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:
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.
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.
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.
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:
Core Rulebook FAQ wrote:
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.
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.
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.
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.
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.
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.
By my calculations the item should have cost like 50,500 or something like that.
For a single use of Moment of Prescience... it should cost like 6,000
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'.
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.
thorin001 wrote:
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?
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.
For the purposes of PFS play and the like, a more official answer would really be desirable.
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.
To resurrect a very old thread..
Core Rulebook FAQ wrote:
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...
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.
Core Rulebook FAQ wrote:
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.
Saethori wrote:
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.
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.
Paul Jackson wrote:
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.
Paul Jackson wrote:
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.
How do these two things work together if at all?
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.
I'm just not really sure how to make this concept work.
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.
I think I can handle that by making the 'reappearance' very brief... so that it's just a flicker each time the creature reappears.
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...
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.
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.
Valkir wrote:
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.
Dave Setty wrote:
You are absolutely correct, but CORE is certainly more straight forward.
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?
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
Andrew Christian wrote:
I'm guessing since it says 'two of the following locations' that it means 2 rather than 1 twice.
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 not sure what prevents 'cheating' or error here.
Is the GM really involved in any way with keeping track of these things?
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.
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