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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.
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:
I was wondering if there has been any clarifications on how long a single round spell lasts ... The standard ruling has always been "effects that last a certain number of rounds end just before the same initiative count that they began on." (page 178 of Core Rulebook) But how would something like the Bloodline Arcana from the Pit-Touched bloodline work? Ultimate Magic wrote:
This effect is never longer than 1 round (some spells last longer as you get more levels), you can't give it to someone else (its not a touch spell),and as as far as I know there is nothing you can do with Intimidation that is just a move action ... As written this would only have an effect if you cast a quickened spell? Am I missing something?
Hi ... I know I'm being paranoid, but without think how it would effect my current pending orders I was playing with my shipping a week or so ago and now I'm concerned about my pending shipments. I was hoping you could check on my pending order with the core rule book (# 121680) to see if it is still on track to be here by Aug 13th. I appreciate the time and effort, Many thanks, Gully
I'm sure this must have been addressed somewhere, but I've had no luck finding it ... I'm looking at someone welding a quarterstaff... Using a two handed weapon (Quarterstaff) with 2 hands:
Fighting with Quarterstaff as two weapons (still using 2 hands):
How do the above interact with each other? How do they interact with feats:
Thanks for any clarification ... Gully
I'm generally new to Pathfinder, and was wondering ... I noticed these maps are being released around the time of the new adventure path (Council of Thieves) ... are they meant to be particularly useful for that adventure (while still being helpful for various other ones of course) or is the content basically random and it just happens to be releasing at the same time? Thanks! |