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Nyd of Calling's page

171 posts. Alias of Trscroggs.



Grand Lodge

My cart has had a number of items in it for more than a year now, which are interfering with my ability to shop on your site.

I cannot load the shopping cart, I get an error every time, so I cannot delete whatever offending item is in it preventing it from loading.

I have asked multiple times for someone to help clear the cart, but no one has responded.

Grand Lodge

A long time ago now, I put a bunch of pathfinder pins in my cart to buy them.

Ever since, I cannot get into my cart unless carefully jump through a bunch of different hoops. I get this error every time:

Quote:


You’ve reached this page due to an error on paizo.com. The web team has been notified and are working to fix the issue.

Click here to return to paizo.com

I've tried different browsers, cleared my cookies (as this forum has recommended) and even tried completely different computers, but as soon as I log into my account, the cart fills and I cannot gain access.

Edit: Nor can I 'purchase' my cart without the same error.

Grand Lodge

A long time ago now, I put a bunch of pathfinder pins in my cart to buy them.

Ever since, I cannot get into my cart unless carefully jump through a bunch of different hoops. I get this error every time:

Quote:

You’ve reached this page due to an error on paizo.com. The web team has been notified and are working to fix the issue.

Click here to return to paizo.com

I've tried different browsers, cleared my cookies (as this forum has recommended) and even tried completely different computers, but as soon as I log into my account, the cart fills and I cannot gain access.

Edit: Nor can I 'purchase' my cart without the same error.

Grand Lodge

I have had the cart issue that others have reported before,

I've had this issue on now five different browsers (Firefox x 2, Chrome x 2, Edge), on three different devices (two computers, an ipad, and an android phone), from four separate networks.

Clearing the cache has not helped.

I managed to get it once by putting one item in my cart when I was not logged in, and then managed to successfully check out when I logged in as part of the check-out process.

Grand Lodge

I'm looking to build a Vanguard for the first time for a PbP table.

So far it looks like the table is leaning heavy on the ranged options, with maybe two characters being able to opt into melee range if they feel the need.

The character is starting at level 3, and all Paizo published material is legal.

My only real preference is that I don't want to play one of the Core or Legacy races. I have a ton of characters with those already. Also I think most of the AP races aren't really appropriate either, due to the nature of the adventure.

--

My real issue is that I don't have a handle on the Vanguard's usual turn-to-turn actions.

  • Are they primarily Entropic Strike users?
  • Due they wield one-handed operative weapons almost exclusively?
  • Do they wield big-two handed weapons and then nuke occasionally with Entropic Strike?

Grand Lodge 2/5 *

I recently got a cert copy of the Neutriad Pistol and I am thinking about tricking it all the way out. This, however, has generated a number of questions:

1. The cert stats the pistol out, can I modify it by adding a manufacturer or special material to its construction?
2. The Neutriad Pistol does physical damage, can it benefit from special materials?
3. And finally, how would you trick out such a weapon? Currently I am going to put Sights on it, and a nanofiber grip.

Neutriad pistol:

Neutriad Pistol wrote:
A Neutriad pistol is a 5th level small-arm ranged weapon that does 1d6 bludgeoning damage and has the pulse (1d6) critical effect. It has a range of 60 feet and a capacity of 20 charges (1 usage). It has the force special property and light bulk, and costs 3,200 credits.

From the Starfinder Armory

Pulse Critical wrote:
The weapon’s output explodes in a pulse of energy. All creatures adjacent to the original target take the amount of damage listed in the pulse entry, of the same type dealt by the weapon’s initial attack.
Force Property wrote:
A force weapon is treated as having the force descriptor (Core Rulebook 269), which can cause it to interact differently with some targets (as defined by the targets’ special rules). Force weapons deal kinetic damage but still target EAC.

My argument with the special materials is that while targeting EAC, the Neutriad Pistol still does physical damage, which means it doesn't get exempted from special materials for doing energy damage. (As laid out by Starfinder Armory.)


Specifically, I'm looking at Noqual.
Noqual Abriged wrote:

Objects fashioned from noqual gain a +4 bonus to saving throws against magical effects.

Weapons and ammunition made of noqual sap magic from the target, dealing additional damage to creatures largely derived from magical effects. Noqual weapons and ammunition gain a +1 enhancement bonus to damage rolls against magical constructs, magically created undead, and creatures summoned by magic.

While melee weapons gain an increasing bonus, Noqual calls out melee weapons specifically here, so I am assuming I don't get this.

Grand Lodge

This question is for Starfinder Society.

I recently got a cert copy of the Neutriad Pistol and I am thinking about tricking it all the way out. This, however, has generated a number of questions:

1. The cert stats the pistol out, can I modify it by adding a manufacturer or special material to its construction?
2. The Neutriad Pistol does physical damage, can it benefit from special materials?

And finally, how would you trick out such a weapon?

Exo-Guardians

1 person marked this as FAQ candidate.

I have a quick question about Apocalypse Crystals, which appear on page 81 of Alien Archive 2.

These crystals say this in their description: "An apocalypse crystal causes the damage dealt by your solarian weapon to function as a force effect."

What exactly does this do?

My table talked about it and came up with two major possibilities, which seem REALLY powerful, and one that seems like a given. I was wondering which of the following this does.

1. As a force effect, your solar weapon now ignores DR and all non-Force Energy Resistances. This is because force effects are not Bludgeoning, Slashing, or Piercing.

2. As a force effect, your solar weapon now targets EAC. Again this is because a fore effect is not Bludgeoning, Slashing, or Piercing.

3. As a force effect, your solar weapon now does full damage to incorporeal targets. (This one we're pretty sure was the intention, so at the least we think it does this.)

Grand Lodge 2/5 *

2 people marked this as FAQ candidate.

I know it's not an offical resource yet, but I want to go on and ask this question anyway.

Is it okay to retrain a feat that is a prerequisite for other feats the same character has -- if the new feat also meets the prerequisite requirements for all the feats the old feat supported?

More specifically, can a character who has Improved Trip retrain out of Combat Expertise and into Dirty Fighting instead?

Dirty Fighting's special reads:

Spoiler:
Special: This feat counts as having Dex 13, Int 13, Combat
Expertise, and Improved Unarmed Strike for the purposes
of meeting the prerequisites of the various improved
combat maneuver feats, as well as feats that require those
improved combat maneuver feats as prerequisites.

Essentially all the requirements of Improved Trip would remained checked if you swapped Combat Expertise for Dirty Fighting.

My Staff Magus doesn't really have the personality for Dirty Fighting, but it fits in with what he is trying to accomplish and he never uses Combat Expertise. The flanking bonus would be far more useful and might make be enough to make his Improved Trip worth using again. (If the answer is 'no' I'll just have to train out of both feats, and pick something more useful to the way the character has evolved.)

---

Actually, while I am at this. In PFS can you retrain a class feature?

More specifically, could a level 8 Magus train out a magus arcana that they don't use for another magus arcana?

Furthermore if a Magus can retrain an arcana, could the same level 8 magus retrain the arcana they received at level 3 for an arcana you have to be level 6 to take?

(Honestly, I want to train out Empowered Magic for Wand Wielder, but I wanted to ask the second question just to clarify things.)

Grand Lodge

I have a character concept for a barbarian I would like to play in Pathfinder Society. Thing is while I have his character down, I don't have his stats and I've never built a Pathfinder barbarian before.

One important note, this barbarian is going to be aiming for Uflen Guard because it fits his character concept.

Bold things I am not planning on changing unless I get a compelling reason. Italics mean that this is something that I am probably going to dump/change before finishing the character.

Please excuse spelling mistakes.

Race: Human
Ethnicity: Uflan
Faction: Taldor
Class: "Fighter" (Barbarian, but he's not going to say that.)
Alignement: True Neutral or Neutral Good

Griss Thorhalson is the child of two Uflen Guard members that never left Taldor. He's spent his entire life amongst the Taldor people, and in many ways is more Taldor than Uflan. I am considering the Urban Barbarian archtype. I am also considering Invulnerable Rager, possibly even stacking them.

He even has his eye on a local girl, a beautiful third-daughter of one of the local nobles. She's receptive to his pursuit, but her father is not as . . . enthusiastic. The lord can't really afford to offend Griss's bloodline, but he has been making things as difficult as he can.

Finally Griss has put it all on the table and asked for the daughter's hand. The lord's counter offer is simple: if Griss can complete some impossible quest involving a long lost and forgotten artifact. If Griss is successful, the lord will allow his daughter to marry the barbarian.

Griss is not a stereotypical stupid barbarian, but he is aware that he isn't brilliant or well suited to research. He is aware that there are people that specialize in such; many of which work for the Pathfinder Society.

Griss has joined the Society and is working his way up the ranks to become a Venture Captian. At this point Griss assumes that he will have enough pull in the organization to get them to do the research in his quest. He assumes the information he needs is in restricted archives a normal member does not have access to. He will then retrieve the artifact himself. In the meantime, he supports Taldot's cause within the Society, hoping that he might find another way to earn the Lord's approval.

Three character facts:
1. Griss does not consider himself a Barbarian; in his mind he is a Fighter. Under duress he will admit he has a problem with his temper.
2. While he's fairly certain the object of his quest doesn't exist, if Griss can get a good enough description of it he isn't against get a fake made.
3. Though his connections Griss has some idea on what Princess Eutropia is up to. He whole-heartily agrees with her ambitions, but won't violate his oath as Guard to support her when the time comes. On the other hand, everyone has an off day....

---

So as you can see I have a character concept, but I do not have a real idea of what I want to build him as, especially since he is aiming for a Prestige Class.

The prestige class seems to lend itself to a more defensive build, so I have been considering maybe a two-handed reach weapon. Especially since the bonuses only really work when adjacent to another character.

Grand Lodge

I'm interested in building an Arcanist. My current plan is to make a Tengu Arcanist, though I am not totally set on the race.

The thing is that I have not played a full caster in Society before.

It seems like the Arcanist makes a pretty good support caster or summoner, simply because they don't have enough spells-per-day to be a blaster, and I have played a Eidolon-buffing Summoner before.

Basically I am looking for advice and possible builds for a caster designed for flexibility.

Edit: now that I have fixed my spelling mistake, this question should be a bit easier to answer.

Grand Lodge

I have a Dwarven Gunslinger(Musket Master) at level 8. My weapon is a simple +1 Musket, but thanks to a number of high-reward scenarios back-to-back I essentially have enough gold to make the musket a +3.

The problem is I don't know what to add to it.

I'm not planning on switching to a Double Musket, I just want to upgrade the musket I have.

I have only needed to increase my range a grand total of three times in my career, so I am not looking at Distant. I also haven't had any real issues with misfires, so Reliable is also out. And finally I really don't want to just put a base elemental effect on it (Fiery, Frost, etc.)

I have four Grit points, and my feats are Point Blank Shot, Precise Shot, Deadly Aim, Rapid Shot, and Cluster Shot.

Things I've been looking at include Holy, Lucky, Seeking, or just making it a +3 so I can ignore Silver and Cold Iron.

--

I also am getting a bonus feat at level 8. It must be a combat feat, but I am not really sure what to take. My current plan is Weapon Focus so maybe I could take Snap Shot next level, but I've only been threatened in melee a few times with this character. To be honest though, I've been thinking about Steel Soul for level 9, so I am more than willing to think about alternate combat feats.

Grand Lodge

I'm making a new Pathfinder Society character to be played for the first time later today. This is technically my ninth Society character (though I've only really played three of them).

I've decided on my class, I'm making a Gunslinger (Musket Master). I've decided on my first feat (Pointblank Shot).

My problem is that I haven't pinned down a race or technically even a stat build yet.

Race: I know I don't want a human or a gnome (all my other characters are one or the other). I was looking strongest at Dwarf or Tiefling, maybe a Tengu. Any advice on what would make an interesting, but still playable race for a Gunslinger?

Stats: With a strength of 10 a chainshirt and musket put a medium-sized character into medium encumbrance by themselves. With ammo and other basic gear, things get even worse. I really don't want to dump INT, so what kind of build should I be looking at to max my DEX and WIS, with maybe a touch of STR so I can carry my gear.

Traits: I know traits at least partly depend on race and faction, but what other traits go well with the Gunslinger?

Grand Lodge

Assume a medium character is charging with a lance and lands a critical hit. How many damage dice is the player going to roll and how many times does is he going to multiply his flat damage?

Later he will take Spirited Charge, what will the damage be then?

Grand Lodge

I know advanced firearms load more quickly than their early counterparts, my question is does this already account for the fact that they are using alchemical cartridges? (ie metal cartridges)

What I really need is a chart of load times:
Early one-handed firearm:
Early one-handed firearm with alchemical cartridge:
Early one-handed firearm with rapid reload:
Early one-handed firearm with alchemical cartridge and rapid reload:

Early two-handed firearm:
Early two-handed firearm with alchemical cartridge:
Early two-handed firearm with rapid reload:
Early two-handed firearm with alchemical cartridge and rapid reload:

Advanced one-handed firearm:
Advanced one-handed firearm with alchemical cartridge:
Advanced one-handed firearm with rapid reload:
Advanced one-handed firearm with alchemical cartridge and rapid reload:

Advanced two-handed firearm:
Advanced two-handed firearm with alchemical cartridge:
Advanced two-handed firearm with rapid reload:
Advanced two-handed firearm with alchemical cartridge and rapid reload:

Silver Crusade 2/5 *

I have a Staff Magus, and that has resulted in a number of questions for me.

My understanding is that the Society rules say I treat a double weapon as two single weapons for the sake of upgrades.

1. If I masterwork both ends of a quarterstaff, do I require the fame levels for two 300 gp weapon ends, or the total 600 gp?
1a. On a similar note, when enchanting I know +1/+1 would be always available, but when I upgrade to say +1 Flaming/+1 do I need the fame for the total, or just the +1 Flaming? (Assuming that it was previously +1/+1).
1b. Is there any point to enchanting the other end of the quarterstaff if I am going to one-hand it through Quarterstaff mastery anyway?

2. Do I need to apply the costs of materials to both ends separately, or just once for the entire weapon?
2a. Assuming I have to pay for material separately, can I create a quarterstaff with two different materials, one on each end?
2b. Like the masterwork, do I have to have the fame for two separate ends of special materials, or the grand total.
2c. I am assuming I can't upgrade the materials of the quarterstaff independently, and that if I am going to create a staff with special materials I have to create it with its materials in place.

3. Speaking of special materials, what materials work well for quarterstaves?

4. How exactly does Quarterstaff Defense work?

Grand Lodge 2/5 *

I've finally decided what to do with my Tengu cert, I'm making an Oracle.

Unfortunately, I haven't played a divine caster since 2nd edition so I have NO idea what I am doing.

I haven't even decided what Mystery to take, and whether or not to take the Tengu racial substitution for Oracle.

Does anyone have any general advice for a fun, playable Oracle who hasn't played a divine caster in a LONG time?

Edit: and by the way: WOOT! My first one-star post!

Grand Lodge 2/5 *

I recently got the chance to attend a con and managed to pick up a Tengu cert. The thing is I don't have any CLUE what to do with it.

A rouge seems like the obvious choice, and there aren't many at my usual location, but honestly I don't know much about rouges. Let alone a Pathfinder Society rouge.

I could do a gunslinger just as easily, but then I feel like I'm not getting the full worth from that sword proficiency.

In short, what would YOU do with a Tengu character?

Grand Lodge

I have a level 5 fighter who has some money burning a hole in her pocket. I just recently upgraded my weapon and picked up a strength booster, now my AC is seriously lagging amongst other players in my tier.

So . . . I want to buy some armor, but I'm not sure if simply grabbing the best available is the right call.

The nitty gritty
1. I have a budget of 6,000 gp, but my purchase limit is 8,000gp.
2. My fighter is a two-handed weapon swinger, so no shields.
3. This is a Society character, and does not have access to special materials that are not always available.
4. Since my current armor (kikko) isn't even master work you can suggest any armor type . . . .
5. BUT my character theme means she will only wear eastern-style armor.
6. I don't especially need agility or speed, so the type of armor is not important.

A friend of mine suggested admintine medium armor, which sadly I cannot afford quite yet. Should I wait another cert or two to pick up my armor?

Grand Lodge

1 person marked this as FAQ candidate. 1 person marked this as a favorite.

I have some Eidolon/Summoner questions. If it makes any difference they are all for a Society-legal Summoner.

1. What happens to an Eidolon that is hit by the Maze spell? My group decided that it would be stuck in the Maze as a normal character unless dismissed by the summoner. BUT the other opinion was that the Eidolon was no longer technically on the same plain as the summoner it is auto-dispelled as per the Life Link rules.

2. Does the Improved Damage evolution apply only to ONE set of natural attacks, or every set of the same name. IE if my Eidolon has two claw evolutions do they both benefit from Improve Damage: Claws?

3. Do Improve Damage evolution and the Improve Natural Attack feat stack? Also is the INAttack feat Society legal to begin with?

3a. And at the same time, would the INAttack feat improve all natural attacks of the same type or just one set like question 2?

4. What happens to the equipment an Eidolon was carrying if/when it is dismissed/banished/killed? My group is basically treating it as having gone with the Eidolon, but I wanted to know if there was an official ruling.

5. My Eidolon is wearing an enormously expensive Holy Amulet of Mighty Fists. I know its attacks count as good for DR purposes, but do they count as magic as well?

6. Can a quadruped with three Limb: Legs evolutions take two Claw evolutions or does it need to take Limb: Arms to be able to take multiple Claw evolutions?

Grand Lodge

The gnomish racial substitution Gift of Tongues says that in addition to a +1 to diplomacy/bluff, the gnomes will also learn one additional language every time they put a point into linguistics.

Now linguistics itself gives you a language every time you put a point into it. Does this mean a gnome with the Gift of Tongues feature gets two languages for each point of linguistics?

(Yes I know it should seem obvious, but my group has had a couple of arguments over it. My DM set-up a language based puzzle that fell apart because the gnome knew more languages than he expect him to.)

Grand Lodge 2/5 *

1 person marked this as a favorite.

I have a character who was level 3 and had 8 exp. Two weeks ago I was running a mod with tiers 1-2 and 4-5 tiers. I assigned the DM credit to this character raising her to level 4.

Does the character get the items and gold of the 4-5 tier she is now or the the 1-2 she would have played if she had actually played the mod?

Grand Lodge

To start of with, this is a Society character and plays with all the restrictions.

I'm looking into what I should pick up for my just-hit level 8 summoner's eidolon.

It is a quadrupedal (Bite, Claw, Claw, Gore) with the acid elemental attack as it's most defining feature. Though gore is out for more claws as soon as I can add another set.

My eidolon already has a belt of giant's strength +2 and the cracked ion-stone that gives an attack bonus. My summoner is consuming the cloak and head slots himself, but otherwise has no slot-using equipment.

What should I be buying/saving for to equip my eidolon. I know amulet of mighty fists is considered a good idea, but what ability should I get with that? Or should I skip more gear for the eidolon and get something for my summoner?

Grand Lodge

My quest for my third Society character continues. Now I am looking at the humble Oracle.

Of course I’ve haven’t played an Oracle either and the last time I played a cleric was a 3.0 home campaign where I was literally a walking Band-Aid. (And that’s the way the other players treated me.)

Now in-battle healing isn’t as important in Society, at least in my experience, and once the fight is over the CLW wands start flying reducing the need for healing spells even more. This means I don’t have to specialize in healing, but that leaves me a little lost for a build.

1. What are some interesting Oracle builds? (Single class only please.)
2. What curse is the most fun?

I don’t need a combat monster (though I will accept such builds) I’m looking for something interesting instead. And remember this is a Society character, all the usual limits apply.

I was also looking at races and while being human is fairly standard I noticed something interesting with the gnomes. As a favored class bonus they can gain 1/2 a level as far as their curse is concerned. This doesn’t seem like much, but take it for ten levels and you gain access to the level 15 bonus, which is otherwise unattainable in society as far as I am aware.

3. Is this a worth while trade? Is it worthwhile for only specific curses or all of them?
4. Is there another way to get access to higher tiers of your curse’s benefits?

Grand Lodge

I play Pathfinder Society at my local gaming store. A bunch of people play there and there are a ton of different characters around. Now I’m getting close to retiring my first character and my second character is about to level out of the low-tier games. To still be able to play low-tiers I am considering what to play next.

Since I really don’t want to duplicate something that is getting played regularly I am strongly considering setting down a monk. (Or an oracle, but there are a couple of multi-class oracles already.)

Now I’ve never played a Monk before, and am not sure how to go about making a good one with the point-buy system. I was looking at the class variants, most particularly the Monk variant that gets Elemental Fist and the Martial Artist, but I since I haven’t played a monk I’m not sure the trade-offs are worth it. (A friend of mine raves about the ki-draining monk. I’ve also seen a lot of feats that look like they are for a grapple monk, how does that work?)

So in short what I am really interested in is early build help for a Pathfinder Society legal Monk advice, mostly for the first couple of levels. What should my stats be, what gear should I get first, what my starting feats should be, and what, if any, variant classes are fun/capable?

Grand Lodge

I have a question about the kind of gear that is good for a Summoner.

Details of my character::

Full Pathfinder Society restrictions
Gnomish Level 6 Basic Summoner
Primary Weapon: Light Crossbow, almost never used.
Secondary Weapon: Mace, never used.
Feats: Point-Blank Shot, Precise Shot, Extra Evolution

Spells known::

Acid Splash
Detect magic
Read Magic
Guidance
Mage Hand
Message
Enlarge Person
Grease
Rejuvenate Eidolon, Lesser
Shield
Evolution Surge, Lesser
Glitterdust
Invisibility
Haste

Eidolon::

Is a quadruped strength-based mutli-attacker. I'm trying to max my attacks and then max the damage those attacks do.

Gear I have::

I'm only going to bring up the items I think are significant, masterwork, or potions.
+1 Cloak of Resistance
+2 Headband of Alluring Charisma
+2 belt of Giant's Strength (on Eidolon)
Ion Torch
Metamagic Rod, Extend, Lesser
Wayfinder, standard
Wand of Cure Light Wounds (2/3 expended)
Antiplague x 3
Antivenom x 3
+1 Frost Bolts x 3 (an impulse buy)
Artisan Tools, Masterwork - for my day-job
Masterwork Backpack
My weapons and armor are 100% mundane and non-masterwork
I have a lot of mundane gear, and several changes of clothes, that my eidolon caries for me with the add of a pack saddle.

I recently acquired 3,000 or so gp, and am thinking about buying a +1 Mithral Chain Shirt. In all honesty, however, my character has only been targeted by physical attacks a few times in his career to-date

I'm basically looking for advice into what piece, or pieces of equipment/potions I need to look into getting next.

Grand Lodge

I have a level 4 Eidolon of the quadruped type. To my understanding I can only have four natural attacks.

As a quadruped he already has a free bite and I bought claws once. Can I buy him another set of claws? If not, can I 'give up' the free bite could I do it then?

Or does the double claw attack count as one attack because they are purchased together?

I addition, you don't need to purchase the 'free' evolutions that come with each base form, correct?