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Which is my point: This is so universally used that it really belongs at every table, and hence probably should be part of the core assumption. But since you seem to be agreeing with me, while apparently thinking you disagree, I think this horse is officially dead.
Huh. I guess I'm not doing a good job of making my point then if you think I agree with you. Because I don't.
I'll just say that I think the way in which this particular thing is laid out make perfect sense to me. The Core Assumption and Additional Resources sections are very clear to me as far as who's responsibility it is to provide what. Since the web enhancement covers a system which is not the sole purview of Organized Play it does not need to be 'merged' into the Guide to Organized Play.
Although as a very interesting aside, I think I just realized that the Guide itself does not appear to be a legal resource as far as my quick skimming of both Chapter 1 and Chapter 13 go. It is neither (explicitly) a Core Assumption nor an Additional Resource :)

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PLAYER: [Rolls dice, calculates in his head] 16!
EVIL GM: I see an 18 there, I thought you had a 7 Will? Shouldn't you be -3 to your Will save?
PLAYER: I took the "Indomitable Faith" trait. Sixteen was the DC right? Yes! I made it!
EVIL GM: Hmm... do you have a print out of the traits supplement?
PLAYER: Umm... no.
EVIL GM: Ah ha! Because the traits supplement is not a core assumption you MUST have it otherwise that character feature is null and void!
PLAYER: Whaaaa? Core assumption?
EVIL GM: You FAIL your will save! You are Dominated! And look, it's your turn in initiative. You turn on your friends with your 20 Strength, great sword and power attack... lets see if you cleave your way to a TPK! Muhahahahaha!

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Huh. I guess I'm not doing a good job of making my point then if you think I agree with you. Because I don't.
I'll just say that I think the way in which this particular thing is laid out make perfect sense to me. The Core Assumption and Additional Resources sections are very clear to me as far as who's responsibility it is to provide what. Since the web enhancement covers a system which is not the sole purview of Organized Play it does not need to be 'merged' into the Guide to Organized Play.
Although as a very interesting aside, I think I just realized that the Guide itself does not appear to be a legal resource as far as my quick skimming of both Chapter 1 and Chapter 13 go. It is neither (explicitly) a Core Assumption nor an Additional Resource :)
I dropped the "merge" idea a while back when it was explained to me traits weren't society specific, and suggested that they be made a part of the Core Assumption, so as to avoid the situation you raised in your aside.
All I'm trying to say is: Traits caught me by surprise at Gencon '09 after multiple readings of the (then current version of) Guide to Organized Play BECAUSE they weren't in the Corebook, and also weren't listed as an additional resource. I'm just hoping to avoid that happening to others in the future.

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Perhaps there is a need for updated language regarding traits in the next version of the guide (and I'm sure that Josh will be working on that), but by now, I do not think it should be an issue. Everyone, either as a player or GM, is well aware that you should keep documented rules with you. As a player, its a good idea so you can use all your character's stuff. At the same time, all GM's probably should keep a copy of the traits (I keep them with my copy of the OP guide) so as to not hose any players. If a player forgot to bring a personal copy of a rule/s, but the GM, or someone else at the table had it available, the GM would indeed be extremely evil if he/she disallowed it because it was not the property of the player. I think the moral of the story is, as a player, you should never assume that someone else (even the GM) is responsible for your character and every GM should look out for their players. The point is to have fun and this particular issue has the feel of heavy-handedness if not administered properly. If we all follow this "unwritten" expectation, call it part of the player-GM contract, then you'll never have a problem.
[/soapbox]

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Zizazat wrote:
I dropped the "merge" idea a while back when it was explained to me traits weren't society specific, and suggested that they be made a part of the Core Assumption, so as to avoid the situation you raised in your aside.All I'm trying to say is: Traits caught me by surprise at Gencon '09 after multiple readings of the (then current version of) Guide to Organized Play BECAUSE they weren't in the Corebook, and also weren't listed as an additional resource. I'm just hoping to avoid that happening to others in the future.
Currently, the character trait web enhancement is listed in step 6 of character creation (p14 of the 2.2 organized play guide)and also under additional resources (p32 of the 2.2 organized play guide). Both places indicate it's free and give the url to find it at. Hopefully, this helps?

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Josh has answered this before, they do not. The Day Job roll is a 'special' roll on which you only get your ranks (plus class skill bonus if applicable), ability modifier, and feat/trait bonuses. Nothin' else.
True. Having noted that: at PaizoCon, every single table I saw or played in or GMed, the majority of the players there didn't know that, and it was news to them that their masterwork tools, racial bonuses, and so forth didn't count.

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Karui Kage wrote:Josh has answered this before, they do not. The Day Job roll is a 'special' roll on which you only get your ranks (plus class skill bonus if applicable), ability modifier, and feat/trait bonuses. Nothin' else.True. Having noted that: at PaizoCon, every single table I saw or played in or GMed, the majority of the players there didn't know that, and it was news to them that their masterwork tools, racial bonuses, and so forth didn't count.
It's perfectly logical for balance reasons, but it's also counter-intuitive, which probably explains the confusion.

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It's also specifically laid out in the Guide how you perform that roll. :-)
Just sayin'.
Absolutely correct; I didn't mean to suggest ambiguity. I was simply speculating as to why that particular issue, despite being clearly laid out, seems to be a source of confusion. If nothing else, being aware of it helps GMs prepare for the questions they might expect.
I have a question: Is it OK for a GM to get a copy of a scenario from a coordinator (for use at the particular event only)?

james maissen |
It's perfectly logical for balance reasons, but it's also counter-intuitive, which probably explains the confusion.
I'm not even sure how it's logical for balance reasons. Nor how much a difference in gp you would be talking here over the course of a PC's career. Honestly I'm not sure it would even pay for itself while such funds might matter, if at all.
But it is a counter-intuitive rule, and another thing to remember.
If say the skill were perform and you have both an item adding +2 CHA and a circlet of persuasion giving you +3 on all CHA based skills... it's VERY strange that the first does apply while the second does not, despite both being constant bonuses.
Worse you could have a headband of intellect that GIVES you your ranks in that skill and use it, but not other constant bonuses such as a Gnome's racial bonus on a craft skill. At the same time a half-elf's racial bonus of a skill focus feat does apply as do trait bonuses.
The line is drawn in what seems an arbitrary point in the sand and without keeping it straight in front of you it is easy to mess that up.
-James

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Worse you could have a headband of intellect that GIVES you your ranks in that skill and use it, but not other constant bonuses such as a Gnome's racial bonus on a craft skill. At the same time a half-elf's racial bonus of a skill focus feat does apply as do trait bonuses.
Actually, I wouldn't allow a half-elf's skill focus feat to count, precisely because it's a racial bonus, and racial bonuses don't count. (Not that I've ever seen a half-elf take a skill focus in Craft or Perform in PFS OP) It may not be intuitive, but it's consistent.

james maissen |
It may not be intuitive, but it's consistent.
It's not consistent on two counts:
1st. Some DMs will rule as you, some won't.
2nd. It's expressly a feat, which is allowed.
This is the problem with arbitrary lines, they don't make sense to people so that arbitrary line will vary between people thinking that they follow the sense of the ruling...
I don't see why modifiers that would be constantly on would not apply.
-James

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james maissen wrote:Actually, I wouldn't allow a half-elf's skill focus feat to count, precisely because it's a racial bonus, and racial bonuses don't count. (Not that I've ever seen a half-elf take a skill focus in Craft or Perform in PFS OP) It may not be intuitive, but it's consistent.
Worse you could have a headband of intellect that GIVES you your ranks in that skill and use it, but not other constant bonuses such as a Gnome's racial bonus on a craft skill. At the same time a half-elf's racial bonus of a skill focus feat does apply as do trait bonuses.
Its a feat bonus, not a racial bonus - regardless of the source of the feat.

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Although as a very interesting aside, I think I just realized that the Guide itself does not appear to be a legal resource as far as my quick skimming of both Chapter 1 and Chapter 13 go. It is neither (explicitly) a Core Assumption nor an Additional Resource :)
Seriously. Crickets?
Can someone please tell me how the faction traits in the Guide are legal for play?

Joshua J. Frost |

Pages 14-15 of the Guide:
There are five trait categories: basic, campaign,
race, region, and religion—each with several
subcategories, as detailed below. A character can only
have one trait from each particular trait category or
subcategory. Pathfinder Society Organized Play does
not use campaign-specific traits from the Pathfinder
Adventure Paths (such as those you’d find the
Pathfinder Companion Legacy of Fire Player’s Guide)
but does consider all faction traits to be campaign
traits (see below). You do not have to select a faction
trait during character creation.Faction Traits
Considered campaign traits for Pathfinder Society
Organized Play, below are five new traits for each
faction. On character creation, you may select one trait
from your PC’s faction trait list below. You may select
one additional trait from any other legal resource (see
Chapter 13).

Joshua J. Frost |

The day job roll is not a skill check.
I'm going to print that on a shirt.
Page 23 in the Guide:
Step 2: Day Job
Not every Pathfinder works for the Society full time.
Some are trained artisans, professionals, or performers
and earn extra gold on the side. If your character has any
ranks in a Craft, Perform, or Profession skill, he may
choose one of those skills and make one roll at the end of
every scenario. This roll represents days or weeks of work
done between scenarios. Your roll may only consist of the
following modifiers: Skill Ranks + Ability Score modifier +
any applicable feat or trait bonuses. After rolling, consult
the table above and add this gold to your total earned for
the scenario. You may not roll for a skill in which you have
purchased no ranks. Note: this roll is allowed to cause you
to exceed the maximum gold for a scenario.
It very specifically does not use the words "skill check." This is simply a sub-system roll to off-set the cost of low-level consumables. Nothing more.

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Considered campaign traits for Pathfinder Society
Organized Play, below are five new traits for each
faction. On character creation, you may select one trait
from your PC’s faction trait list below. You may select
one additional trait from any other legal resource (see
Chapter 13).
I assumed that this would be the text. It's a little weakish to me, as there are plenty of non-legal books that just say 'do something' in them.
And 'from any other legal resource' intends to mean the Guide is a legal resource, but in the big, definitive list of legal resources it's not there.The Guide should really be listed in the Core Assumption, as it's the GMs responsibility to be familiar with the changes from the Core Rules that make Society Play. I was just surprised that it's not explicitly listed anywhere. And yes, I'm probably a jerk. :)

james maissen |
It very specifically does not use the words "skill check." This is simply a sub-system roll to off-set the cost of low-level consumables. Nothing more.
That's a little obtuse jump for a good number of people.
They will read 'ranks in a skill' and the die roll and reasonably conclude that it does indeed represent their ability to use that skill, as it does represent their use of that skill rather than 'a sub-system roll' that is only quasi-tied to it.
It seems a strange line to draw in the sand that's bound to cause the confusion that you're seeing here.
It even begs the question, why tie it to a stat? Why not just give a set amount based upon the number of ranks in craft, perform and/or profession skills that your PC has?
-James

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OK. I apologize in advance if this ground has already been covered. I spent the last half hour researching the answers to these questions, and I am still not 100% sure on them. So, I am going to ask directly.
1. If I have sufficient TPA and gold, can I purchase "flaming" to upgrade my +1 scimitar?
2. If yes, how much does this upgrade cost?
3. If I spend 2 PA, can I purchase a command-word Ring of Cure Light Wounds with 50 charges that can only be activated 4 times per day? (According to the Player's Guide, this would cost 720gp.)
Thanks in advance. I know these issues have been discussed, but I am still not sure.

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1. If I have sufficient TPA and gold, can I purchase "flaming" to upgrade my +1 scimitar?
Yes, though you need to have enough TPA to pay for the TOTAL item value, not just the incremental cost. So you need to have enough TPA to afford the 8,300 (plus the scimitar cost, forget how much that is) required.
2. If yes, how much does this upgrade cost?
It will cost you 6,000 gp. Flaming costs as much as a +1 enhancement and therefore, you pay the difference in cost between the +1 and +2 enhancement bonus (in other words, 8,000 - 2,000 = 6,000).
3. If I spend 2 PA, can I purchase a command-word Ring of Cure Light Wounds with 50 charges that can only be activated 4 times per day? (According to the Player's Guide, this would cost 720gp.)
This has been discussed elsewhere. We are not allowed to create new magic items using the magic item creation rules. You MAY spend 2 PA to get a wand of Cure Light Wounds, you may not spend it for any other Cure Light Wounds item with 50 charges that's not a wand.

yoda8myhead |

I currently have enough Prestige Award points to buy any item worth 11,750gp or less. Are any of Wonderous Items from Chapter 15 of the Pathfinder Core Rule Book available for purchase in PSOP? I have found several of that list that would benefit my character.
Unless explicitly excluded in the Guide to Pathfinder Society Organized Play, any item in the Core Rulebook is legal for purchase, as are dozens more from other sources, which you'll find listed in Chapter 13 of the Guide.

Enevhar Aldarion |

Ok my search engine fu is extra weak today. I just wanted to make sure, if I play a sceanario, then GM it, I get credit both times? If so, do this have to be applied to 2 different characters?
Yes to credit both times and yes to applying to two different characters. The only part of this I am fuzzy on is whether the faction has to be different since one credit is from running and one from playing.
Also, remember that if you run the scenario first and then want to play in it, the new replay rules in the current version of the guide apply just as if you were trying to play in it twice, I am pretty sure. However, if you play it first and then run, then everything is fine.

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Yes to credit both times and yes to applying to two different characters. The only part of this I am fuzzy on is whether the faction has to be different since one credit is from running and one from playing.
I'm not 100% about it either, but I *believe* it always has to be a different faction. As it stands I don't plan on having a character of the same faction until my 6th character...

yoda8myhead |

Honestly I was taken aback at this idea and I won't apply it until I see it explained in the next Guide to Organized Play.
Ditto. My understanding is that you receive GM credit when you run a scenario before ever playing it, but that "replay" credit for different PCs only applied when one actually plays a scenario again.

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Just to make sure I'm on the right page:
If a player at Gen-Con comes to my table with a character having levels in one of the new base classes (Alchemist, etc.), she will need it to be compliant with the APG version of that class, correct?
If a class feature has changed, so that some item is no longer usefulto her build or vision for the character (I'm thinking of the restrictions that were placed on the eidolon's equipment during the last adjustment, or a spellcaster finding himself with a wand for a spell that is no longer on his class list), then she can sell them back for full price, right?
She will also need to have a copy of the APG at the table, whether she has her own PC which she raised with experience, or one of the new base-class pre-gens, yes?

yoda8myhead |

Just to make sure I'm on the right page:
If a player at Gen-Con comes to my table with a character having levels in one of the new base classes (Alchemist, etc.), she will need it to be compliant with the APG version of that class, correct?
If a class feature has changed, so that some item is no longer usefulto her build or vision for the character (I'm thinking of the restrictions that were placed on the eidolon's equipment during the last adjustment, or a spellcaster finding himself with a wand for a spell that is no longer on his class list), then she can sell them back for full price, right?
Everything above looks correct to me.
She will also need to have a copy of the APG at the table, whether she has her own PC which she raised with experience, or one of the new base-class pre-gens, yes?
I'm not sure about this. Under the current rules (2.2), yes, but the APG may have additional rules for its use when 2.3 or whatever comes out.

yoda8myhead |

Just to make sure I'm on the right page:
If a player at Gen-Con comes to my table with a character having levels in one of the new base classes (Alchemist, etc.), she will need it to be compliant with the APG version of that class, correct?
If a class feature has changed, so that some item is no longer usefulto her build or vision for the character (I'm thinking of the restrictions that were placed on the eidolon's equipment during the last adjustment, or a spellcaster finding himself with a wand for a spell that is no longer on his class list), then she can sell them back for full price, right?
Everything above looks correct to me.
Edit: In order to facilitate speed of play, if a player shows up without knowing they need to have converted their PC, I would let them play and either convert during the course of the game with someone else's APG or before their next game.
She will also need to have a copy of the APG at the table, whether she has her own PC which she raised with experience, or one of the new base-class pre-gens, yes?
I'm not sure about this. Under the current rules (2.2), yes, but the APG may have additional rules for its use when 2.3 or whatever comes out.

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Just to make sure I'm on the right page:
If a player at Gen-Con comes to my table with a character having levels in one of the new base classes (Alchemist, etc.), she will need it to be compliant with the APG version of that class, correct?
Quote:yoda8myhead wrote:Edit: In order to facilitate speed of play, if a player shows up without knowing they need to have converted their PC, I would let them play and either convert during the course of the game with someone else's APG or before their next game.How would that work, Mark, if you had two people playing Inquisitors, and one was using the Final Playtest rules for Judgements, and the other was using the much more limited APG rules?

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Doug Doug wrote:Honestly I was taken aback at this idea and I won't apply it until I see it explained in the next Guide to Organized Play.Ditto. My understanding is that you receive GM credit when you run a scenario before ever playing it, but that "replay" credit for different PCs only applied when one actually plays a scenario again.
That was my understanding, until a few months ago when Josh posted this.
They can get GM credit for a scenario once. So if they already played it and then run it, they can apply their GM credit to a different character with a different faction from the character/faction with which they originally played the scenario. Having played a scenario doesn't mean you can no longer get credit for GMing it.

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yoda8myhead wrote:Doug Doug wrote:Honestly I was taken aback at this idea and I won't apply it until I see it explained in the next Guide to Organized Play.Ditto. My understanding is that you receive GM credit when you run a scenario before ever playing it, but that "replay" credit for different PCs only applied when one actually plays a scenario again.That was my understanding, until a few months ago when Josh posted this.
Joshua J. Frost wrote:They can get GM credit for a scenario once. So if they already played it and then run it, they can apply their GM credit to a different character with a different faction from the character/faction with which they originally played the scenario. Having played a scenario doesn't mean you can no longer get credit for GMing it.
I will adopt this change when it appears in the Guide to Organized Play. Maybe. The previous rate of advancement was rapid. Now I could make a 12th level character this afternoon without ever having played it through a scenario.