG PFS group does it's organizing through the FG Forums... there are plenty of non-CORE games.. but we are in the midst of a CORE oriented string of sessions... so it's a good time to jump in.

You can find more info here: https://www.fantasygrounds.com/forums/forumdisplay.php?71-Pathfinder-Societ y-Games

Liberty's Edge 4/5

1 person marked this as a favorite.
Andrew Christian wrote:
John Compton wrote:
UndeadMitch wrote:
Blackfoot wrote:
On the Liberty's Edge Card the second task reads:
Quote:
Adventure in two of the following locations: Andoran, Cheliax, Okeno, Numeria, or the River Kingdoms.

There are 2 boxes there..

Does this mean adventure in 2 of these places twice or 1 of these places once and 1 of these places another time?

IE... I go on a Mission to Andoran... do I check a box? Or only if I go on a mission to Andoran and Cheliax (or some other combo of places)

I'm not sure I've seen too many scenarios with that much travel in them... so I'm wondering. The two boxes 'seem' to represent the two places.. but it could also be read the other way.

I'm pretty certain it's one location once and another location once. It seems to me to work like the Grand Lodge objective, only with fewer boxes (and without the ability to check off a second box).
Yes, that Liberty's Edge faction goal has one box for the first adventure in one of those locations and a second box for the second visit to such a location. You don't have to travel to both in the course of a single adventure.
But if you travel to the River Kingdoms in two different scenarios, do you get to check of both boxes, or can you only use River Kingdoms once on that card?

I'm guessing since it says 'two of the following locations' that it means 2 rather than 1 twice.

Liberty's Edge 4/5

On the Liberty's Edge Card the second task reads:

Quote:
Adventure in two of the following locations: Andoran, Cheliax, Okeno, Numeria, or the River Kingdoms.

There are 2 boxes there..

Does this mean adventure in 2 of these places twice or 1 of these places once and 1 of these places another time?

IE... I go on a Mission to Andoran... do I check a box? Or only if I go on a mission to Andoran and Cheliax (or some other combo of places)

I'm not sure I've seen too many scenarios with that much travel in them... so I'm wondering. The two boxes 'seem' to represent the two places.. but it could also be read the other way.

Liberty's Edge 4/5

Do GMs plan on making a note on chronicles of when one of these tasks has been performed?

Liberty's Edge 4/5

I'm not sure what prevents 'cheating' or error here.
A player can't have more boxes checked than they have XP/Scenarios/Chronicles... but otherwise the checks don't reference where they came from in any way.
I would assume these can't be applied retroactively... that all games prior to yesterday 'wouldn't count' toward these cards.

Is the GM really involved in any way with keeping track of these things?

Liberty's Edge 4/5

I agree. What I'm really looking for here is some official text that supports the argument. This player is one of those push the issue types and I would like to have an irrefutable statement to back what I'm telling him. Not just 'because a couple of guys on the board said so'.

Liberty's Edge 4/5

The player pointed out that the Guide says:

Before you level up a character for the first time, you may change any aspect of it except its Pathfinder Society Number.

The Guide also says:

Once per session, you can acquire any single item of this cost or less from your faction by spending the appropriate number of Prestige Points. Items purchased this way are worth 0 gp and cannot be sold.

Technically the player isn't actually 'selling' the item, merely 'changing any aspect' of it. So one 'could' make an argument that this falls within the guidelines put forth in the Guide.

1 to 50 of 159 << first < prev | 1 | 2 | 3 | 4 | next > last >>