Is there any way in society to get this? Both of my operatives would love to get their hands on this. One because adding the right aeon stones and upgrades would give her an armor to rock for a long while instead of having to buy armor every three levels. One because she really doesn't like the Azlanti Star Empire (They make it so hard to explore out there) and would like to rub it in their faces.
Do we have any? My primary SFS character has been, as far as I know, the only one who's profession is assassin. If there is an official group, it would be nice to know. If not, I guess I can keep calling myself the Society's unofficial official assassin.
Or would that be presumptuous of the outlaw ghost operative with silenced/flash suppressed/scoped weapons?
Okay, I want to check this out. I put a fusion on a couple of different weapons ( Trailblazer for my level 6 laser pistol and level 7 semi auto pistol). I paid the costs out of the book for a level 6 and level 7 fusion. Is that right? And if I want to add additional abilities to either one, it will cost the same to add, but I can add up to the weapon's level in total fusions.
Here is where I am somewhat confused. My lower level character wants to put holy and one other (haven't decided yet, but I have three in mind) onto his melee weapon. He currently has a long sword. If I add holy (a level 1 fusion) I cannot add anything else, as the sword is level 1. If I later get a better weapon, I can transfer the holy to the better weapon for 1/2 the cost of the higher level fusion, since I have a rank in engineering. The same if I want to transfer the trailblazer effects for my primary character when she upgrades her pistols, right? Or am I missing a step here?
And, are weapon fusions even worth it most of the time? You have to upgrade weapons to do more damage, so other than certain creatures, is there any reason for them? I think they made this far too complicated for Starfinder, the old Pathfinder way was easier. They could have still reduced the costs, put in the transfer rules, and called it a day. Why add the extra layers of matching the weapon level, fusion seals, etc?
My second character for SFS is basically being run as a paladin. He is a solder with the arcane assault fighting style, and is a worshiper of Iomedae. I went with the Star Knight archetype, but the Divine Champion gets the spells, and the character is still first level. The Archetype rules say you have to take an archetype when it replaces an ability, but can I take two archetypes that replace an ability at the same level? Or is there a better way to do a paladin, since I doubt the PFS legacy classes are ever going to be allowed in SFS.
Hey, I was wondering how folks store the map pack cards. I have several and I don't want to just throw them in something and get them all scrambled. So I thought I would ask the community how they do it. I was thinking something like a recipe box or some other divided case, but I can't find one of the right size. Any ideas?
So, I finally can play a skinwalker (At the end of the campaign, sadly) and I'm re-making an old D&D character (Who was a weretiger) and one of his claims to fame was that with his silver DR, he could beat up the town guard when they got possessed by evil spirits because they had basic long swords, and couldn't do a damn thing to him. Is there a feat out there that only skinwalkers can take that give them that silver DR? Even if it's linked to class levels, it would still be fun to be able to do that again. I haven't found anything yet, but I don't own all the books.
I know the Knight-Inheritor's Ring gives bless weapon as a power, but is there something else that does the same thing? The protection bonus on the ring is only +1, which is kind of a detriment to defense on a front line character, but the bless weapon is useful for a demon hunting ranger. (And I can't do holy, because I am sitting on cold iron +2 evil outsider bane weapons right now, and I really don't want to re-buy and re-enchant cold iron weapons.....) Alternatively, if there is an item that allows you to always treat your weapons as under the effect of a bless weapon (that would be good too) that is legal for PFS?
So, I was reviewing the Additional Resources page and it's showing that all the arcana on page 104 of the ACG are available, with no exceptions. Does this mean that the abilities work as originally listed, or does the magus still have a 0 panache pool without taking Amateur Swashbuckler? My kitsune magus was built as a swashbuckler type, but then they nuked these abilities. Kind of stinks for my build if it's still fried. I mean, I have other ideas for the character, but still would like to have that without having to multi-class.
Okay, I'm looking and I haven't found it, but is there a rule for spending multiple PA in a mod? The example is my magus cashing in 8 PA to get 3 1st level wands and a MW cold iron weapon. I think that is legal, but I cannot find support one way or the other. Am I just missing it, or is there a written ruling on this?
Okay, I know there is the additional resources page for the various books, but what I am asking if there is a list of the spells available, by class and level, in PFS, from all sources. Both my arcane trickster and magus have Blessed Books, and I want to fill those suckers up. So, anyone know if there is a list out there?
I have a question here. I recently played Serpents Rise and am wondering if it is possible to add the Elven rune-cloak special to an existing cloak of resistance? Or do I have to buy the cloak with the rune-cloak ability (effectively re-buying my current cloak of resistance.) I'm not finding anything on the boards, so posted here.
So, I have run a couple of mods as Core in the past few weeks, but I have no Core PCs in that range (I have no core PCs at all.) I was applying the chronicles to one of my non-Core PCs in the level range. Is this legal? Will it work? Or will the system reject them? For reference, the PC they have been applied to is a Div-spawn tiefling.
So, some of the infiltrator ranger ability choices are low-light or darkvision. Are these limited by the time limit for the other powers, or are they just added to you as vision types? I.E. a half elf takes Evil Outsiders and his choice at 3rd level is darkvision, does he have to activate the vision,or is it just always on? I was informed that they were always on, so the camouflage and hide abilities that are now attached while the powers are on doesn't work. This is important for my infiltrator, because having darkvision always active has helped me a lot, especially since cold iron is so expensive to enchant that first step.
Okay, for those who remember the 3.5 e expansion books, one of them presented the beguiler, kind of a cross between a rogue and an enchanter sorcerer. I had a character concept that ran along these lines (Conversion of a beguiler to PF) and I really can't find one. The closest is either the Sandman or Magician bards, but neither is a good fit. The Sandman has the bonuses to Bluff/Diplomacy and the magical trap disarming, but is closer to the spellthief from 3.5. The magician has the spells (With the expanded learning ability) but not the trapfinding powers or skill bonuses. I would like to not have to default back to the sorcerer/rogue setup, as this does some depowering. So, any ideas? Is this something that should be submitted to Paizo for the next class book? Am I just boned?
Two questions, figure they should go into one topic to save space. Okay, so here they are.
1) I found a spell called Versatile Weapon that allows the weapon enchanted to temporarily bypass a creatures material-based damage reduction after the first strike. However, I did not find a corresponding weapon enhancement. Does such an enchantment exist, and where can I find it? Spell is from APG, IIRC.
2) My dragon-bloodline sorcerer is copper dragon (acid) based, and I just got 3rd level spells. There's a feat that can change the elemental nature of a spell, but it adds 1 level to the spell (It also allows a half-and-half option for damage) I was wondering if there is an acid-based version of fireball at third level? Otherwise, the next acid spell is cloudkill, and it's kind of weak. In 3.5, the feat mentioned above was split into two feats, one just changed the damage type (With no level change) and the other was half-and-half (For one level).
Okay, I am trying to figure out something for a character here. I'm designing the primary magical weapon for one of my PFS characters and I'm running into a roadblock here. I was looking over the various enchantments and I wondered about something. Most of what I want for the weapon is in the sunblade, but my character's primary weapon is a katana. Is it possible to put all of the effects of the sunblade (double damage vs undead, higher bonus vs evil creatures, sunburst, etc) into a different weapon, and then add ghost touch? Or is the sunsword always a bastard sword, and sealed from further enchantment?
The other option is the Blade of the Rising Sun, but I'd rather not have the sacrificial strike, have it start at +2 and be ghost bane and either holy or lifesurge. The price would be about the same.
One last minor point. I know there was an enchantment in 3.5 that allowed a weapon to temporarily take on the material characteristics of an opponent's resistance (So, it would become cold iron after the first hit on a devil until it was used against a different target, but only for purposes for passing DR) and I thought it has been brought over to PF, but I cannot find it. Am I dreaming on that? Or is it just in one of the regional books/race books that I don't have yet?
I know I've seen it somewhere, but there's a trait or feat that allows you the safe use of poison. I'm not referring to the Alchemist or the Poisoner Rogue, but there was a trait that allows you to safely use poison. At least, I think it was a trait. It might have been a feat. So, have I just missed where it is, or am I wrong?
I'll admit to not visiting the boards much here, as I have a lot to do online most days. But I have a few questions I really would like to get answered:
1) Is there a list of all of the mods, in their appropriate year? I sort the mods my PCs have played by year, for reference.
2) Are alchemists the only class allowed to use poisons? There are several non-damaging poisons that my rogue would like to stock, but he's already multiclassed into ranger.
3) Will the traits document ever be updated? The one I have is structured for 3.5, and so far, that one hasn't been updated yet.
Thanks in advance for the answers, folks.
I was wondering if there was any possibility of creating a "modern" setting version of the Pathfinder rules, much like the d20 Modern set. I know that I could just convert, but d20 Modern really has a different way to work things than the d20 SRD. So, any thoughts? I ask because I'm looking at converting my home campaign to Pathfinder, but I have time travel as a possibility. Or am I just out of luck?