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Goblin Squad Member. 30 posts (52 including aliases). No reviews. No lists. 1 wishlist. 1 alias.


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Please cancel my Pathfinder Roleplaying Game Subscription.

Thanks.


I just got my shipment notice. Thank you guys very much for fixing this!


I noticed at least one other person with problem similar to this one.

I placed a pre-order for the rulebook back in October of 2008 and then changed it to a Pathfinder Role-playing Game subcription the first week of July. Now my Pathfinder Rule Book is scheduled for an October shipment? Whatever the error, my top prioirty is the core rulebook; please make any changes neccessary so I can get the book as soon as possible. I do not want to wait until October for a book I pre-ordered last year.

Thank you for your assistance,

Brian K. Taylor


That was easy! Thanks for your help!


I need to change the payment method for my Pathfinder RPG subscription--I will no longer have the credit card account I normally use by the time the card is charged and the items shipped. How can I do this?


Back in October, I preordered the Pathfinder Roleplaying Core Rulebook and the Bestiary; I would like to cancel these preorders because I am going to go with the Pathfinder Roleplaying Game Subscription. So, please cancel orders 1073227 and 1073226.

Thanks,

Brian K. Taylor


Dear Paizo,

Please cancel all of my subscriptions (Pathfinder Adventure Path, Pathfinder Modules, Pathfinder Companion). I am a very satisfied customer, but recent financial woes have caused me to cut expenses. I hope to return to your excellent products soon!

Sincerely,

Brian K. Taylor


I need to change the credit card I am using to pay for order # 1104935. How can I do this?


The simplest solution is to simply expand the selection of monk weapons. There are many types of swords that are oriental in origin; it just takes a little research and conversion to game mechanics. The tough decision is deciding whether to go with the popular image of how a weapon was used or look more at its actual historical use; still, this is a fantasy game, so I do not see a need to be really uptight.


Quandary wrote:

I can understand why the association of Orcs and "wise" doesn't go down well, but look at the main Wisdom based skills: Survival, Perception, Sense Motive... (As well as will-power saves) All skills a wilderness-based, tribal society would be assumed to be adept at. Tribes are definetely based on small-scale politics, so maintaining your status in the tribe and being aware of the subtle shifts in alliances would be a part of tribal life...

I came to this forum to post the opinion that half-orcs should have a CHA penalty, but I think you have put this just right...I forgot that intimidate is a CHA-based skill. So, I think I now have to agree that the half-orc stats are fine as they are.

I am also happy that cleric is no longer one of their favorite class choices (Alpha 3). The druid as a favored class reminds of how Eberron made orcs more than just typical bad guys, but with a worthwhile role in the world (specifically, as the druids that protect the seals to a hostile plane).


Kvantum wrote:

Jason, the obvious answer to me would be some sort of throwing weapon, either a stone or a knife of some type. Maybe a "Halfling Finger Dart", designed to be concealed in between two fingers, that grants the +4 bonus of a dart or shruiken when trying to conceal it with Sleight of Hand. d4 at Medium, but of course Halflings only use the d3 Small version, with a 20/x3 Critical and a 20' range. 1 gp cost.

So basically just a dart with a x3 critical and double the base cost, in other words.

Cool idea! I think the name fits it as well.


Kvantum wrote:

Anyway, all my personal hatred of kender aside, the hoopak might be an option. Staff slings were in the 2e PHB. Lesser range but superior rate of fire compared to a regular sling.

I think you're right. I'll have to dig out my 2e PHB in the closet someday (at least for old times' sake)...

Do you think this means they are safe to use, as long as they are called "halfling staff slings" (assuming the designers want them as "halfling" weapons).


Kvantum wrote:
Hoopaks? God, no, please, no more kender! (Too much bad personal experience with Kender players - note I said players, not characters. Every time I played 2e Dragonlance I died as a result of a Kender "borrowing" something of mine that I ended up needing really badly - spellbook, holy symbol, even my Solamnic knight's sword.... though I never quite figured out how the thieving little rat pulled that one off...)

I always liked kender in the books (Tasselhoff), but when I played 2e Dragonlance the DM would never let me play a kender...probably because of events similar to your experience above. So, yes, definately, no more kender...


Jason Bulmahn wrote:

It is true that the halfling bit was added due to some non-core sources. That said, I think we probably should add a weapon that is halfling related. If we do so though, I would like to make sure that it fits well with their racial concept in both a generic sense and for the Pathfinder Chronicles setting.

Thoughts?

Jason Bulmahn
Lead Designer
Paizo Publishing

Would a weapon similar to the kender sling staff (I forget its real name...) be viable? Or would that be too close to copyrighted material (the Dragonlance setting, which I assume is still owned by WoTC)?


Jason Bulmahn wrote:
What if we look at this as an opportunity to enhance those playing a single class only. Giving some sort of bonus so long as you stick with one class. This, might then remove it from the realm of a "racial" bonus and make it a generic feature of taking levels.

I like the idea of having the benefit of either +1 hp or +1 skill rank per level as long as a character sticks with one class (but I'm not totally sold on it at this point as the best solution) So, there are a few things to keep in mind:

1. Level 1--would all characters simply get the choice of +1 hp or +1 skill point (since, obviously, a 1st level character as only one class)? The benefit could start after level 1, but this might be annoying to remember when trying to write up an NPC.

2. The easiest way to do this is that once a character adds a new class they no longer gain this benefit (they don't loose any hps or skill points they got before). This could be interesting (in a negative way) when stating multi-class NPCs...I guess we would assume that a rogue 2/sorcerer 4 took 2 levels of rogue then switched to sorcerer, rather than 1 level of rogue, and then sorcerer, and rogue again at some point...I guess this is not a problem if we simply assume the optimum. Would a sorcerer 4/rogue 2 mean the 4 levels of sorcerer came first and then the 2 levels of rogue...of course it could have been three levels of sorcerer than 2 levels of rogue and then sorcerer again ... this would require the DM to think exactly about how the NPC took his or her levels and when. What do you think... or is this just be too nickpicky?

3. Is this a worthwhile incentive for sticking with one class? I think it would be at low levels (like the fighter would wants some skills or the wizard who needs more hp), but how about at higher levels?


Sebastian wrote:
I think the name is perfect. The awareness of the bad viking movie is very low within my circle - there's no danger of anyone making that mistake.

Same in my group. If they have heard of it or even saw it, they have already forgotten about it because it was so bad (or repressed their memory of it). I don't think people will confuse Pathfinder RPG with the movie in a few years, as no one will remember it or at least they won't even care.


Maestr0 wrote:

I'm trying to figure out what is the deal with the nation affinity with the feat prereqs in the book.

Is it a feat or do you just have to be from there?
And if it is a feat where is it at?

There is no "national affinity" feat.

Either you grew up there, or you have lived there for a year and gain at least 2 ranks in knowledge (local) while there. So, my 1st level PC from Andoran can take the local feat from Andoran, but if I moved to Galt, Nex, wherever, I would need to live in that nation for a year and get my two knowledge local ranks.

It's all on page 5 of the campaign setting:

"All of the nations in Chapter 2 present local feats. A local
feat can only be selected for a nation in which the character
grew up or for which he otherwise possesses local aff inity.
To gain local aff inity, a character must live in a nation
for at least a year and gain at least 2 ranks in Knowledge
(local) while there. After that time, he is considered to have
aff inity for that nation for the purpose of qualifying
for certain feats (although, of course, he must meet the feat’s other prerequisites as well)."


Joana wrote:
Kyrinn S. Eis wrote:

"Designer Notes: Prestige Skills

With the changes to the skill system, the requirements
to enter various prestige classes must change as well.
Whenever a prestige class calls for a number of skill ranks,
you can qualify for the prestige class if you meet that number
of ranks –3 if you also have the skill as a class skill. If you do
not have the skill as a class skill, you must possess double
that number of ranks.
For example, a 3.5 prestige class might
require eight ranks in Move Silently. In the Pathfinder RPG, it
instead requires five ranks of the Stealth skill if Stealth is one
of your class skills and ten ranks if it is not.
"

Huh? How does that math compute.

By my understanding, a character without Stealth as a class skill would require 8 ranks, not 10 to qualify for the prestige class. Am I wrong, or is the Beta wrong?

The math is fine. You are just doubling the wrong number.

So, a 3.5 class needs 8 ranks in Move Silenty. This would now be 5 ranks in Stealth in the Pathfinder RPG. Now, you double the Pathfinder RPG number not the original. So, 5 ranks x 2 = 10.

3.5 Ranks - 3 = Class Skill ranks needed in Pathfinder RPG
(3.5 Ranks - 3) x 2 = Non class skill ranks needed in Pathfinder RPG


A T wrote:


I see what you mean. Possibly since the skills are being broken down to a finite 5 skills, it might simply make sense to just cut the "craft" word off of the front so that it will make more sense. Possibly simply reserving that word for the "craft" feats.

For instance, people who know a bit about armor and weapons and how to appraise them and possibly make low end simple weapons if they tried would have a relatively low skill rank in Arms and Armor and those who knew how to craft uncommon, rare and exotic arms and armor would would have a high rank in the skill.

Yes, I like this! This could work for me.


A T wrote:
Do you have to have a macro skill that encapsulates appraising everything (highly unrealistic - if you want to get into realism) or do you have a skill that is specific to the task at hand and make a focused roll in that area?

Yes, but the task at hand is CRAFT (whatever). You are making the assumption that the thief who steals a necklace also knows how to make one--and since he doesn't, he has no skill at identifying whether it is real, fake, low or high quality, etc. If I took my wedding band to be appraised, I really don't think that all jewelers could make me another one, but the jeweler definately knows what he is talking about when it comes to the quality.

However, I do agree that appraise (everything) is unrealistic. The jeweler for instance, specializes in identifying jewelery. It makes sense for craft to be more specialized, but appraise more general (but still broken down into reasonable catergories).


A T wrote:
so, somebody good at crafting masterwork, cabinetry is probably also good at identifying and appreciate what good quality craftsmanship is. So it is sort of both ways, the chicken and the egg. Do you have to have a macro skill that encapsulates appraising...

I think you misunderstood what I was saying. Of course someone who is a good at crafting something can identify good craftsmanship--I assumed that was just common logic. I am arguing that people do not need to know how to craft something or be experts at crafting in order to make reasonable judgements about the quality of something. So, yes, someone with a craft (whatever) can appraise the quality of the whatever they are good at crafting. However, this does not mean that someone who cannot craft whatever or has no talent for it cannot make judgements. I have always allowed characters with craft (whatever) to make appraise checks, but they are not the only ones who can make these judgements. This is like saying that because an art dealer is not a good painter he cannot judge the quality of a pianting.

As "for the guy on the street" comment, a person would be stupid to just trust some guy on the street over the expert gem cutter, etc. I am not saying general experts in the quality of goods are the better choice, but they have to have some skill in order to know what price to buy things and what to sell things for...otherwise they will be taken by gem cutters, etc. And of course, if someone goes with the "guy on the street" as you say, he'll probably have skill at appraising the objects he sells, especially if he is planning to pull a fast one!


rclifton wrote:

Forgot to mention, I also dislike intensely the "new" races from the Races of... books, like the goliath and the floaty halo angel looking things...

Me too. I've let players be drow and some others races in the Forgotten Realms, but I have always had a special hate for the goliath and all of those races from the Races of ... books. Recently I have said core books only (especially since we are playtesting the Pathfinder RPG).


A T wrote:
Appraise skill, this is a more controversial change but one that I personally like very much. I would axe the appraise skill and combine that skill to each of the various craft skills. Want to appraise art objects? Finery check. Want to appraise armor and weapons? Arms and Armor check.

I think this could present many problems. First of all, this idea works with the assumption that being able to judge the quality of something is equated with the ability to create or craft something. This is not true for many reasons. The best reason is to consider those who judge the quality of antiques, fine art, etc.-- they know what makes something of great quality, but that does not mean they could create one or even any of those objects. Just because they know that that is finely crafted cabinet does mean they know how to craft one or have the talent to do so. I guess this means that every antique or art dealer would know how to make 50 different crafts in order to be proficient in judging the quality of the items so he or she could set prices.

This is also where this breaks down in game mechanics. First of all, you would have PCs that would need four (or more) craft skills just so they could identify the treasure they found. More than likely, however, players would ignore these and take the skills they need to function as a member of their class (survival, acrobatics, spellcraft, perception, etc.) and chose to rely on NPCs for identification. The PCs would have to find a craftsman for every item that they need appraised, or even worse, the DM would have to make an NPC that has ranks in several crafts, when artisans specializing in specific crafts is what happened in history.


Vic Wertz wrote:
Hmm. Looks like you created your subscription during a brief hole in the fulfillment process for LB1, so the process passed you by. I've fixed your subscription so that LB1 will be in your next shipment (and Gary will close that hole so nobody else falls into it...).

Thank you very much! I am definately looking forward to the Last Baron modules!

Sincerely,

Brian K. Taylor


I was looking on the Pathfinder Modules product schedule and looks like the Tower of the Last Baron (June) is in between W3: Flight of the Red Raven (May) and LB2: Treasure of Chimera Cove (August). According to my account, after W3: Flight of the Red Raven ships, the next one will be Lb2: Treasure of the Chimera Cove, not LB1: Tower of the Last Baron.

Here's what my subscription page says:

Pathfinder Modules Ongoing Subscription

Next module:

Pathfinder Module W3: Flight of the Red Raven (OGL) Print Edition (Pending)

Pathfinder Module LB2: Treasure of Chimera Cove (OGL) will be the next module to ship

Is my subscription skipping The Tower of the Last Baron? I only signed up for the Pathfinder Modules subscription early this month, so that may have caused the delay of the Flight of the Red Raven and then the skipping of the Tower of the Last Baron, but that is only guess on my part. I would really like to have this module as part of my subscription rather than having to purchase it seperately. Please let me know what the problem is so I can either purchase the Tower of the Last Baron now or wait for it to come with my subscription.

Sincerely,

Brian K. Taylor


I definitely am voting for the 3.5 rules for DR.

I have many reasons why, but here are only a few:

1. I do not understand why so many people consider making monsters easier to kill a way of improving game play. If characters can't handle a monster because of its DR, then they probably shouldn't be fighting it. Actually, when it is too easy for players to kill an important monster, it can be pretty annoying for a DM who wanted a climatic battle. A good DM can take in consideration the likelihood of the PCs having the resources to kill the monster; with the A3 version, it is safe to assume that the players will have the +x weapon appropriate for their level, so it almost doesn’t matter. After certain levels, the DR of many creatures will no longer be relevant at all.

2. I have been both a player and DM since 2nd edition. Since 3.5 rules came out, I have played with three separate gaming groups (I was DM for two, a player for the other) and we have never fallen in the "golfbag" of weapons problem. The other times we made sure we had special materials is if we had a general idea of what we were facing. If there was a battle that we were not prepared for, then it turned into a memorable battle (even though it can be frustrating damaging the creature) that we did not repeat if we knew we were going to be face more of that creature. It comes down to this: if players think that the "golfbag" is ridiculous and a burden to the party, wouldn't the characters think it is ridiculous too and feel that it was not worth their effort to spend money on assortment of weapons that they may never use?

3. If we did have weapons of multiple materials, usually they were spread out among the group. As a DM, the players once found a silver dagger that they were going to just sell for gold, but the wizard in the group decided to keep just in case. A few sessions later, the dagger came in handy against a werewolf. The wizard actually passed it to the rogue so he could hurt the werewolf as the wizard cast spells. If it wasn't for DR rules, the group might as well have sold it and used the gold toward the purchase of some generic +x weapon; it’s almost like weapons of special materials or alignments are obsolete with the A3 rules.

4. A +x arrow or +x sword being equivalent to a bludgeoning weapon? That is just absurd and defeats the purpose of the whole slashing/piercing/bludgeoning classification.


I also got my Pathfinder 9 today without the Pathfinder Chronicles Gazetteer (Paizo Order #932054).


The biggest problem for my group and I is search being rolled into perception, especially since wisdom is the key ability for perception while intelligence is the key ability for search. We had to make them separate so our rogue could actually find traps. It's difficult to have good ability scores in Dex, Int, AND Wis. Of course, Cha can also be important for a rogue (bluff, use magic device), so things get even worse.

Another thing one of my players noticed is the rules do not address taking time to search an area over a period of time. For instance, what if a party needs to search to look for clues at a crime scene, uncover secrets in an ancient tomb, find a needle in a haystack, etc. From our point of view, perception is about observation and awareness, while search is about looking close at something for details. For instance, I can walk into a room and not notice anything is wrong even if it right in front of me, but if I take the time to look closely and study the details, I can put things together.

For my group, we will play Pathfinder RPG, but we will always have search as a seperate skill from perception.


I really like this idea. I will be incorporating this on my playtest this Saturday.

Actually, I have used something like this without really thinking about it. It only seems logical to me, especially in the case of using knowlege checks like nobility to enhance diplomacy checks. It only makes sense that a character can use his knowledge to aid a character in convincing someone that he/she knows what they are talking about or are worthy of trust or consideration. Or think of it like this:

Suppose a group PCs are in a place where they encounter NPCs that are indifferent or even hostile to people they perceive as foreigners or trespassers. If these characters have sufficent knowledge about the area, like through knowledge (local) or even knowledge (history) or knowledge (geography), that would realistically increase their chances that the NPCs will have a better attitude toward them because they demostrate an awareness or understanding of something very important to the NPCs (this increased chance would manifest itself as the +2 bonus to the actual diplomacy check).


Timespike wrote:
What happened to the starknife? That was a perfectly servicable and cool weapon. Why has it been eliminated in favor of the kukri?

This issue was already addressed in Alpha 1. It has always been a kukri in the Alpha (1, 1.1, and 2) because kukri is merely a place holder. The designers did not want to add the starknife until they created an equipment section in the pdf.