Hi! My Battles Subscription was accidentally cancelled with other subscriptions. Here is the original email, customer services email, and my return email. I wanted to post here too because I'm worried I'll miss out on the Rune Giant miniature discount as part of my set purchase. Thanks for your help! Original Email
I need to cancel the following subscriptions at this time (including the removal of items in my September shipment):
The only subscription I'd like to continue is Pathfinder Adventure Path. Thanks for your time! I'm sure I'll return to those subscriptions in time. All the best, Richard Paizo Email
Thank you for the notification, your Pathfinder Battles, Pathfinder Campaign Setting, Pathfinder Player Companion, and Pathfinder Roleplaying Game subscriptions have been canceled.
Best regards,
My response Email
I apologize that the second part of my email was unclear ... but I didn't intend to have my Pathfinder Battles Subscription ended. When I wrote "The only subscription I'd like to continue is Pathfinder Adventure Path." I wasn't considering the Pathfinders Battles as a subscription (which of course it is). I would like the whole Rise on the Runelord Miniatures Set, including the Rune Giant. Let me know if it will be a problem adding it back ... Thanks, so sorry for the miscommunication. Richard
The Dwarven Maulaxe (stats below) didn't make it into the new Equipment Guide. It originally appeared in the original Pathfinder Chronicles Campaign Setting hardback. It was not brought into The Inner Sea World Guide, but does appear in the Adventurer's Armory (and it's errata). Since the additional resource section says everything in the book is legal (see below) with the Maulaxe not being an exception, I assume it is still OK for my Dwarf Urban Ranger? Thoughts? Dwarven Maulaxe 25gp, 1d4, 1d6, x3, 10ft range, 5lbs., B or S Info:
This versatile weapon is a unique design passed down through the dwarvish lords of the Five Kings. It initially appears like a heavy-headed axe, but a skilled wielder can strike equally well with its chopping edge as with the forged sledge that backs the blade.
Benefit: This weapon can be used to deliver bludgeoning or slashing damage as the wielder desires. Special: A dwarven maulaxe is a martial weapon for dwarves and an exotic weapon for members of other races. It is not a double weapon, and any enchantments applied to the weapon operate normally regardless of which part of the weapon’s head is used to deliver the blow, except for enhancements that apply only to blunt or sharp weapons. Such enhancements apply only to attacks dealing the appropriate type of damage. PFS Adventurer's Armory: Only the 2nd printing of this book or the 1st printing augmented by the current errata (released 7/21/11) are legal for play in Pathfinder Society Organized Play.
Everything in this book is legal for play with the following exceptions: a pseudodragon is not legal for purchase unless you’re a wizard with the Improved Familiar feat, elephants are never legal for play, and armored kilts are not legal.
Dragnmoon wrote:
The Maulaxe (Dwarven) was in the original campaign setting ... I never realized it didn't make it into the update. It is still listed on Hero Lab and the SRD as PFS compatible, but I'm guessing I have to find a new weapon? Edit: Its also in the Adventurer's Armory (and the Errata) so I assume it is still PFS legal ... not sure why its not in the Equipment Guide.
I apologize for the continued tangent, but can someone walk me through (or just link) the thought process for reloading dual barrel pistol in each hand with weapon cords so you can attack 10 times (or even 3) ... I'm not getting it and I like to know what the corner cases are if they come up. Thanks!
Redesigning the headers was a good idea but the implementation is off. The boxes the information is in attracts the eye more than the information itself. I know it is too late to have anything changed, but the actual text (content) should stand out more than the container holding the content. Look at some books by Edward Tufte for some examples. It does do a nice job of separating the header content from the body and having it break up the sections on a glance, but there is no reason it can't do both. Look at the two examples of "Marshling Signals" on this page: http://www.codinghorror.com/blog/2005/04/because-information-is-beautiful.h tml edit: This is also true of the awkward way "Head" is highlighted ... would have worked better to just make it bold and change color ...
Thanks for the feedback ... I didn't know for sure if domain/bloodline powers where intended to be used on others, but I suspected it ... and then I saw Pit Touched and I reconsider my previous beliefs ... ... and then thought to run it be the knowledgable people (err, monsters) here. If everyone wouldn't mind FAQing this, I'd love to hear from Paizo to see if indeed these powers are mainly seen as something to help others, and to hear what they might consider a fix to Pit Touched.
1) A number of class powers (like those from various domains and bloodlines) give characters an ability for one round. 2) Page 178 of the Core Rulebook says "effects that last a certain number of rounds end just before the same initiative count that they began on" 3) Because many of these powers require a standard action to activate, their durations often ends before the character with the power can make personal use of them. Resulting in:
or -powers that have no direct function because it can't be given to others and doesn't last long enough to be used by the character (example B, unless its a swift spell I suppose) Does anyone know if this is what the developers intended? Has it been addressed in an FAQ or in other posts somewhere? It seems like the obvious purpose would be to have the character use the power for one round (similar to True Shot), but the wording prevents it. Example A wrote:
Example B wrote:
Everyday after getting his/her (8hrs) of rest, a wizard (not sorcerer) has to choose which spells from his spell book they are going to put into the available slots they have. The number of slots and at which level depend on the level of wizard. Once a spell is used it is gone until the wizard gets more rest. A wizard fills his/her spell book with spells by; going up in levels, or copying them from other spell books, or from scrolls found. This is a quick go at it because I have to run in a sec, but I'm sure others can elaborate. edit:spelling
About 4-5 came loose in their boxes, none broken, 3-4 bent, my boxes where not taped... final count has at least one of each model. 83 Total. 33 Common, 22 Uncommon, 28 Rare - no duplicates in a single brick. Brick 1:
Orc Brute Half-Orc Barbarian Dwarf Fighter Skeleton Werewolf Goblin Warrior (Blue) Goblin Hero (Blue) Goblin Warrior (Red) Goblin Hero (Red) Elf Wizard Half-Elf Cleric Zombie Medusa Lizardfolk Champion Vampire Giant Spider Venomous Snake Human Rogue Ogre Minotaur Chimera Brick 2:
Manticore Ettin Troll Lizardfolk Champion Orc Warrior Lich Human Druid Seelah, Human Paladin Gnome Fighter Dire Rat Zombie Elf Wizard Watch Guard Dwarf Fighter Mummy Skeleton Goblin Warrior (Red) Goblin Hero (Red) Gargoyle Orc Brute Spectre Brick 3:
Giant Caveweaver Spider Troll Ettin Giant Spider Succubus Zombie Medusa Wolf Venomous Snake Mummy Half-Elf Cleric Elf Wizard Skeleton Werewolf Watch Officer Spectre Human Druid Goblin Warrior (Blue) Goblin Hero (Blue) Orc Brute Brick 4:
Troll Ogre Frost Giant Goblin Warrior (Blue) Goblin Hero (Blue) Human Rogue Seelah, Human Paladin Half-Elf Cleric Gnome Fighter Dire Rat Vampire Zombie Medusa Giant Spider Wolf Venomous Snake Spectre Human Ranger Watch Guard Watch Officer Skeleton Total: Common 1 Goblin Warrior (Red)-3 2 Goblin Hero (Red)-3 3 Goblin Warrior (Blue)-2 4 Goblin Hero (Blue)-2 5 Orc Brute-3 6 Orc Warrior-1 7 Skeleton-4 8 Watch Guard-2 9 Watch Officer-2 10 Lizardfolk Champion-2 11 Zombie-4 12 Giant Spider-3 13 Wolf-2 Uncommon
Rare
nathan blackmer wrote:
I apologize for the tangent ... But Greyhawk, Forgotten Realms, etc. are not about combat. I've played D&D and AD&D and its always been about Tenser, St. Cuthbert and exploring in my games .. sure the fighting is there but in support of exploring IMO.
nathan blackmer wrote:
I'd have to disagree with this ... How much of any module you buy is about combat? The majority (80%?) is about the story. In one of the campaign's I play in, we get together for 4-6 hours every week and we get into 0-2 combats during these hours (yes, one time we didn't have a single fight). Most of our time is spent role-playing ... we have an amazing time and our bard loves it. Edit: You could also say 75% of all printed material is based around roleplay in SOME FORM.
I thought one of the main benefits was that if you had multiple attacks you could sneak attack more than once that round as opposed to just the next attack ... Of course this would require 3 or more attacks but TWF and a high level rogue would be good. (maybe I'm missing something?) edit: I forgot Feint is not a Attack Action ... so you'd only need two attacks to take advantage of it ...
Jason Bulmahn wrote:
Just to cast my vote, I have no problem with exotic = rare. Why not have a character use a feat to use a weapon other characters can't? It means NPC will react to you differently, there will be different role playing as a result. Having rare weapons not cost a feat makes them not rare in my mind.
Dorje Sylas wrote:
I knew I had read that somewhere ... glad to know it was under Dirge ... and I agree it seems strange to work one way and not the other ... more clarification would be good.
Hydro wrote:
As you describe it I'd agree, the Bard I play has a very CHA so in that case he does extremely well in social situations, but he might be different than most ...
Hydro wrote:
Bard: 6+INT modifier, high CHA class, many class skills Sorc: 2+INT modifier, high CHA class, few class skillsRogie: 8+INT modifier, high DEX class, many class skills I don't know how you can say that Bard's aren't uniquely good in social situations ...
Dirge of Doom + Dazzling Display is a great combo ... edit: just to clarify ... from page 563 ... Fear effects are cumulative. A shaken character who is made shaken again becomes frightened, and a shaken character who is made frightened becomes panicked instead. A frightened character who is made shaken or frightened becomes panicked instead.
dulsin wrote: The DC to create a magic item increases by +5 for each prerequisite the caster does not meet. Yes, I read this but it still seems to say that if the caster doesn't know the spell then its a +5DC to get someone else to cast it ... (combined with the quote saying all requirements must be met). Maybe I'm the only one who reads it that way?
Javell DeLeon wrote:
But on page 549 it says: "Note that all items have prerequisites in their descriptions. These prerequisites must be met for the item to be created." My reading of this means that the +5DC is for if you have someone else meet the requirement. Can someone provide a definitive verdict?
Del-Kahn wrote:
Hmmm... your local gaming store should have had it on the 13th ... big chain bookstores I believe are holding it till the 19th ...
The Wraith wrote:
I don't see the contradiction and I didn't get the same meaning you did. The reference to 'creatures wielding a double weapon in one hand,' I thought, referred to somebody wielding a quarter staff with one hand and using the other for something else (say a shield). That person could use it one handed but not as a two handed weapon. The second quote refers to using the quaterstaff as a baseball bat. Just my 2 coppers. edit: Oops... missed post above saying something similar.
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