Min/Max Boards

Gaming Discussion => D&D 3.5 and Pathfinder => Min/Max 3.x => Topic started by: zook1shoe on October 22, 2017, 11:33:34 PM

Title: Fun Pathfinds
Post by: zook1shoe on October 22, 2017, 11:33:34 PM
Here (http://minmaxforum.com/index.php?topic=2342.0) is the previous thread
Title: Re: Fun Pathfinds
Post by: snakeman830 on November 02, 2017, 09:51:42 PM
Need to get rid of some item (or collection therof) forever?

Mantle of the Void is not the cheapest item (priced at just under 18.5k), but it's undeniably effective for this purpose.  Normally, you're supposed to just use it to gain a +6 insight bonus on a single roll 1/day, with more uses gained by taking Wisdom burn.  However:

Quote
If, for any reason, the wearer’s Wisdom is reduced to 0 while wearing the mantle, it swallows him whole and he disappears forever, unrecoverable even to effects such as reality revision.

So, for the cost of a sacrifice (doesn't have to be humanoid, a sheep probably works fine) and a way to inflict Wisdom damage/drain, you can send things off beyond the reach of Wish spells.

Now, this assumes that "swallows him whole" includes worn or carried items.  The description doesn't mention other gear at all.



Also, for a second fun find is the Map of the Mind.  Psychic Reformation 1/week for 16k.  This is explicitly tied to the item, so having a couple of these lets you use it more often.  Regardless, it's perfect for picking up crafting feats or similar "downtime" abilities.
Title: Re: Fun Pathfinds
Post by: awaken_D_M_golem on November 03, 2017, 04:02:04 PM
Niiiiiiiice !

Can I nominate this for PF Bunko's ?

Skill bonus and PsyRef parts are difficult to price,
and by themselves not worth the cost.  However
death for all time , to nearly anything = Pricele$$

Perhaps a Contingency to pre-game the sacrifice part.
Wis damage via what, real Insanities, Rogue stuff, Poisons, 3.0e psi combat ...
Title: Re: Fun Pathfinds
Post by: snakeman830 on November 03, 2017, 08:37:41 PM
Niiiiiiiice !

Can I nominate this for PF Bunko's ?

Skill bonus and PsyRef parts are difficult to price,
and by themselves not worth the cost.  However
death for all time , to nearly anything = Pricele$$

Perhaps a Contingency to pre-game the sacrifice part.
Wis damage via what, real Insanities, Rogue stuff, Poisons, 3.0e psi combat ...
It should be noted that Dominate effects cannot force the wearer of the Mantle to use it.  That is explicitly spelled out.

Everything else?  Go for it.
Title: Re: Fun Pathfinds
Post by: ketaro on November 03, 2017, 09:27:33 PM
Need to get rid of some item (or collection therof) forever?

Mantle of the Void is not the cheapest item (priced at just under 18.5k), but it's undeniably effective for this purpose.  Normally, you're supposed to just use it to gain a +6 insight bonus on a single roll 1/day, with more uses gained by taking Wisdom burn.  However:

Quote
If, for any reason, the wearer’s Wisdom is reduced to 0 while wearing the mantle, it swallows him whole and he disappears forever, unrecoverable even to effects such as reality revision.

So, for the cost of a sacrifice (doesn't have to be humanoid, a sheep probably works fine) and a way to inflict Wisdom damage/drain, you can send things off beyond the reach of Wish spells.

Now, this assumes that "swallows him whole" includes worn or carried items.  The description doesn't mention other gear at all.

Rather than sacrificing a person, just use a casting of Animate Objects. Objects have no Wisdom. Insta-void~
Title: Re: Fun Pathfinds
Post by: snakeman830 on November 03, 2017, 09:40:20 PM
Need to get rid of some item (or collection therof) forever?

Mantle of the Void is not the cheapest item (priced at just under 18.5k), but it's undeniably effective for this purpose.  Normally, you're supposed to just use it to gain a +6 insight bonus on a single roll 1/day, with more uses gained by taking Wisdom burn.  However:

Quote
If, for any reason, the wearer’s Wisdom is reduced to 0 while wearing the mantle, it swallows him whole and he disappears forever, unrecoverable even to effects such as reality revision.

So, for the cost of a sacrifice (doesn't have to be humanoid, a sheep probably works fine) and a way to inflict Wisdom damage/drain, you can send things off beyond the reach of Wish spells.

Now, this assumes that "swallows him whole" includes worn or carried items.  The description doesn't mention other gear at all.

Rather than sacrificing a person, just use a casting of Animate Objects. Objects have no Wisdom. Insta-void~
Animate Objects becomes a creature, which means it gains a Wisdom score (1, at least).  It also doesn't work on magical items (which almost everything you want to get rid of like this is).

Even if you did animate it, constructs are immune to ability damage and drain.  Since penalties can't reduce a score below 1, you're kinda screwed out of that way.

So, doesn't work with animating because of limitations there.  Best to get some animal with saddlebags.
Title: Re: Fun Pathfinds
Post by: ketaro on November 03, 2017, 09:52:23 PM
Just trying to avoid moral implications of sacrificing innocent woodland critters :p
Title: Re: Fun Pathfinds
Post by: snakeman830 on November 03, 2017, 10:08:13 PM
Grab something that would be slaughtered for its meat if it didn't do this instead.  Conundrum solved :p
Title: Re: Fun Pathfinds
Post by: ketaro on November 03, 2017, 10:50:35 PM
Technically that's everything made of meat  :lmao
Title: Re: Fun Pathfinds
Post by: Keldar on November 04, 2017, 10:06:08 PM
Polymorph Any Object the Item of Doom into a squirrel.  Place hat on Squirrel of Doom.  Drain wisdom as appropriate*.  No more doom.

*Without knowing the item's full text, I have no idea if other wisdom drain would work or not.  Caviat Munchkin.
Title: Re: Fun Pathfinds
Post by: snakeman830 on November 05, 2017, 04:15:50 AM
Polymorph Any Object the Item of Doom into a squirrel.  Place hat on Squirrel of Doom.  Drain wisdom as appropriate*.  No more doom.

*Without knowing the item's full text, I have no idea if other wisdom drain would work or not.  Caviat Munchkin.
It doesn't matter how the wearer's Wisdom hits 0, only that it does hit 0.
Title: Re: Fun Pathfinds
Post by: TiaC on December 16, 2017, 02:54:56 AM
I just found an interesting little feat. Invoke Primal Instinct (http://archivesofnethys.com/FeatDisplay.aspx?ItemName=Invoke%20Primal%20Instinct) lets you spend a use of wild shape as a standard action to force everyone within 30' to make a will save against either being frightened for rounds/level or consider you harmless for 1 minute unless you attack. What makes it good is that the DC of the Will save is equal to your result on a Bluff check. You can easily pump that until it's unbeatable and have a no save, just lose, AOE.

Look! It can make the Shifter decent!
Title: Re: Fun Pathfinds
Post by: zook1shoe on December 18, 2017, 12:47:47 AM
Not too shabby!
Title: Re: Fun Pathfinds
Post by: nijineko on December 18, 2017, 11:32:55 AM
Need to get rid of some item (or collection therof) forever?

Mantle of the Void is not the cheapest item (priced at just under 18.5k), but it's undeniably effective for this purpose.  Normally, you're supposed to just use it to gain a +6 insight bonus on a single roll 1/day, with more uses gained by taking Wisdom burn.  However:

Quote
If, for any reason, the wearer’s Wisdom is reduced to 0 while wearing the mantle, it swallows him whole and he disappears forever, unrecoverable even to effects such as reality revision.

So, for the cost of a sacrifice (doesn't have to be humanoid, a sheep probably works fine) and a way to inflict Wisdom damage/drain, you can send things off beyond the reach of Wish spells.

Now, this assumes that "swallows him whole" includes worn or carried items.  The description doesn't mention other gear at all.



Also, for a second fun find is the Map of the Mind.  Psychic Reformation 1/week for 16k.  This is explicitly tied to the item, so having a couple of these lets you use it more often.  Regardless, it's perfect for picking up crafting feats or similar "downtime" abilities.

Use a goat instead of a sheep, they'll eat anything. Plus, it's traditional for goats to be sacrifices.... hence the term 'scapegoat'.
Title: Re: Fun Pathfinds
Post by: zook1shoe on December 26, 2017, 11:46:35 AM
Where's mantle of the void from?
Title: Re: Fun Pathfinds
Post by: Nytemare3701 on December 26, 2017, 05:53:22 PM
Where's mantle of the void from?

Psionics Unleashed

http://www.d20pfsrd.com/psionics-unleashed/equipment/psionic-items/universal-items/#TOC-Mantle-of-the-Void
Title: Re: Fun Pathfinds
Post by: zook1shoe on December 26, 2017, 06:07:06 PM
No wonder.... I've avoided 3pp PF stuff
Title: Re: Fun Pathfinds
Post by: Nanshork on December 26, 2017, 09:55:21 PM
No wonder.... I've avoided 3pp PF stuff

In case you didn't know, Paizo has effectively outsourced all psionics to Dreamscarred Press.  It's like 1.5pp.
Title: Re: Fun Pathfinds
Post by: oslecamo on December 26, 2017, 11:01:37 PM
Or simply the official pathfinder devs don't care about psionics, which is a sentiment I can symphatize with. Starfinder for example doesn't have any either.
Title: Re: Fun Pathfinds
Post by: Nanshork on December 27, 2017, 12:16:32 AM
Or simply the official pathfinder devs don't care about psionics, which is a sentiment I can symphatize with. Starfinder for example doesn't have any either.

I'm pretty sure of my interpretation, especially since there is a large group of people who will pay good money for psionics books and Paizo is a business if nothing else.. 

Also Starfinder only has one kind of magic so I assume psionics just gets rolled into that and I expect the system to never have psionics (also psionics are never part of the core books in any system I've read besides weird stuff with randomly rolled powers).
Title: Re: Fun Pathfinds
Post by: oslecamo on December 27, 2017, 01:32:47 AM
Or simply the official pathfinder devs don't care about psionics, which is a sentiment I can symphatize with. Starfinder for example doesn't have any either.

I'm pretty sure of my interpretation, especially since there is a large group of people who will pay good money for psionics books and Paizo is a business if nothing else.. 
I would even disagree with the "large" bit. Just look at how much psionic homebrew there is when compared to, say, Tome of Battle, that got exactly one book in all of 3rd edition and zero support in splats. There are psionic psionic fans I won't deny it, but they're a pretty small segment all in all. That Paizo does not bother doing it themselves is just bigger proof of how little of a crowd there actually is.

Basically there's a reason that Paizo could go out there and make an RPG that actually outsold official D&D itself while dreamscarred press remains some 3rd party company latching into the next big thing.

Also Starfinder only has one kind of magic so I assume psionics just gets rolled into that and I expect the system to never have psionics (also psionics are never part of the core books in any system I've read besides weird stuff with randomly rolled powers).

Technically psionics are in the 3.5 srd. Paizo could've just copy-pasta'd that and psionic fans would've bought it. But again, simply too few of them to be worth it Paizo's time even for a simple carbon copy, while D&D 4e attempted to do psionics only to go down burning and crashing.

 And Starfinder is sci-fi so they could've called the mystic powers psionics. But Paizo just doesn't care.
Title: Re: Fun Pathfinds
Post by: zook1shoe on December 27, 2017, 03:07:01 AM
Kineticist and Occultists use the craziest systems out there for official material, not to mention the Medium. Maybe that was enough official material for a majority of the crazies to satisfy their psionic urges.
Title: Re: Fun Pathfinds
Post by: Nanshork on December 27, 2017, 11:41:47 AM
You obviously have your opinion and I have mine.  We're never going to agree so I'll drop it before I start getting annoyed.

I do have to say that Tome of Battle getting more homebrew is probably at least partially because it got only one book and no further support.  Also homebrewers aren't a good way of determining what is popular in my opinion because there are a lot of people who either don't brew or are only comfortable brewing specific things (I'm in the latter category).  Out of all of the real life gamers I know I'm the only one who pays any attention whatsoever to homebrew.
Title: Re: Fun Pathfinds
Post by: SorO_Lost on December 27, 2017, 05:39:41 PM
Also homebrewers aren't a good way of determining what is popular in my opinion
That extends up to a professional level at times, it's just publishers take calculated risks while forum posters do not.

Kineticist and Occultists use the craziest systems out there for official material, not to mention the Medium. Maybe that was enough official material for a majority of the crazies to satisfy their psionic urges.
Yep, and I could have sworn I heard someone say they were doing magic-style not to insult "psionics", but to reduce the learning curve and allow "psionics" to easily be picked up on any table.

In the meta, by being SLA/SU based rather than SLA/SU-copies they also prevent a X-system vs Y-system debate. Instead you have to read into the Classes and argue one Class is weak/strong compared to another which also happens a given standard that helps integration.
Title: Re: Fun Pathfinds
Post by: Nanshork on December 27, 2017, 07:13:45 PM
For whatever it's worth Paizo has explicitly said multiple times that "Psychic Magic" is not and has nothing to do with Psionics.
Title: Re: Fun Pathfinds
Post by: SorO_Lost on December 29, 2017, 03:16:41 PM
For whatever it's worth Paizo has explicitly said multiple times that "Psychic Magic" is not and has nothing to do with Psionics.
Oh, it was probably some random dude on a forum then.

So what is Paizo's deal with psionics (in a quick nutshell)?
Title: Re: Fun Pathfinds
Post by: Nanshork on December 29, 2017, 03:50:31 PM
For whatever it's worth Paizo has explicitly said multiple times that "Psychic Magic" is not and has nothing to do with Psionics.
Oh, it was probably some random dude on a forum then.

So what is Paizo's deal with psionics (in a quick nutshell)?

Officially?  I don't know.  Dreamscarred Press lists themselves as "the publisher of the psionics rules for the Pathfinder RPG", but whether there's some sort of backroom deal between DSP and Paizo about that or if DSP just picked up the slack and Paizo decided they didn't care enough to try to take psionics back is very unclear.

My personal opinion is that Paizo is happy/uncaring/whatever enough with DSP that they have no interest in fighting over that space and will never publish a psionics book because they know DSP will do it for them.
Title: Re: Fun Pathfinds
Post by: nijineko on December 29, 2017, 10:06:16 PM
it is also telling that the official PRD (found here, actually: http://paizo.com/pathfinderRPG/prd/ and NOT over at the d20psrd site) has no dreamscarred material nor psionic material whatsoever.
Title: Re: Fun Pathfinds
Post by: Nanshork on December 30, 2017, 12:24:38 AM
I wouldn't expect otherwise since that only has books published by Paizo.
Title: Re: Fun Pathfinds
Post by: nijineko on December 31, 2017, 01:08:00 PM
I wouldn't expect otherwise since that only has books published by Paizo.

Well I've had a lot of people cite the d20psrd as "official" claiming psionics is official in pathfinder to me, so I find that I have to point this out a lot that the d20psrd is not, in fact, the official prd, even if it is a decent duplicate.
Title: Re: Fun Pathfinds
Post by: Nanshork on December 31, 2017, 01:20:44 PM
I wouldn't expect otherwise since that only has books published by Paizo.

Well I've had a lot of people cite the d20psrd as "official" claiming psionics is official in pathfinder to me, so I find that I have to point this out a lot that the d20psrd is not, in fact, the official prd, even if it is a decent duplicate.

Fair enough.
Title: Re: Fun Pathfinds
Post by: snakeman830 on January 22, 2018, 08:12:20 PM
Floatsam subdomain https://www.d20pfsrd.com/classes/core-classes/cleric/domains/paizo-domains/water-domain/flotsam/

Quote
Replacement Power: The following granted power replaces the cold resistance power of the Water domain.
Sift (Su)

At 6th level, once per day you can reach into water as a standard action and pull out an object with a maximum gp value of up to 50 gp × your cleric level.

This object always has the broken condition upon being withdrawn from the water. The water you reach into must be at least deep enough to fully immerse yourself in it. At 12th level, objects you retrieve are not broken. At 20th level, you can retrieve objects worth up to 5,000 gp. If retrieving an object that would not normally float, assume it rests on top of or is entwined with debris that does float. Objects retrieved in this manner disappear after 24 hours, if not already used up or otherwise destroyed before then.

Replacement Domain Spells: 2nd—make whole, 5th—major creation, 6th—animate objects.

Notice there is no qualifier on this other than GP value.  Exotic materials?  Good to go.  Usable as spell components?  Yup.  Nonmagical?  Doesn't have to be!  Bigger than you are?  Quite possible!

Just as an added bonus, the replacement spells are Make Whole, Major Creation, and Animate Objects.  Not a bad suite!
Title: Re: Fun Pathfinds
Post by: phaedrusxy on January 22, 2018, 09:02:47 PM
 :lol
Title: Re: Fun Pathfinds
Post by: Nytemare3701 on January 22, 2018, 11:23:30 PM
Yet another way to get unlimited scrolls for the party wizard to scribe, or even for the cleric to use as needed.

His prayer altar is a portable hole full of holy water. He prays by diving to the bottom and retrieving a "blessing" in the form of his desired item.
Title: Re: Fun Pathfinds
Post by: zook1shoe on January 22, 2018, 11:55:48 PM
Unlimited Animate Dead fodder!
Title: Re: Fun Pathfinds
Post by: snakeman830 on January 23, 2018, 05:36:02 AM
Unlimited Animate Dead fodder!
At the very least, the onyx to cast it.
Title: Re: Fun Pathfinds
Post by: zook1shoe on January 23, 2018, 03:26:51 PM
thats the part i meant... unless you can find a price on bodies

edit: found an option....

Ultimate Wilderness pg 163

Table 4–9: Trophy Value by CR
CR Value
1 50 gp
2 100 gp
3 150 gp
4 200 gp
5 300 gp
6 400 gp
7 500 gp
8 650 gp
9 850 gp
10 1,000 gp
11 1,400 gp
12 1,800 gp
13 2,300 gp
14 3,000 gp
15 3,900 gp
16 5,000 gp
17 6,400 gp
18 8,000 gp
19 10,500 gp
20 13,000 gp

then cast sculpt corpse (http://www.archivesofnethys.com/SpellDisplay.aspx?ItemName=Sculpt%20Corpse) to create you perfect corpse. it doesn't appear to have the stipulation of a certain amount of corpse that restore corpse (http://www.archivesofnethys.com/SpellDisplay.aspx?ItemName=Restore%20Corpse) has
Title: Re: Fun Pathfinds
Post by: TC X0 Lt 0X on January 23, 2018, 08:01:53 PM
While creatures are not objects so this is definitely not RAW, you might be able to argue with your DM to pull up a corpse of a mount (https://www.d20pfsrd.com/equipment/goods-and-services/animals-animal-gear/) or slave (https://www.d20pfsrd.com/equipment/goods-and-services/hirelings-servants-services/).

Dead creatures count as broken right  :P
Title: Re: Fun Pathfinds
Post by: snakeman830 on January 23, 2018, 08:29:20 PM
Even not thinking big, come level 15, you can draw out a wand of any 1st level spell.  When one of the least abusable uses of the ability is 50 Cure Light Wounds/day for free, it's a pretty good ability.

Heck, at level 8, you can get a tree feather token.  At level 6 (when you get the ability) you can get the anchor token already, as well as the bird and fan.  You can also get a potion of a 2nd level spell at level 6.
Title: Re: Fun Pathfinds
Post by: zook1shoe on January 23, 2018, 08:41:40 PM
Corpses don't normally have a value, that's why the sculpted trophy thing was an attempt to skirt that barrier
Title: Re: Fun Pathfinds
Post by: SorO_Lost on January 24, 2018, 02:30:08 PM
Corpses don't normally have a value, that's why the sculpted trophy thing was an attempt to skirt that barrier
Quote from: Your Link of Sculpt Corpse
Any spell or effect that targets the corpse (such as speak with dead or raise dead) treats it as if it still had its original appearance.
Title: Re: Fun Pathfinds
Post by: zook1shoe on January 29, 2018, 03:32:21 PM
Damn!
Title: Re: Fun Pathfinds
Post by: snakeman830 on January 31, 2018, 06:56:11 PM
A Core find in the Helm of Brilliance.

Among all the fire spells and explodey bits everyone knows about, there's one line that's a bit of a gem:
Quote from:  PPG
The wearer may command any weapon he wields to become a flaming weapon. This is in addition to whatever abilities the weapon may already have (unless the weapon already is a flaming weapon). The command takes 1 round to take effect.

That's it.  Notice that there is no cost and, more importantly, no duration listed.  Sure, 1d6 fire damage on a weapon doesn't mean much at the point you have a 125k gp item, but being able to apply that to the weapons of an entire army is a pretty good deal.

Now, this is all well and good, but it comes online late.  I would be saying that, but they also made a far cheaper version of the helm that still has this ability!  The Lesser Helm of Brilliance is less than 1/5th the price.  18k for applying the Flaming weapon quality to as many weapons as you want on top of the items other abilities is nuts.
Title: Re: Fun Pathfinds
Post by: SorO_Lost on February 02, 2018, 03:01:54 PM
So idk about PF's Helm but D&D's version has an overload effect, if you hit the wearer with 31 points of Fire damage and they fail a DC 15 Will Save every unused jewel is simultaneously used. That's up to ten randomly targeted Prismatic Sprays, one 230ft long Wall of Fire, and thirty 10d6 Fireballs centered on the wearer (1,050 avg dmg).

Not a bad ending after you buffed every sword to barstool with Flaming, just put it on a summoned animal and throw a Fireball at it.
Title: Re: Fun Pathfinds
Post by: ketaro on February 02, 2018, 03:18:45 PM
So idk about PF's Helm but D&D's version has an overload effect, if you hit the wearer with 31 points of Fire damage and they fail a DC 15 Will Save every unused jewel is simultaneously used. That's up to ten randomly targeted Prismatic Sprays, one 230ft long Wall of Fire, and thirty 10d6 Fireballs centered on the wearer (1,050 avg dmg).

Not a bad ending after you buffed every sword to barstool with Flaming, just put it on a summoned animal and throw a Fireball at it.

Both games helms have that effect.
Both games helms only offer fire resistance when activated.
Both helms don't need to be active to blow up.
Title: Re: Fun Pathfinds
Post by: SorO_Lost on February 02, 2018, 03:46:29 PM
Both games helms have that effect.
Both games helms only offer fire resistance when activated.
Both helms don't need to be active to blow up.
1 & 3 maybe true but 3 is subjective since it says after the fire protection is taken into account. You could take it as a reminder of how Resistance works or you could take it as a way to avoid accidental detonation if it's inactive.

You can pick what you want and your DM may pick something different. All I can say for me since you need to hit the creature, not the helm, with the fire damage it makes more sense the creature needs to be under the Helm's effects (ie setting the area/weapons on fire) to start the chain reaction rather than simply holding it with his head and burning his toe.
Title: Re: Fun Pathfinds
Post by: snakeman830 on February 02, 2018, 09:37:19 PM
It gets better: Pathfinder also has a version of the Helm of Brilliance that's based on Electricity spells and damage instead of Fire.

And yes, it can grant the Shocking weapon quality.
Title: Re: Fun Pathfinds
Post by: ketaro on February 02, 2018, 09:53:47 PM
Both games helms have that effect.
Both games helms only offer fire resistance when activated.
Both helms don't need to be active to blow up.
1 & 3 maybe true but 3 is subjective since it says after the fire protection is taken into account. You could take it as a reminder of how Resistance works or you could take it as a way to avoid accidental detonation if it's inactive.

You can pick what you want and your DM may pick something different. All I can say for me since you need to hit the creature, not the helm, with the fire damage it makes more sense the creature needs to be under the Helm's effects (ie setting the area/weapons on fire) to start the chain reaction rather than simply holding it with his head and burning his toe.

I don't see much in the way of subjectivity in it. The Fire Resistance is one of several abilities granted while activated. It is the games own fault for making a default assumption that a player using the helm is actually intent on using it as is and thus will always have it activated for the passive buffs.

But you are right, in a way. It definitely explicitly calls out needing to be set off with magical fire, not just any fire. So that generally consists of a bit more than burning ya toe.
Title: Re: Fun Pathfinds
Post by: snakeman830 on February 12, 2018, 06:26:49 PM
http://www.d20pfsrd.com/magic/all-spells/r/recorporeal-incarnation/

Well, this seems like it can be abused.
Title: Re: Fun Pathfinds
Post by: Nanshork on February 12, 2018, 08:16:38 PM
http://www.d20pfsrd.com/magic/all-spells/r/recorporeal-incarnation/

Well, this seems like it can be abused.

Ohh, it can be permanent....
Title: Re: Fun Pathfinds
Post by: zook1shoe on February 13, 2018, 05:15:14 AM
Best class ever! (http://comicbook.com/gaming/amp/2018/02/08/dungeons-and-dragons-old-spice-/)
.
.
.
.
.
.
.
Well, not really, but hilarious
Title: Re: Fun Pathfinds
Post by: ketaro on February 13, 2018, 08:50:04 AM
I have always been a fan of Old Spice's advertising. :D
Title: Re: Fun Pathfinds
Post by: Nanshork on February 13, 2018, 10:22:14 AM
"Several of the Gentlemen's abilities involve either subverting the DM or undercutting his decisions, so it's unlikely no sane DM would ever allow this to actually be allowed in the game."

More than a wizard?  Doubtful. :lmao
Title: Re: Fun Pathfinds
Post by: SorO_Lost on February 13, 2018, 06:01:45 PM
"Several of the Gentlemen's abilities involve either subverting the DM or undercutting his decisions, so it's unlikely no sane DM would ever allow this to actually be allowed in the game."
Eh it's not that bad, the article was definitely made by someone who doesn't read the optimize related posts.

You get simple/martial weapons & light armor, that Dex+Cha to AC only works when wearing a very specific set of clothing which doesn't give you an armor bonus anyway so until you're packing 18+ in those scores a Swordsage in a Chain Shirt has more AC than you. Most of the Extraordinary Ability do not list an Action so they default to a Standard Action, so you could mass buff multiple attributes of the entire party for several rounds with Bardic Music as a Swift Action, or you could add single +1d6~+5d6 buff to a single attribute to a single target. Heck, Punchline only deals 6d4 on a failed Save. >.>

Mostly it's talking about stuff like this.
Quote
Strong Convictions (ex): Gentlemen are very confident in themselves and their abilities. Starting at 2nd level, if the Gentleman critically fails an intelligence or wisdom check, he is fed a falsehood that he will strongly believe no matter who tries to talk him out of it. Even if that person is a genie or something. At 9th level, once the Gentleman’s ego is in full bloom, if the Gentleman rolls a critical success on an intelligence check, the GM must share one very personal secret about themselves with the player.

Something Dumb (sn): The Gentleman possesses some amazing powers. This is not one of them. Starting at 3rd level, once per session, the Gentleman may change one thing in the game that has no effect on actual gameplay and the GM must allow it. If that’s confusing, here are some examples. The Gentleman may: put clown shoes on a party member, turn a troll’s hands into hard-shelled tacos, turn all the plants a beige color, etc. These effects last for the duration of the session.

New Haircut (ex): At 17th level, the Gentleman gets a new, more stylish haircut. Just to be clear, his previous haircut was top fantastic A+ fashionable, but this new haircut is on a whole different plane of style and fashion, ethereal or otherwise. If this is hard to imagine, think of it like this: all crocodiles are cool, but put a crocodile in a ghillie suit? That stuff is unheard of!!! Anyway, now that you understand just how fashionable the Gentleman’s previous haircut was and how this new haircut blows that older, fashionable haircut to smithereens (fashionably speaking), what does this new haircut do? Good question. Easy. When the Gentleman gets this new, level 17 haircut, all other characters in his party immediately gain an extra level, and there is nothing the GM can do about it. Capiche?
You know, it's so weird. Most teens & young adults paying D&D hate any form of authority but having a funny Class Feature that does things without the man's permission is immediately offensive and needs to be banned. >.>

Matrimony seems like a cool ability to invoke on the BBEG too, shame you can't stay out past 10pm through.
Title: Re: Fun Pathfinds
Post by: Nanshork on February 13, 2018, 06:05:20 PM
As I said: More than a Wizard?  Doubtful.
Title: Re: Fun Pathfinds
Post by: Maelphaxerazz on February 15, 2018, 11:32:07 PM
EDIT: There was an idea in this post until I realized my idea wouldn't work. So have a kitten instead!

(http://www.petwave.com/-/media/Images/Center/Care-and-Nutrition/Cat/Kittensv2/Kitten-3.ashx?w=450&hash=C2EB74BB478F980E6504B014958FAC4BCE13D136)
Title: Re: Fun Pathfinds
Post by: zook1shoe on April 03, 2018, 05:29:41 AM
Merchant's Manifest

(click to show/hide)

.

Added the rest of what I found
Title: Re: Fun Pathfinds
Post by: Nytemare3701 on May 09, 2018, 10:30:07 PM
I can't be the first person to notice this, so I must be wrong here, but this seems like an obvious loophole.

(click to show/hide)

So as long as you (A)Keep using a different alchemical splash weapon each time & (B) always combine a mixture and a standalone splash weapon, you can keep adding to this mixture?

Edit: Just checked the srd, there are 10 Alchemical "splash" weapons. This could get really ugly.

Edit2: Acid, Alchemist's Fire, Alkali Flask, Burst Jar, Holy Water, Liquid Ice, and Shard Gel are all liquids, so they would work, but Alkali flask is very similar to Acid, so the "similar substances" clause probably prevents that one.
Title: Re: Fun Pathfinds
Post by: zook1shoe on May 09, 2018, 10:45:31 PM
You can extend the 24 hr spoil time by mixing in a new alchemical item during that time frame.

Could get expensive, though.
Title: Re: Fun Pathfinds
Post by: Craiconn on May 10, 2018, 07:03:02 PM
My favorite combo with Hybridization Funnel is Ghast Retch Flask and Burst Jar.

***

"A mixture cannot be combined with another mixture."

I believe a Paizo dev chimed in on this once on the Paizo forums.  Something along the lines of adding the words " ... or substance" to the end of that rule sentence.  But, as y'all know, Paizo has been substandard in the last few years on the official updates for errata & FAQ while quick to Stealth Errata and issue "fixes via dev forum posts".   :huh
Title: Re: Fun Pathfinds
Post by: Nytemare3701 on May 10, 2018, 08:20:06 PM
My favorite combo with Hybridization Funnel is Ghast Retch Flask and Burst Jar.

***

"A mixture cannot be combined with another mixture."

I believe a Paizo dev chimed in on this once on the Paizo forums.  Something along the lines of adding the words " ... or substance" to the end of that rule sentence.  But, as y'all know, Paizo has been substandard in the last few years on the official updates for errata & FAQ while quick to Stealth Errata and issue "fixes via dev forum posts".   :huh

You can't use the funnel with ghast retch, because it requires liquids  :shakefist
Title: Re: Fun Pathfinds
Post by: Nytemare3701 on May 11, 2018, 05:03:54 PM
You can extend the 24 hr spoil time by mixing in a new alchemical item during that time frame.

Could get expensive, though.

Assuming you can Full Pouch (https://www.d20pfsrd.com/magic/all-spells/f/full-pouch/) the materials, what's the most efficient format usage of spell slots to keep one of these on hand? 1 slot per day would keep refreshing the potion until it hits max potency, but would mean having to track daily potency. 6 Slots to make one of each of the 6 materials would give you a max potency potion that lasts 24 hours each time, but (for my character for example), that's all my level 2 slots for the day, and I don't think I can justify 6 spell slots to have one free grenade per day, even if it is a REALLY nice grenade.

Hard Mode: Assuming you can restore a Focusing Flask (http://archivesofnethys.com/MagicWondrousDisplay.aspx?FinalName=Focusing%20Flask) using Make Whole (https://www.d20pfsrd.com/magic/all-spells/m/make-whole) and a CL of 14, would the ideal setup then be 1 slots per day to ramp up 1 potion, 3 slots to full pouch copies of it to toss in the focusing flask when needed, and 1 more slot to fix the flask after? The focusing flask isn't an alchemical item, it's wondrous, so we probably can't Full Pouch the final version, but we can definitely Full Pouch hybridized ones.

Title: Re: Fun Pathfinds
Post by: zook1shoe on June 13, 2018, 02:57:30 PM
How does this work from Elemental Master's Handbook?

The ground block line of effect, so no ground can be in the area.

Also, fully submerged in lava deals 20d6, so anyone fully in the LoE takes 21d6+1/2 CL damage.

Quote
Magma Furrow (Su): As a standard action, you can send
forth a 20-foot line of magma. Any creature in this line takes
1d6 points of fire damage + 1 point for every 2 wizard levels
you have. A successful Reflex save (DC = 10 + half your wizard
level + your Intelligence modifier) halves this damage.
In addition, the ground in this area remains molten for
another 1d4 rounds. Creatures that begin their turns in the
area can move out that turn without penalty, but those that
enter the area each take 1d6 points of fire damage. You can
use this ability a number of times per day equal to 3 + your
Intelligence modifier.

Quote
Lava Effects
Lava or magma deals 2d6 points of fire damage per round
of exposure, except in the case of total immersion (such as
when a character falls into the crater of an active volcano),
which deals 20d6 points of fire damage per round.
Damage from lava continues for 1d3 rounds after
exposure ceases, but this additional damage is only half
of that dealt during actual contact (that is, 1d6 or 10d6
points per round). Immunity or resistance to fire serves
as an immunity or resistance to lava or magma. A creature
immune or resistant to fire might still drown if completely
immersed in lava (see Drowning).
Title: Re: Fun Pathfinds
Post by: SorO_Lost on June 15, 2018, 01:28:32 PM
How deep is the Magma Furrow?
Because the text doesn't seem imply they need to swim out...
Title: Re: Fun Pathfinds
Post by: Archon on June 16, 2018, 07:51:29 AM
The text seems to simple imply that it is a lave-fluffed aoe damage over time effect, not actually invoking lava rules in any way?

Since it has precisly defined what the effects for remaining within the lava are, doesn't refer out of the text.

I suppose a fair way to look at it would to say the lava is only a few inches deep?
Title: Re: Fun Pathfinds
Post by: zook1shoe on July 04, 2018, 01:19:44 AM
New possible worst archetype ever, from Distant Realms

Quote
Quintessentialist (Spiritualist Archetype)
When the pressure to grow wars with a personal need
for simplicity, a mortal soul can split between extremes,
creating two half-beings that rely on one another to
survive. The quintessentialist learns to project her
best self—her exemplar—as an independent being,
but in doing so leaves only the weakest and basest
aspects behind in her body.
Unfocused Spellcasting: A quintessentialist’s sheared
mind has difficulty focusing on even the simplest spells.
All of her spells have a minimum casting time of 1
round, even if casting a spell would normally take less
time, such as a standard action.
Exemplar: Instead of bonding to the phantom of a
dead soul, a quintessentialist forges her best qualities
into a spiritual aspect called an exemplar, which
resides in her subconscious mind at
all times rather than on the Ethereal
Plane. An exemplar uses the
quintessentialist’s
ability scores when
fully manifested
rather than those of
a standard phantom,
but otherwise advances as a phantom. The exemplar can
cast any of the spiritualist’s spells while fully manifested,
sharing the same spells known and spell slots, and
does not suffer from the quintessentialist’s unfocused
spellcasting ability.
A quintessentialist can fully manifest her exemplar as
a full-round action rather than a 1-minute ritual, and she
can dismiss it back into her mind as a standard action.
When fully manifested, a quintessentialist can transfer
any equipment she is currently wearing or carrying to
her exemplar, allowing it to manifest with weapons,
armor, and other equipment, but doing so removes these
possessions from the quintessentialist. She can likewise
grant her exemplar any feats she knows, losing access to
those feats herself while the exemplar
remains fully manifested. Projecting
an exemplar is draining, however. A
quintessentialist cannot cast any spells
herself and she takes a –2 penalty to
all ability scores while her exemplar
is fully manifested. Every round the
exemplar remains fully manifested,
the quintessentialist takes 1d6
points of damage; this damage
cannot be reduced or prevented
in any way.
This alters phantom.
Title: Re: Fun Pathfinds
Post by: zook1shoe on October 25, 2018, 04:03:51 AM
Some funky hidden options brought to my attention  from Dungeon Denizens Revisited.

(click to show/hide)

.

Another relevant item from Heroes of the Darklands

(click to show/hide)
Title: Re: Fun Pathfinds
Post by: TiaC on October 25, 2018, 07:59:12 PM
One from Planar Adventures.

Bestow Planar Infusion I (https://www.d20pfsrd.com/magic/all-spells/b/bestow-planar-infusion-i/) is a decent first level spell. Hour/level minor buff, generally equivalent to a poor feat. However, a few stand out. Deadlands gives you +4 CMB for maintaining grapples. The Negative Energy Plane is the easiest way to gain healing from negative energy. So, if you have a cleric that channels negative energy, just cast this on your party. However, the Positive Energy Plane is even better, giving you +level points of healing whenever you are healed by a positive energy effect. Pretty nice for a first level spell. Enjoy your 50% boost to lay on hands, or use Path of Glory (https://www.d20pfsrd.com/magic/all-spells/p/path-of-glory) to give the whole party 1+level fast healing.

This is a really cheap effect that has some very nice powers. The full list can be found on the planes page (https://www.d20pfsrd.com/gamemastering/environment/the-planes/).

Edit:
Another great one is to play a Cyclopean Seer and take Flash of Insight and Abundant Revelations (Flash of Insight). You can now set the result of two die rolls a day to whatever you want. Then buy some Strange Fluids (https://www.d20pfsrd.com/gamemastering/afflictions/drugs/strange-fluids/). You can pick up some great permanent buffs this way. My favorite is to buy a Ring of Inner Fortitude and use it with the Phasing option. You can now be incorporeal or corporeal whenever you choose to be. You can also be immortal, grow wings, gain blindsense (blindsight if you focus), gain a +2 inherent bonus to a random ability score, gain a free level, become a gem of brightness?, gain electricity resistance 10, or gain extra doses of strange fluids (Letting you do things like take an extra standard action just before you die or gain telepathy with a range of 100 feet for 2d4 days)
Title: Re: Fun Pathfinds
Post by: Nanashi on October 25, 2018, 11:23:04 PM
Positive Energy Plane infusion stacks with Fey Foundling. Makes self healing really potent.

Also from Planar Adventures are the [Conduit] feats. Take a feat and get a SLA or supernatural ability a few times per day based on your Knowledge: Planes rank. Flickering Step (limited teleporation 2-5 times a day.) is the real standout while Primal Bloom (Shut down casting but not SLA/Su, your buffs or magic items) is an interesting way to fight casters and Wanderer’s Fortune is freedom of movement. The official forums have worked out how to get great millage out of Healer's Hand (https://paizo.com/threads/rzs2v897?Finally-With-Feats-Anyone-May-Heal).

Armiger Fighter stacks with the new Gloomblade (shadow weapon soulknife) Archetype under any sane GM (officially they won't because they both add skills without losing any) and they combo nicely. Armiger gives free Knowledge: Planes ranks so you can pick up some Conduit feats and do all kind of crazy things as a fighter.

Apron of the Careful Chemist from Potions and Poisons is a +2 Dex belt in the Body slot (a slot that rarely gets useful items) at a minimal cost increase (oh and some minor bonuses useful for an alchemist). Fantastic for anyone who won't be wearing a dex belt. +1 to AC, Initiative, Ranged to-hit and Reflex saves for 5200 GP is great. Summoners (who will normally have their eidolon eating the belt slot) and AoO focused melee types especially so. 

Potions and Poisons also has some new spells of note. Phase Step is lesser Dimension Door with Touch as the target range, though it's unfortunately willing only this still allows some interesting battlefield control. It's also on the Alchemist list when most teleport effects aren't. Clay Skin is Lesser Stoneskin with no material component cost! I'm sure there's a way to make non-healing potions also heal as well so you can the Healer’s Aid item with Alchemical Allocation to empower your alchemist buffs.

Merchant's Manifest

One more thing of interest

(click to show/hide)

The shell has a base value of 4500 and 15 royal outfits is worth 6000 so if you're crafting this and selling the royal outfits at half price it's a profit of 750 GP every 5 days. For reference crafting a single outfit takes 9 weeks. The real prize however is that if you craft this and split the cost 4 ways it is a mere 562.5 GP each. With it you can constantly change your outfit without any craft checks making your group the most fashionable murder hobos around (Remember you all already have a bunch of shiny necklaces and rings).
Title: Re: Fun Pathfinds
Post by: zook1shoe on October 31, 2018, 06:36:06 PM
did they forget to put a duration on the actual effects?

(click to show/hide)
Title: Re: Fun Pathfinds
Post by: Nanashi on November 02, 2018, 01:36:42 PM
This one seems to have been missed by the SRDs because it's not in a magic item block but an addendum to the treasure text.

Quote from: SONGBIRD, SCION, SABOTEUR, pg 51
[...] a sustaining spoon. The spoon’s enchantments are unique, producing not flavorless mush but a rotating assortment of rich soups; this unique adaptation increases its value by 1,000 gp.

Same cost as item of prestidigitation, but does it better (actual texture) though without the billion other uses for prestidigitation.


Edit: It's well documented elsewhere, but seems nobody has mentioned the combo of Temporary Resurrection (https://www.d20pfsrd.com/magic/all-spells/t/temporary-resurrection/) and Breath of Life (http://www.d20pfsrd.com/magic/all-spells/b/breath-of-life)

Quote
You restore temporary life to a body that has been dead for less than 48 hours. The spell lasts for 24 hours, after which the target dies again. The target gains 1 permanent negative level while under the effect of this spell; this negative level goes away when the target dies or is permanently raised from the dead (such as with raise dead). The target still counts as a dead corpse (but not undead) for the purpose of spells that revive dead creatures, so a cleric can cast raise dead or a similar spell on the target even while this spell is active. Once a creature has been revived with temporary resurrection, this spell cannot be used on it again until it is permanently raised from the dead.

Quote
Unlike other spells that heal damage, breath of life can bring recently slain creatures back to life. If cast upon a creature that has died within 1 round, apply the healing from this spell to the creature. If the healed creature’s hit point total is at a negative amount less than its Constitution score, it comes back to life and stabilizes at its new hit point total. If the creature’s hit point total is at a negative amount equal to or greater than its Constitution score, the creature remains dead. Creatures brought back to life through breath of life gain a temporary negative level that lasts for 1 day.

Cheap resurrections! We can go cheaper though it requires more investment than a pair of spell.

Ultimate Mercy (https://www.d20pfsrd.com/feats/general-feats/ultimate-mercy/)
Quote
You can expend 10 uses of lay on hands to bring a single dead creature you touch back to life as a raise dead spell with a caster level equal to your paladin level. You must provide the material component for raise dead or choose to accept 1 temporary negative level; this level automatically goes away after 24 hours, never becomes a permanent negative level, and cannot be overcome in any way except by waiting for the duration to expire.
Minimum level is only 5, though you'll more likely want to wait till level 10 due to how many LoH uses you have. You can get around that with items or (from level 7+) with Extra LoH if you want to really specialize in bringing people back.

Negative level is a pain though. Still can be beaten (http://www.aonprd.com/MagicWeaponsDisplay.aspx?ItemName=Runeforged)
Quote
Jealous/Trusting (opposes necromancy): A union of abjuration and enchantment magic, a jealous weapon functions as a bane weapon against necromancers and against undead created by necromancy spells (not against self-manifested undead or undead created by the create spawn special ability). As long as the weapon is carried, it can absorb up to 3 negative levels inflicted on the wielder per day.
It can't be overcome, but it can be redirected.

edit: Found this gem: Fortifying Stone from Pathfinder Society Field Guide
Quote
On command, this semiprecious stone adheres to an object weighing not more than 100 pounds. As long as it is attached, the stone increases the object’s hardness by 5, its break DC by 5, and its hit points by 20. Like temporary hit points, these additional hit points are lost first when the object the stone is protecting is damaged, and once they are exhausted, the fortifying stone is destroyed. However, unlike temporary hit points, they can be completely restored by repairing the fortifying stone via a single casting of a make whole spell. Any effect that breaks or destroys the protected object also destroys any attached fortifying stones.
While sundering is generally avoided by GM and player (except possible cheap, replaceable things like spell component pouches and holy symbols) this has plenty of uses as it's a mere 1000 GP
1: Ships are objects and likely to be attacked. Extra hardness is good (you've doubled your hardness), and the HP helps however little of an increase it is.
2: You know how blades need to be sheathed/padded to go in a bag of holding (though I'd argue the weight of weapons includes sheathes, as D&D weapons are all overweight)? Not anymore!
3: The bit at the end is interesting as it implies stacking. The sane view is they don't stack but kick in when the first stone is destroyed.
4: Cheap enough putting it on your spellbook is worth it even if the GM won't touch it.
5: Since it never says it can be removed, and isn't worth much even if it can be, as a GM you can make good use of it to increase hardness without avoid GM fiat. This pairs nicely with the Hardening spell (Pathfinder Campaign setting, +5 minimum) which allows doors to hit the 20 hardness threshold for adamantine.
Title: Re: Fun Pathfinds
Post by: Keldar on November 12, 2018, 02:41:29 PM
1: I don't think your average ship weighs under 100 lbs.  Though a Folding Boat is 4 lbs.  Arguably even in ship form, thanks to no other mentions of weight.  A castle sally port on the other hand would qualify and take plenty of abuse.
Title: Re: Fun Pathfinds
Post by: Nanashi on November 13, 2018, 07:42:39 PM
Oops, missed that part.

Though it can still work in naval combat. PF's naval combat rules (and I'm sure whatever alternate rules that aren't an HP bloat filled monstrosity) make parts of ships separate targets. Sails would benefit greatly from this.
Title: Re: Fun Pathfinds
Post by: faeryn on November 13, 2018, 09:42:09 PM
Oops, missed that part.

Though it can still work in naval combat. PF's naval combat rules (and I'm sure whatever alternate rules that aren't an HP bloat filled monstrosity) make parts of ships separate targets. Sails would benefit greatly from this.

It'll cost a fortune... but attach one to every single plank on the ship...
Title: Re: Fun Pathfinds
Post by: zook1shoe on November 13, 2018, 11:28:09 PM
Shrink Item first? Drops to 1/4000 of a 2 cu ft/CL item
Title: Re: Fun Pathfinds
Post by: Nanashi on November 20, 2018, 02:15:43 AM
Cracked Orange Prisim Ioun Stone adds a spell to your known or prepared. While Paizo stated adding spells to your spells known is pointless if they aren't on your list, this doesn't stop prepared spells from being castable.
Title: Re: Fun Pathfinds
Post by: zook1shoe on November 20, 2018, 04:43:30 AM
Doesn't add it to your spell list, I guess

But gives you extra 0 level prepped spells.
Title: Re: Fun Pathfinds
Post by: TiaC on November 21, 2018, 02:57:06 PM
Interesting feat for characters who get all their damage from size increases. Compared to whirlwind, its easier to qualify for, by +11 it doesn't deal much less damage for size-stackers, only takes a standard, and auto-hits.

Quote
Storm Of Blades (Combat)
Your technique unleashes a dizzying torrent of cuts. Prerequisites: Weapon Focus with slashing weapon, base attack bonus +6.
Benefit: As a standard action, you can make a single attack with your chosen weapon while setting up a vortex of cuts that lasts until the beginning of your next turn. Any creature that begins its turn threatened by this weapon takes damage equal to your Strength or Dexterity bonus, whichever is greater. When your base attack bonus reaches +11, you also add your base weapon damage. When your base attack bonus reaches +16, you gain the distraction universal monster rule for this damage, but a creature that fails its save is only sickened. You can use this feat’s benefits only once per minute.
Title: Re: Fun Pathfinds
Post by: zook1shoe on November 21, 2018, 03:11:07 PM
I like how it does need to hit each creature

Martial Arts Handbook
Quote
Whirling Hold (Combat)
You lift your grappled foe from the ground and
violently spin and disorient him.
Prerequisites: Improved Grapple, Improved
Unarmed Strike.
Benefit: When you succeed at a combat
maneuver check to maintain a grapple,
instead of choosing to damage, move,
pin, or tie up your opponent, you can lift and rapidly spin
your opponent. At the end of the spin, you can place the
opponent in any square adjacent to you. The opponent is
sickened for a number of rounds equal to your Strength or
Dexterity modifier, whichever is higher.

Next to a cliff or lava? Jackpot!
Title: Re: Fun Pathfinds
Post by: Nanashi on November 28, 2018, 08:18:47 PM
Quote from: Foxfire Lantern
This small copper lantern always glows with a faint green light equivalent to a candle flame. If its reservoir is filled with oil as a full-round action, it burns with the normal intensity of a lamp for 6 hours. A creature filling the lantern can attune the foxfire lantern to a specific creature type (such as aberrations or monstrous humanoids) with a successful DC 15 Knowledge check (appropriate to the creature type). Once the lantern is attuned, its green flame will change to red whenever creatures of that type approach within 50 feet. The creature filling the lantern can choose a more specific type of creature (such as green hags), but doing so increases the DC of the Knowledge check to 15 + the creature’s CR.

If you know what you're looking for, this can root out non-lycanthrope shapeshifters, invisible intruders or possessing outsiders. For 3000 GP it seems pretty useful.

Quote from: Faithful Lantern
This fine, silver bullseye lantern is embossed with the image of a stoic sentinel. It functions as a bullseye lantern that doesn’t require oil to function. On command, the lantern floats alongside its user, shedding its light in whichever direction the user is looking.

Once per day on command, the lantern can be designated to stand guard for up to 8 hours. The lantern ceases to shed light and keeps watch over a 30-foot-radius area centered on itself.

The lantern acts as the alarm spell, except it is activated only by creatures that are Small or larger, and it cannot see invisible creatures. If the lantern detects a creature, it notifies the user that commanded the lantern with a mental alarm, waking the user if necessary. Once the lantern notifies its user, it shines its light on the intruder until commanded to stop.

For 2500, the floating ability has no duration. More expensive than an Ioun torch, but much larger (3X) light area. The guard part is nice, and it's cheaper than a Stone of Alarm, though Alarm's 20 foot radius is a little low.

Edit: Found this (https://paizo.com/threads/rzs2u4z5?Is-mauler-familiar-a-requirement-for-combat#12) build. On their own Spirit Binder Wizard and Carnivalist Rogue are pretty meh, but combined they're an excellent Arcane Trickster. Also I don't think Aether Elemental as improved familiar has been mentioned, but it's a pretty well known thing PF optimization

Speaking of good Improved Familiars:
Chuspiki has a pretty good at will blast (for a familiar) since it's based on its hit die, and as your familiar effects based on hit die use your hit die. Paizo made it clear that's how it works when they errataed another familiar so its lay on hands did not scale based on its HD.
Arbiter familiar has regeneration that can only be shutdown by chaotic damage, which virtually nobody has and its easy to keep your familiar away from. Give it shield other and give the entire party the old share pain+vigor combo.
Tidepool/Faeire Dragon are actual casters and can skip UMDing sorcerer spells. You can give them pages of spell knowledge to expand their casting.
Those and Aether Familiar are the top 5.

Edit: Retribution Wild Blood
Quote
Bloodline Arcana: Whenever a creature damages you, until the end of your next turn if you apply a metamagic feat to a spell that targets that creature, reduce the spell level increase of that metamagic feat by 1 (minimum 0).

Punch yourself for a free extend on all your out of combat casting!

edit: Robe of Infinite Twine is a nice but not earth shattering magic item on its own. Infinite rope (especially without having to deal with the weight) is nice, and it pays for itself within 2 days of pulling out rope non-stop. I just realized a fun combo with it though: The core rulebook's Snare spell. This spell creates permanent until discharged traps that (if you have a tree handy) are save or lose. Needing ten pounds of rope normally keeps this from being spammed for stronghold defense, but . If you really need a tree, a feather token can supply it.
Title: Re: Fun Pathfinds
Post by: awaken_D_M_golem on December 13, 2018, 06:06:35 PM
https://www.d20pfsrd.com/feats/story-feats/wretched-curator-story/

the Wretched Curator feat is very tasty (though complicated).
"You can always purchase potions and scrolls of spells with the evil descriptor at a 10% discount, even if they are not normally available in a settlement because of its size or the local laws."

Almost as good as Wanderer's Diplomacy.
Title: Re: Fun Pathfinds
Post by: TiaC on December 18, 2018, 02:17:46 AM
I just came across a crazy spell. Fungal Blisters (https://www.d20pfsrd.com/magic/all-spells/f/fungal-blisters/) is a second level spell that allows for insane damage.
Quote
When you cast this spell, horrible, fungal growths sprout forth all over your body. You develop 1d2+1 of these blisters per 2 caster levels. Each time you are dealt more than 5 points of bludgeoning, piercing, or slashing damage from a single attack, one of these blisters bursts, releasing a cloud of harmful spores in a 5-foot-radius burst centered on you.

These spores enter the lungs of all living creatures within the cloud that need to breathe and deal 1d6+1 points of damage for every 2 caster levels you have (Fort negates). This is a disease effect, and you and plants aren't affected by the spores. It is possible for more than one blister to burst in a single round. If you are reduced to 0 or fewer hit points, all remaining blisters burst, and the resulting spores deal the cumulative amount of damage.

You are not able to cast this spell while wearing heavy armor. If you don heavy armor during the spell's duration, all remaining blisters burst as if you had been reduced to 0 or fewer hit points.
The trick is to cast Fungal Blisters and then don heavy armor. This can be done with Swift Girding, Folding Plate, Armiger's Panoply or Instant armor. At this point, you will deal .25CL2(1d2+1)(1d6+1), or an average of 2.8*CL2 to everyone within 5 feet who fails all their saves. At 20th, it's 1,125 damage on average! Doesn't work on plants, or things immune to disease. Thus, you should become an Evangelist of Apollyon, which lets you punch through many disease immunities.

With Quicken Spell, you can get this off in one round for a 5th and a second level slot. At CL 10, it deals 281 damage. Even if enemies pass half their saves, that's enough to kill most CR 10 enemies in one hit.
Title: Re: Fun Pathfinds
Post by: ketaro on December 18, 2018, 02:31:57 AM
Share spell with a familiar for double the fun?
Title: Re: Fun Pathfinds
Post by: TiaC on December 18, 2018, 03:23:37 AM
Share Spells doesn't work like that in PF any more. There's a feat to restore old functionality, but your familiar isn't immune to the damage, so, that's a problem.
Title: Re: Fun Pathfinds
Post by: ketaro on December 18, 2018, 03:35:50 AM
Plant Familiar! Or just anything that doesn't need to breath...

Oh, oh, expendable stuff! Proxy Summoning can let you share this spell with your summoned creatures yeah? :P
Title: Re: Fun Pathfinds
Post by: zook1shoe on December 18, 2018, 04:44:03 AM
Holy shitballs!

And it's PFS legal, for people like me.

A Psychic Bloodline Razmiran Sorcerer could get it off at 9th level (excluding item tricks) and suffer no ASF.

.

Also, Whirling Hold (from a ways above) doesn't actually break grapple.
Title: Re: Fun Pathfinds
Post by: SorO_Lost on December 18, 2018, 08:11:04 AM
Quote
You develop 1d2+1 of these blisters per 2 caster levels. ... deal 1d6+1 points of damage for every 2 caster levels you have (Fort negates)
At 20th, it's 1,125 damage on average!
o.O

It needs more metamagic.
Title: Re: Fun Pathfinds
Post by: zook1shoe on December 18, 2018, 01:22:18 PM
its a perfect candidate for cheap metamagic rods, since its only 2nd level.

Fleeting Spell is a great way to drop the instant armor for an arcane caster as a swift action.

surprise round: cast greater invisibility.
round 1: cast fungal blisters and pull out wand of fleeting instant armor.
round 2: move to baddies and activate wand, dismiss armor as a swift action, still have Emergency Force Sphere available for defensive capabilities.

contingency might also be an option to reduce the time needed
Title: Re: Fun Pathfinds
Post by: Nanashi on December 22, 2018, 01:48:32 AM
Androids can't benefit from morale bonuses, which makes them poor Barbarians/Bloodragers despite their fatigue immunity. Mooncursed Barbarian archetype is pretty good already if you want to be a natural attacker, but replaces the benefits of rage with transformation into an animal. You're a Predacon!

Edit: A solution to the old "how do you keep casters prisoner" question that only requires a 5th level cleric/witch/shaman (something any community large enough to have a proper jail should have) from Ultimate Magic. Spellblights are impedements to spellcasting that can be gained by, among other things, being hit by Bestow Curse. Ritualistic Obsession adds somatic components to all spells. You just need manacles to hold them now. Getting them to fail their save is an obstacle but fear and sickened are easy and relatively "humane" to inflict (poor nutrition can caused sickened) and both give -2 on saves.
Title: Re: Fun Pathfinds
Post by: zook1shoe on January 03, 2019, 01:32:12 AM
Unchained Barbarian appears to be untyped bonuses, not morale.
Title: Re: Fun Pathfinds
Post by: Nanashi on January 05, 2019, 01:06:35 AM
Quote from: Sorcerer's Robes
This dapper robe enables a sorcerer to add the effects of her 1st-level bloodline power to spells she casts. As a swift action before casting a spell, the wearer expends one use of her 1st-level bloodline power and selects one target of the spell to be affected by that bloodline power. If the spell allows a saving throw, a successful save against the spell means the bloodline power deals half damage (if it normally deals hit point damage) or is negated (if it does not). The robe can be used up to three times per day.

All 1st-level bloodline powers that damage enemies suck, but there's plenty of debuffs kept in check by action economy or touch range this makes pretty good. It also removes the self-only from various buff powers.
Title: Re: Fun Pathfinds
Post by: zook1shoe on January 05, 2019, 01:55:30 AM
Raging Blood (http://aonprd.com/FeatDisplay.aspx?ItemName=Raging%20Blood) gives you the first bloodline ability of a Bloodrager (must be the same as your sorcerer bloodline). Stack w the robes, and they can give different powers, since it does specify which class's bloodline.
Title: Re: Fun Pathfinds
Post by: TiaC on January 07, 2019, 03:58:46 PM
Another spell that is absurdly broken is Glimpse of The Akashic (https://www.d20pfsrd.com/magic/all-spells/g/glimpse-of-the-akashic/). It's an 8th level psychic spell that lasts 24 hours or until used. Activating it gives you a circumstance bonus equal to your caster level to all skill checks, ability checks, attack rolls, damage rolls, saving throws, and combat maneuver checks for 1 minute. You are then stunned for 2 rounds and sickened for a minute.

It's like moment of prescience to everything for a minute. It single-handedly transforms your scrawny caster into a martial powerhouse for a combat.
Title: Re: Fun Pathfinds
Post by: zook1shoe on January 07, 2019, 08:11:21 PM
Attack rolls and damage?

UMDing a scroll as an already martial character would be amazing too
Title: Re: Fun Pathfinds
Post by: Nanashi on January 10, 2019, 08:13:21 PM
Carry Companion (https://www.d20pfsrd.com/magic/all-spells/c/carry-companion/) turns a helpful animal into a miniature figurine that you can dismiss to return to its full size.

Intent: Carry an animal companion up a cliff or through a narrow dungeon
Effect: Buy a pack animal with heavy carry weight plus a pack saddle. Put your stuff in it and make it small enough to fit in a bag. Who needs Ant Haul?

edit: Since it's an object, not a creature, when under this spell it combos well with teleportation. A few APs require the keep artifacts that invite trouble somehow, like an ego score or disabling teleporation. Might work to wink those out of existence.
Title: Re: Fun Pathfinds
Post by: zook1shoe on January 31, 2019, 05:54:45 AM
Wilderness Origins feats

WTF were they thinking when they made the Weapon Shift feat tree?

Weapon Shift When you wild shape, choose one proficient and wielded weapon. ALL your natural attacks get that weapons properties (not including double and fragile).

Scorpion whips get you slashing, 15 reach, disarm, and trip (grants +2 instead of normal drop ability).
Reach weapons or grapple weapons get fun too.

Ammo, if you can apply it, gets crazy when you look at the alchemical arrows. Check out the splintercloud arrows (http://www.aonprd.com/EquipmentMiscDisplay.aspx?ItemName=Arrow%20(splintercloud)) for some disgusting bullshit. You can change ammo types if you don't like piercing, like blunt arrows, or whistling arrows to mess w people.

Can you rev up some gnome ripsaw claws?
Do you need a thunderstone for each hoof using a gnome piston maul?
Syringe spear goo?
I assume weapon mods from Adventurer's Armory 2 work too.

Improved Weapon Shift allows you to apply the special qualities to the attack, like flaming or AGILE (excludes dancing and thrown/ranged abilities).
Greater Weapon Shift let's you add the enhancement bonus.

Chimeric Adept let's you add an additional minor form to your wild shape
Chimeric Master let's you add the major form abilities to your form instead of the bonus minor form (excluding additional natural attacks or movement bonus/types)

Wilderness Origins other

Parasite familiars can burrow into people's brain/spine and try to mind control them. Forced removal w a Heal v Stealth.

Both Oracle curses are.... interesting.
Putrid nauseated any drinking liquids w/in 10 feet of you.
Scourged is uncontrolled Lesser Curse Terrain w/in 300 feet.
Title: Re: Fun Pathfinds
Post by: Nytemare3701 on January 31, 2019, 01:36:12 PM
Wilderness Origins feats

WTF were they thinking when they made the Weapon Shift feat tree?

Weapon Shift When you wild shape, choose one proficient and wielded weapon. ALL your natural attacks get that weapons properties (not including double and fragile).

Scorpion whips get you slashing, 15 reach, disarm, and trip (grants +2 instead of normal drop ability).
Reach weapons or grapple weapons get fun too.

Ammo, if you can apply it, gets crazy when you look at the alchemical arrows. Check out the splintercloud arrows (http://www.aonprd.com/EquipmentMiscDisplay.aspx?ItemName=Arrow%20(splintercloud)) for some disgusting bullshit. You can change ammo types if you don't like piercing, like blunt arrows, or whistling arrows to mess w people.

Can you rev up some gnome ripsaw claws?
Do you need a thunderstone for each hoof using a gnome piston maul?
Syringe spear goo?
I assume weapon mods from Adventurer's Armory 2 work too.

Improved Weapon Shift allows you to apply the special qualities to the attack, like flaming or AGILE (excludes dancing and thrown/ranged abilities).
Greater Weapon Shift let's you add the enhancement bonus.

Chimeric Adept let's you add an additional minor form to your wild shape
Chimeric Master let's you add the major form abilities to your form instead of the bonus minor form (excluding additional natural attacks or movement bonus/types)

Wilderness Origins other

Parasite familiars can burrow into people's brain/spine and try to mind control them. Forced removal w a Heal v Stealth.

Both Oracle curses are.... interesting.
Putrid nauseated any drinking liquids w/in 10 feet of you.
Scourged is uncontrolled Lesser Curse Terrain w/in 300 feet.

What are the prerequisites for the weapon shift line? There's a player active in my E6 game that wants to use those.
Title: Re: Fun Pathfinds
Post by: awaken_D_M_golem on January 31, 2019, 05:03:40 PM

... Carry Companion ...

Hmm.  You could turn down the wick a bit, on PLZ's Supermount so that it qualifies as a target.  Call it Pocket Rocket.
Title: Re: Fun Pathfinds
Post by: TiaC on February 01, 2019, 05:53:20 AM
Parasite familiars can burrow into people's brain/spine and try to mind control them. Forced removal w a Heal v Stealth.

Both Oracle curses are.... interesting.
Putrid nauseated any drinking liquids w/in 10 feet of you.
Scourged is uncontrolled Lesser Curse Terrain w/in 300 feet.
If you knock out enemies, the parasite is a good way to gain a powerful minion, since dominate lasts for days and can be reapplied daily.

Putrid is nice enough at first, but at level 15, it gives you DR 10/—!

Cherry Blossom Spell works nicely with spells that do damage over time. Put it on Flame Arrow to force a save against significant ability damage. Also, if it's on a spell that normally allows a save, they don't get a save against the ability damage, so if they still take damage on a successful save, they take the ability damage.
Title: Re: Fun Pathfinds
Post by: Nanashi on February 01, 2019, 04:10:40 PM
Also from Wilderness Origins is Hefty Brute. You can replace the (often useless) one feat your familiar (or animal companion, but that's less useful) has with
Quote
You treat your size as one category larger for the purposes of calculating CMB, CMD, carrying capacity, and any size-based special attacks you use or that are used against you (such as grab, swallow whole, and trample).

This has some niche but useful utility when you combine it with Mauler and flying familiars as mounts. Potentially useful for flying animal companions as mounts, since a Roc is not a quadruped and thus only has 346 pounds of capacity at EDL level 7 (Which actually isn't all that much. Average human male in PF is ~175 pounds, Saddle is 40 pounds, ranger armor is 20-25 pounds, Bag of Holding II is 25 pounds. Mithral Shirt barding is 20 pounds. You've only got 66 pounds left after all that minimum of stuff.) and this doubles that to 692 pounds. (Remember Muleback Cords take up the same slot as a Cloak of Resistance).

Spark of the Uncanny (Your familiar can talk) is just the ability to take Improved Familiar early and only have it kick in when you get to a high enough level ("At 5th level, your familiar takes its true form; you can replace this feat with Improved Familiar.") for most classes. Witch (and those archetype that cast as Witch) however now doesn't have to worry about any rulings on if Improved Familiar keeps their spells known! The writer of the feat explicitly stated allowing you to keep your original familiar with the bonuses of Improved Familiar was the main purpose of the feat in the Paizo thread for the book.

Changeling Familiar gives any familiar with Change Shape get a small or medium (Child or Teenager) form of the master's species. It also has the Shapeless Familiar feat that gives Change Shape if your familiar doesn't qualify. Since Change Shape says "specific creature", it overwrites the Polymorph rule of "Unless otherwise noted, polymorph spells cannot be used to change into specific individuals" so you could have it be a duplicate of yourself, at least for a few years (Remember minimum starting age for Humans, which most people take in my experience, is 16 or 17.) which has interesting social uses. It's a pretty interesting ability on its own too. This also explains where a lot of half-whatevers and weirder tiefling varieties came from.

From Merchant's Manifest a Looter's Stachel lets you quickly strip magic items from a corpse or KOed person for a premium of a mere 700 GP premium on a bag of holding. You still have to search for jewels and documents, but removing armor takes a while from a living person helping you do it and stripping a corpse is a pain. Most groups don't pay attention to it outside of the PCs having to run away denying them most loot (and those that do use it as an excuse for a Wizard with Fast Study to adjust spells for what's next), true, but it's nifty item for low cost. Also it has a shoulder strap while normal bag of holding is just a cloth sack.
Title: Re: Fun Pathfinds
Post by: zook1shoe on February 01, 2019, 04:24:37 PM
(click to show/hide)

(click to show/hide)
Title: Re: Fun Pathfinds
Post by: Nanashi on February 01, 2019, 07:21:00 PM
Also from Wilderness Origins, Arcane Amplifier familiar archetype is likely worth a look, since free metamagic pretty much always is nifty. The cost is your familiar having to deliver it (which means it only works on touch spells). Extend is the easiest to make this work on, as there plenty of buffs that work on creature touched. Empower and Maximize likely have some use and  +2 Heighten might as well.
Title: Re: Fun Pathfinds
Post by: zook1shoe on February 04, 2019, 08:01:47 PM
Great way for a free way to get a heightened continual flame

Paragon surge w Eldritch Heritage or Familiar Bond tree gets a temp version
Title: Re: Fun Pathfinds
Post by: Nanashi on February 06, 2019, 03:43:06 AM
Both have prerequisite feats that make it work poorly for Paragon Surge (though Iron Will isn't the worst feat to be stuck with). Not that it matters, since changing archetype on a familiar is as simple as getting a new familiar. 1 week without a familiar and 200 GP per Wizard level to switch to it (expensive, but cheaper than the alternatives and not too huge a cost since you can only get the heighten ability at level 7). The cost to switch back can be avoided by taking Improved Familiar and getting your new one for free.
Title: Re: Fun Pathfinds
Post by: zook1shoe on February 06, 2019, 04:55:10 AM
true

--

you can get a 6th-level heightened continual flame for free

Human Wizard 3
1 Additional Traits (metamagic cheese x2)
B Heighten Spell
3 Improved Familiar
5 Stylized Spell

toss in Stylized Spell for some really weird cheese (7th-level? heightened stylized continual flame using a 3rd-level slot). your continual flame looks like something else, yet still just is a light bulb.
Title: Re: Fun Pathfinds
Post by: TiaC on February 08, 2019, 08:56:44 PM
Both have prerequisite feats that make it work poorly for Paragon Surge (though Iron Will isn't the worst feat to be stuck with). Not that it matters, since changing archetype on a familiar is as simple as getting a new familiar. 1 week without a familiar and 200 GP per Wizard level to switch to it (expensive, but cheaper than the alternatives and not too huge a cost since you can only get the heighten ability at level 7). The cost to switch back can be avoided by taking Improved Familiar and getting your new one for free.
I don't see anything stopping you from getting a temp Arcane Amplifier familiar with Blood Sentinel (https://www.d20pfsrd.com/magic/all-spells/b/blood-sentinel/).
Title: Re: Fun Pathfinds
Post by: zook1shoe on February 08, 2019, 09:25:09 PM
Nice!
Title: Re: Fun Pathfinds
Post by: zook1shoe on February 18, 2019, 06:46:35 PM
Fleeting Spell + Blood Sentinel is a good way to avoid that pesky Int drain triggering
Title: Re: Fun Pathfinds
Post by: Nanashi on March 09, 2019, 12:50:49 AM
In a recent PFS scenario there's a minor enemy with the Sorcerer class template and as of yet unreleased phoenix bloodline (it's from Heroes of Golarion which isn't out till the 27th).  The other unique abilities it has aren't explicitly called out as being from the bloodline, use the creature's name instead of you so it's not clear if they're directly from the bloodline and it's missing an ability it should have by its HD and sorcerer template, but they include self-inflammation that adds 1d6 fire damage to attacks and creatures next to you (meh) and flight with no duration. The one printed in full however is the arcana
Quote
Bloodline Arcana: Phoenix (Ex) When casting any spell that deals fire damage, you can instead heal affected creatures. The spell deals no damage, and living creatures affected by the spell instead regain a number of hit points equal to half the fire damage the spell would normally deal.

There has to be some fun things to do with this. Shame there's no easy way to get Screaming Flames on a sorcerer (or to get an arcana short of dipping sorcerer) since this would make flames that heal wisdom damage with their screams.
Title: Re: Fun Pathfinds
Post by: TC X0 Lt 0X on March 10, 2019, 04:29:45 AM
In a recent PFS scenario there's a minor enemy with the Sorcerer class template and as of yet unreleased phoenix bloodline (it's from Heroes of Golarion which isn't out till the 27th).  The other unique abilities it has aren't explicitly called out as being from the bloodline, use the creature's name instead of you so it's not clear if they're directly from the bloodline and it's missing an ability it should have by its HD and sorcerer template, but they include self-inflammation that adds 1d6 fire damage to attacks and creatures next to you (meh) and flight with no duration. The one printed in full however is the arcana
Quote
Bloodline Arcana: Phoenix (Ex) When casting any spell that deals fire damage, you can instead heal affected creatures. The spell deals no damage, and living creatures affected by the spell instead regain a number of hit points equal to half the fire damage the spell would normally deal.

There has to be some fun things to do with this. Shame there's no easy way to get Screaming Flames on a sorcerer (or to get an arcana short of dipping sorcerer) since this would make flames that heal wisdom damage with their screams.

My Fire Mage I am running in a Kingmaker would love this Bloodline. I hope this makes it thru to release without being to heavily restricted or nerfed.
Title: Re: Fun Pathfinds
Post by: zook1shoe on March 10, 2019, 04:42:30 AM
Quote
Song-Bound (Blood of the Sea pg. 12): Whenever you speak, you are compelled to sing loudly, and you draw out even short utterances with vocal scales or simple melodies. You cannot speak in less than a loud voice, although you may choose not to speak. You can perform the countersong bardic performance (using Perform [sing] only) for a number of rounds per day equal to your oracle level. If you gain the bardic performance class feature, these rounds are in addition to any other bardic performance rounds you gain, but they can be used only for the countersong bardic performance. At 5th level, add command and suggestion to your list of spells known. At 10th level, add 1 to the difficulty class of saving throws against language-dependent spells you cast. At 15th level, add greater command and mass suggestion to your list of spells known.

Or just always scream
Title: Re: Fun Pathfinds
Post by: snakeman830 on March 12, 2019, 12:25:24 AM
In a recent PFS scenario there's a minor enemy with the Sorcerer class template and as of yet unreleased phoenix bloodline (it's from Heroes of Golarion which isn't out till the 27th).  The other unique abilities it has aren't explicitly called out as being from the bloodline, use the creature's name instead of you so it's not clear if they're directly from the bloodline and it's missing an ability it should have by its HD and sorcerer template, but they include self-inflammation that adds 1d6 fire damage to attacks and creatures next to you (meh) and flight with no duration. The one printed in full however is the arcana
Quote
Bloodline Arcana: Phoenix (Ex) When casting any spell that deals fire damage, you can instead heal affected creatures. The spell deals no damage, and living creatures affected by the spell instead regain a number of hit points equal to half the fire damage the spell would normally deal.

There has to be some fun things to do with this. Shame there's no easy way to get Screaming Flames on a sorcerer (or to get an arcana short of dipping sorcerer) since this would make flames that heal wisdom damage with their screams.
Even if you could get it on a Sorcerer, it still won't heal any Wisdom damage.  That bloodline arcana only switches fire damage to healing.  Ability damage is either not dealt or happens normally, depending on what "the spell deals no damage" gets ruled as.
Title: Re: Fun Pathfinds
Post by: Nanashi on March 12, 2019, 10:08:52 PM
Dang, you're right.

How does it work if a spell causes a target to catch on fire? What if the catch on fire has damage overwritten by the spell (Like Firestorm)
Title: Re: Fun Pathfinds
Post by: zook1shoe on March 13, 2019, 01:13:52 AM
doubt it, because the spell would only give the condition, not the damage itself. like confusion has the potential of the person attacking someone or themselves
Title: Re: Fun Pathfinds
Post by: Nanashi on March 28, 2019, 04:00:29 AM
Lion's Heart (https://aonprd.com/FeatDisplay.aspx?ItemName=Lion%27s%20Heart) let's you ignore the penalties from a single type of ability score damage, but not the consequences of having an effective 0 in the stat. The Promethean Oracle curse is the only thing that comes to mind to pair it with (aside from Blood Money which the PCs shouldn't have anyways) but I'm sure there's some other source of voluntary ability score damage that's fun to combine it with.

Dragon Gold Crown (https://aonprd.com/FeatDisplay.aspx?ItemName=Dragon%20Gold%20Crown) is useless on a PC in a normal wealth campaign (just take craft wondrous item!), but useful as a feat to boost NPC sorcerer/oracle/anti-paladin/bard/seducer witch/whatevers without adding wealth to an encounter.

Daylight Diadem (https://aonprd.com/MagicWondrousDisplay.aspx?FinalName=Daylight%20Diadem) produces light treated as actual sunlight, which has relatively few methods of creation.

Decorum Band (https://aonprd.com/MagicWondrousDisplay.aspx?FinalName=Decorum%20Band) is useful on its own as intended, but can milk a lot of information about what subjects make an NPC uncomfortable.

Alluring Light (https://aonprd.com/SpellDisplay.aspx?ItemName=Alluring%20Light) doesn't allow luring people into hazards, but it does bunch enemies up nicely for AoEs and is an aggro drawing effect. Spell duration is broken though.

Shell of Sending (https://www.aonprd.com/MagicWondrousDisplay.aspx?FinalName=Shell%20of%20Sending) is a telephone, albeit only to the paired shell. Still very useful.

Edit: The penultimate 1E book, Heroes of Golarion is out.

Phoenix bloodline has no off-list bonus spells on its spells known, but most of the ones granted are decent or better picks. The abilities are decent but unexceptional. 1st level power gives you two extra cantrips you'd pick anyways (meh but better than the blasts you typically get) and instant ID of any non-cursed magic item you hold charisma mod a day which is interesting and potentially adventure breaking given it doesn't exclude artifacts and a few APs give the PCs one they aren't supposed to know all the properties of right away, but really just saves you a skill point per level on Spellcraft. Inflammation was as crap as it seemed. Wings indeed don't have a duration. 15th level ability is greater restoration as a SLA, which is nice since that has a 5000 GP tax if cast as a spell.

Unicorn Bloodline gives a bunch of healing spells and lets you heal as you blast with its arcana. Abilities are all meh though. It does thankfully say straight out that it's descent from unicorn riders, not actual unicorns.

Spell Cartridges makes firearms not worry about ammo and, as far as I can tell, semi-auto as long as you can keep up an Arcane Strike. Recall ammunition lets you return missed shots to your gun (requires spellcraft and uses "magical abilities" but doesn't say anything about AMF)  which seems useless most of the time but I'm sure there's some special splash weapon ammo somewhere that does stuff even on a miss or (failing that) is stupidly expensive.

Jaguar series of slayer talents is solid but nothing amazing. First removes the penalty to non-lethal damage, which is OK. Second and third add useful riders (disarm/trip attempt against flatfooted opponent and penalty to hit anyone but you) to sneak attack.
Title: Re: Fun Pathfinds
Post by: Nytemare3701 on March 30, 2019, 12:36:30 AM
Decorum Band (https://aonprd.com/MagicWondrousDisplay.aspx?FinalName=Decorum%20Band) is useful on its own as intended, but can milk a lot of information about what subjects make an NPC uncomfortable.

"I can sense the collective disdain of every single being in the multiverse that is tired of my shit"

EDIT: The Shell of Sending is horrible. 12k for a 1/day sending effect with a 24 hour attunement?
Title: Re: Fun Pathfinds
Post by: Nanashi on March 30, 2019, 01:47:59 AM
That's actually cheap going by the magic item creation guidelines. Sending as a Cleric once per day is (5*7*2000)*2/5=28,000. Even if you don't include the multiplier for slotless (since you're not using it out of combat) it's still 2k less. Admittedly 2k is less than I'd expect for the big limiter.
Title: Re: Fun Pathfinds
Post by: Nytemare3701 on April 01, 2019, 03:53:35 PM
Fair enough. Sending is stupidly expensive in the first place. I can literally raise the dead for the same cost.
Title: Re: Fun Pathfinds
Post by: awaken_D_M_golem on April 02, 2019, 04:36:51 PM

Decorum Band (https://aonprd.com/MagicWondrousDisplay.aspx?FinalName=Decorum%20Band) is useful on its own as intended, but can milk a lot of information about what subjects make an NPC uncomfortable.

" The wearer of a decorum band is aware of any action that could cause a creature’s attitude toward the wearer to shift negatively."

So this is referring to the NPC attitude that you'd make a Diplomacy attempt toward, Yes ??

That's actually a huge amount of behavior / pseudo-divination.
It's also a weird variant on 5e Take 10, where you "Take No Downward Attitude" whatever that # would be, while being able to dice a higher #.
Title: Re: Fun Pathfinds
Post by: Nytemare3701 on April 02, 2019, 06:50:32 PM

Decorum Band (https://aonprd.com/MagicWondrousDisplay.aspx?FinalName=Decorum%20Band) is useful on its own as intended, but can milk a lot of information about what subjects make an NPC uncomfortable.

" The wearer of a decorum band is aware of any action that could cause a creature’s attitude toward the wearer to shift negatively."

So this is referring to the NPC attitude that you'd make a Diplomacy attempt toward, Yes ??

That's actually a huge amount of behavior / pseudo-divination.
It's also a weird variant on 5e Take 10, where you "Take No Downward Attitude" whatever that # would be, while being able to dice a higher #.

Possibly how it was intended, but not at all what was written. No duration, no targeting, no mention of diplomacy, just "will I be judged negatively for this action, and by who?"
Title: Re: Fun Pathfinds
Post by: Nanashi on April 02, 2019, 10:10:54 PM
It seems to be based on a core magic item
Quote
The wearer of a phylactery of faithfulness is aware of any action or item that could adversely affect his alignment and his standing with his deity, including magical effects. He acquires this information prior to performing such an action or becoming associated with such an item if he takes a moment to contemplate the act.
Quote
The wearer of a A decorum band is aware of any action that could cause a creature’s attitude toward the wearer to shift negatively. He acquires this information prior to performing such an action.

edit: Digging through non-book sources on Archives of Nethys found me Psychovore Strike (https://www.aonprd.com/FeatDisplay.aspx?ItemName=Psychovore%20Strike). Every time you strike the creature being studied it has to save or be confused and it can't attack you. There's no limit on how many times this can activate and it works on anything with intelligence of 3+ that's not immune to confusion (I've never considered using Fox's Cunning as an offensive spell before!).
Title: Re: Fun Pathfinds
Post by: Nytemare3701 on April 03, 2019, 05:03:39 AM
There's no limit on how many times this can activate

"You can use this ability a number of times per day equal to 1 + your Wisdom bonus (minimum once per day), and no more than once per round."
Title: Re: Fun Pathfinds
Post by: Nanashi on April 03, 2019, 09:28:16 PM
I shouldn't post late at night...
Title: Re: Fun Pathfinds
Post by: awaken_D_M_golem on April 05, 2019, 03:30:36 PM
X over from the Good Neighbor feat in 3.5
the Mayor of Sigil wants these traits ...
(though it's a little dangerous involving The Lady Of Pain)


Confidante to the Oppressed
Benefits: You gain a +2 trait bonus on Diplomacy checks to improve the attitude of oppressed, enslaved, or imprisoned ** subjects, and unless they have reason to distrust you, their starting attitude toward you is at least indifferent, if not better.
** especially if Imprisoned ~= Mazed


Friends in Low Places
Benefit(s): Gathering information in lower quarters, such as vice dens and poorer districts, takes you 1d2 hours (instead of 1d4 hours). In addition, the attitudes of any destitute or impoverished NPCs you interact with begin one step closer to helpful.



Good Neighbor has most of Sigil as indifferent or better.
Just these 2 traits raises some large portion (though dm fiat)
up to friendly.  Normal populations are 91% commoner
after all the nPCs are accounted for.  This is difficult
in Sigil because of nigh-infinite of class + prc + level combos.

Also this ---> http://minmaxforum.com/index.php?topic=2342.msg314197#msg314197
more edits

Vigilante 1 Slander
https://www.d20pfsrd.com/classes/base-classes/vigilante/archetypes/vigilante-archetypes-paizo-inc/imperial-agent-vigilante-archetype/

Ranger 1 Rumor Empathy
https://www.d20pfsrd.com/classes/core-classes/ranger/archetypes/paizo-ranger-archetypes/dandy-ranger-archetype/

Investigator 2 Expert Mediator
https://www.d20pfsrd.com/classes/hybrid-classes/investigator/archetypes/paizo-investigator-archetypes/tekritanin-arbiter-investigator-archetype/

Witch 1 Debater
https://www.d20pfsrd.com/classes/base-classes/witch/archetypes/paizo-witch-archetypes/rhetorician-witch/

Drunken Sing-Along feat limited to 5 gp at a time.
Betrayer feat = immediate action attack
Rhetorical Flourish feat , buff or re-roll.
Read The Room feat
Charming Performance feat (perform based)
... and Virtuoso 3 of course.

near random splash-up so far.
Title: Re: Fun Pathfinds
Post by: Nanashi on April 15, 2019, 09:08:15 PM
Lady's Mercy (https://www.aonprd.com/MagicWondrousDisplay.aspx?FinalName=Lady%27s%20Mercy) is a nice magic item for low level loot. Something a PC won't buy at character creation but won't sell away immediately. As an expendable with no action cost it has fun uses in NPC gear too: Everyone is an orc!

Nine-Eave Key (https://www.aonprd.com/MagicWondrousDisplay.aspx?FinalName=Nine-Eaves%20Key) is a +4 Insight Bonus to UMD for one item, which is useful since its cheap and Insight is a rare bonus type. You can also use the Open function of Open and Close at will I guess.

Reaper Mystery (https://www.aonprd.com/MysteryDisplay.aspx?ItemName=Reaper) is mostly meh. Spectral Spells is more useful for lowering casting time of anything you could apply Ectoplasmic Spell too to a standard action than applying Ectoplasmic Spell. First ability might be free healing to a black blooded Oracle. Otherwise unimpressive.

Sunsilk (https://www.aonprd.com/SpecialMaterials.aspx) is slotless DR 2/Bludgeoning for 8000 GP.

Psychophomp Totem (https://www.aonprd.com/BarbarianRagePowers.aspx?Type=Totem) is a rage power that forces the target to make a will save to avoid losing regeneration. As far as I know no Trollbane equivalent exists in PF so it might be useful for Emerald Legion type foes

Bone Burn (https://www.aonprd.com/EquipmentMiscDisplay.aspx?ItemName=Bone%20Burn) is cheaper (25 GP or 8.3 GP if crafting), more powerful holy water at the cost of being acid damage (not important at the levels you're using it at), being acid to living creatures (friendly fire risk) and only being acid against evil outsiders (When's the last time you used that function?).

Title: Re: Fun Pathfinds
Post by: zook1shoe on April 15, 2019, 10:26:38 PM
the nine-eave key is nice, because you can change the item daily. theres some wand one that is specific to the chosen wand
Title: Re: Fun Pathfinds
Post by: Nanashi on May 08, 2019, 01:56:44 PM
Cut Your Losses and Heavy Gravity Acclimation boost your strength for carrying capacity on top of other benefits and both are easy to qualify for at level 1 and neither is supernatural in any way ("you're good at picking up people and running away" and "you're strong enough increased gravity isn't a hindrance". A level 1 commoner with Elite Array (yes, I know NPC classes don't normally get it) with her (because let's make this example even more blatant) racial boost in strength and both feats, but no magic, can lift 600 pounds, over 272 kg, over her head. The Olympic record for men over twice her weight is 263 kg. This is a useful fact to demonstrate to anyone who thinks even low level characters are in any way normal.
Title: Re: Fun Pathfinds
Post by: TiaC on May 08, 2019, 06:44:34 PM
I went through Concordance of Rivals, and there are some interesting things in there.

The third boon of Dammar is amazing for Wyrwoods or other constructs or undead.
Quote
Uncertain Fates (Su): You can keep the spirits of any intelligent creatures that die within 30 feet of you, which orbit you as moaning, disembodied forms. For every spirit you keep, you gain a cumulative +1 bonus to AC and caster level checks to overcome spell resistance, but you take a cumulative –1 penalty on Fortitude saving throws. You can keep a number of spirits equal to half your Hit Dice plus your Charisma modifier at one time, but they are released automatically to join the River of Souls if you are stunned, knocked unconscious, or sleeping. As long as you keep the soul of a creature, you can cast breath of life on it as if that creature had died in the previous round.
Constructs and undead are immune to most effects requiring a fort save. They are immune to sleep, stunning and nonlethal damage. So, they barely feel the downside and can always keep their full swarm up, giving them amazing AC and letting them pretty much ignore SR.

The second boon of Imot gives Wisdom to initiative and Reflex. Imot's Obedience is easy, and lets you disarm magical traps as well as giving +4 to spot traps.

Ssila’meshnik's third boon might have been intended to be once per day, but as written, it's unlimited. It's a nice reroll ability.
Quote
Herald of Paradox (Su) You can tinker with probability as a swift action. This manifests as a swirling halo of protean symbols and grants you prescience for a number of rounds equal to half your character level. This prescience allows you to roll twice and use the better result on a single d20 roll each round.

Ydajisk's second boon is a 3/day ranged touch for no-save confusion, and their third boon gives power word blind, power word kill, power word stun, or word of chaos as SLAs, useable a total of Charisma modifier times per day, with the caveat that the sme one can't be used twice in a row. That's a lot more than you usually get from the SLA obediences.
Title: Re: Fun Pathfinds
Post by: zook1shoe on May 10, 2019, 12:44:03 PM
Quote from: Imot
Obedience Spend an hour in a dark space barely large
enough for you to fit and cast your thoughts out from
your body. Gain a +4 insight bonus on Perception checks
to spot portents and traps; this expanded insight also
allows you to disable magic traps as if you had the
rogue’s trapfinding ability.

'Free' trapfinding w/o taking class levels

Quote from: Otolmen
Boon 3: Revise Reality (Sp) You can cast limited wish once per
day. This ability is equivalent to a 9th-level spell.

Limited Wish as an SLA
Title: Re: Fun Pathfinds
Post by: Nytemare3701 on May 10, 2019, 05:21:46 PM
From Cult of the Ebon Destroyers:

The Padma Blossom is a CL3 item that continually suppresses Morale/Fear/Confused/Dazed/Stunned, and has a 2/day calm emotions. It needs to be in your hand, but I can think of half a dozen ways to handle that. It's very clearly not IMMUNITY to these things too, which means you can get around most of the countermeasures for immunity.

From City of Golden Death:

The water from the Whispering River and Whispering Lake deals 6d6 Negative Energy damage (no save) as well as inflicting a con draining poison every round you are in contact with the water. Someone fetch my supersoaker!

Golden Guardians are a CR6 construct that costs a ludicrous 33,300gp to create, but if you can get over that they have permanent nonmagical Blur, explode for 6d6 fire on death, are hasted by electrical attacks, and naturally have electricity/fire immunity.

From Curse of the Riven Sky:
The Greater Hat of Disguise functions exactly like a hat of disguise, except is uses Alter Self instead of Disguise Self.
The Idol of the Eye is a slotless 1/day Augury & 1/day Divination, as well as a 1/week Commune that specifically does NOT involve a deity, merely cosmic knowledge.


Title: Re: Fun Pathfinds
Post by: Nytemare3701 on May 11, 2019, 12:48:04 AM
From Daughters of Fury:
The Angelfall Bow has a 3/day ranged trip using your ranged attack roll as the combat maneuver roll. Flying targets must make a DC25 Fly check or "plummet to the ground". It also has a 1/day counterspell vs any spell with the light descriptor.

The Amulet of Reverse Incantation lets you convert spells into their opposing forms 3/day as a free action:. Cure/Inflict, Haste/Slow, Alignment spells hit the opposing alignment, etc.

The Bog Boots are pretty niche, but they do allow for 135ft of dimension door and can really mess with movement math.

The Bosun's Call has 3 charges that refill each day, but you can use bardic performance rounds instead of charges. Good effects though. Auto-wake, messages, countersong, and climb/swim speed.

The Death Mask lets you use Speak With Dead without the normal save allowed for different alignments, and grants Alter Self to look like the living version of the most recent corpse questioned. Notably, it only needs "A head intact enough to fit the mask onto", unlike the normal spell.

The Evergreen Seed Pouch is like an Acorn of Far Travel, but for plant spells. The seeds in the pouch jump out and instantly form the required plants. It specifically says the plants grow regardless of the terrain and last the full duration of the spell. Probably some plant animating spells that are really good if you always have a target.

Fetish of the Frog Queen turns the will save on "targeted mind-effecting spells" into a fortitude save, 3/day.

The Goblet of Liquefied Cognition seems really abusable. If you are a spontaneous caster and feed it a spellbook page you get the spell onto your known list for 24 hours. Not a bad use for random captured spellbooks. If you are a prepared arcane caster and feed it an arcane scroll, it just memorizes it into a slot. If it's nonmagical writing, you "gain a complete understanding of the text's contents. This doesn't require an understanding of the text's language". In all the cases, the knowledge fades after 24 hours, but that's enough time to abuse some eldritch knowledge.

Ironmorph Dust turns normal clothing into armor, or gives DR5/Adamantine if you already have armor on. It only lasts 5 rounds, but it shuts off druid casting! Unfortunately, it says they get it back at the end of the duration instead of the normal 24 hours.

The Murktouch cloak is 10 rounds of concealment and blindsight, and you can use touch spells/abilities anywhere in the radius of the fog it generates. The fog ignores wind or similar effects too.

The Nightbane quiver turns 20 arrows per day into tangible light, producing light as a Daylight spell for 5 rounds, bypassing DR of light sensitive creatures and counting as a force effect against shadows/wraiths. The arrows also retain any previous magical effects!

Quicksilver gloves Silver a weapon for 10 (nonconsecutive) rounds per day, and let you make an extra attack 1/day.

The Scourge Vial automatically flanks & dazzles a target with no save for 5 rounds, as well as forcing a DC 14 fortitude save vs sicken every round.

The Star Cinder is an amulet that shuts off resistance and immunity to an element of your choice for 12 rounds, as well as forcing a DC17 will save every round vs being banished. 60ft radius too. Elemental subtype creatures aren't effected though  :shakefist

While this one kinda sucks for its cost (45k and your glove slot), it wins on cool points: Stormcrusher Gauntlets let you catch and crush electrical attacks with a strength check of (10+1/10 damage). It also lets you do stuff with the electricity if you have mythic powers, but you have better things to do with your money if you are in mythic.

Sun Wukong's Puzzle Box makes you invisible, casts a dimension door 20 feet, and spawns a monkey swarm to distract people, all as a standard action. It lasts 10 rounds and is usable 1/day.


Title: Re: Fun Pathfinds
Post by: Nytemare3701 on May 11, 2019, 01:20:28 AM
From "Doom comes to Dustpawn"
Dream Crystal Toxin is very hard to get normally (requires access to dream crystals), but it forces a DC20 will save every hour for 6 hours. It deals 1d2 Int drain per hour. If the target loses 6 Int or reaches 1, they turn into an Id Mutant. Notably, the Id Mutant template lets you set your alignment to Chaotic Neutral and gives you a bunch of level-scaled buffs for CR+1. It wrecks your mental stats though and resets your societal affiliations, effectively making it a new character.

From "Murder's Mark"
Scarf of the Suggestive Dance is a +5 Competence bonus to perform(dance) and a +1 to the saving throw DC of fascinate/suggestion bardic performances. Since it's 3k, that makes the +1 worth 500gp.

From "No Response from Deepmar"
Cytillesh Extract is an ingested poison that causes Anterograde Amnesia for the next 8 hours, preventing any new memories from forming. It also wipes the previous hour. DC18, 1/hour for 8 hours. Repeated exposure to Cytillesh causes wisdom damage and eventually insanity. If you need a mindbreak drug, here you go.

From "Plunder and Peril"
9k gold for a horn that grants a +6 to bardic music level, but only for already known uses. Also grants Resist 10 Sonic.

There's also a clockwork arm that deals 2 CON damage when attached (which oddly enough doesn't say it can't be healed), but allows you to lift 1.5x your MAXIMUM load over your head with that arm, as well as giving you a claw attack.

Title: Re: Fun Pathfinds
Post by: awaken_D_M_golem on May 11, 2019, 02:52:01 PM

From "Plunder and Peril"
9k gold for a horn that grants a +6 to bardic music level, but only for already known uses. Also grants Resist 10 Sonic.

I.
Want.
What's the name of it?

Can you imagine my avatar with a gold horn going :  "LA LA LA hear more evil, hear more evil."
(and it working)
Title: Re: Fun Pathfinds
Post by: Nytemare3701 on May 11, 2019, 04:11:09 PM

From "Plunder and Peril"
9k gold for a horn that grants a +6 to bardic music level, but only for already known uses. Also grants Resist 10 Sonic.

I.
Want.
What's the name of it?

Can you imagine my avatar with a gold horn going :  "LA LA LA hear more evil, hear more evil."
(and it working)
The horn is called the "Three Reasons to Live", page 46. It's a quest object, but it has construction requirements so it can be duplicated.
(click to show/hide)
Title: Re: Fun Pathfinds
Post by: Nytemare3701 on May 11, 2019, 04:41:20 PM
From "Realm of the Fellnight Queen"

The Crook of Cildhureen is a ~17k staff of Major Image, Shadow Conjuration, and Shadow Evocation, but it also lets you spend charges to give 10% boosts to ShCon and ShEvo quasireality, up to 50% in a single spell. Unfortunately wouldn't work on a SCM since they aren't actually casting those spells, just casting another spell with the same effect.

From "Tears at Bitter Manor"

The Chalice of Communal Dweomer is a ~4k slotless item that lets you share a non-instantaneous potion's effects between yourself and 2 allies within 30 feet, at the cost of splitting the duration as well. Anyone know of any Permanent potions?

The Icon of Aspects is a ~5k slotless item that lets you swap between the granted powers of ANY of the domains associated with your god every day, not just the domains you chose. There has to be some obscure god out there with a finger in way too many domains.

While not particularly GOOD (The saves are pitiful), the Quicksand Cloak is definitely novel. The OUTSIDE is an extradimensional space full of water and sand that causes people who grapple the wearer to fall into a quicksand pit. Notably, it doesn't say what happens if you put objects in it, only that it can only hold one CREATURE at a time.

Rat-Tread Boots are pretty cool. For 10 minutes/day in 1 minute increments (which is plenty for combat), you can surf the back of a swarm of rats, ignoring both (calm) water surfaces and difficult terrain. It also picks you up and carries you away from your foes if you hit 0. As a bonus, you also become totally immune to rat swarm attacks.

The Weirding Watch (22k) gives haste and lesser age resistance to 5 targets for 15 rounds per day, split into 3 round bursts. It's also a perfect timepiece that never needs repair/winding.

Whispering Gloves (15k) project a short range silence on anything touched or held makes no noise. The examples given are putting a hand over someone's mouth or knocking on a door. As a secondary effect, you get unlimited Message spells by putting a finger over your lips and speaking directly at someone.

Title: Re: Fun Pathfinds
Post by: Nanashi on May 11, 2019, 07:47:49 PM
Don't bother looking at Paizo gods for things with lots of domains. For once they got something right and made the number of domains reflect the power of a deity. Full deities get 5 domains and lesser deities get 4 (and that 4/5 can be the generally terrible alignment domains). This is why they stuck to subdomains instead of printing new domains like WotC did. There may be an exception somewhere (Shizuru is missing a domain, so there may be someone with extras), but it wouldn't be likely.

The best use of Icon of Aspects is to combine a domain with good powers but bad spells and a domain with bad powers but good spells (but there's plenty of deities with domains like that). Possibly some domain power that's useful some days but not others. Maybe domain powers with some choice you make when you get it (I don't know of any offhand, though at least one subdomain, Rage, has such). If you want cheese, it doesn't effect bonus feats so there's possibly a domain that gives bonus feats and get something for nothing.
Title: Re: Fun Pathfinds
Post by: zook1shoe on May 12, 2019, 01:21:11 AM
Concordance of Rivals gave those demigod zero subdomains
Title: Re: Fun Pathfinds
Post by: Nytemare3701 on May 12, 2019, 04:19:09 PM
From "The Godsmouth Heresy"

Rune Guardians (6.5k) are intelligent 1ft tall constructs with a 60ft fly speed and a single at-will SLA from a small list. As far as I know, this is the absolute cheapest way you can get an intelligent flying pet with at-will summon monster.
Title: Re: Fun Pathfinds
Post by: Nanashi on May 12, 2019, 04:37:35 PM
The description says you can give it any first level spell of the right school. If you give it Unseen Servant you can do a lot of fun stuff (there's a thread on the official forums somewhere that worked out the numbers).

Star Cinder amulet makes Warlock Vigilante viable!
Title: Re: Fun Pathfinds
Post by: Nytemare3701 on May 12, 2019, 04:45:20 PM
The description says you can give it any first level spell of the right school. If you give it Unseen Servant you can do a lot of fun stuff (there's a thread on the official forums somewhere that worked out the numbers).

Sort of?
(click to show/hide)
The description does say there are alternative spell variants, but the crafting requirements list only the vanilla versions, and there is no advancement cost for them so there's no way to make a more powerful one normally.
Title: Re: Fun Pathfinds
Post by: zook1shoe on May 14, 2019, 08:22:02 PM
Craziest boon?
Quote
Andirifkhu
3 Killing Machine (Su): Once per day as a full-round action, you can transform yourself into a trap. The trap must have a CR equal to or less than your total Hit Dice (maximum CR 20), and the environment must be able to support your new form. When your trap form is triggered, or when a creature attempts to disable your trap form, you can instantaneously return to your normal form (appearing in the square or squares targeted by your trap form). This occurs after the trap has finished triggering and its effects are resolved (if appropriate), and it causes a surprise round in which only you and those who were aware of your true nature may act. This transformation otherwise lasts for 24 hours or until you dismiss it as a full-round action. This is a polymorph effect.
Title: Re: Fun Pathfinds
Post by: Nanashi on May 14, 2019, 09:57:23 PM
If not for the 1 per day that would be tier 0 without question. Even with it, I think it's still tier 0. You can actually bypass expensive material components and true resurrection an entire village or acquire infinite anything with Wish traps.

That's  just from spell traps. You can do crazy things with traps that aren't spell traps. Use Lava Flood trap for some Dorf nonsense. I'm sure there's some way to abuse that the whole "room" floods with a Flooding Room trap (how do you make a very large "room"?). Bring down buildings with a Collapsing ____ trap?

I think the editors were busy with PF2 and whoever wrote this book knew it.

edit: Limited by your hit die? That's not actually as limiting a factor as one would expect. It's easily improved with Inspire Greatness.
Title: Re: Fun Pathfinds
Post by: zook1shoe on May 15, 2019, 12:06:01 AM
The earliest you can get it, is level 14.

Even then, as you mentioned, the craziness of what's available as a trap is endless.

Instant reset never miss proximity enclosed room of solid prismatic wall surrounded by an automatic field and dimensional anchor could get a tad nasty (CR ~18 as far as I can figure). No physical or magic escape, eventually you'll fail.

Do rituals count as spells for the purpose of traps?

Edit: yup

Quote
These spells are rare...

Dominate a spellcaster, force them to cast a ritual that is deadly when failed, like Fourth Apotheosis (https://www.aonprd.com/OccultRituals.aspx?ItemName=Fourth%20Apotheosis) or Quartern Disjunction (https://www.aonprd.com/OccultRituals.aspx?ItemName=Quartern%20Disjunction).
Title: Re: Fun Pathfinds
Post by: Nanashi on May 15, 2019, 01:39:25 AM
Wait, that's from Book of the Damned? I thought that was just more Concordance of Rivals. No idea how that managed to get through. Maybe since it's attached to a CE deity, one that requires you "torture a living creature that is smaller than your size category on a mechanical device that utilizes blades or spikes, or torture a bound creature of any size with a knife." no less, they felt there's no way a PC is getting it in a normal campaign (and neither published evil campaign for PF is that friendly to demon worshipers given both have you work for devils).
Title: Re: Fun Pathfinds
Post by: zook1shoe on May 15, 2019, 03:38:50 AM
Have a party member that's into BDSM, and torture them.
But, I agree, worshipping demon lords isn't very common in most games.

Book of the Damned has some of the best boons out there, you just have to make a deal w a friendly fiend.

Nocticula let's you suck-face-ubus energy drain people or backstab for d10s
Mesmara can make you a ghost or get a grand hex
Worm guy gets you worm that walks template
Zura gives you a hideable vampirism
Sifkesh gives makes you a dismembered angel w 15ft reach
Andirifkhu turns you into a sandbox trap
Jezelda gives you true lycanthropy
Kabriri turns you into a ghoul
Mazmezz turns you into a drider
Gargoyle guy gives you a death gaze

And those are just off the top of my head.

If you do the Sifkesh boon cheese, you can get a handful of various boons that jump your sneak attack up ~7d6, not to mention A stacking flat +2/die based on the weapon. Toss that on a rogue 20 for ~200 SA damage/attack (Nocticula gives d10 SA vs. allies, just use a great disguise)

Alternately, you could use Sifkesh tricks to get your Cha mod to AC ~3-4 times
Title: Re: Fun Pathfinds
Post by: Samwise on May 27, 2019, 03:11:43 PM
Poppets and the Craft Poppet feat from Adventurer's Armory 2.

For a mere 2,810 gp, you get a tiny construct with a climb, fly, and swim speed. If it can reach it, it can leave a rope or grapple and then you can reach it.
The totally pimped out tiny version costs 5,710 gp, has AC 18, hp 15, walk and fly speed 30' with hover, climb and swim speed 20', a light load of 64 lbs, and a heavy load of 195 lbs.
The small version is just over double that at 11,500 gp, has AC 16, hp 25, the same speeds, a light load of 171 lbs, and a heavy load of 518 lbs.
Provided you can keep it from getting popped by a random fireball, that's enough to loot most dungeons with room to spare.

On the feat end, you can take Craft Poppet at 1st level. It is rather useless as it ONLY makes poppets. However, it counts as both Craft Wondrous Items and Craft Arms and Armor for the purposes of qualifying for Craft Construct, so you can save yourself a feat.
Title: Re: Fun Pathfinds
Post by: KellKheraptis on May 27, 2019, 03:56:44 PM
Craft Poppet + Craft Construct = fast lane to Tony Stark?
Title: Re: Fun Pathfinds
Post by: zook1shoe on May 27, 2019, 08:19:29 PM
Both feats? Nice
Title: Re: Fun Pathfinds
Post by: Nanashi on May 30, 2019, 02:59:35 AM
Chronicle of Legend is almost nothing but crunch, and it's very high quality crunch. Sadly it will be the last crunch bar some stuff scattered in the remaining books of Tyrants Grasp and Ferengi of the Inner Sea, neither of which will be crunch based.

The only thing I'd say is actually bad is the vigilante talent Morphic Mask, and that's only because it's pretty much strictly inferior to an ability next to it that doesn't require it (or anything): Morphic Mask makes your identities look different within the confines of your race and gives a disguise bonus based on how different the two are, Malleable Flesh gives you at will disguise self but physical and only +5 bonus to disguise. Unless you design your character around it, playing as a little girl that turns into a venerable wizard man (giving +10 to disguise. +20 if you get the size change.), MM will more likely only give +4 while MF gives +5 and MF isn't locked to form (plus gives moving through non-airtight things at level 12). Other than that, the vigilante talents are some fun stuff.

Following up Malleable Flesh is a talent that gives the Ooze Morph Shifter's Morphic Weaponry ability (two natural weapons that do the damage type of your choice, three at sixth level) without having to take Ooze Morph. RAW, if you gain more natural weapons through other methods you can get a lot since you're not using the Shifter's abilities to shapeshift,

Steel Soldier makes a single set of armor conceable and easy to don. That's meh, but at level 8 "the vigilante treats modified armor’s enhancement bonus (if any) as a weapon enhancement bonus when making attacks with the armor’s gauntlets, if the armor has any". Remember how magic armor is half the price of a single magic weapon? As far as I can tell, you can still make these gauntlets +1 Whatever Gauntlets if you want special properties and use the +5 armor bonus as enhancement.

Volatile Arrows is gaining alchemist bombs+fast bombs+missile for a single talent. You can gain another use and any bomb mod alchemist discovery for every extra talent spent on it. While it's a shame Alchemist can't do that RAW (missile and fast bomb don't stack and I'm not aware of any fast missile talent being printed), being able to fire BAB+Rapid Shot+Haste shots and attach a force bomb to each is just dope (that's like ~112.5 force damage as an AoE at level 10, though it's kinda a nova since you only have 3+int bombs by default). There's no requirements for this either, though you get less bombs than an alchemist.

Ninja (and Rogue by extension.) get some awesome advanced tricks. At will alter self. Unlimited shuriken as long as you buy a set of 50. Improved Familiar with no prerequisites (!) from an OK list.

Level 20 Clerics get strictly better just for this book existing, gaining an extra domain at level 20 with no cost. Capstones are all nice, but you'll only ever see them briefly in three APs or a game full of high power nonsense anyways.

Magic Trick gives low level spells extra options if you take it and meet some (typically trivial) requirements. None of these are massive bonuses, but most are useful+fun and certainly worth a feat (and it's not like Wizard 20 is starved for feats anyways).
Title: Re: Fun Pathfinds
Post by: zook1shoe on May 30, 2019, 01:34:42 PM
More Chronicle of Legnds

(click to show/hide)
Title: Re: Fun Pathfinds
Post by: Nanashi on May 30, 2019, 03:16:14 PM
Shoot, I missed the any SLA part of familiar capstone. What to use the other 3 levels of SLA for after Wish/Miracle once per day?
Title: Re: Fun Pathfinds
Post by: zook1shoe on May 30, 2019, 03:32:31 PM
Didn't look that closely  :facepalm
Title: Re: Fun Pathfinds
Post by: Nanashi on June 02, 2019, 01:33:57 AM
Seemless Shapechanger should stack with Malleable Flesh, boosting that disguise bonus to +25 (with take ten on disguise only someone with +14 perception or true seeing can ever beat your disguise). Should because it doesn't explicitly say it's a polymorph effect, strict RAW it's still an illusion that duplicates the function of a polymorph effect.

edit:
Found this while seeing if there were any vigilante specific magic items
Quote from: Shifting Jerkin
This +1 lamellar cuirass grants its wearer shapeshifting.

On command, the wearer of a shifting jerkin can change her appearance at will as per disguise self. If the wearer has a talents class feature (investigator talents, ninja tricks, rogue talents, or slayer talents), once per day she can spend 1 hour to swap out one talent for another for which she qualifies. She can’t swap a talent that is a prerequisites for other talents or feats she has.

This changes appears to be permanent, and the item is really cheap. This makes some niche talents actually worth a look.

Noble’s Vigilant Pillbox is cheap, always on, slotless, detection of poison, disease and invisible creatures. Ignore the bit about swallowing the parts.
Title: Re: Fun Pathfinds
Post by: zook1shoe on June 04, 2019, 01:00:43 PM
here's an old one...

Quote
Lunar Oracle Mystery (https://www.aonprd.com/MysteryDisplay.aspx?ItemName=Lunar)
Final Revelation: Upon reaching 20th level, you become an avatar of the primal world—part humanoid, part beast. Once per day, you can transform into a lycanthrope of your choice for a number of hours equal to your Charisma modifier, gaining all the powers of a natural lycanthrope of that type, including the ability to change shape between human, animal, and hybrid form. In addition, you become immune to mind-affecting and language-dependent effects, as well as effects that specifically target only humanoids.

everyday, tailor your form to a party member and nibble on them
Title: Re: Fun Pathfinds
Post by: Nanashi on June 04, 2019, 07:05:54 PM
I saw someone pointing out Sap Adept/Master works with Merciful/Bludgeoner bows firing blunt arrows. Made me realize some utility on this one


Quote from: Chronicle of Legend
Marksman’s Shot (Ex): Those who seek to slay with a single shot must have keen eyes and perfect poise. As an attack action, the slayer makes a single ranged attack at his highest attack bonus with a ranged weapon he wields. The target of the attack must be the slayer’s studied target. On a successful hit, the slayer doubles the number of sneak attack dice applied to the attack; if the attack was not a sneak attack, this benefit does not apply.
Quote from: Sap Adept
Whenever you use a bludgeoning weapon to deal nonlethal sneak attack damage, you gain a bonus on your damage roll equal to the number of sneak attack damage dice you rolled.
Quote from: Sap Master
Whenever you use a bludgeoning weapon to deal nonlethal sneak attack damage to a flat-footed opponent, roll your sneak attack dice twice, totaling the results as your nonlethal sneak attack damage for that attack

Quadruple Sneak Attack! Shame it's an advanced talent, but with Accomplished Sneak Attacker that's 16d6+8 (~64) at level 10 before anything else.

Then I saw this when checking for Slayer Talents to round it out
Quote from: Jaguar's Grace
A slayer with this talent does not take the normal –4 penalty when dealing nonlethal damage using a weapon that normally deals lethal damage. Attacks made this way can apply nonlethal sneak attack damage. The slayer must be at least 4th level to select this talent.
Strictly better than Bludgeoner.

Sniper's Goggles null the range issue, and the greater variant gives a +16 damage (~80 just from sneak attack at level 10).

This build would be shut down hard by anything immune to non-lethal (undead, constructs, inevitable) or sneak attack (elementals, ooze, protean, various field conditions) though. Such is the life of a sneak attacker.
Title: Re: Fun Pathfinds
Post by: zook1shoe on June 04, 2019, 08:03:05 PM
Nocticula gives +2d6 SA and d10s vs allies
Title: Re: Fun Pathfinds
Post by: Nanashi on June 05, 2019, 01:07:38 AM
Any way to get sentinel boons without class levels though?
Title: Re: Fun Pathfinds
Post by: zook1shoe on June 05, 2019, 01:38:24 AM
Choice of a pair of feats...
Deific Obedience via Diverse Obedience
Fiendish Obedience via Damned Soldier

EDIT:

as mentioned that the Arch-Familiar has extremely broken SLAs.... it works for Permanency too!!
Title: Re: Fun Pathfinds
Post by: Nanashi on June 19, 2019, 10:55:25 PM
Taking Solar Bloodline (https://www.d20pfsrd.com/classes/core-classes/sorcerer/bloodlines/bloodlines-from-paizo/solar-bloodline/) with Eldritch Heritage on a Phoenix bloodline (https://www.d20pfsrd.com/classes/core-classes/sorcerer/bloodlines/bloodlines-from-paizo/phoenix-sorcerer-bloodline/) sorcerer actually has a surprising level of synergy. The ability to remove "1d6 points of ability damage, blinded, confused, dazzled, deafened, diseased, exhausted, fatigued, nauseated, poisoned, or sickened." actually fixes the problem of lacking the Cleric's next-day condition removal that makes phoenix bloodline sorcerer a medicore healer.me for the first). Paralysis (I can't think of a source that lasts for hours), curse, and petrification (both on Sorcerer list) are the only major problems I can think of

Edit: Kingmaker VG made me remember the Thug archetype (trade trapfinding for the ability to stack intimidate if you intimidate well) for Rogue was a thing. This totally slipped by since it's a Rogue archetype that replaced trapfinding (AKA the only reason Rogue was ever needed), the Rogue lacked ways to boost intimidate and predated the Unchained Rogue (which made the rogue otherwise useful). With current stuff, you can actually make a useful build out of this by making a strength focused Slayer with a dip (or 4 levels) in Rogue. Take the trait that replaces Intimidate's ability score with Strength, Dazzling Display and Violent Display.

Now when you hit an enemy and get sneak attack, you inflict a bunch of debilitations. Violent Display+Thug's Brutal Beating+Unchained Rogue's Debilitating Injury+whatever Sneak Attack modifying talent you picked up. This works out to –2 penalty on attack rolls, saving throws, skill checks (and runs away if you get high enough duration) for every enemy, a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks, -2 penalty to AC (or attack rolls. -4 vs you) and 1 point of strength or dex damage which stacks. All of this is on a full BAB-1 melee character in medium armor with two good saves and 6+int skill points (and you can spend a talent on trapfinding if you want it)

This is especially good in Kingmaker due to how it handles flanking. Anyone with two targets attacking them at once in melee, regardless of angle, is considered flanked and (for archers) you don't have to be a flanker. I think I'll put one of these on my team for one or both of the DLC quests.

edit 2: In PnP you can use Disheartening Display to increase fear further. Thug is hurt by this existing, though the above build comes on earlier.

edit 3: Ferenginar Druma book is out. Only two mechanical bits, one interesting, the other a candidate for worst feat ever unless you use it in ways it wasn't intended for. (actually there's some stuff about the mundane animals as ACs and familiars, but they're not that interesting)

Golem's Conviction requires Improved Iron will and BAB +8 and lets you ignore mind control commands for half your level in rounds, but you're limited to doing nothing or attacking something nearby. Interestingly explicitly works on mind-effecting abilities that just inflict a condition (Hideous Laughter being given as an example) on top of dominate effects. Shame the requirements are a bit steep.

Unspoken Bond is a teamwork feat that lets you gesture to make basic conversation. It has steepish requirements for what it does (4 ranks in two skills) given it can be replicated with a language slot. The interesting use is with any class that gains the ability to share teamwork feats and has an animal companion gives you a talking animal companion.

Tyrant's Grasp part 5 has Soul Sight goggles. 15,000 GP for always on Arcane Sight (normally 7,500 GP just for the permanency, and that has a visible side effect, so they actually cost the same+eye slot if you have CWI), make all your magic weapons 100% effective ghost touch (and non-magic ones 50%, as though you're using any by the time you can afford these) and once per day can for one hour gain Spiritsense ("A psychopomp notices, locates, and can distinguish between living and undead creatures within 60 feet, just as if it possessed the blindsight ability.", specific monsters of the type clarify they have blindsight but can't see objects with it)

Keyhole is a level 1 spell that creates a keyhole in doors that don't have one, letting you peer through them and Disable Device doors without locks (DC=Break Check+10 though, so rather high), though how that works when locked without a key generally means "physically barred" or (less confusingly given the spell's text) Arcane Locked isn't clear. Dead Roads is essentially a Cleric version of Shadow Walk that lets you go to shadow, etheral, astral or boneyard planes if you spend 10 hours in exchange for not seeing things.

Next issue section notes it will include a 28 page article section that will include "New class archetypes, a new prestige class, Iblydan hero‑gods, advice for GMs, and much, much more!" among other things.
Title: Re: Fun Pathfinds
Post by: zook1shoe on July 18, 2019, 01:45:39 AM
i like the keyhole spell, very inventive.

looks like obediences for a redeemed Nocticula?
Title: Re: Fun Pathfinds
Post by: Nanashi on July 21, 2019, 03:48:49 PM
Pox of Rumors (https://aonprd.com/SpellDisplay.aspx?ItemName=Pox%20of%20Rumors) removes the "scry" from "scry and die" for anyone with intelligent underlings. You can, from your house, curse the big bad (or a king) and make his men drop one step in relations immediately and risk dropping further each day. Note that nothing says this returns to normal when the curse is broken. This isn't even from some companion/campaign setting the editor wasn't paying attention on, it's from a hardcover! If you have a hair you can even tank their willsave to this.

Cherry Blossom Spell adds ability damage to a spell that does damage but gives a fortitude save to negate it if the spell doesn't have a save already. This means you can apply it to a spell that has a save, still does damage on a save (which includes most AoE blasts and some blasts that deal damage and have a save or rider) and can hit multiple times for repeated ability damage. Looking for a spell to abuse this with, I realized Magic Weapon has a save to negate it, but the save is for the object it's cast on and won't stop its from doing damage. Even if the GM houserules it can't be cast on a magic weapon, you can still apply it to mundane arrows shot by a magic bow. Given a good bow user has fires two extra arrows (from manyshot and rapid shot). When you first get the ability to pull this off that's 4 arrows for 8 (5 for 10 with haste, which you can also cast by that point) unresistable ability damage a turn, and you could theoretically apply it to both the bow and arrows. Average mental ability scores on monsters tends to be sub 20, so you're KOing anyone this is used against very quickly.

edit: Nameless One (https://www.d20pfsrd.com/feats/general-feats/nameless-one/) feat gives us a way to die in character creation. Take the feat, affirm your identity and eat negative levels greater than your level.

edit: Final (penultimate if counting the module that's a kickstarter/Royal Ascension bonus for the Kingmaker VG) 1E book is out. Soulbound Summoner trades their Summon SLA for extra evolution points and ability to summon their Eidolon the same day it "dies" if they heal it enough. You also get an Oracle curse and this action economy breaker
Quote
At 13th level, the eidolon can draw from its summoner’s power to cast spells. The spell must be a spell that the summoner knows, and the summoner must expend two spell slots of the same spell level or higher to allow the eidolon to cast the spell. Expending spell slots in this way does not take an action. The eidolon uses the summoner’s caster level, feats, and casting statistics for all spellcasting purposes. The eidolon must be able to meet all other requirements for casting the spell, such as being able to speak for spells requiring verbal components and providing any material components or focuses for spells that require them. The eidolon must be able to move its body to cast spells with somatic components, but it does not need to have the limbs (arms) evolution.

edit: Gunpowder Ooze is a CR14 monster that can be killed by a pair of thrown lamps. When hit by fire damage it does AoE fire damage and splits. Hit it with fire damage once and you've got two of them. Hit it with fire damage again and it explodes, dealing fire damage to its spawn which causes it to explode and split in turn in a loop that only ends when the oozes have killed each other. Could very well be intentional given it's an ooze, and oozes are typically intended as part of traps. As a trap they can do serious damage to anyone not immune to fire. Assuming artificial stone walls, it only needs 5 iterations at average damage to destroy a segment of the dungeon.

edit: Secret of Magical Discipline from Chronicle of Legend lets you expend a slot to cast ANY spell of that level once per day (take it multiple times for multiple uses) as a full round action. No class list restrictions. Requires a level in Loremaster, but that's not a bad prestige class at all (full casting, easy qualification, no heavy fluff).
Title: Re: Fun Pathfinds
Post by: zook1shoe on August 06, 2019, 12:05:09 PM
Craziest boon?
Quote
Andirifkhu
3 Killing Machine (Su): Once per day as a full-round action, you can transform yourself into a trap. The trap must have a CR equal to or less than your total Hit Dice (maximum CR 20), and the environment must be able to support your new form. When your trap form is triggered, or when a creature attempts to disable your trap form, you can instantaneously return to your normal form (appearing in the square or squares targeted by your trap form). This occurs after the trap has finished triggering and its effects are resolved (if appropriate), and it causes a surprise round in which only you and those who were aware of your true nature may act. This transformation otherwise lasts for 24 hours or until you dismiss it as a full-round action. This is a polymorph effect.


Great way for a lich to guard their phylactery. also, toss in some mundane and spell protection on a personal demiplane. it's only a 2 feat commitment (either of you or a high level minion)
Title: Re: Fun Pathfinds
Post by: Nanashi on August 06, 2019, 11:04:09 PM
Caller's Feather (https://www.d20pfsrd.com/magic-items/wondrous-items/c-d/caller-s-feather/) lets you summon 2 extra HD of outsider with Planar Ally spells. This is great for a Sacred Servant Paladin or anyone else with free planar ally (are there any other sources?). Now what 8 HD outsiders are worth grabbing? Stacks with Augment Calling for HD10, but you can't get that till 9th level on a Sacred Servant.
Title: Re: Fun Pathfinds
Post by: zook1shoe on August 07, 2019, 03:37:34 AM
Despite a good amount of crunch Midwives to Death didn't seem to have any standout stuff.
Title: Re: Fun Pathfinds
Post by: Nanashi on August 07, 2019, 02:30:56 PM
As mentioned above, Soulbound Summoner is worth a look if you aren't going to be using the Summon Monster SLAs, as that's the only thing it really gives up (aside from getting an Oracle curse, but those are supposed to be net positives). Just noticed that it frees you of subtype requirements for evolutions.

Quote
At 7th level the eidolon can select evolutions even if it does not meet the subtype requirements for that evolution

Biggest use I see is Tentacle Mass, a one point primary attack that does d8 damage and doesn't require any limbs but is normally restricted to a single lame subtype.
Title: Re: Fun Pathfinds
Post by: zook1shoe on August 07, 2019, 08:42:34 PM
if you are going to focus solely on your eidolon, then the class is great. your eidolon gets a ton more evolution points (12 extra through 20th level), and you mentioned that they aren't limited by type anymore.

pounce also stands out, and all those evolution points can be put towards various natural attacks for giant pouncy beast
Title: Re: Fun Pathfinds
Post by: Nanashi on August 13, 2019, 01:16:32 AM
Fey Caller Unchained Summoner Archetype (https://www.d20pfsrd.com/classes/unchained-classes/summoner-unchained/archetypes/fey-caller-unchained-summoner-archetype/) is OK, but it does something interesting to normal Unchained Summoners

Quote
Fey eidolons don’t have alignment subtypes.
This implies no-archetype UC Eidolons normally have alignment subtypes. This doesn't normally do much except make them vulnerable to Favored Enemy (Meh, when's the last time you fought an enemy ranger with FE: Good Outsider?) but Book of the Damned has several feats that requires at being an Outsider with the Evil subtype, normally off limits to PCs. Less ambiguously the Nightmare Chain feat is legal for Eidolon of the Kyton subtype (I'm sure it's a different Kyton subtype than they intended, but it is a kyton subtype). This is a pretty good option for natural attacks,  giving two chain attacks that do 2d4 damage (really good when size increases are involved) with 20 foot inclusive reach)

Also on the topic of Eidolon feats, the Damnation feats are pretty decent, but have the huge drawback of damning your soul. Not an issue with an Eidolon. With the Ancestor subtype the fluff could even be the Eidolon is normally in Hell.

edit: Just realized Evolve Companion doesn't have the maximum number of attacks restrictions an actual Eidolon does, nor does it have subtype restrictions.

edit: Rod of Absorption (https://www.d20pfsrd.com/magic-items/rods/rod-of-absorption/): Holy ****! Lets you use 50 levels of spells without expending a slot. Needs charging, but the charges never appear to vanish and only counts total levels and explicitly allows SLAs, so any cheap magic item with an at-will SLA can fill it in at most 5 minutes. 9th level pearls of power are reusable, but this doesn't take an action to recharge your slots. If you want to nova as a high level caster, here you go.

edit: Burdened Thoughts (https://aonprd.com/SpellDisplay.aspx?ItemName=Burdened%20Thoughts) completely disables flying with just a will save. If that wasn't good enough it encumbers the enemy and might stagger it.

edit: Just started looking at the Mesmerist more in depth. Found Devilbane Impediment. Forces all enemies hit by your stare to make a concentraction check (15+spell level) and if the enemy is an outsider, "double the hypnotic stare penalty applied by the devilbane gaze improvement (but not the Will save penalty the original hypnotic stare imposes).". How this is doubled is unclear (multiply the check DC by 2? make two checks and fail if either fails? 15+double spell level?) but this is great hoser design: Useful against something pretty common (monsters with SLAs) and really good against one uncommon but hardly rare thing (and it could be common in some campaigns.) Note that SLA users, unlike real casters, often don't have that high an ability score and outsiders tend to be the ones that do have decent scores.


Edit: New officially licensed PF1E book Niobe. Not third party under the compatibility license, but actually licensed with the PF name. Best comparison is, ironically, Dragon Compendium.

There's a new class Omdura. Mid BAB caster with charisma based spontaneous 6th level spells from Cleric+inquisitor list and some battle priest abilities. Nothing great, but if Inquisitor with its limited spell list is tier 3, so is this with its strictly better one.  Frankly a warpriest archetype swaping the spellcasting from wisdom based prepared to charisma based spontaneous with the inquisitor's list would have done everything this does better.
The real gem is Blessed by a god or Dragon (https://www.d20pfsrd.com/feats/general-feats/blessed-by-a-god-or-dragon/), which lets you cast a spell from the cleric list, as though you were a cleric of your level, once per day or as a swift action with a one month cooldown. Very easy to qualify for: 7th level and a feat with no requirements but 5th level. At worst this is a way to grab condition removal.

Edit: Sleeping on it, uses I thought up for the feat:
Using it on a Wizard gives all cleric spells for crafting.
There's at least one prestige class (Dawnflower Dissident) that requires divine casting to enter but can advance any casting. That one class is hardly amazing, but there may be more content like that.
The wording isn't clear (the crunch of this book is terribly edited from what I've read), but this may make the casting time exactly ten minutes. There's a handful of spells with longer casting times. Of Cleric spells, Ritual (made an NPC spell by its 8 hour casting time) and Scrying are the only ones I can find that this would be all that useful for (doesn't need an expensive component, isn't super niche)

Overall this feat is good, but not broken. You may need to meet the minimum wisdom to actually cast spells with this, which greatly diminishes it.
Title: Re: Fun Pathfinds
Post by: zook1shoe on September 24, 2019, 03:21:29 AM
found a way to get a +18 enhancement bonus to either Con or Int, using 4 items.

(click to show/hide)
Title: Re: Fun Pathfinds
Post by: TC X0 Lt 0X on September 24, 2019, 12:55:56 PM
My only qualm with that is if the resonance effect would stack with bonuses from other ioun stones, and for that matter multiple applications of itself. It does explicitly stack with the ioun stone it is tied to, but not necessarily others stones or resonant Power applications.
Title: Re: Fun Pathfinds
Post by: zook1shoe on September 24, 2019, 03:58:37 PM
Quote
* If the stone’s normal power gives the same kind of
bonus, these effects stack.

it doesn't specify that the resonant bonuses only stacks with the stones, but that the resonant bonuses stack.

the example is just that, an example. they didn't foresee that there will be wayfinders that can hold multiple stones.

also, the stones also specify that they stack with each other (max 3).
Title: Re: Fun Pathfinds
Post by: Keldar on September 25, 2019, 06:58:43 AM
In the text you posted, the stones aren't stacking to a max of three, they're stacking to a max of +6.  A bigly difference for determining if you can go past +6 Enhancement by any means.
Title: Re: Fun Pathfinds
Post by: Nanashi on September 26, 2019, 03:25:46 AM
Sapphire Ooze (https://www.d20pfsrd.com/bestiary/monster-listings/oozes/ooze-sapphire/) is a weird monster.

Quote
As a full-round action, a sapphire ooze can transform into wearable armor. This armor can be sized for creatures of the ooze’s size or one size category smaller, and the subject must be willing to wear the ooze as armor. While in its armor form, the ooze cannot take actions other than to use its hero’s infusion ability or to return to its true form as a full-round action. While the shape of the armor created can vary, it always appears to be made of glittering sapphire crystals and provides protection as if it were a mithral breastplate.

While a sapphire ooze is worn, it takes 1d6 points of damage each time its host takes more than 5 points of damage from a single attack; this damage bypasses the sapphire ooze’s damage reduction and immunities. If this damage reduces the ooze to 0 hit points, it immediately reverts to its true form and falls to the ground.

There's got to be a way to abuse this. It's a valid target for spells/class abilities that target armor, though none of them produce that interesting an effect except maybe Revenant Armor which turns the ooze into an animated object for a bit.

Advancing one might have potential. At the very least the increased HP renders the second paragraph much less of an issue. Giving it a level of Scaled Fist (un)Monk means it "adds his Wisdom Charisma bonus (if any) to his AC" and the system uses an armor's AC and the bonus to AC interchargably. That's  a +5 bonus (15 natural charisma, +4 from giving it a class level under the monster advancement rules, +1 from 4 HD) equivalent. Might also make use of Deflect Arrows. Anything else that gives it interesting abilities?
Title: Re: Fun Pathfinds
Post by: TC X0 Lt 0X on September 26, 2019, 03:39:14 AM
Sapphire Ooze (https://www.d20pfsrd.com/bestiary/monster-listings/oozes/ooze-sapphire/) is a weird monster.

Quote
As a full-round action, a sapphire ooze can transform into wearable armor. This armor can be sized for creatures of the ooze’s size or one size category smaller, and the subject must be willing to wear the ooze as armor. While in its armor form, the ooze cannot take actions other than to use its hero’s infusion ability or to return to its true form as a full-round action. While the shape of the armor created can vary, it always appears to be made of glittering sapphire crystals and provides protection as if it were a mithral breastplate.

While a sapphire ooze is worn, it takes 1d6 points of damage each time its host takes more than 5 points of damage from a single attack; this damage bypasses the sapphire ooze’s damage reduction and immunities. If this damage reduces the ooze to 0 hit points, it immediately reverts to its true form and falls to the ground.

There's got to be a way to abuse this. It's a valid target for spells/class abilities that target armor, though none of them produce that interesting an effect except maybe Revenant Armor which turns the ooze into an animated object for a bit.

Advancing one might have potential. At the very least the increased HP renders the second paragraph much less of an issue. Giving it a level of Scaled Fist (un)Monk means it "adds his Wisdom Charisma bonus (if any) to his AC" and the system uses an armor's AC and the bonus to AC interchargably. That's  a +5 bonus (15 natural charisma, +4 from giving it a class level under the monster advancement rules, +1 from 4 HD) equivalent. Might also make use of Deflect Arrows. Anything else that gives it interesting abilities?

That can actually be a pretty fun reward to hand out, but yeah really weird. That lore for them is very amusing.

Off the top of my head, the damage it takes does not bypass Hardness. I assume it does not count the Hardness Mithral Armor would normally have against that damage, but if you can get Hardness onto the Ooze itself then it can get pretty easy to make it effectively Immune to the damage.

Any passive aura effects could be quite strong on the Sapphire Ooze (can't think of any off the top of my head for PF except for Anti/Paladin Auras though)

It does not seem they can be enchanted though, which is a shame.
Title: Re: Fun Pathfinds
Post by: zook1shoe on October 09, 2019, 04:30:30 AM
Secret of Magical Discipline from Chronicle of Legend lets you expend a slot to cast ANY spell of that level once per day (take it multiple times for multiple uses) as a full round action. No class list restrictions. Requires a level in Loremaster, but that's not a bad prestige class at all (full casting, easy qualification, no heavy fluff).

A great way to get rituals w/o needing to research them.

get the sapphire ooze fast healing, and that works as well as hardness.

EDITs:

(click to show/hide)
Title: Re: Fun Pathfinds
Post by: Nanashi on October 25, 2019, 10:07:24 PM
Godclaw Mystery's Boon of Terror, already a decent revelation, could be argued to stack with itself.
Quote
Whenever a creature fails a saving throw and takes damage from one of your spells, it is shaken for a number of rounds equal to the spell’s level. Spells that do not allow saves do not cause creatures to become shaken. This does not stack with other fear effects.

Any spell that deals damage with multiple hits, gives a save per hit, and is on the cleric list? All I can find is Fleshworm Infestation.

Edit:
Screaming Flames might cause things to become Frightened in one standard action. Foes that fail their reflex save and take (HP) damage become Shaken, then those that fail their will save and take (Wisdom) damage become Shakened again and are Frightened.
Title: Re: Fun Pathfinds
Post by: zook1shoe on October 26, 2019, 02:31:16 AM
this one...

Quote
Asmodeus’s Boon (Sp): Whenever a creature fails a saving throw and takes damage from one of your spells, it is shaken for a number of rounds equal to the spell’s level. Spells that do not allow saves do not cause creatures to become shaken. This does not stack with other fear effects.

yeah, i guess it could escalate itself
Title: Re: Fun Pathfinds
Post by: Power on October 26, 2019, 01:20:04 PM
Chosen One (https://www.d20pfsrd.com/feats/general-feats/chosen-one/) is a bit curious. It's a feat that only requires 5th level and gives you a +1 sacred bonus to AC and damage vs enemies of your patron deity. Bit odd for evil creatures to be able to gain sacred bonuses. Aside from that, if you worship Iomedae, does that mean you get +1 sacred AC and damage vs all evil creatures? That still wouldn't be broken, but it would make the feat worth taking.
Title: Re: Fun Pathfinds
Post by: zook1shoe on October 26, 2019, 02:05:50 PM
Would followers of dahak get bonuses vs most creatures?
Title: Re: Fun Pathfinds
Post by: Nanashi on October 27, 2019, 01:58:57 AM
Yeah, its proper name is "Asmodeus Boon". It's one of many things with product identity removed by D20PFSRD.

I found a nice spell to use with it early: Burning Disarm. It allows a reflex save, but many if not most creatures will voluntarily fail it since dropping your weapon is worse than a couple d4s of damage. Damned if they do (lose weapon, forced to spend action to retrieve it or swap to a sub optimal one), damned if they don't (take damage and be shaken).

Edit: There's some metamagic feats that give saving throws to spells without them. Cherry Blossom Spell (May hit twice from Screaming Flames), Sickening Spell, Fearsome Spell (useless), Shadow Grasp (two required feats to use it)
Title: Re: Fun Pathfinds
Post by: zook1shoe on October 27, 2019, 02:40:32 AM
That's why I avoid d20pfsrd for the most part.

A fellow gamer and I noticed Cherry Blossom would work great with Spiked Pit. It allows a save to avoid falling in, but every time you move around in it, theres no save, which then deals ability damage w no save.

here's a pretty good archetype, the Priest of the Fallen (https://www.aonprd.com/ArchetypeDisplay.aspx?FixedName=Spiritualist%20Priest%20of%20the%20Fallen), giving you mythic fluffed ghost buddies (even a sneak attacking ghost friend). it mentions once that the emotional focus is limited, but they forgot to put the actual rules about those limitations. so you get both the abilities of the archetype and any emotion you want.

you also get 2 cleric domains at 17th level, which is pretty powerful.
Title: Re: Fun Pathfinds
Post by: TiaC on October 29, 2019, 12:12:37 AM
I've thought that Cherry Blossom Spell would be nice on spells like Flame Arrow. A 6th level spell for what is basically a powerful poison on 50 arrows, sign me up!
Title: Re: Fun Pathfinds
Post by: TiaC on October 31, 2019, 12:58:46 AM
A few years ago, I found this nice vitalist combo:
So I was just looking over DSP's Vitalist and I found a nice combo. At 11th level, a Vitalist with the Soulthief method gets this ability: "any time a soulthief manifests a power or psi-like ability that deals hit point damage, it heals him for 50% of the damage dealt. If the power does hit point damage to multiple targets, the soulthief only heals 50% of the damage to the target dealt the highest damage."

Now, buy a Surge Crystal. This gives you an unimpressive wildsurge, but it also lets you use surge augments. Psionics Augmented: Wilders has the power Sympathetic Drain. This power allows you to spend up to half your max health to do that much damage to any target within close range. If you wildsurged while manifesting, the damage is doubled. It allows SR, and while there is a save, it doesn't reduce the damage, just prevents a 1-round sicken rider. Put these together, and you can spend 3PP to deal damage equal to your max health to any target within close range with no save. It's cheap enough that you can easily quicken it as well. Best of all, this costs so little, that you still have the amazing buffing and healing abilities of any other Vitalist.

For advanced mode, take the Sadist archetype and Unwilling Participant to add enemies to your collective and get temp PP for killing them. You might also be able to take Altered Life from Bloodforge to calculate HP based on Wisdom.

I just noticed how well The Caged Sun Stance from Radiant Dawn (the Rajah discipline) works with this. While in the stance, you can't heal anyone but yourself, but whenever you heal yourself, add 50% to the amount healed. Now, that 3PP deals no-save damge equal to your HP  and heals you for 25% of your max health. Take Quicken and/or Hustle Power to toss out multiple times your max health in damage while healing tons.
Title: Re: Fun Pathfinds
Post by: Nanashi on October 31, 2019, 08:20:19 PM
While we're talking DSP combos, Rising/Ruby Zenith Strike (Scarlet Throne 2/5) and Descending Sunset Strike (ST 8) paired with the Martial Charge feat will multiply the damage of a Momentum Crash/Crush or Devastating Momentum (Primal Fury boosts, 2/4/7). Adding 20 damage to a charge an unlimited number of times per day at level 3 is pretty good, especially when you also get your normal weapon damaged doubled on top of that. Less unlimited, but more burst, is the strikes comboing with the Battle Fervor feat since that converts die into a fixed number subject to multiplication. Battle Fervor can reach insane levels when paired with Fey Foundling (+2 per die of healing magic) and Planar Infusion (HD in extra healing). Paladin 10 with those three feats and martial training 1+2 is dealing ~75 extra damage on that strike.

Edit: First party material:
First Skill Unlock for Stealth stacks with Expert Sniper feat to remove the penalty for sniping (hiding while making ranged sneak attacks) since both reduce the penalty by an amount instead of setting it to a lower value.
Title: Re: Fun Pathfinds
Post by: TiaC on November 02, 2019, 02:50:55 PM
To continue with DSP products, I was looking at the tactician. It's rather fiddly and doesn't seem to do anything great for the most part, but I noticed one strategy that's amazing.
Quote
Reposition: The tactician directs each ally in his collective to take a 5-foot step as a free action immediately. The tactician may also immediately take a 5-foot step. This does not count against the number of 5-foot steps allowed in the tactician’s or each ally’s turn. If all directed allies take their 5-foot step, the tactician may immediately make a full attack against any target within range and gain a +1 competence bonus on the attack and damage rolls. Selecting this strategy requires the tactician to be at least a 13th level tactician. At 16th level and every four tactician levels thereafter, the competence bonus increases by 1.
Strategies are swift actions. So, 3+Cha times per day (or 3+Int if you buy a charm of tactics for 2k from steelforge), you can make a full attack as a swift action. Thus, single-classed tacticians make amazing gishes at levels 13+.
Title: Re: Fun Pathfinds
Post by: Nanashi on November 04, 2019, 07:57:26 PM
Companion (prostitute) is under "Lodging" in Ultimate Equipment.
Quote
Celebrity Perks (Ex): The vigilante is a celebrity in his area of renown, and adoring fans are all too eager to shower him with the fundamental necessities. While within his area of renown, he can always receive common meals or lodging (worth up to 1 gp per meal or night) for free, and can avoid paying taxes or bribes of 1 gp or less. If he wants a particular non-magical item worth 1 gp or less, he can spend 1d10 minutes interacting with people in his area of renown to receive the item from a fan (if he ever sells such a gift from a fan, he loses this social talent permanently). If he has the great renown social talent, he can receive gifts of up to 5 gp, receive fine food and lodgings (worth up to 10 gp per meal or night) for free, and avoid paying taxes or bribes of 10 gp or less. If he has incredible renown, he can receive gifts of up to 25 gp, receive exquisite food and lodgings (worth up to 100 gp per meal or night) for free, and avoid paying taxes or bribes of 100 gp or less. A vigilante must be at least 5th level and have the renown social talent to select this talent.

While using your class features to gain gropies is amusing on its own, this has actual mechanical relevance with the weird ("Why does this exist?") talent Companion to the Lonely

Quote
Companion to the Lonely (Ex): Whether religiously motivated, as are followers of Arshea, Calistria, or Shelyn, or for purely carnal reasons, physical intimacy helps the vigilante cope with the loneliness of his double life. Once per day, the vigilante can spend at least 1 hour engaged in acts of physical pleasure with a willing partner to gain a pool of morale points equal to his Charisma bonus or his partner’s Charisma bonus, whichever is higher. For the next 24 hours, the vigilante can spend a morale point as an immediate action to roll a Charisma-based skill check or a Will saving throw again after rolling the die but before learning the consequences; he must take the second result even if it is lower.

Also despite the implications from the deities mentioned, the wording dances around so much that you could use the talent by just sharing a quality meal with someone (gluttony certainly is a "physical pleasure"). Celebrity Perks also works with this.
Title: Re: Fun Pathfinds
Post by: Power on November 10, 2019, 10:48:44 PM
Quote
RING OF VENGEFUL BLOOD MAGIC
Price 5,400 gp; Slot ring; CL 11th; Weight —; Aura moderate abjuration
Source Advanced Class Guide

This claw ring is made of red metal tinged with orange, and a long nail made of obsidian extends from the tip. It allows its wearer to cast a spell as an attack of opportunity. Three time per day, if the wearer is bloodraging and a foe provokes an attack of opportunity from him, the wearer can cast a spell with a casting time of 1 standard action or less as the attack of opportunity. The spell must target the creature that provoked the attack or include it in the spell's area, and must be no higher than 3rd level. This counts as one of the wearer's attacks of opportunity for the round; casting this spell does not itself provoke an attack of opportunity.

CONSTRUCTION REQUIREMENTS
Cost 17,500 gp
Combat Reflexes, Forge Ring, Quicken Spell
The crafting cost being over triple the cost of the final ring is a bit curious. Seems like the editor didn't properly get a look at that. I reckon the original ring was meant for every spell level. At any rate, this ring is highly abusable by UMDing it into treating you as if you are bloodraging.

Quote
RING OF POWERFUL BLOOD MAGIC
Price 3,000 gp; Slot ring; CL 9th; Weight —; Aura moderate evocation
Source Advanced Class Guide

When the wearer of this ring is bloodraging and casts a spell, as a swift action he can increase the save DC of the spell by 1. The wearer can do this a maximum of three times per day. This has no effect on spells that do not require saving throws.

CONSTRUCTION REQUIREMENTS
Cost 1,500 gp
Forge Ring, Spell Focus, creator must have the bloodrage class feature
Similarly abusable with UMD so you always count as bloodraging.
Title: Re: Fun Pathfinds
Post by: zook1shoe on November 10, 2019, 11:09:41 PM
Could you also UMD furious weapons into always being on?

Nevermind... its gotta be activated using the emulated class feature. So it'd work on those, just not Furious type effect
Title: Re: Fun Pathfinds
Post by: Power on November 11, 2019, 07:30:08 AM
You can UMD furious weapons too. You'd just emulate the rage class feature. Similarly, you can UMD a weapon with the Bane property into working... on you. There is a reason why UMD is regarded as an extremely powerful skill.

Incidentally, even without UMD you can activate the two above rings by using the Raging Blood (https://www.aonprd.com/FeatDisplay.aspx?ItemName=Raging%20Blood) feat with the Mad Magic (https://www.aonprd.com/FeatDisplay.aspx?ItemName=Mad%20Magic) feat. 
Title: Re: Fun Pathfinds
Post by: TiaC on November 11, 2019, 09:45:01 PM
Another cool ring is the Saltspray Ring (https://www.d20pfsrd.com/magic-items/rings/saltspray-ring/).
Quote
Price 4,500 gp; Slot ring; CL 5th; Weight —; Aura faint conjuration and transmutation

DESCRIPTION

Created as an odd experiment to protect civil servants combating fires, a dozen or so of these rings were created and assigned to a fire brigade, but their use fell out of fashion after being implemented for only a little over a year.

This mithral ring is engraved with a pattern of rolling waves that encircles the entire band. The saltspray ring is immune to rust, both from natural oxidation and rust caused by magical effects.

EFFECTS

Upon command, the ring causes a thick vapor to continuously surround its owner as per obscuring mist, except the mist has a 10-foot radius from the wearer and the area of effect moves with the wearer. This mist is exceedingly wet and extinguishes all non-magical fires within its area. Magical fires and creatures with the fire subtype are not dispelled or adversely affected by the mist, though such creatures find being in the fog to be an uncomfortable experience. The mist does not permit aquatic creatures without the amphibious special quality to breathe out of water, but creatures that must remain wet or suffer a negative effect or condition have that requirement satisfied by the ring’s effect. This effect can be dismissed as a standard action. The ring has no effect whatsoever underwater.

CONSTRUCTION REQUIREMENTS

Cost 2,250 gp; Feats Forge Ring; Spells obscuring mist, quench

With a Goz Mask or Fogcutting Lenses, this gives near-total protection from non-melee enemies. It also makes for amazing ranged sneak attack builds. Even without sneak attack, it denies Dex against ranged attacks. The fire suppression is a nice benefit and look at  that price.
Title: Re: Fun Pathfinds
Post by: Nanashi on November 12, 2019, 12:10:54 AM
Actually, speaking of seeing through fog it's in spell form now (https://www.d20pfsrd.com/magic/all-spells/a/ashen-path/)! This seems to have been overlooked because it's one bit in a good list of buffs. Just the protection from breathing hazards in the air is worth a look since the effect is otherwise pretty expensive (Iron Gods alone has a few long segments this greatly helps with).

edit:
Renovation (https://aonprd.com/SpellDisplay.aspx?ItemName=Renovation) lets you rearrange a stronghold with 8 hours and 1000 GP of work. This is fantastic if your stronghold is based on a preexisting structure or in a natural structure (which all the ones in APs I know of are). Since this calls for a quantity worth X instead of a single item worth it, with a Robe of Components you can do this every 20 days for free.

Teleport Structure (https://aonprd.com/SpellDisplay.aspx?ItemName=Teleport%20Structure) from the same book lets you do what you'd expect as long as you have an empty lot to hold the structure in the destination in the same settlement. RAW you can teleport a waterway.

edit:
Mask of the Tiger’s Eye from PFS module Assault on the Kingdom of the Impossible is a canonical masterwork tool for Intimidate, but it only costs 55GP.
Quote
This mundane item is worn by students, veterans, and teachers of the Tiger’s Eye form of martial arts in Jalmeray. The mask uses up the “head” slot for magical items when worn by a PC and provides the wearer with a +2 circumstance bonus to Intimidate checks. Cost: 55 gp


Edit: Found another unique item in a PFS module, 4-12: The Refugee of Time. This one way more substantial (and has plot details so spoilered in case anyone reading this plays PFS).
(click to show/hide)

While game ender in PFS itself, it's an awesome toy for an already evil character.

Edit: New Animated Object abilities in 2-18 (I'm going these at random.)
Quote
Amalgam (ex, 2 cp) The object is made up of smaller but
similar objects. Its ability to constantly shift its form grants
it immunity to critical hits and flanking. It also does not
take additional damage from precision-based attacks like
sneak attacks. The object can move through spaces half its
size without squeezing, and receives a +10 racial bonus on
Stealth checks.
Guardian (ex, 1 cp) The object has been granted the ability
to follow basic orders and watch for enemies, changing
its Wisdom to 10 and giving it a +2 racial bonus on
Perception checks.
Smother (ex, 1 cp) The object may smother a creature with
a successful grapple check, dealing 1d8+10 points of
bludgeoning damage as it draws its victim into its body.
Toughness (ex, 2 cp) The object gains 2 additional hit points
for each Hit Die it possesses.
Title: Re: Fun Pathfinds
Post by: zook1shoe on November 18, 2019, 02:46:17 AM
there's a spell in 3-10
(click to show/hide)
Title: Re: Fun Pathfinds
Post by: Nanashi on November 18, 2019, 10:10:10 AM
I saw that, but didn't realize it was unique. Turns out I was confusing it with the Book Thief’s Satchel, which has the same function but as a magic item instead of spell. Given that came out after the spell (and is from a PFS focused book), I presume is based on the spell.

Edit: Minor thing, but just realized that Ancestor subtype for Eidolon has an unstated advantage: Since they look like a humanoid, you can take them into social situations a lot easier than any other Eidolon.
Title: Re: Fun Pathfinds
Post by: TiaC on November 26, 2019, 11:23:19 PM
The Lion's Heart feat seems abusable.

Quote
Prerequisites: Wis 15, Great Fortitude.

Benefit: Choose one ability. You ignore penalties from ability damage to that ability until you have taken an amount of ability damage equal to your score in that ability.

Off the top of my head, it makes Blood Money even better.

Blood for the Empire (https://aonprd.com/FeatDisplay.aspx?ItemName=Blood%20for%20the%20Empire) is great if you count as your own ally or for inquisitors.

Title: Re: Fun Pathfinds
Post by: Nanashi on November 29, 2019, 12:01:13 AM
Diagnose Disease spell+Healer's kit=+7 to heal to treat disease, and you should be able to take 10 and make up to ~DC17 untrained
Heal to treat disease+anti-plague=+7 to save against disease

That 80GP gives a pretty good chance to make a second save if the disease hasn't destroyed the victim's con score. It's cheaper than the 375 scroll of remove disease and much more likely to work (remember Remove Disease needs a CL check in PF). While RAW there's nothing say antibodies exist in PF, you don't have Remove Disease's explicit statement you don't get antibodies.

edit: Order of the Staff's challenge causing enemies to take penalties on saving throws stacks with intimidate. At level 8 the enemy is taking a -5 penalty. Spell Aid is also really good for making all day buffs last longer and be harder to dispel.

edit: While applicable to pretty much nobody anymore, the Faction Journal Card for Sovereign Court in PFS gives this ability if you've completed enough goals
Quote
Circle one of the following skills: Bluff, Diplomacy, Disguise, or Knowledge (nobility). When you attempt a check using your chosen skill, you always receive a final result of at least 10 + the number of goals you have completed.
(There's 7 possible goals, plus two more for GMing games. The Sovereign Court has the easiest faction missions by far since their goals are far less scenario dependent than others. If you had a character created before season 10 started you could have gotten more goals from an earlier seasons to power this)

This doesn't change your modifier, it replaces the final result. This means with five goals (for example) you still have a result of 15 even if you're telling an impossible lie or disguising yourself as something of wildly different size from yourself. That's enough to fool a lot of people (remember a 1st level expert actor will have less than 20 to disguise even with a disguise kit's bonus).
Title: Re: Fun Pathfinds
Post by: zook1shoe on December 02, 2019, 01:07:31 AM
there's actually significantly more goals available, but you must have successfully gotten goals (or partial goals) on cards from different seasons (6-10 i believe) during that specific season.

my 14th level wizard has all the seasons for Dark Archives, which has some pretty cool benefits

edit: looks like you kind of mentioned that there's more goal options.
Title: Re: Fun Pathfinds
Post by: Power on December 02, 2019, 07:18:09 PM
So... Kitsune Sorcerer seems strong.

Kitsune race has -2 STR, +2 DEX, +2 CHA.
Kitsune magic racial trait gives +1 to DC of enchantment spells on top of that (not as crazy as the races that have +2 cha and give sorcs another +2 cha for picking their bloodline).
Kitsune Sorcerer Favored Class Bonus is +1/4 to DC of enchantment spells. No limit. PFS legal and been around since ARG.

Congratulations to paizo for coming up with a Favored Class Bonus that's legitimately worth taking over the Human Favored Class Bonus. Note that the following Sorcerer Bloodlines allow you to target more types of foes:If you add the Mongrel Mage archetype, the Sorcerer could be a different bloodline every day to boot. Cross-blooded Sorcerers can be two bloodlines, but the loss of spells known without the usual Favored Class Bonus or Paragon Surge is a bit more painful than the norm. You can still use a Mnemonic Vestment, Page of Spell Knowledge, Ring of Spell Knowledge, Spell Lattice, or even the Versatile Spontaneity feat to expand your selection.
Title: Re: Fun Pathfinds
Post by: Nanashi on December 02, 2019, 08:28:51 PM
Problem is enchantment is still pretty open to being useless when you get bad encounters. There's a few spells (less than a page of results, most buffs) of the school that are missing the tag, but have other sub-tags.

Not the lamest trick in the world mind you, being able to shut down encounters when a character is made for it is what tier 2 is, and you've got room for other spells to take care of enemies that aren't beatable this way.
Title: Re: Fun Pathfinds
Post by: Power on December 02, 2019, 09:15:12 PM
Many of the bloodlines I listed already work around a number of the immunities. In addition to that, Threnodic Spell (https://aonprd.com/FeatDisplay.aspx?ItemName=Threnodic%20Spell) metamagic lets your mind-affecting spells affect undead at +2 spell levels, but doesn't affect living creatures. Coaxing Spell (https://aonprd.com/FeatDisplay.aspx?ItemName=Coaxing%20Spell) metamagic lets your mind-affecting spells affect oozes and vermin at +2 spell levels, but doesn't affect other creature types. There's also the Draconic Malice (https://aonprd.com/SpellDisplay.aspx?ItemName=Draconic%20Malice) spell that causes nearby living enemies to lose mind-affecting immunity against fear spells, provided they fail a will save, but your enchantment DC should be very high.
Title: Re: Fun Pathfinds
Post by: Nanashi on December 03, 2019, 01:39:11 PM
What I meant was that if you picked bloodline wrong, you were still screwed. Now Draconic Malice combined with those metamagic does fix it, especially once you get quicken spell online ( I'm surprised to find something good from Legacy of Dragons.). Impossible Sorcerer with Threnodic Spell and Draconic Malice can hit anything with fear.
Title: Re: Fun Pathfinds
Post by: Power on December 03, 2019, 05:45:39 PM
Sure, but I mentioned the Mongrel Mage archetype, whose entire specialty is picking his bloodline anew each day, which makes it very hard to be screwed on that front. Also, looking over it more closely, Draconic Malice has an unusual aspect there. It says "Will negates (harmless)" and doesn't mention anything about how enemies are supposed to save against it. Does that mean that Draconic Malice's save is for the spellcaster who is self-targeted and not for enemies? Looks like it. Because the spell obviously isn't harmless to enemies.

And I'm surprised you think Legacy of Dragons is so bad. They added Variant options to the Draconic Sorcerer (https://aonprd.com/BloodlineDisplay.aspx?ItemName=Draconic) bloodline too, including the Esoteric variant whose replacement bloodline arcana is this ridiculous thing:
Quote
Variant Bloodline Arcana: When selecting spells known, you can choose spells from the psychic class spell list. The psychic spells you select must normally be unavailable to your class. You can know only a number of psychic spells equal to the highest level spell you can cast from your class spell list, based on your current class level. When you’re casting these spells, they function as psychic magic instead of arcane. You use thought and emotion components instead of verbal and somatic components when casting these spells.
Add a Paragon Surge spell and you have the entire psychic spell list at your disposal because as long as you haven't maxed out your psychic spells known you can use Expanded Arcana on an as-needed basis. And then just for kicks stack the Razmiran Priest archetype on top and dip into Cyphermage or whatever other Prestige Class or whatever that lets you cast scroll spells at full DC and caster level so you can cast all Cleric, Paladin, and Druid spells too to get an even more absurdly versatile spell selection.

The Covetous Oracle Curse is pretty good too:
Quote
Covetous (Legacy of Dragons pg. 8): You find yourself drawn to the luster of wealthy living. You must wear fine nonmagical clothing and jewelry worth at least 50 gp + 100 gp per character level you have beyond 1st. If you do not have sufficient wealth to purchase this additional equipment, you feel a strong desire (but are not compelled) to sell existing items or steal from others to obtain it. You are sickened whenever you do not meet this requirement; you are also sickened for 24 hours after anything worth 25 gp x your character level or more is taken from you against your will. Use Magic Device becomes a class skill for you. At 5th level, you gain a +4 insight bonus on Appraise checks, Spellcraft checks to identify magic items, and Use Magic Device checks. At 10th level, you add fabricate to your list of spells known. At 15th level, you add half your oracle level to your CMD against steal combat maneuvers and to the DC of Sleight of Hand checks to take items from you.
Get UMD as a class skill on a cha-based class, get +4 insight to UMD (among other things), and get Fabricate on Oracles. Becoming sickened if someone steals your valuables is a shame but Remove Sickness (https://aonprd.com/SpellDisplay.aspx?ItemName=Remove%20Sickness) is a 1st-level Oracle spell that suppresses sickened for 10 min/lvl. Purify Body (https://aonprd.com/SpellDisplay.aspx?ItemName=Purify%20Body) will remove sickened as a 4th-level spell, and Cleanse (https://aonprd.com/SpellDisplay.aspx?ItemName=Cleanse) will remove it as a 5th-level spell.

And then there's the Draconic Ally (https://aonprd.com/SpellDisplay.aspx?ItemName=Draconic%20Ally) spell:
Quote
DRACONIC ALLY
Source Legacy of Dragons pg. 28
School conjuration (creation) [draconic]; Level antipaladin 3, arcanist 3, bloodrager 3, occultist 3, paladin 3, psychic 3, sorcerer 3, spiritualist 3, summoner 3, summoner (unchained) 3, wizard 3
CASTING
Casting Time 10 minutes
Components V, S, M (a scale from a dragon and 250 gp)
EFFECT
Range close (25 ft. + 5 ft./2 levels)
Effect one intelligent draconic servant
Duration 1 day/level (D)
Saving Throw none; Spell Resistance no
DESCRIPTION
You create a semi-living intelligent draconic servant that loyally obeys and serves you. Treat this servant as a pseudodragon (https://www.aonprd.com/MonsterDisplay.aspx?ItemName=Pseudodragon) with all of the abilities granted by one of the following spells: form of the alien dragon I (https://aonprd.com/SpellDisplay.aspx?ItemName=Form%20of%20the%20Alien%20Dragon%20I), form of the dragon I (https://aonprd.com/SpellDisplay.aspx?ItemName=Form%20of%20the%20Dragon%20I), or form of the exotic dragon I (https://aonprd.com/SpellDisplay.aspx?ItemName=Form%20of%20the%20Exotic%20Dragon%20I). Your draconic ally can use its breath weapon once per day. Once conjured, the creature is not limited to the spell’s range, and can go a considerable distance to carry out missions at your command. The draconic ally speaks one language of your choice that you know. You cannot have more than one draconic ally at a time. As long as a previous ally exists, you cannot successfully cast this spell again. If you have a breath weapon, you can cast this spell as a standard action by expending one use of your breath weapon as a free action when you cast the spell.

Clerics, inquisitors, oracles, and warpriests who worship Apsu (https://www.aonprd.com/DeityDisplay.aspx?ItemName=Apsu) or Dahak (https://www.aonprd.com/DeityDisplay.aspx?ItemName=Dahak) add draconic ally to their spell lists as a 3rd-level spell.
Looks like it only gets the abilities and not the size modifications of the relevant spells, keeping it Tiny size. If your GM rules that it does get the size modifications, don't forget to first adjust the pseudodragon by +4 Str and -2 Dex before applying polymorph modifiers, owing to the polymorph rules (http://legacy.aonprd.com/coreRulebook/magic.html#polymorph) as applied to Tiny size creatures. The most important part of this spell though is that it gives you a loyal and intelligent companion with days/lvl duration for cheap. You can summon it as a standard action if you have a breath weapon, and you can summon it as a standard action for free using Shadow Conjuration (https://aonprd.com/SpellDisplay.aspx?ItemName=Shadow%20Conjuration). Given magic items this draconic ally can probably do a lot for you. Even without that it's got telepathy, a high stealth modifier, and you can give it a burrow speed for tunneling or dreamsight to spy on people's dreams.
Title: Re: Fun Pathfinds
Post by: Nanashi on December 03, 2019, 07:51:24 PM
Mongrel Mage still has to know ahead of time what he's facing that day. Sometimes this is easy, but often it's mutually exclusive (Constructs in tombs aren't rare. If you're exploring the Barrier Peaks you may find hideous plant monster in hydrophonics).

As for LoD I remind you it's also the book that introduced Drake Companions, which gives it plenty to dislike. Draconic Ally still has a pseudodragon's 2 HD with HP to match and no evasion (splat against any AoE). It has no casting or UMD, so it needs command word items, which tend to over-costed in GP and produce underleveled blast to the point if you find a useful thing for it to use it's more the item on display.


edit:
Quote
Faith Magic (Magic Tactics Toolbox pg. 3): Select one spell granted by a domain belonging to the god you worship. This spell must be at least 2 levels lower than the highest-level wizard spell you can cast. When you first prepare your spells for the day, you can prepare this spell once, using a spell slot 1 level higher than the spell’s actual level. This is cast as a divine spell.

I'm sure there's a fun use for this.
Title: Re: Fun Pathfinds
Post by: Power on December 06, 2019, 01:20:34 PM
Still inferior to prestige class stunts among other tricks, but it helps you round out a Wizard with spells they usually don't have. The major tricks are usually to take spells that last longer than a day. Other than that your Wizard gains access to Planar Ally, healing magics, Resurrection, Restoration, and that kind of thing, but it still arrives 4 levels later than when the Cleric would get it, and you can't get any 8th level or above spells with it. This would've been a lot more impressive if PF hadn't already doled out entirely too many ways to poach spell lists for this to be exciting. Other than that, the major question is whether you can transcribe divine spells from slots onto spellbooks for domain spells that are also on the Wizard list. As a divine spell, it wouldn't surprise me if the answer were "no" to transcribing it into an arcane spellbook, but there's no actual rule on this.

Well, I'll add a crazy item I found:
Quote
BRACERS OF CELESTIAL INTERVENTION
Price 16,000 gp; Slot wrist; CL 13th; Weight 1 lb.; Aura strong conjuration
Source Monster Summoner's Handbook pg. 20

Prayers and engravings of celestial beings cover these golden bracers. A paladin can expend one or more of her uses of smite evil into these bracers as a standard action to call forth agathions, angels, or archons to aid her. This acts as a summon monster spell of a spell level equal to the number of smite evil uses the paladin expends. Outsiders summoned with the bracers must be from the list detailed in the summon monster spell (https://www.aonprd.com/SpellDisplay.aspx?ItemName=Summon%20Monster%201) or from the expanded summon monster list (https://www.aonprd.com/FeatDisplay.aspx?ItemName=Expanded%20Summon%20Monster) on pages 28–29.

CONSTRUCTION REQUIREMENTS
Cost 8,000 gp
Craft Wondrous Item, summon monster VII, creator must be lawful good

So whoever wrote this probably figured this would be a decent item based on the fact that Paladins only get up to 7 smite evil uses per day, letting a level 19 Paladin consume all his smite evil uses for a single Summon Monster VII that can only summon angels, archons, and agathions (which is pretty lousy and a Paladin at that level should sooner just UMD a scroll of Summon Monster IX or whatever instead of using this item, even if the casting time is 1 round). This guy probably doesn't play Paladins too much because he would otherwise have noticed that Paladin players are fond of taking Oath of Vengeance which allows them to convert 2 lay on hands uses into extra smite evil uses, without limit. With Oath of Vengeance and maybe some Extra Lay On Hands feats, it's possible for a Paladin to cast Summon Monster IX at level 7 as a standard action with this little item. A Paladin can also gain 2 extra uses of Lay on Hands per day with Bracers of the Merciful Knight (https://www.aonprd.com/MagicWondrousDisplay.aspx?FinalName=Bracers%20of%20the%20Merciful%20Knight) and Vestments of War (https://www.aonprd.com/MagicWondrousDisplay.aspx?FinalName=Vestments%20of%20War). The Bracers of the Merciful Knight tend to compete with Bracers of the Avenging Knight (https://www.aonprd.com/MagicWondrousDisplay.aspx?FinalName=Bracers%20of%20the%20Avenging%20Knight) (and Bracers of Celestial Intervention, of course), but Bracers of the Avenging Knight don't give bonus smite evil uses like Bracers of the Merciful Knight do when paired with the Oath of Vengeance.
Title: Re: Fun Pathfinds
Post by: Power on December 12, 2019, 03:12:11 PM
Quote
ROBE OF RUNES
Price 44,000 gp; Slot body; CL 13th; Weight 1 lb.; Aura strong transmutation
Source Rise of the Runelords Anniversary Edition pg. 422, Pathfinder #4: Fortress of the Stone Giants pg. 50

This robe is made of crimson silk and emblazoned with dozens of spindly Thassilonian runes, each symbolizing a different type of magical effect or syllable of power. Though favored by wizards, this robe can provide some benefit to any spellcasting creature. While worn, it grants a +4 enhancement bonus to Intelligence and allows the wearer to recall, as a free action, up to four levels of spells per day that he had prepared and then cast. Each time a spell is recalled and prepared again in this manner, the sudden rush of magical energy infuses the wearer with power. For 1 round after recalling a spell, the wearer’s spell save DCs and attack rolls made with spells gain a +2 enhancement bonus.

CONSTRUCTION REQUIREMENTS
Cost 22,000 gp
Craft Wondrous Item, fox's cunning, limited wish
This robe gives a +2 enhancement bonus to spell DCs up to 4 times per day and is also usable by prepared divine casters. It also allows you to recall spells as a free action, so if you were to put this on a Paladin or Ranger in particular, it will give them a spike in spellcasting ability. It's probably not as good if you have a Bard casting Arcane Concordance though (which gives a free metamagic and a +1 enhancement bonus to spell DCs).

Also introduces a rules SNAFU on how the bonus skill ranks from the permanent int bonus are supposed to be handled. Pathfinder usually makes these items give retroactive skill ranks.
Title: Re: Fun Pathfinds
Post by: Nanashi on December 12, 2019, 07:59:54 PM
While looking on the official forums to see if there was any clarification on the interaction between Cracked Orange Prisim and the FAQ that broke Improved Eldritch Heritage (Arcane) for non-Sorcerers (The FAQ breaks things that add to spells known, but says nothing about adding to prepared spells) I found this post (https://paizo.com/threads/rzs42js4?Spell-and-Feat-Advice-for-an-odd-bard-in-an#2). It suggests a combo of Chasitising Baton (https://aonprd.com/MagicRodsDisplay.aspx?FinalName=Chastising%20Baton) and Lullaby (https://aonprd.com/SpellDisplay.aspx?ItemName=Lullaby) to make a cantrip fairly powerful. It's a nifty combo, especially if you can find a way to concentrate while still casting spells, but the baton on its own is pretty good

Quote
This short metal rod is etched with the outlines of various weapons and is usually owned by strong-armed rulers who keep a tight rein on their nation’s military. A chastising baton adds 1 to the saving throw DC of any compulsion spell cast by the wielder and adds the pain descriptor to the spell. Creatures that succeed at a Will save against a compulsion spell cast by the wielder are racked with pain, taking 1d6 points of nonlethal damage and becoming sickened for 1 round.

Add a useful rider (sickened) and increase the save DC of spells for the low price of 5000 GP.
Title: Re: Fun Pathfinds
Post by: Power on December 14, 2019, 01:49:11 PM
You can also use Magical Lineage (https://www.aonprd.com/TraitDisplay.aspx?ItemName=Magical%20Lineage) and Wayang Spellhunter (https://www.aonprd.com/TraitDisplay.aspx?ItemName=Wayang%20Spellhunter) traits as metamagic reducers to let you stick riders on cantrips. The Two-World Magic (https://www.aonprd.com/TraitDisplay.aspx?ItemName=Two-World%20Magic) trait (use Curator of Mystic Secrets (https://www.aonprd.com/TraitDisplay.aspx?ItemName=Curator%20of%20Mystic%20Secrets) exemplar trait to get more than 1 magic trait) will also let you add any class's cantrip to your own class list.

Metamagics for this purpose include Blissful Spell (https://www.aonprd.com/FeatDisplay.aspx?ItemName=Blissful%20Spell) (positive effects can be further raised with Encouraging Spell (https://www.aonprd.com/FeatDisplay.aspx?ItemName=Encouraging%20Spell)), Disruptive Spell (https://www.aonprd.com/FeatDisplay.aspx?ItemName=Disruptive%20Spell), and Authoritative Spell (https://www.aonprd.com/FeatDisplay.aspx?ItemName=Authoritative%20Spell) (Warning: Metamagic is a wee bit broken for its no-save ability to deny enemies attacks or spellcasting). You can also use Umbral Spell (https://www.aonprd.com/FeatDisplay.aspx?ItemName=Umbral%20Spell) to make Arcane Mark radiate darkness, Solar Spell (https://www.aonprd.com/FeatDisplay.aspx?ItemName=Solar%20Spell) to make the Light or Dancing Lights cantrip automatically dazzle (-1 attack) enemies in area and add a will save for oozes, fungal creatures, creatures from the Shadow Plane, and undead to avert a penalty of -2 to attack, damage, saves, skill checks, and ability checks as long as they remain in area. It gets even better if you combine it with Eclipsed Spell (https://www.aonprd.com/FeatDisplay.aspx?ItemName=Eclipsed%20Spell) (0 metamagic cost) to make the light descriptor cantrips lower illumination by one step instead, although this removes the dazzled component. If your GM rules that using Eclipsed Spell makes a light descriptor spell into a darkness descriptor spell instead, then use Shadow Grasp (https://www.aonprd.com/FeatDisplay.aspx?ItemName=Shadow%20Grasp) metamagic instead of Solar Spell, letting you entangle anything in the area.
Title: Re: Fun Pathfinds
Post by: Nanashi on December 24, 2019, 12:37:51 AM
Vision of Lamashtu (https://www.aonprd.com/SpellDisplay.aspx?ItemName=Vision%20of%20Lamashtu) let's you send save or dies by dream. Aboleth's Lung is a pretty nasty one. For max cheese, you might even be able to apply a Geas which offers no save but has a long ass casting time, which is not a problem when you don't have to be on the same planet as the sleeping target.

Lipstitch (https://www.aonprd.com/SpellDisplay.aspx?ItemName=Lipstitch) blocks casting (and bite attacks, but as a fort save there's limited use for that) until the target takes a full round action to inflict damage to themselves, and even then suffer 20% spell failure and bleed till someone heals them. Here's the thing: It's a full round action to cut the thread, but they have to draw the weapon independently, taking another turn if they don't have quick draw (and given the nerf in PF, casters likely won't) or a weapon in-hand. That's two rounds before they can ever try casting spells with verbal components, and even then they take a 20% failure chance (Blindness/Deafness, by contrast, only gives a 20% failure rate, albeit at longer range).

Hag's Seasoning (https://www.aonprd.com/SpellDisplay.aspx?ItemName=Hag%27s%20Seasoning) gives anyone who bites the target or ingests part of them temp HP equal to half your CL. Wouldn't be too interesting except the duration is permanent and there's no clause preventing the bag of cats trick from working on it. Cast it on livestock before slaughter and you can give a lot of people some temp HP. Might even be able to preserve the meat and consume jerky for temp HP.

Arcane Malignancies (https://www.aonprd.com/TraitDisplay.aspx?ItemName=Arcane%20Malignancies) is a bunch of Changeling only drawbacks you can get an extra trait with. In addition to some options to penalize skills you'd never use anyways, 55–57 is pretty good. You have to spend an hour cutting your hair every 48 hours or you get penalties when outdoors. You can actually squeeze some benefit out of this by having your character change her hairstyle every day, beyond what natural growth rate would allow.

Hag covens (https://aonprd.com/MonsterDisplay.aspx?ItemName=Green%20Hag) give a bunch of spells as at-will SLAs that take a full round action from each member to use. Iron Collar of the Unbound Coven lets a character with the Coven hex (which has a few ways to get it outside of Witch) remove the need for a hag to make a coven, and anyone else can use a Shawl of the Crone to join with only GP investment. Animate Dead, Control Weather, and Reincarnate are pretty powerful when stripped of their cost and casting times, and at will Speak with Dead is a GM's nightmare.

If you want stinky cheese, dominate or simulacrum a Winter Hag (CR7 Monstrous Humanoid, Will +8) for infinite simulacrums. A parasite familiar can do the domination at level 15 onward if you can knock out a Winter Hag first. A Serpentine Bloodline Sorcerer 9/Stargazer 1 can do everything needed for this cheese if they get friends to make a coven with.
Title: Re: Fun Pathfinds
Post by: zook1shoe on December 27, 2019, 05:27:53 PM
cast Hag's Seasonings on your chicken or king crab familiar ;-)

use the Winter Hag trick with the Grand Coven (https://www.aonprd.com/OccultRituals.aspx?ItemName=Grand%20Coven) ritual to increase your coven maximum to 13.

can you be a part of multiple covens?
Title: Re: Fun Pathfinds
Post by: Nanashi on December 27, 2019, 10:38:26 PM
Planar Adaption (https://www.aonprd.com/SpellDisplay.aspx?ItemName=Planar%20Adaptation) can give energy resistance without the limited to acid, cold, electricity, fire, or sonic and doesn't end if you leave the plane in question. It's clearly usable for Positive Energy Resistance and Negative Energy Resistance for the respective energy planes, but one slightly less obvious use is casting it on the Astral Plane, which seems like it would be a source of Force Resistance. That's certainly unique, especially for something player obtainable, even with 3.5 material.

edit:
PFS traits for obsolete factions (see older organized play guides)
Quote
Eastern Mysteries:  Ever  since  you  were  a  young child,  you  have  studied  the  ancient  arcane  traditions of  several  Tian  societies,  and  those  studies  have  made your spellcasting ability difficult to resist. Once per day, you may select one single spell that you are casting that allows for a saving throw. You may increase the DC of that spell by +2.
(lots of builds want to maximize a save DC)
Quote
Hunter’s  Eye  (Andoran  Faction):  Your  parents  had you  blessed  by  Erastil  as  a  youth,  and  you  are  a  prodigy with  a  bow.  You  do  not  suffer  a  penalty  for  the  second range increment when using a longbow or shortbow, and you  are  always  considered  proficient  with  one  of  these weapons (your choice).
Quote
Weapon  Style: You gain proficiency with one weapon that has the monk special weapon quality (see page 145 of the Core Rulebook).
(Many mid-BAB classes will want a better weapon option.)
Quote
Fortified: Some members of the Shadow Lodge aren’t completely convinced of the Decemvirate’s sincerity and fear potential reprisals. Through alchemical techniques and  endurance  training,  you  gain  the  ability  to  negate a  critical  hit  or  sneak  attack  scored  against  you  once per day. This ability functions as the fortification armor special ability, with a 20% chance of success.
(could save a character's life)
Quote
Beneficent Touch: Once per day, when you cast a spell or use a class ability that heals hit point damage, reroll any 1s that appear on the dice and take the new roll (even if it is another 1).
Quote
Force for Good: Your good-aligned spells are especially powerful, and they function at +1 caster level. This trait makes  your  aura  more  powerful  (one  step  higher),  as outlined in the detect evil spell.
(Don't know which [good] spells this is good for, but the aura improvement is unique)
Title: Re: Fun Pathfinds
Post by: zook1shoe on December 28, 2019, 10:44:02 PM
some of those factions, like Andoran, were converted to a different name in the later seasons. somewhere around season 6ish

Hag's Seasoning works really well with Profession (cook), just make a bunch of cheese from the affected cow's milk.
Title: Re: Fun Pathfinds
Post by: Nanashi on December 29, 2019, 12:03:48 AM
Yeah, but the traits weren't included in future versions of organized play documents. They don't even appear on AoN anymore (they did in the past though). Is there anything stating they're legal for new characters of those successor factions? I only see mention of "faction missions, boons, or prestige awards" getting that.
Title: Re: Fun Pathfinds
Post by: zook1shoe on December 29, 2019, 02:12:20 PM
unless there was a FAQ or thread saying otherwise, i doubt that the older season faction traits were available.

i think there was a chronicle boon that let you choose another faction's trait.
Title: Re: Fun Pathfinds
Post by: Nanashi on December 29, 2019, 10:25:00 PM
Scabbard of Honing (https://www.aonprd.com/MagicWondrousDisplay.aspx?FinalName=Scabbard%20of%20Honing) gives any weapon stored in it for a minute +1 damage on its first successful attack, with no limit per day. What really makes it is the cost: 500 GP and slotless. At higher levels there's very little reason not to not put your weapon in it, and it's pretty good for low level treasure troves (not a lot of cheaper non-expendables).

Mundanity Grease (https://www.aonprd.com/MagicWondrousDisplay.aspx?FinalName=Mundanity%20Grease) is extremely niche for its intended purpose, but it allows you to count familiars as animals (instead of magical beasts) for 1d4 minutes. I'm sure there's a way to abuse the hell out of this (no, Awakening isn't it).
Title: Re: Fun Pathfinds
Post by: Keldar on December 30, 2019, 08:50:32 AM

Mundanity Grease (https://www.aonprd.com/MagicWondrousDisplay.aspx?FinalName=Mundanity%20Grease) is extremely niche for its intended purpose, but it allows you to count familiars as animals (instead of magical beasts) for 1d4 minutes. I'm sure there's a way to abuse the hell out of this (no, Awakening isn't it).
It does make the Familiar a legal target for all those killer buffs Doodads use on their Animal Companions.  A few even target multiple animals.  It doesn't even clear the raw stat bonuses from the Familiar leaving you with a smart rat with far too many hit points that doesn't detect as anything but a rat.
And would be useful in kidnapping the BBEG's goat familiar to hold hostage.
Title: Re: Fun Pathfinds
Post by: zook1shoe on January 15, 2020, 02:14:01 PM
found this magus arcana that slipped between the cracks in a Tombs of Golarion stat block.

Quote
Sacrificial Staff (Su) When wielding any magic staff
containing one or more charges, the magus can break the
staff for a retributive strike. Such an act must be purposeful
and declared by the magus, and can be performed as
a standard action. When making a retributive strike, all
charges currently in the staff are released in a 30-foot
spread. All creatures within 10 feet of the broken staff
take a number of points of damage equal to 10 times the
number of charges in the staff, those between 11 and
20 feet away take a number of points of damage equal
to 7 times the number of charges in the staff, and those
between 21 and 30 feet away take a number of points
of damage equal to 5 times the number of charges in
the staff. All affected targets can attempt a Reflex saving
throw to halve the damage (DC = 1/2 the magus’s level
+ her Intelligence modifier). If the broken staff contains
a spell that deals acid, cold, electricity, or fire damage,
the damage dealt by the retributive strike is also of this
energy type (if more than one energy type is present in
the staff, the magus can choose which the retributive
strike deals). A staff containing no spells that deal energy
damage instead deals an amount of force damage equal
to half the normal amount of damage. Prior to breaking
the staff, the magus can spend 1 or more points from her
arcane pool as a swift action to recharge the staff up to its
maximum number of charges. The magus must be at least
12th level before selecting this arcana.
Title: Re: Fun Pathfinds
Post by: Keldar on January 17, 2020, 12:52:24 AM
Spending an arcana on destroying magic items for moderate damage doesn't seem very fun to me.  Pathfinder staves are rechargeable, blowing one up is a waste.

Though if a DM lets you get away with decoupling the recharge clause to fill a staff with one pool point, that does sound fun.   
Title: Re: Fun Pathfinds
Post by: zook1shoe on January 17, 2020, 03:28:26 AM
Broken =/= destroyed

Quote from: Core 566
Broken: Items that have taken damage in excess of half their total hit points gain the broken condition, meaning they are less effective at their designated task. The broken condition has the following effects, depending upon the item.

    If the item is a weapon, any attacks made with the item suffer a –2 penalty on attack and damage rolls. Such weapons only score a critical hit on a natural 20 and only deal ×2 damage on a confirmed critical hit.
    If the item is a suit of armor or a shield, the bonus it grants to AC is halved, rounding down. Broken armor doubles its armor check penalty on skills.
    If the item is a tool needed for a skill, any skill check made with the item takes a –2 penalty.
    If the item is a wand or staff, it uses up twice as many charges when used.
    If the item does not fit into any of these categories, the broken condition has no effect on its use. Items with the broken condition, regardless of type, are worth 75% of their normal value. If the item is magical, it can only be repaired with a mending or make whole spell cast by a character with a caster level equal to or higher than the item’s. Items lose the broken condition if the spell restores the object to half its original hit points or higher. Non-magical items can be repaired in a similar fashion, or through the Craft skill used to create it. Generally speaking, this requires a DC 20 Craft check and 1 hour of work per point of damage to be repaired. Most craftsmen charge one-tenth the item’s total cost to repair such damage (more if the item is badly damaged or ruined).
Title: Re: Fun Pathfinds
Post by: Nanashi on January 17, 2020, 11:11:02 AM
As far as I can tell the magus himself is damaged by that arcana ("All creatures"). Greensting Slayer gives Evasion and Improved Evasion though loss of Arcane Pool weapon boosts hurts.
Title: Re: Fun Pathfinds
Post by: zook1shoe on January 17, 2020, 02:40:02 PM
oh yeah, it'd hurt.... a lot

i was just pointing out that the staff is still usable afterwards, and easily repaired.

Amulet of Grasping Souls (https://aonprd.com/MagicWondrousDisplay.aspx?FinalName=Amulet%20of%20Grasping%20Souls) + Ghost Syrup (https://aonprd.com/Necrotoxins.aspx) = a really annoying gunslinger or disarmer/stealer
Title: Re: Fun Pathfinds
Post by: Keldar on January 19, 2020, 04:07:32 AM
Broken =/= destroyed

Quote from: Core 566
Broken: Items that have taken damage in excess of half their total hit points gain the broken condition, meaning they are less effective at their designated task. The broken condition has the following effects, depending upon the item.

    If the item is a weapon, any attacks made with the item suffer a –2 penalty on attack and damage rolls. Such weapons only score a critical hit on a natural 20 and only deal ×2 damage on a confirmed critical hit.
    If the item is a suit of armor or a shield, the bonus it grants to AC is halved, rounding down. Broken armor doubles its armor check penalty on skills.
    If the item is a tool needed for a skill, any skill check made with the item takes a –2 penalty.
    If the item is a wand or staff, it uses up twice as many charges when used.
    If the item does not fit into any of these categories, the broken condition has no effect on its use. Items with the broken condition, regardless of type, are worth 75% of their normal value. If the item is magical, it can only be repaired with a mending or make whole spell cast by a character with a caster level equal to or higher than the item’s. Items lose the broken condition if the spell restores the object to half its original hit points or higher. Non-magical items can be repaired in a similar fashion, or through the Craft skill used to create it. Generally speaking, this requires a DC 20 Craft check and 1 hour of work per point of damage to be repaired. Most craftsmen charge one-tenth the item’s total cost to repair such damage (more if the item is badly damaged or ruined).
Forgot Pathfinder did that.  :blush
Title: Re: Fun Pathfinds
Post by: zook1shoe on January 21, 2020, 12:27:56 PM
Dissolution (https://www.aonprd.com/SpellDisplay.aspx?ItemName=Dissolution) is the first spell I've seen in 3.P to deal 1d0 damage.

Maybe even the first anything to do 1d0 damage?

Quote
If the location no longer has room for the item, the item takes 1d0 points of damage (bypassing hardness) and is teleported to the nearest location that has room for it.
Title: Re: Fun Pathfinds
Post by: Nanashi on January 21, 2020, 04:13:07 PM
Got my hands on The Puzzle Box, the final first party content for 1E PF. There's three new magic items in it. One is just a magic/clockwork replacement arm (there's a few such already in PF, including the Clockwork Arm of the same name), the second is a pair of gloves that give +5 to Heal checks and has some non-restoring charges you can blow to use Cure spells (though it has one possible abuse in that it never actually says how many charges it comes with aside from one for each finger/thumb, the spells it offers are so meh it's not worth the effort) but the third has some action economy abuse.

Quote
ONE-PERSON ORCHESTRA
PRICE
14,000 GP
SLOT armor
CL 12th
WEIGHT 25 lbs.
AURA strong abjuration, evocation, and transmutation
This unusual-looking suit of +2 studded leather armor has been fitted with a set of drums on the back, a frame on the helm that holds a set of panpipes, and adjustable armatures on the side of the torso that hold a lute. These three instruments are fully integrated into the armor and cannot be removed without destroying the one-person orchestra. A character who wears the suit can use it to make Perform (percussion, string, or wind) checks without needing to expend any actions to stow or retrieve the instruments in question. In addition, the three instruments themselves can each be used to generate a specific magical effect once per day each.
Panpipes: Once per day as part of any action used to start a bardic performance, a bard using these panpipes treats the effects of that performance as if they were generated by a bard of five levels higher. This effect lasts as long as the bard maintains that particular performance.
Lute: Once per day as part of any action used to start a bardic performance, a bard can use the lute to gain the effect of a shield spell for the duration of her bardic performance.
Drums: Once per day as a swift action, a bard can cause any sonic or electricity spell she casts of 6th or lower level to become empowered, as if by the Empower Spell feat.
CONSTRUCTION REQUIREMENTS
COST 7,000 GP, Craft Magic Arms and Armor, Craft Wondrous Item, creator must have the bardic performance ability, heroism, shield, sound burst, summon instrument

(there's also a new construct, with the swarm subtype, that has crafting rules. May bother with the for mating of that one later)
Title: Re: Fun Pathfinds
Post by: zook1shoe on January 21, 2020, 04:26:35 PM
that's a fun item

Glowdrop is a hilarious looking npc
Title: Re: Fun Pathfinds
Post by: Nanashi on January 29, 2020, 12:17:49 AM
Iron Spine (https://aonprd.com/SpellDisplay.aspx?ItemName=Iron%20Spine) is no save sickened and 1d6 damage against a foe if they move. That's meh. If used against something with DR beaten by cold iron however, the target is instead nauseated if they move. It's really limited so not an every day prep, but it absolutely destroys Linnorms. It completely ignores their freedom of movement.
Title: Re: Fun Pathfinds
Post by: Nytemare3701 on January 29, 2020, 02:25:35 PM
Iron Spine (https://aonprd.com/SpellDisplay.aspx?ItemName=Iron%20Spine) is no save sickened and 1d6 damage against a foe if they move. That's meh. If used against something with DR beaten by cold iron however, the target is instead nauseated if they move. It's really limited so not an every day prep, but it absolutely destroys Linnorms. It completely ignores their freedom of movement.

That pretty much disables an entire class of normally evasive creatures (fey)
Title: Re: Fun Pathfinds
Post by: Nanashi on January 29, 2020, 06:46:32 PM
Fey are the obvious and intended ones. If a lot of the weirder ones have skeletons get a bit too far into GM fiat for my taste though. Could possibly work on demons that need good or cold iron, but also GM. Linnorms unambiguously have one (would be awkward to mount their heads otherwise, and there's a skeleton one in a PFS module).

edit: It's a shame the requirements for Quick Study (https://aonprd.com/FeatDisplay.aspx?ItemName=Quick%20Study) are so steep (have to be a fighter and can't have an archetype that replaces bravery), but it's a neat trick and most importantly you aren't required to make the same choices for the feat your teacher made. This really shines with DSP material: Myrmidon doesn't lose bravery and can pick Advanced Study, being able to pull any manuver he wants and qualifies for out of his ass (Brawler's dynamic feats don't work because you have to prep maneuvers).
Title: Re: Fun Pathfinds
Post by: zook1shoe on February 06, 2020, 02:18:09 AM
Free template on all First World-born gnomes

Quote from: First World Realm of the Fey pg 57
Templates: *snip* The following simple template is extremely common in the First World, and affects all gnomes born within the First World.
Quote from: First World Realm of the Fey pg 57
First World Creature: Creatures with the First World template live on the First World, and can be summoned using spells such as summon monster, summon nature’s ally, and planar ally. A First World creature’s CR increases by 1 only if the base creature has 5 or more HIt Dice. A First World creature’s quick and rebuild rules are the same.
Rebuild Rules: Type the creature counts as both its base type as well as fey for any effects related to type; Senses gains low-light vision; Defensive Abilities gains DR and energy resistance as noted on the table below, +4 bonus against mind-affecting effects; SR gains SR equal to new CR + 5; Special a First World creature killed while on the First World does not travel to the Boneyard, but simply reappears elsewhere in the First World 1d10 days later as if raised by resurrection, save that the negative level and Constitution drain from that spell cannot force it below 1st level or a Constitution score of 1. At the GM’s option, the creature may be reincarnated (as per reincarnate) instead.

HD 1-4: cold and electricity resistance 5
HD 5-10: cold and electricity resistance 10; DR 5/cold iron
HD 11+: cold and electricity resistance 15; DR 10/cold iron


this is backed up by Heroes From the Fringe, and somehow even PFS 1e legal

Quote from: Heroes From the Fringe 16
First World GnomesThe gnomes of Golarion are immigrants from the First
World, the primordial realm of the fey. While Golarion’s
gnomes have had generations to adapt to the realities of the
Material Plane, many gnomes remain in the First World to
this day. In addition to the First World creature template
(Pathfinder Campaign Setting: First World, Realm of the Fey 57),
most First World gnomes have the bond to the land alternate
racial trait, as well as the traits listed below.
Title: Re: Fun Pathfinds
Post by: Nanashi on February 07, 2020, 10:42:26 PM
Here's a weird one: In the Kingmaker video game, a priest of Kurgess says that for for priests of Kurgess "our bodies are the temples". I have no idea if that's canon, but if it is it's the best casting of Consecrate ever!
Title: Re: Fun Pathfinds
Post by: zook1shoe on February 10, 2020, 04:26:48 AM
Cyclical Reincarnation (https://aonprd.com/SpellDisplay.aspx?ItemName=Cyclic%20Reincarnation) + Racial Heritage (https://aonprd.com/FeatDisplay.aspx?ItemName=Racial%20Heritage) = customizable natural werecritters (https://aonprd.com/MonsterDisplay.aspx?ItemName=Werewolf%20(Hybrid%20Form)) and werebugs (https://aonprd.com/MonsterTemplates.aspx?ItemName=Entothrope)

Finally found a way to make a were-jellyfish :-p

Or a Teenage Mutant Ninja Turtle
Title: Re: Fun Pathfinds
Post by: TC X0 Lt 0X on February 10, 2020, 02:00:30 PM
Cyclical Reincarnation (https://aonprd.com/SpellDisplay.aspx?ItemName=Cyclic%20Reincarnation) + Racial Heritage (https://aonprd.com/FeatDisplay.aspx?ItemName=Racial%20Heritage) = customizable natural werecritters (https://aonprd.com/MonsterDisplay.aspx?ItemName=Werewolf%20(Hybrid%20Form)) and werebugs (https://aonprd.com/MonsterTemplates.aspx?ItemName=Entothrope)

Finally found a way to make a were-jellyfish :-p

Or a Teenage Mutant Ninja Turtle

I don't follow. At least as far as Racial Heritage feat goes, it requires Humans and only emulates Humanoids.
Title: Re: Fun Pathfinds
Post by: Nanashi on February 10, 2020, 06:34:30 PM
Yeah, it doesn't change your effective size. That's not even strictly linked to race since children are smaller and I think there's some species of humanoid that gets bigger once it crosses some racial HD threshold.
Title: Re: Fun Pathfinds
Post by: zook1shoe on February 11, 2020, 05:08:27 AM
The feat requires human, which several races besides human count as (half-elves, half-orcs, some planetouched via alt. racial traits).

The feat let's you choose a humanoid race to count as for the purpose of spells (among everything else).

A natural thrope is a legal option for Racial Heritage, since it can only be applied to humanoids and is inherent template as a natural thrope

The spell reincarnates you into a member of your race.

You're probably going to end up just having equal chances of becoming your actual base race or a full bred were-critter.

Ex. Human + Racial Heritage (were-cicada halfling) has a 50% chance of becoming either. If you get the former, your chances remain 50/50 on your next rebirth. If you get the latter, you lose Racial Heritage as no longer being a human. Now you have a 100% chance of re-emerging as a cicada midget on any future rebirths.

All this works for any race combination. Half-elf (among others) will really screw with the rebirth rates, 25% each for half-elf, human, elf, and heritage.

.

Cyclical Reincarnation works really fluffily with being a were-cicada. Almost like they were meant to go together :-p

Be prepared to block flying books, though.
Title: Re: Fun Pathfinds
Post by: Nanashi on February 16, 2020, 04:22:11 PM
Realistic Likeness is known for letting you take the form of specific humans (or humanoids, I'm surprised this was never answered since it's from a hardcover), overwriting the clause about not being able to take the form of specific creatures. That's the intent and obvious. Less obvious is it overwrites the inability to take the form of templated creatures.

Other than Young (small size, good disguise) and Lycanthrope (natural attacks and low-light), are there any templates that are plausible to find on Human(oids) without changing their type? Particularly interested in anything that grants something Alter Self can give ("darkvision 60 feet, low-light vision, scent, and swim 30 feet.").
Title: Re: Fun Pathfinds
Post by: zook1shoe on February 16, 2020, 04:37:42 PM
I haven't done any template lists since Nethys is fairly complete. Advanced comes to mind, maybe the class templates (Monster Codex 245ish). The Nethys links are broken.

Theres the bug version of lycanthropy as I mentioned above.
Title: Re: Fun Pathfinds
Post by: Nanashi on February 17, 2020, 12:25:47 PM
Problem is those two don't give anything to Alter Self based transformation.
Title: Re: Fun Pathfinds
Post by: zook1shoe on February 17, 2020, 10:12:33 PM
True

Quote
Awakened from Stasis (https://www.aonprd.com/TraitDisplay.aspx?ItemName=Awakened%20from%20Stasis)
Although you were born and lived on Golarion, you recently awakened in a strange vault with no memory of how you got there, surrounded by sleeping creatures of every shape and size in smooth glass eggs, all watched over by uncommunicative crablike automatons. As a side effect of your stasis, you gain all the benefits of 8 hours of sleep in only 2 hours. This allows a spellcaster who must rest to prepare spells to do so after only 2 hours, but does not allow a spellcaster to prepare spells more than once per day.
Title: Re: Fun Pathfinds
Post by: Nanashi on February 23, 2020, 02:58:40 AM
Weapon Mods from Adventurer's Armory 2 (https://aonprd.com/EquipmentWeapons.aspx?Proficiency=Mod) are an interesting concept largely brought down by being expensive and not being very good (Could have been expanded on if it wasn't printed so late). I did find one use though: Dual-balanced Cestus (because it's the best light simple weapon if you're being locked into one) can help a TWF Slayer RIP AND TEAR. While 2000 on both is fairly expensive, it's a mundane property, not a magical one so its price is thirded when crafted and doable instantly with a single spell, rather than halved and needing a feat and requiring downtime. Even if you're adding it to an existing magic weapon this only costs 1000 per weapon when fabricating, which is doable.

That aside, two notable uses. Versatile Design for abuse with Sohei or Ascetic Style+Strike feats (use any melee weapon with monk abilities) and maybe something with Shield Brace (not really sure what though since spears and polearms have plenty of options already). It's also worth it for a lot of Path of War users who want their weapon to be from multiple disciplines. Tactically Adapted is both an alternative to the Bludgeoner feat (Even a full 3000 GP is way better than spending a feat) for Sap Master abuse and a way to get a reverse blade sword.
Title: Re: Fun Pathfinds
Post by: zook1shoe on February 23, 2020, 03:50:01 PM
never thought of Versatile for monk

downside, w the mods, you would still need a feat to wield a modded exotic weapon. but if you apply the monk type to a martial weapon, they are proficient w/o the need of a feat.

flurry of blows doesn't require melee attacks. so you could make a pseudo-Zen Archer

Quote
A monk applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands.

wow, you can get your Str to any flurry of blows weapon, since this overrides the general rules. your projectile weapons can get full Str to damage, even if they normally couldn't, like a crossbow.

rope darts and shurikens are ranged monk weapons, so the weapon group is not melee only, and can be applied to both.
Title: Re: Fun Pathfinds
Post by: Nanashi on February 23, 2020, 05:26:41 PM
Versatile Design sadly doesn't let you put ranged weapons into melee categories or melee weapons into ranged categories. You might be able to move slings (which already get your full strength...) and blowguns into something, since most "thrown" weapons are actually melee ones, but not bows. What can absolutely give you that bit of cheese is Sohei, which grants flurry of blows use with any one of  bows, crossbows, monk weapons, polearms, spears, or thrown weapons at level 6 and lacks the Zen Archer clause that specifically causes this not to apply.

 It also gives the Monk weapon group, not the Monk special quality (which unmonks are proficient in), so that idea is out.
Title: Re: Fun Pathfinds
Post by: zook1shoe on February 23, 2020, 05:37:22 PM
Ooooh.... derp
Title: Re: Fun Pathfinds
Post by: Nanashi on March 02, 2020, 01:31:51 AM
Clockwork Oar (https://aonprd.com/EquipmentMiscDisplay.aspx?ItemName=Clockwork%20oar) let you replace crew with 500gp machines. For most ships, the crew requirements would double the cost, and the speed is only as good as wind power overland (if you can control it for the 24 hours it can row tirelessly), rendering it a novelty. The exception is the Keelboat (https://aonprd.com/Vehicles.aspx?ItemName=Keelboat), which is actually faster overland, and relatively cheap to equip with them (4000GP), and, as a non-magical item, trivial if you've got fabricate (1333.333333333333).
Title: Re: Fun Pathfinds
Post by: TiaC on March 02, 2020, 09:16:00 PM
That aside, two notable uses. Versatile Design for abuse with Sohei or Ascetic Style+Strike feats (use any melee weapon with monk abilities) and maybe something with Shield Brace (not really sure what though since spears and polearms have plenty of options already). It's also worth it for a lot of Path of War users who want their weapon to be from multiple disciplines. Tactically Adapted is both an alternative to the Bludgeoner feat (Even a full 3000 GP is way better than spending a feat) for Sap Master abuse and a way to get a reverse blade sword.
The use with strike feats has a few great possibilities. School Strike on a void wizard makes for a great gish option because of this ability:
Quote
Reveal Weakness (Su)
When you activate this school power as a standard action, you select a foe within 30 feet. That creature takes a penalty to its AC and on saving throws equal to 1/2 your caster level (minimum –1) for 1 round. You can use this ability a number of times per day equal to 3 + your Intelligence bonus.
Now, note that this uses your caster level, not your wizard level. Thus, a 1-level dip or VMC wizard can give you this amazing rider effect. Slap it on a magus, or an occultist, or an alchemist. It's especially good with on-hit effects that call for saves, such as spell combat curses or a toxicant's poison.
Title: Re: Fun Pathfinds
Post by: Nanashi on March 02, 2020, 11:49:52 PM
School strike triggers after an unarmed strike, not the unarmed weapon group.
Title: Re: Fun Pathfinds
Post by: TiaC on March 03, 2020, 01:22:09 AM
What? You still use Ascetic Style.

"While using this style and wielding the chosen weapon, you can apply the effects of feats that have Improved Unarmed Strike as a prerequisite, as well as effects that augment an unarmed strike, as if attacks with the weapon were unarmed attacks."

"School Strike (Combat)

Prerequisite: Wizard school class feature, Improved Unarmed Strike."
Title: Re: Fun Pathfinds
Post by: Nanashi on March 03, 2020, 02:29:49 AM
Oh! You were referring to use with that feat, not just the weapon mod. It has been a few days and that didn't come to mind because you didn't indicate it was what you were talking about.
Title: Re: Fun Pathfinds
Post by: Power on March 03, 2020, 09:28:00 AM
Normally you can also use the Conductive weapon property, which will consume two uses of a supernatural or spell-like ability in order to channel it through a weapon, but it requires them to be touch attacks.
Title: Re: Fun Pathfinds
Post by: TiaC on March 04, 2020, 01:32:09 AM
I think the first idea I had was skipping Ascetic Style, going unarmed gish, and combining spellstrike effects with School Strike.

Here's an Oracle build. Ascetic mystery cyclopean seer of at least 12th level. Take Revelation Strike and Combat Stamina, as well as the Doomsaying and Oracular Spellstrike mysteries. Cast Quickened True Strike (From cyclopean seer bonus spells), then cast Harm and spellstrike it. Use Combat Stamina to activate Revalation Strike as a free action, applying Doomsaying to saves. Resolve this as revalation, then spell, then attack damage. You are almost guaranteed to hit and have them fail the save and the unarmed damage will  deal with the 1HP clause of Harm.
Title: Re: Fun Pathfinds
Post by: Nytemare3701 on March 05, 2020, 09:36:28 AM
Don't class abilities that reference caster level mean the caster level in THAT class? Characters have a CL in each spellcasting class.
Title: Re: Fun Pathfinds
Post by: zook1shoe on March 05, 2020, 03:38:24 PM
yes, it'd use your wizard caster level. but that also allows things that boost that CL to help. Where just using wizard class level, there's not much that can boost that.
Title: Re: Fun Pathfinds
Post by: Nytemare3701 on March 26, 2020, 06:18:19 PM
yes, it'd use your wizard caster level. but that also allows things that boost that CL to help. Where just using wizard class level, there's not much that can boost that.

Ah, I forgot that a lot of PF content is locked to class level, similar to the late 3.5 stuff like Warblade.
Title: Re: Fun Pathfinds
Post by: zook1shoe on March 26, 2020, 06:36:42 PM
there's only a couple of prestige classes to increase your CLASS level, Evangelist and Winter Witch are the only two i can think of.

winter witch is broken, since by RAW it advances your overall casting 19 levels over the course of a 10 level PrC (9 from the spellcasting progression on the table and 10 from one of the abilities). it advances your non-spellcasting witch class abilities all 10 levels.

evangelist advances a chosen class's features 9 of the 10 PrC levels.
Title: Re: Fun Pathfinds
Post by: Nanashi on March 27, 2020, 12:38:41 AM
Don't class abilities that reference caster level mean the caster level in THAT class?

More or less. I recall there's some scattered statements that archetypes that give you an ability as another class let you qualify for things that require x levels in that class related to that ability
Title: Re: Fun Pathfinds
Post by: Nytemare3701 on April 09, 2020, 02:13:26 AM
winter witch is broken, since by RAW it advances your overall casting 19 levels over the course of a 10 level PrC (9 from the spellcasting progression on the table and 10 from one of the abilities). it advances your non-spellcasting witch class abilities all 10 levels.

Quote
Spells per Day
At the indicated levels, a winter witch gains new spells per day and patron spells as if she had also gained a level in the witch class. She does not, however, gain other benefits a character of that class would have gained except for additional spells per day and an increased effective level of spellcasting.
Quote
Winter Witchcraft
Levels of the winter witch prestige class stack with witch levels for determining when she learns new hexes, the effect of her hexes and other witch class abilities (including archetype abilities), the abilities of her witch’s familiar, and the level at which she can select major hexes or grand hexes.

I don't see how it stacks spellcsting.
Title: Re: Fun Pathfinds
Post by: zook1shoe on April 09, 2020, 03:07:46 AM
because both advance the spellcasting ability but as two different abilities (as dissimilar untyped bonuses, they stack)
Title: Re: Fun Pathfinds
Post by: Nanashi on April 09, 2020, 03:11:40 AM
I'd lean more to it giving double caster level than casting progression.
Title: Re: Fun Pathfinds
Post by: zook1shoe on April 09, 2020, 04:34:38 AM
Either way, it's written terribly, even after a seperate updated version came out
Title: Re: Fun Pathfinds
Post by: zook1shoe on May 18, 2020, 11:41:16 PM
Not O.P., but a Portable Artificer's Lab (https://aonprd.com/EquipmentMiscDisplay.aspx?ItemName=Artificer%27s%20lab%20(portable)) helps a crafter by +50% at a -5 penalty. Oddly enough, there's no regular one, only the portable.

Quote
The portable artificer's lab contains everything needed to create magic items, though many of the tools and implements are of only the most basic type. This lab allows the artificer to spend 4 hours crafting each night while out adventuring, and net 3 hours' worth of work (instead of 2). However, because the tools are all designed to fulfill multiple functions and the portable lab lacks the space and quiet that provide ideal circumstances for creating magic items, the skill check to complete a magic item that had any of its work done using a portable lab takes a –5 penalty.
Title: Re: Fun Pathfinds
Post by: Nanashi on May 19, 2020, 12:01:33 AM
I'd guess because non-portable falls under the workshop rules in Ultimate Campaign (Magical Repository or Workshop). The mention of better tools existing at all though suggests a masterwork tool that gives +2 to spellcraft for crafting purposes should be possible though.
Title: Re: Fun Pathfinds
Post by: Power on May 28, 2020, 11:29:47 AM
Bit of an awkwardly named item for men to wear, but a useful item all the same:
Quote
CORSET OF DELICATE MOVES
Price 2,000 gp; Slot chest; CL 5th; Weight —; Aura faint transmutation
Source Melee Tactics Toolbox pg. 28

This tight-fitting garment of fine silk has thin bone ribbing sewn into it. Once per day as a move action, the wearer can take an additional swift action. This swift action can’t be used to cast a spell or spell-like ability. The shirt must be worn for 24 hours before this ability can be used.

CONSTRUCTION REQUIREMENTS
Cost 1,000 gp
Craft Wondrous Item, cat's grace, haste;

So this becomes another way to gain additional swift actions in a turn, along with readying swift actions (which effectively converts a standard action into a swift action) and the Borrowed Time (https://www.aonprd.com/SpellDisplay.aspx?ItemName=Borrowed%20Time) spell from Mythic Origins (it does not require mythic tiers to use, however).
Title: Re: Fun Pathfinds
Post by: zook1shoe on May 28, 2020, 02:10:34 PM
damn... cant wear a Quick Runner Shirt and the Corset
Title: Re: Fun Pathfinds
Post by: Nanashi on May 28, 2020, 10:39:26 PM
Speaking of readying actions, Rhino Charge (https://aonprd.com/FeatDisplay.aspx?ItemName=Rhino%20Charge) and Vigilant Charger (https://aonprd.com/FeatDisplay.aspx?ItemName=Vigilant%20Charger) let you ready a charge action. Why is this good? Readying actions is a standard action (Something Rhino Rush more explicitly notes, but it seems to apply to the other too). You can ready them to go off immediately and not actually lose initiative.

Big Cat and dinosaur Animal Companions can qualify for Vigilant Charger very easily, and it's devastating on something with pounce
Title: Re: Fun Pathfinds
Post by: Power on May 30, 2020, 08:23:37 AM
So here's an unusual spell:
Quote
IMBUE WITH AURA
Source Ultimate Magic pg. 225
School transmutation; Level cleric 2, oracle 2, warpriest 2
CASTING
Casting Time 1 standard action
Components V, S, DF
EFFECT
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration 1 minute/level
Saving Throw Will negates (see text); Spell Resistance yes
DESCRIPTION
You infuse another creature with your divine aura, causing the target to radiate an aura identical to your own clerical aura. The target’s actual alignment is not changed, but spells like detect evil or detect good detect only the aura, not the creature’s actual alignment. For the duration of this spell, effects influenced by the target’s alignment function according to the imposed aura, not the creature’s actual aura. When the spell ends, the target’s aura returns to normal, and alignment-affecting magic affects it according to its actual alignment.
There are two things to note here: One, you can use this on enemies. Two, it actually causes your target to count as your cleric aura's alignment for the purposes of all spells and effects. I'm curious here: Can it be abused with Vestments of False Faith, which let you radiate a cleric's aura?
Quote
VESTMENTS OF FALSE FAITH
Price 27,000 gp; Slot body; CL 8th; Weight 5 lbs; Aura moderate illusion
Source Ultimate Intrigue pg. 251

This priestly garment can be commanded to alter its appearance as a standard action, able to reshape itself into ceremonial garb or the everyday habit of a religious functionary of any faith. Vestments of false faith are always emblazoned with the holy symbol and colors of the faith chosen by the wearer, and she can disguise an object held in a hand as a holy symbol, censer, candle, or similar item of religious paraphernalia. This change is a visual illusion (glamer) effect akin to disguise self.

The wearer of vestments of false faith gains a +10 bonus on Disguise checks to impersonate a member of the faith she has chosen (this doesn’t stack with disguise self and similar effects). She also gains a +5 competence bonus on Use Magic Device checks to activate items that duplicate divine spells or emulate a specific religion or alignment, provided they fit the religion she’s imitating. If she uses a magic item to produce the effect of a divine spell, she can make it appear to observers as though she were casting the spell, though a Spellcraft check to identify the spell being cast can identify it as coming from a magic item if the result exceeds the DC by 5 or more.

The wearer’s alignment is disguised while wearing vestments of false faith, so that it appears identical to that of the deity whose holy symbol she bears, and her aura is as strong as if she had a number of cleric levels equal to her Hit Dice. This primarily affects alignment detection; however, once per day as an immediate action, she can function as if she actually had that alignment when she would normally be affected by an alignment-based effect, such as blasphemy, chaos hammer, forbiddance, or an unholy magic weapon. This effect persists until the end of the wearer’s next turn, after which any non-instantaneous effects (such as smite evil) suddenly revert to having the effects they would normally have on a creature of her true alignment.

CONSTRUCTION REQUIREMENTS
Cost 13,500 gp
Craft Wondrous Item, bless, disguise self, misdirection

Looks like it would be usable with Bestow Grace of the Champion (https://www.aonprd.com/SpellDisplay.aspx?ItemName=Bestow%20Grace%20of%20the%20Champion) to give someone without the proper alignment smite evil.
Title: Re: Fun Pathfinds
Post by: zook1shoe on June 08, 2020, 11:03:32 PM
Planar Heritage (https://aonprd.com/FeatDisplay.aspx?ItemName=Planar%20Heritage) + Demonic Obedience (https://aonprd.com/FeatDisplay.aspx?ItemName=Demonic%20Obedience) + Improved Possession (https://aonprd.com/FeatDisplay.aspx?ItemName=Improved%20Possession)

Half-Fiends are native outsiders, thus eligible for Planar Heritage

Toss this on a high level Possessed Sorcerer
Title: Re: Fun Pathfinds
Post by: Power on June 14, 2020, 07:05:04 PM
Well here's an unusual item:
Quote
THE FORBIDDEN NAME
Price 20,175 gp; Slot body; CL 9th; Weight 20 lbs; Aura moderate abjuration
Source Pathfinder #113: What Grows Within pg. 42

Each of the yellow ribbons that spill from the joints of this jaundiced suit of +3 studded leather armor bears one or more haunting runes. Three times per day, a cleric (or other class with cleric domains) with the Rune (https://www.aonprd.com/DomainDisplay.aspx?ItemName=Rune) domain can use her blast rune domain power to mark one of the ribbons rather than a square. Such blast runes last until the next time the cleric prepares spells and cannot benefit from other domain abilities such as spell rune. As a swift action while wearing this armor, the cleric can cause one of the ribbons to lash out and touch an adjacent creature, triggering the blast rune as if the target had entered the warded square. When marking a ribbon with a blast rune, the cleric can instead expend two daily uses of The Forbidden Name’s ability to also apply the benefits of another Rune domain (or subdomain) power such as spell rune or warding rune to the blast rune.

Alternatively, any wearer can expend two daily uses when casting glyph of warding (https://www.aonprd.com/SpellDisplay.aspx?ItemName=Glyph%20of%20Warding) or explosive runes (https://www.aonprd.com/SpellDisplay.aspx?ItemName=Explosive%20Runes)—or three uses when casting greater glyph of warding (https://www.aonprd.com/SpellDisplay.aspx?ItemName=Glyph%20of%20Warding,%20Greater)—on a ribbon to treat it much like a blast rune. As a swift action while wearing the armor, she can trigger the glyph as though she had stepped on it; however, she takes half damage from the effect on a failed Reflex saving throw or no damage if successful.

CONSTRUCTION REQUIREMENTS
Cost 10,175 gp
Craft Magical Arms and Armor (https://www.aonprd.com/FeatDisplay.aspx?ItemName=Craft%20Magical%20Arms%20and%20Armor), glyph of warding (https://www.aonprd.com/SpellDisplay.aspx?ItemName=Glyph%20of%20Warding), secret page (https://www.aonprd.com/SpellDisplay.aspx?ItemName=Secret%20Page), creator must possess the Rune (https://www.aonprd.com/DomainDisplay.aspx?ItemName=Rune) domain
It's a bit like a robe that offers you an extra contingency (https://www.aonprd.com/SpellDisplay.aspx?ItemName=Contingency). Also makes the Cleric's Spell Rune domain power rather useful.
Title: Re: Fun Pathfinds
Post by: zook1shoe on July 11, 2020, 03:15:30 AM
Check out Ultimate Equipment pg 388-390 for Appendix 2: Gems and Jewelry.

What were they smoking when they wrote this? Its super convoluted, and has some weird chart stuff.

- When making simple jewelry w a tier 1 gem increases the value by ×5 (same w tier 3 and 5)
- Making simple jewelry w a tier 2 gem increases the value by only ×2 (same w tier 2, 4, and 6)
- But making ornate jewelry from any tier is a ×10 increase.
Why would you ever make simple jewelry w the even tiers?

- Working unworked gems doubles their value for a 50% profit, using simple rules.
- Making jewelry uses the Craft rules, costing 1/3 for the raw materials. But as w gems, they sell at full value, this is written in the early part of that Appendix. Which gives you a whopping 66% profit. Thats unless you have to also buy the jewelry or gem separately, very confusing.
- Other forms of mundane crafting is only a 16% and magical is a 0%, without tricks.
Title: Re: Fun Pathfinds
Post by: Nanashi on July 11, 2020, 10:09:50 PM
I think "a large number of gemstones (typically 2d6 gemstones of one grade and one gemstone of a grade higher than the others)" was supposed to be a limiter on ornate jewelery, but this pretty much instantly makes you ask "What's the penalty for using one Hope Diamond and a bunch of a colored glass", to which you quickly find the answer is "nothing". I'd suspect it would carry a higher craft DC, but craft DCs are trivial to beat untrained (+3 intelligence, +5 from crafter's fortune, +2 from masterwork tools easily puts your first level wizard at the DC20 for "Complex or superior item"). Maybe it was supposed to have emphasis on "a grade higher", meaning your centerpiece can only be a single grade higher than the rest?
Title: Re: Fun Pathfinds
Post by: Nanashi on July 13, 2020, 02:21:49 AM
Conjure Carriage (https://aonprd.com/SpellDisplay.aspx?ItemName=Conjure%20Carriage) is an OK ride I guess (far lower speed than Phantom Steed of the same level, but far greater capacity, so an entirely sensible spell), but its casting time is only one round and it creates a 10 ft. by 15 ft by 6 feet high object with 90HP, 5 hardness, and 9AC (going by Ultimate Combat's carriage stats) that lasts for hours. That's quite an obstacle even without the horses, and it is way more durable than Summon Monster 3.

(This reminds me I never could find out how overland travel speeds for vehicles in UC's system were supposed to work, which seems like either a major oversight or me missing something)
Title: Re: Fun Pathfinds
Post by: zook1shoe on July 23, 2020, 03:26:19 AM
Quote
Gifted Mesmerist (http://www.aonprd.com/FeatDisplay.aspx?ItemName=Gifted%20Mesmerist)
Your magic knows the pathways of the mind, and you have become so skilled at casting a certain mind-affecting spell that you can cast it as a spell-like ability.
Prerequisites: Successfully affect 25 different targets with charm or compulsion spells.
Benefit: Choose any one charm or compulsion spell you can cast. You can use this spell once per day as a spell-like ability. Your caster level and DC for this spell-like ability is the same as if you were casting the spell. Each time you gain a level in a spellcasting class, you may replace your current charm or compulsion spell-like ability with a new one.

Quote
Healer's Touch (http://www.aonprd.com/FeatDisplay.aspx?ItemName=Healer%27s%20Touch)
The magic of life flows through your body like a river.
Prerequisites: Cure a cumulative total of 1, 000 points of damage for other creatures using healing spells. Dealing damage slows progress toward this goal achievement; for every 1 point of damage you deal to another creature, reduce your cumulative healing total by 2.
Benefit: When you cast a healing spell to heal a target other than yourself, the spell is maximized as though using the Maximize Spell effect. This does not increase your casting time for the spell. When you cast a healing spell to damage a target, the spell is not maximized but its saving throw DC increases by +4.
Note: There may be an opposite version of this feat allowing casters using negative energy to heal undead.

Quote
Talmandor's Lifting (http://www.aonprd.com/FeatDisplay.aspx?ItemName=Talmandor%27s%20Lifting)
You felt the powerful wings of Talmandor surround you when you risked death from a fall, and somehow a tiny spark of his essence remains connected to your soul.
Prerequisites: Take at least 10d6 falling damage on three different occasions and survive.
Benefit: When you cast a healing spell on an unharmed creature, it briefly manifests as a pair of wings made of golden light. The spell’s duration becomes “1 hour or until discharged.” For the next hour, the spell remains on the target, triggering automatically as a swift action if the creature takes damage or experiences an effect that the spell could cure, mitigate, or remove (which causes the wings of light to appear briefly).
For example, if you cast lesser restoration on an ally who had no ability damage, the spell would trigger immediately if the target became fatigued, exhausted, or took ability damage, but not if the target suffered ability drain, energy drain, or hit point damage (none of which are affected by lesser restoration).
Title: Re: Fun Pathfinds
Post by: Nytemare3701 on July 23, 2020, 03:58:20 AM
Talmandor's Lifting seems like a pretty good way to store a powerful buff spell that happens to have some condition removal/healing attached. Sort of like the spellstoring arrow syringes.
Title: Re: Fun Pathfinds
Post by: zook1shoe on July 23, 2020, 04:36:21 AM
Weird how its a swift action, but triggers when the creature is affected by the appropriate condition.That should be a non-action.

Is it your swift? The target's swift? Shouldn't it be an immediate if anything?

How would that work with breath of life, since the creature is... dead
Title: Re: Fun Pathfinds
Post by: TiaC on July 23, 2020, 10:15:13 PM
Weird how its a swift action, but triggers when the creature is affected by the appropriate condition.That should be a non-action.

Is it your swift? The target's swift? Shouldn't it be an immediate if anything?

How would that work with breath of life, since the creature is... dead
The short description says "Cast a healing spell on an undamaged person, allowing them to trigger it at a later time", which implies that it's the the target's swift.
Title: Re: Fun Pathfinds
Post by: TiaC on August 01, 2020, 04:50:15 AM
I just had a thought. Conductive weapons have always been a little lackluster, because it converts touch attacks to normal attacks and can only be used once per round. However, that would be once per round per weapon. So, you could make a kineticist with half a  dozen +1 conductive javelins and a blinkback belt and deal more damage at 0 burn than you would maxing it out every round. Stick a conductive AoMF on a natural weapon build and hit your enemies with half a dozen touches of cruelty.
Title: Re: Fun Pathfinds
Post by: TC X0 Lt 0X on August 01, 2020, 02:06:41 PM
I just had a thought. Conductive weapons have always been a little lackluster, because it converts touch attacks to normal attacks and can only be used once per round. However, that would be once per round per weapon. So, you could make a kineticist with half a  dozen +1 conductive javelins and a blinkback belt and deal more damage at 0 burn than you would maxing it out every round. Stick a conductive AoMF on a natural weapon build and hit your enemies with half a dozen touches of cruelty.


Quote
Conductive

Price +1 bonus; Aura moderate necromancy; CL 8th; Weight —

DESCRIPTION

A conductive weapon is able to channel the energy of a spell-like or supernatural ability that relies on a melee or ranged touch attack to hit its target (such as from a cleric’s domain granted power, sorcerer’s bloodline power, oracle’s mystery revelation, or wizard’s arcane school power). When the wielder makes a successful attack of the appropriate type, he may choose to expend two uses of his magical ability to channel it through the weapon to the struck opponent, which suffers the effects of both the weapon attack and the special ability. (If the wielder has unlimited uses of a special ability, she may channel through the weapon every round.) For example, a paladin who strikes an undead opponent with her conductive greatsword can expend two uses of her lay on hands ability (a supernatural melee touch attack) to deal both greatsword damage and damage from one use of lay on hands.

A given character can use this weapon special ability only once per round (even if she has several conductive weapons), and the power works only with magical abilities of the same type as the weapon (melee or ranged).
Title: Re: Fun Pathfinds
Post by: TiaC on August 01, 2020, 10:21:14 PM
Ug, that's what I get for using an old printing.
Title: Re: Fun Pathfinds
Post by: zook1shoe on August 04, 2020, 03:38:55 PM
a tad old, but some interesting combinations

(click to show/hide)
Title: Re: Fun Pathfinds
Post by: Power on August 09, 2020, 06:59:53 AM
Bonus HD is a bonus yes, and would benefit from the feat. Another way to increase the bonus would be to play a Dawnflower Dervish Bard which doubles your bonuses. Part of PF's ridiculousness though is that you can do Inspire Greatness cycling to make your party damn hard to kill (especially if they have high constitution bonuses) since with rounds/day accounting nothing is stopping you from ending Inspire Greatness and restarting it every round for fresh temporary HD.

Bardic masterpieces are in some fucking rules limbo state of both counting as bardic performances and not counting as bardic performances due to exotic interactions. Paizo has never bothered to make a proper FAQ on the issue because they considered it too complicated to unfuck their own rules. Strictly speaking masterpieces are considered bardic performances so the feat should apply, but the GM reserves the right to rule "no" since sometimes shit that applies to bardic performances is nevertheless not supposed to be applied to masterpieces.
Title: Re: Fun Pathfinds
Post by: Power on September 08, 2020, 04:14:04 PM
EDIT: Nvm. This feat sucks. See Nanashi's post below.

Time for another silly feat:
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UNSACTIONED DETECTION
Source Ultimate Magic pg. 158
You can focus your ability to detect evil for more practical or mundane purposes

Prerequisites: Detect evil class feature.

Benefit: As a swift action, you can focus the clarity granted by your detect evil ability to heighten your awareness of other things. This gives you a +10 sacred bonus on Perception and Sense Motive checks for one round. This expends your use of the detect evil class ability for the next 24 hours.
So, it seems plain enough that someone came up with the bright idea of making a feat that lets you get solid bonuses to Perception and Sense Motive with your detect evil, and then it got decided by some imbecile that as a balance fix they should make it suck by turning it into an extremely limited duration bonus to Perception and Sense Motive that makes you burn precious class resources to use and just top it off with a higher bonus for the 1 round garbage duration. Of course, paizo, in their trademark ineptitude, out-stupided themselves, because a Paladin's detect evil is at-will (unlimited uses), so basically this is now a feat that gives you +10 to Perception and Sense Motive at all times so long as you burn swift actions, making the feat actually useful and rather strong at that. As far as I can tell, it's not a game-breaker though.
Title: Re: Fun Pathfinds
Post by: Nanashi on September 08, 2020, 04:21:06 PM
I think the "expends your use" is supposed to mean you can't use it for 24 hours.
Title: Re: Fun Pathfinds
Post by: Power on September 08, 2020, 04:28:53 PM
By that interpretation the feat would indeed be total shit and belong in the garbage feats/etc. thread. But typically "expending your use" refers to expending a daily use of an ability. But the explicit 24-hour duration does corroborate your interpretation, since for using up regular uses a duration is typically not specified. Reposting to the other thread then.

May as well post another feat then:
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PLANAR TRAVELER (STORY)
Source Quests and Campaigns pg. 12
The confines of the Material Plane cannot sate your wanderlust, and you walk between alternate spheres of reality unhindered.

Prerequisites: You must be related to an outsider or have been born on a plane other than the Material Plane.

Benefit: You gain a +2 bonus on Survival checks when outside your home plane. You can identify portals and other planar connections as well as where they lead by sight or touch with a successful DC 20 Perception check.

Goal: Spend at least 24 consecutive hours on three different planes of existence other than your home plane or more than a month on a single plane other than your home plane. Demiplanes do not count for the purposes of fulfilling this goal.

Completion Benefit: Whenever you cast a spell or use a magic item to travel to another plane, you always arrive exactly where you had intended. In addition, when identifying portals with the first benefit of this feat, you gain a glimpse of what you would see, hear, and smell upon arriving on the other end of the portal.

Perfect aim teleportation whenever you use Plane Shift or the like. Seems pretty strong. There's a crazier feat called Apotheosis (https://www.aonprd.com/FeatDisplay.aspx?ItemName=Apotheosis) that lets you determine the outcome of any die roll by any creature within 100 yds of you once per day, but the completion requirement is to have a divine being recognize you as a peer so it's not practical to obtain.
Title: Re: Fun Pathfinds
Post by: TiaC on September 09, 2020, 12:20:49 AM
So, here's a bit of optimization that isn't the most useful, but could be pretty cool. Start with a Tiefling Paladin, VMC cavalier (Order of the Star (https://aonprd.com/CavalierOrders.aspx?ItemName=Order%20of%20the%20Star)). Pick up Fey Foundling, Planar Infusion (Positive Energy Plane) (https://aonprd.com/FeatDisplay.aspx?ItemName=Planar%20Infusion), Agathion Bond (https://aonprd.com/PaladinDivineBonds.aspx), an Inheritor's Light (https://aonprd.com/MagicWeaponsDisplay.aspx?ItemName=Inheritor%27s%20Light), Bracers of the Merciful Knight (https://aonprd.com/MagicWondrousDisplay.aspx?FinalName=Bracers%20of%20the%20Merciful%20Knight) and Envoy of Healing (https://aonprd.com/TraitDisplay.aspx?ItemName=Envoy%20of%20Healing)

All together, you have the Lay on Hands of a paladin of 1.5x your level +4, you roll 1d6+3 (max 8) on each die, and can reroll 1s once. You also heal additional HP equal to 2x your level, and can further increase that with Agathion bond. At 10th level, your lay on hands heals yourself for an average of 87.2HP + Agathion bond.
Title: Re: Fun Pathfinds
Post by: Nanashi on September 09, 2020, 12:36:15 AM
Gunsmithing feat reduces the cost of crafting bullets, pellets, and black powder from 1/3rd to 10% of the listed cost. That includes special materials. Perfect way to break conservation of matter with Fabricate if bypassing component costs entirely is not allowed. Little (or not so little since size doesn't matter for gunsmithing) spheres are perfect raw material.
Title: Re: Fun Pathfinds
Post by: zook1shoe on September 21, 2020, 03:14:13 AM
not seen anything like the Balor's Whip (https://aonprd.com/MagicWeaponsDisplay.aspx?ItemName=Balor%27s%20Lash) before

it'd make a nice addition to a dirty trickster or disarmer
Title: Re: Fun Pathfinds
Post by: Power on September 21, 2020, 08:45:08 AM
Until you run into an enemy with 5 fire resist and that's 10k gp down the drain.
Title: Re: Fun Pathfinds
Post by: zook1shoe on September 21, 2020, 12:16:18 PM
true... never thought of that o.o
Title: Re: Fun Pathfinds
Post by: zook1shoe on September 21, 2020, 06:46:52 PM
Quote from: Blood of Shadows pg 6
Nidalese Recluse: Some fetchlings learn how to deflect
unwanted attention. Fetchlings with this racial trait can use
sanctuary once per day as a spell-like ability. When such
a fetchling reaches 9th level in any combination of
classes, he gains nondetection (self only) as a spell-like
ability usable once per day, and at 13th level, he gains
veil (self only) usable once per day. A fetchling’s caster
level is equal to his total Hit Dice. This
racial trait modifies the fetchling’s spell-like
abilities racial trait.

they forget to mention that these SLAs replace the normal ones, only that the ability modifies the fetchling's SLA racial trait. other ones, like Umbral Escort do mention the lose or replacement
Title: Re: Fun Pathfinds
Post by: Nanashi on November 28, 2020, 02:22:02 AM
Trade Items (https://aonprd.com/SpellDisplay.aspx?ItemName=Trade%20Items) allows the old Beguiling Gifting a necklace of strangulation trick, at range, against anyone with a necklace. It's a lot higher level (+3 for wizard, +2 for partial casters) , but on the Wizard list.

Goblet of Quenching (https://aonprd.com/MagicWondrousDisplay.aspx?FinalName=Goblet%20of%20Quenching) is a really cheap magic item that provides the water needs of two characters (or one in desert). For a mere 180 GP it saves almost 24 pounds of weight between the water and waterskins that don't need to be carried. Not so useful if you have a divine caster casting Create Water whenever you want, but some party compositions will love it. It's a 3.5 item, but PFS legal without alteration which is essentially saying it's fine for PF.
Title: Re: Fun Pathfinds
Post by: Power on December 01, 2020, 04:23:49 PM
Trade Items (https://aonprd.com/SpellDisplay.aspx?ItemName=Trade%20Items) allows the old Beguiling Gifting a necklace of strangulation trick, at range, against anyone with a necklace. It's a lot higher level (+3 for wizard, +2 for partial casters) , but on the Wizard list.
PF doesn't have any rules for intentionally crafting Cursed Items though. I think you can intentionally fail crafting checks to force a random cursed item of the same type but that's about the extent of it.

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Goblet of Quenching (https://aonprd.com/MagicWondrousDisplay.aspx?FinalName=Goblet%20of%20Quenching) is a really cheap magic item that provides the water needs of two characters (or one in desert). For a mere 180 GP it saves almost 24 pounds of weight between the water and waterskins that don't need to be carried. Not so useful if you have a divine caster casting Create Water whenever you want, but some party compositions will love it. It's a 3.5 item, but PFS legal without alteration which is essentially saying it's fine for PF.
Honestly Create Water (https://www.aonprd.com/SpellDisplay.aspx?ItemName=Create%20Water) is worth spending a Two-World Magic (https://www.aonprd.com/TraitDisplay.aspx?ItemName=Two-World%20Magic) trait to obtain. There are some really ridiculous things you can do with Create Water spam, courtesy of PF's at-will cantrips system.
Title: Re: Fun Pathfinds
Post by: zook1shoe on December 02, 2020, 03:42:47 PM
PF doesn't have any rules for intentionally crafting Cursed Items though.

incorrect

pg16 Black Markets has a section for intentionally crafting cursed items. the chart is for the base price of the item

Necklace of Strangulation is 95k
Scarab of Death is 6k

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Title: Re: Fun Pathfinds
Post by: Abyssin on December 02, 2020, 04:04:08 PM
Worth noting that the more recent Horror Handbook has a somewhat contradictory set of rules for crafting cursed items where the cost reductions are basically only applied when attempting to sell the thing. It doesn't provide a price for specific items, so it's not super relevant to the Trade Items spell trick, but it does curb cost reduction curses.
If it doesn't take precedent due to being an optional rule or something though that'd be pretty cool, don't know how pathfinder handles conflicting rules.
Edit: Ah, guess I should link a source: https://aonprd.com/Rules.aspx?Name=Crafting%20Cursed%20Items&Category=Cursed%20Items (https://aonprd.com/Rules.aspx?Name=Crafting%20Cursed%20Items&Category=Cursed%20Items)
Title: Re: Fun Pathfinds
Post by: zook1shoe on December 02, 2020, 04:11:49 PM
Worth noting that the more recent Horror Handbook has a somewhat contradictory set of rules for crafting cursed items where the cost reductions are basically only applied when attempting to sell the thing. It doesn't provide a price for specific items, so it's not super relevant to the Trade Items spell trick, but it does curb cost reduction curses.
If it doesn't take precedent due to being an optional rule or something though that'd be pretty cool, don't know how pathfinder handles conflicting rules.
Edit: Ah, guess I should link a source: https://aonprd.com/Rules.aspx?Name=Crafting%20Cursed%20Items&Category=Cursed%20Items (https://aonprd.com/Rules.aspx?Name=Crafting%20Cursed%20Items&Category=Cursed%20Items)

Looks like that's for the Drawbacks and Requirements, not Delusion
Title: Re: Fun Pathfinds
Post by: Abyssin on December 02, 2020, 04:27:47 PM
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Looks like that's for the Drawbacks and Requirements, not Delusion
I've, uh, never actually made an item with the delusional curse. HH prevents stuff like making a holy mace only useable by followers of your god here for 10% reduction, but I guess you can still slap unreliable on an out of combat wand of healing or something for a... 5.26% saving?
Title: Re: Fun Pathfinds
Post by: Power on December 02, 2020, 08:08:01 PM
PF doesn't have any rules for intentionally crafting Cursed Items though.

incorrect

pg16 Black Markets has a section for intentionally crafting cursed items. the chart is for the base price of the item

Necklace of Strangulation is 95k
Scarab of Death is 6k
That's a limited list and at 95k gp you're not going to be making a Necklace of Strangulation. You also don't see prices for a Helm of Opposite Alignment and so on.
Title: Re: Fun Pathfinds
Post by: zook1shoe on December 07, 2020, 02:41:46 AM
i agree, its very limited. but it's still there ;-)
Title: Re: Fun Pathfinds
Post by: Power on December 13, 2020, 07:20:39 AM
So here's a weapon that can give its bearer a +4 sacred bonus to charisma. That seems good.

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LUTHIER'S RAPIER
Price 5,020 gp; Slot body; CL 11th; Weight 2 lbs; Aura strong transmutation
Source Second Darkness Player's Guide pg. 25;

Many stories feature Luthier, Knight of the Vineyard, champion of good and Cayden Cailean’s trusted ally. These legends often mention Luthier’s elegant rapier, and while the original Luthier’s rapier undoubtedly remains with its owner, copies surface from time to time—usually when a faithful follower of Cayden Cailean requires assistance.

Rose-hued steel forms the length of the blade, and gold flowers seem to blossom in the filigreed basket-hilt. A large ruby glimmers at the hilt’s center. Luthier’s rapier is a +1 holy rapier. Once per day, you can activate the power of the ruby embedded in the rapier’s hilt to gain a +4 sacred bonus to Charisma and a +4 morale bonus on saving throws against fear effects. These bonuses last for 10 minutes.

Also, once, you can command the gem to shatter in an explosion of red light. Every creature except you within 30 feet must make a DC 20 Will save or be dazed for 3 rounds. Once you shatter the gem in this fashion, the rapier becomes just a normal +1 rapier.

CONSTRUCTION REQUIREMENTS
Cost 2,510 gp
Craft Magic Arms and Armor, bless weapon, eagle's splendor, creator must be chaotic good

Was sort-of errata'd by James Jacobs in a forum thread (https://paizo.com/threads/rzs2itwf&page=1?Luthiers-Rapiercost) to up the cost by 20k gp, which is what PFS went with. It's shitty 3.5 Paizo material, but PFS legal for some reason.
Title: Re: Fun Pathfinds
Post by: zook1shoe on December 13, 2020, 04:28:57 PM
I always got annoyed at the shadow errata/FAQ from deep in the forums
Title: Re: Fun Pathfinds
Post by: Power on December 13, 2020, 06:54:27 PM
So do I. It's hideous. FAQ erratas by means of "subtle" "clarifications" are bad enough, but forum rulings are even worse. That said the item is clearly absurdly strong, and even at 25k gp it's still worth buying (or banning). I'm mostly annoyed at it being a forum errata and James Jacobs going "the price must be a typo" as a ridiculous excuse to add 20k to the cost and pretend this is somehow not a modification of the rules content.

Reminds me a bit of the FAQ on the Shifter where they nerfed the level scaling damage from Shifter's Edge by half by making up an absurd FAQ question ("Is the damage really meant to be this high?") so they could give themselves an excuse to "clarify" some heavy nerfs. Paizo has some rather awful ways of announcing changes to mechanics, and the retroactive "clarification" method always lends itself to inconsistent rules and absurd gotchas because book C retroactively interprets the rule in book A in a completely different way while book B applies the rule in a different way inconsistent with Book C or a FAQ somewhere completely changes the functionality because of balance issues or some designer not liking it for whatever reason. The result of all this is that Pathfinder is quite awful when it comes to being able to trust the rules text in front of your eyes to actually work as the text in front of you describes. I've mentioned the "actions at a distance" programming anti-pattern before and "rulesbook modifications at a distance" are vastly more perverse.

The fact that paizo's own designers cannot keep their rules straight and occasionally write new content that relies on rules functioning differently from the latest rulings just adds to the mess. Then again Pathfinder Core was the beneficiary of a series of rules "simplifications" which resulted in missing blocks of rules texts and rules no longer making sense, causing people to refer back to 3.5E to attain a consistent ruling, except when PF differed from this, especially in the retroactive "this is how it always worked (even though 3.5E has clear examples to the contrary)" sense, like no longer permitting people to combine armor spikes with 2H weapons in TWF or not permitting people to take 5-foot steps during a Cleave for some bizarre reason.

Hell PF has a lot of content that is blatantly odds with how the rules work as described by Core. For instance, there are a number of class archetypes that require you to have taken a feat at 1st level before taking the class, or if you use Racial Heritage (https://www.aonprd.com/FeatDisplay.aspx?ItemName=Racial%20Heritage) to qualify for a racial class archetype at 1st level for that matter, even though in PF Core you explicitly have to take feats after class levels.

PF has always been a goddamn mess, honestly.
Title: Re: Fun Pathfinds
Post by: zook1shoe on December 14, 2020, 08:50:32 PM
a human with Planar Heritage (half-fiend serpentfolk) qualifies for the serpentfolk feats?
Title: Re: Fun Pathfinds
Post by: zook1shoe on December 22, 2020, 05:08:43 AM
Interesting idea.... use metamagic rods on rituals, like Bouncing Spell.

You could Spell Perfection with a ritual, and not need the rod.

Or mess around with Sacred Geometry and rituals.
Title: Re: Fun Pathfinds
Post by: Power on December 22, 2020, 09:26:24 AM
I don't think rituals count as spellcasting, really. If it did that would open up some crazy early entry prestige class shit.
Title: Re: Fun Pathfinds
Post by: zook1shoe on December 22, 2020, 12:41:30 PM
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Hidden within dusty libraries and amid the ramblings of lunatics lie the mysteries of another form of spellcasting—occult ritual magic. These spells are rare, coveted by both those eager to gain their power and those wishing to hide their existence.

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Since it is possible for those lacking the ability to cast arcane, divine, or psychic spells to cast rituals, variables that would normally rely on caster level (such as range and spell resistance) use the character level or total Hit Dice of the primary caster instead.
Title: Re: Fun Pathfinds
Post by: Power on December 23, 2020, 03:31:44 PM
Well, that is one dumb rule. Feel free to try it out in PFS, which is pretty much the holy land of hamstringing GMs by ill-conceived rules text and FAQ "clarifications" (ie. rules retcons).
Title: Re: Fun Pathfinds
Post by: zook1shoe on December 23, 2020, 03:53:20 PM
rituals aren't normally available in PFS1e, outside those in a handful of APs., neither is Sacred Geometry.

Spell Perfection is pretty rare, since vast majority of PFS characters rarely even get to 12, much less past 12

i agree, the FAQ and Clarifications and even more so the shadow erratas/FAQ/opinions on the message boards were a horrible idea. they could gimp a character without either the GM or player knowing about it, when someone stumbles across it randomly.
Title: Re: Fun Pathfinds
Post by: zook1shoe on January 13, 2021, 01:01:25 PM
Cyclic Reincarnation (https://www.aonprd.com/SpellDisplay.aspx?ItemName=Reincarnate) doesn't actually require the 5k oils if cast as an arcane spell RAW. i was looking at an arcane base Loremaster w the Secrets of Magical Discipline feat to make it arcane, since it's druid/hunter 6.

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Components V, S, M, DF (oils worth 5,000 gp)

they have the component as "M, DF", not "M/DF"

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If the Components line includes F/DF or M/DF, the arcane version of the spell has a focus component or a material component (the abbreviation before the slash) and the divine version has a divine focus component (the abbreviation after the slash).

.

side note, Cyclic Reincarnation can work on creatures that died from death effects, unlike the other 2 reincarnates
Title: Re: Fun Pathfinds
Post by: kitep on January 13, 2021, 11:20:17 PM
Is Pathfinder like 3.5, where a (divine) focus is not used up?  IOW, after you cast the spell, do you still have your 5000gp worth of oils?
Title: Re: Fun Pathfinds
Post by: zook1shoe on January 13, 2021, 11:38:24 PM
Yeah, its basically just a focus
Title: Re: Fun Pathfinds
Post by: Maelphaxerazz on January 22, 2021, 02:03:58 AM
Is Pathfinder like 3.5, where a (divine) focus is not used up?  IOW, after you cast the spell, do you still have your 5000gp worth of oils?
Yeah, its basically just a focus
Actually, no. A Divine Focus component is more specific than a focus.
Quote from: Pathfinder Core Rulebook page 213
Divine  Focus  (DF):  A  divine  focus  component  is  an  item  of  spiritual  significance.  The  divine  focus  for  a  cleric  or  a  paladin  is  a  holy  symbol  appropriate  to  the  character’s faith. The divine focus for a druid or a ranger is a sprig of holly, or some other sacred plant.
A Divine Focus is always a holy symbol or a sacred plant; when a divine spell requires a different kind of object, it is an F component, not a DF component. (For example, Imbue Army Special Ability is a divine spell, and it has F (a silver mirror worth 100 gp) as a component.)
As such, I don't think the argument holds that the 5000gp of oil pertains to the DF in the Components line, even though it is placed beside it. The brackets can only refer to the M component in this spell, RAW and RAI.
Title: Re: Fun Pathfinds
Post by: TiaC on January 23, 2021, 02:47:36 AM
Is Pathfinder like 3.5, where a (divine) focus is not used up?  IOW, after you cast the spell, do you still have your 5000gp worth of oils?
Yeah, its basically just a focus
Actually, no. A Divine Focus component is more specific than a focus.
Quote from: Pathfinder Core Rulebook page 213
Divine  Focus  (DF):  A  divine  focus  component  is  an  item  of  spiritual  significance.  The  divine  focus  for  a  cleric  or  a  paladin  is  a  holy  symbol  appropriate  to  the  character’s faith. The divine focus for a druid or a ranger is a sprig of holly, or some other sacred plant.
A Divine Focus is always a holy symbol or a sacred plant; when a divine spell requires a different kind of object, it is an F component, not a DF component. (For example, Imbue Army Special Ability is a divine spell, and it has F (a silver mirror worth 100 gp) as a component.)
As such, I don't think the argument holds that the 5000gp of oil pertains to the DF in the Components line, even though it is placed beside it. The brackets can only refer to the M component in this spell, RAW and RAI.

I think zook was trying to say that you don't need the material component to cast it as a divine spell, only to cast it as an arcane spell, but I'm pretty sure the rule he quoted doesn’t apply here because it only talks about spells with "M/DF" with the slash, not when they're separate entries like they are here.
Title: Re: Fun Pathfinds
Post by: zook1shoe on January 26, 2021, 03:31:47 PM
Stun Baton (https://www.aonprd.com/EquipmentTechWeaponsDisplay.aspx?ItemName=Stun%20baton) + Weapon Shift (https://www.aonprd.com/FeatDisplay.aspx?ItemName=Weapon%20Shift) = all your natural attacks become touch attacks during wild shape
Title: Re: Fun Pathfinds
Post by: Power on January 26, 2021, 09:02:38 PM
That's less likely to work than a Magus with the Kensai (https://www.aonprd.com/ArchetypeDisplay.aspx?FixedName=Magus%20Kensai) and Bladebound (https://www.aonprd.com/ArchetypeDisplay.aspx?FixedName=Magus%20Bladebound) archetypes getting a Monowhip (https://www.aonprd.com/EquipmentTechWeaponsDisplay.aspx?ItemName=Monowhip) as his blade (he'll have to spam Recharge (https://www.aonprd.com/SpellDisplay.aspx?ItemName=Recharge) to keep it working though), which is at least clearly legal by RAW but likely no GM will permit it.
Title: Re: Fun Pathfinds
Post by: zook1shoe on January 27, 2021, 04:30:36 PM
looks like Scribe's Binding (https://www.aonprd.com/SpellDisplay.aspx?ItemName=Scribe%27s%20Binding) can use the same focus book for multiple castings?
Title: Re: Fun Pathfinds
Post by: Power on January 27, 2021, 07:04:51 PM
Technically yes, but the way the spell affects the focus for all its effects suggests that really you would only be able to use a book for one person at a time.
Title: Re: Fun Pathfinds
Post by: zook1shoe on January 27, 2021, 07:13:27 PM
i couldnt see anything stopping using the focus in the spell itself, for more than one active imprisonment.

agreed, most GMs would probably have the creature take up the whole book, not just a chapter
Title: Re: Fun Pathfinds
Post by: Theaitetos on February 01, 2021, 06:05:28 AM
I'm not sure, but I think the Greater Spell Specialization (https://www.aonprd.com/FeatDisplay.aspx?ItemName=Greater%20Spell%20Specialization) feat can get a (prepared) caster any spell in the game:


Quote
Prerequisites: Int 13, Spell Focus, Spell Specialization, able to prepare 5th-level spells.


Benefit: By sacrificing a prepared spell of the same or higher level than your specialized spell, you may spontaneously cast your specialized spell. The specialized spell is treated as its normal level, regardless of the spell slot used to cast it. You may add a metamagic feat to the spell by increasing the spell slot and casting time, just like a cleric spontaneously casting a cure or inflict spell with a metamagic feat.


That is because Spell Specialization (https://www.aonprd.com/FeatDisplay.aspx?ItemName=Spell%20Specialization) does not require you to select a spell from your own class' spell list:


Quote
Prerequisites: Int 13, Spell Focus.


Benefit: Select one spell of a school for which you have taken the Spell Focus feat. Treat your caster level as being two higher for all level-variable effects of the spell.


Every time you gain an even level in the spellcasting class you chose your spell from, you can choose a new spell to replace the spell selected with this feat, and that spell becomes your specialized spell.


Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a different spell.


As always, Paragon Surge can get you any spell you need at the moment, since you can take Spell Specialization multiple times.


The silly FAQ (https://paizo.com/paizo/faq/v5748nruor1fm#v5748eaic9s54) does not even apply in this case, since you don't add the spell to your Spells Known (e.g. wizards don't even have these), it just allows you to spontaneously cast the spell:


Quote
New Spells Known: If I gain the ability to add a spell that is not on my spell list to my list of spells known, without adding it to my spell list, can I cast it?


No. Adding a spell to your list of spells known does not add it to the spell list of that class unless they are added by a class feature of that same class. For example, sorcerers add their bloodline spells to their sorcerer spell list and oracles add their mystery spells to their oracle spell list. The spell slots of a class can only be used to cast spells that appear on the spell list of that class.
Title: Re: Fun Pathfinds
Post by: Theaitetos on February 01, 2021, 06:44:33 AM
The Headband of the Sage (https://www.aonprd.com/MagicIntelligentDisplay.aspx?ItemName=Headband%20of%20the%20Sage) is an intelligent item (71k gp) that gives you 4 skill ranks in 6 (randomly set) knowledge skills. Unlike the Headband of Vast Intelligence (https://www.aonprd.com/MagicWondrousDisplay.aspx?FinalName=Headband%20of%20Vast%20Intelligence2), these ranks do not depend on the wearer's HD.

If 2 of those 6 knowledge skills are Knowledge (Arcana) and Knowledge (Religion), you can fulfill the skill rank prerequisites of the Mystic Theurge prestige class right away at level 1.

With the Sunrod (or similar) trick, you can enter the Mystic Theurge class at level 3.

Should work for other prestige classes, that depend on knowledge skill ranks, as well. Though getting such an expensive item at low levels is probably hard.


Edit: I think it's also possible to enter Mystic Theurge at level 3 with an ordinary Headband of Vast Intelligence +4 (https://www.aonprd.com/MagicWondrousDisplay.aspx?FinalName=Headband%20of%20Vast%20Intelligence4). The usual "you have to wait until level 4" is because you cannot put ranks in skills before you take a new class when getting a new level. However, the Headband grants skill ranks equal to a character's Hit Dice, and unlike rolling for hit points during level-up after taking a class, your HD should advance immediately before taking a class.
Title: Re: Fun Pathfinds
Post by: Power on February 01, 2021, 05:15:11 PM
That's a sharp observation regarding Spell Specialization (https://www.aonprd.com/FeatDisplay.aspx?ItemName=Spell%20Specialization) and Greater Spell Specialization (https://www.aonprd.com/FeatDisplay.aspx?ItemName=Greater%20Spell%20Specialization). I suspect, however, that most GMs will houserule in a restriction that Greater Spell Specialization should only apply to spells you are otherwise capable of casting regardless. On that note however, Preferred Spell (https://www.aonprd.com/FeatDisplay.aspx?ItemName=Preferred%20Spell) does not require the spell to be on your class list either. It merely requires that you be able to cast it, which means that a Skald can take Preferred Spell on any spell his Spell Kenning (there are magic items and feats to expand this selection as well) can provide him. And of course you can use these feats to cast domain spells (if Cleric), spirit magic spells (if Shaman), elemental school spells (if Wizard), or Written in the Stars spells (if Esoteric Starseeker (https://www.aonprd.com/ArchetypeDisplay.aspx?FixedName=Psychic%20Esoteric%20Starseeker) Psychic) with regular spell slots. Given the broad language, this feat could also be read as permitting you to cast one class's spells with another class's slots.

Using the Headband of the Sage for early entry into Mystic Theurge (https://www.aonprd.com/PrestigeClassesDisplay.aspx?ItemName=Mystic%20Theurge) is not practical given its massive cost and you still need to be able to cast both divine and arcane spells at the 2nd level, which means that early entry is still limited at 4th level (typically a Spirit Whisperer (https://www.aonprd.com/ArchetypeDisplay.aspx?FixedName=Wizard%20Spirit%20Whisperer) Wizard 3 abusing Arcane Enlightenment hex to cast arcane spells as divine spells in order to get early entry on the PrC plus 1 level of divine caster class so you actually have a divine class to advance with the PrC).
Title: Re: Fun Pathfinds
Post by: Theaitetos on February 01, 2021, 06:27:12 PM
That's a sharp observation regarding Spell Specialization (https://www.aonprd.com/FeatDisplay.aspx?ItemName=Spell%20Specialization) and Greater Spell Specialization (https://www.aonprd.com/FeatDisplay.aspx?ItemName=Greater%20Spell%20Specialization). I suspect, however, that most GMs will houserule in a restriction that Greater Spell Specialization should only apply to spells you are otherwise capable of casting regardless. On that note however, Preferred Spell (https://www.aonprd.com/FeatDisplay.aspx?ItemName=Preferred%20Spell) does not require the spell to be on your class list either.

That's true, and in such situations Preferred Spell is better. But Spell Specialization gives you a +2 bonus on caster levels, which is often useful, and you can choose which class/spell list the spell is from, so choosing the lists of mid- or low-casters like summoners or paladins can give you spells at lower levels than usual (e.g. 2nd-level Haste instead of 3rd, 6th-level Dominate Monster instead of 9th).

Using the Headband of the Sage for early entry into Mystic Theurge (https://www.aonprd.com/PrestigeClassesDisplay.aspx?ItemName=Mystic%20Theurge) is not practical given its massive cost and you still need to be able to cast both divine and arcane spells at the 2nd level, which means that early entry is still limited at 4th level


Why not just use the sunrod trick? 1 level in arcane class, 1 level in divine class, 3rd level Mystic Theurge.
Title: Re: Fun Pathfinds
Post by: Power on February 01, 2021, 07:28:53 PM
Point, I suppose that would work, although most GMs tend not to permit sunrod early entry shenanigans. Spirit Whisperer tends to be more explicit in its mechanics.
Title: Re: Fun Pathfinds
Post by: zook1shoe on February 01, 2021, 07:41:29 PM
Runes of Wealth (https://www.aonprd.com/SpellbookDisplay.aspx?ItemName=Runes%20of%20Wealth) lets you use Emergency Attunement (https://www.aonprd.com/FeatDisplay.aspx?ItemName=Emergency%20Attunement) on any spell you cast
Title: Re: Fun Pathfinds
Post by: zook1shoe on March 03, 2021, 03:04:49 AM
From "Doom comes to Dustpawn"
Dream Crystal Toxin is very hard to get normally (requires access to dream crystals), but it forces a DC20 will save every hour for 6 hours. It deals 1d2 Int drain per hour. If the target loses 6 Int or reaches 1, they turn into an Id Mutant. Notably, the Id Mutant template lets you set your alignment to Chaotic Neutral and gives you a bunch of level-scaled buffs for CR+1. It wrecks your mental stats though and resets your societal affiliations, effectively making it a new character.

what happens if you cast Restoration on the creature's Int drain.... does it keep the template?
Title: Re: Fun Pathfinds
Post by: Power on March 04, 2021, 09:29:44 AM
Runes of Wealth (https://www.aonprd.com/SpellbookDisplay.aspx?ItemName=Runes%20of%20Wealth) lets you use Emergency Attunement (https://www.aonprd.com/FeatDisplay.aspx?ItemName=Emergency%20Attunement) on any spell you cast
That's a pretty solid trick. It also lets you use the Shapechanger (https://www.aonprd.com/BloodlineDisplay.aspx?ItemName=Shapechanger) bloodline's Mutable Flesh on any spell that targets you with a duration of 1 minute or greater (3rd level Sorc: makes spell 10min/CL duration, 9th level Sorc: 1 hour/CL duration).

what happens if you cast Restoration on the creature's Int drain.... does it keep the template?
It does. The conditions for removing the template are spelled out and removing int drain isn't one of them.
Title: Re: Fun Pathfinds
Post by: zook1shoe on March 04, 2021, 01:29:53 PM
1) thx... i do wish they had an official version for other schools. but thats an easy custom item fix

2) figured
Title: Re: Fun Pathfinds
Post by: Power on March 05, 2021, 08:52:36 PM
Yaddithian (https://www.aonprd.com/RacesDisplay.aspx?ItemName=Yaddithian) race (aberrations) gets two interesting abilities:
Quote
Cosmic Mind (Ex) A Yaddithian gets a +2 racial bonus on Knowledge and Spellcraft checks. A yaddithian spellcaster who would store spells in a spellbook or familiar instead stores those spells in its mind (but must expend the normal resources to learn new spells).
Yep, it's a PF race where your Wizard doesn't need a spellbook and your Witch doesn't need to jealously protect her familiar.

And the other ability is this:
Quote
No Breath (Ex) A Yaddithian does not breathe and is immune to effects that require breathing (such as inhaled poison). This does not give it immunity to cloud or gas attacks that do not require breathing.
This one's not that special in the scheme of things but should have some potential.
Title: Re: Fun Pathfinds
Post by: zook1shoe on March 06, 2021, 12:14:28 AM
downside? can't benefit from being venerable as a caster
Title: Re: Fun Pathfinds
Post by: Power on March 06, 2021, 10:35:39 AM
Gathlain (https://www.aonprd.com/RacesDisplay.aspx?ItemName=Gathlain) Bards (https://www.aonprd.com/ClassDisplay.aspx?ItemName=Bard) get extra Druid spells as their favored class bonus. Gathlain Witches (https://www.aonprd.com/ClassDisplay.aspx?ItemName=Witch) too, but that Witch will need to be Seducer (https://www.aonprd.com/ArchetypeDisplay.aspx?FixedName=Witch%20Seducer) archetype (which is some cringe-worthy shit, honestly) to be Cha-based.

Shamans (https://www.aonprd.com/ClassDisplay.aspx?ItemName=Shaman) get it too, but Shamans are Wis-based (but they can use Charisma for their hexes, like extra Wizard spells known, at least) and they already have a ton of Druid spells as is and the Grippli race offers the same favored class bonus but with a Wis bonus. Also the Shaman can also get Cleric, Wizard (either Enchantment or Shadow, but why bother when you have Arcane Enlightenment hex to cast the whole list anyway), and even Psychic spells on his class list through favored class bonuses, and those ones are available through Racial Heritage (https://www.aonprd.com/FeatDisplay.aspx?ItemName=Racial%20Heritage) or Outsider Heritage (https://www.aonprd.com/FeatDisplay.aspx?ItemName=Outsider%20Heritage).
Title: Re: Fun Pathfinds
Post by: Theaitetos on March 06, 2021, 01:08:34 PM
Oracles have similar options to add spells as FCB:

Ganzi (Outsider): wizard enchantment spell
Gathlain (Fey): same as Ganzi, but spell level is increased by +1
Grippli (Humanoid): druid spell with poison or water descriptor, spell level +1
Shabti (Outsider): psychic spell
Vine Leshy (Plant): druid spell [requires Wood or Nature mystery]
Wayang (Humanoid): wizard illusion spell, spell level +1
Wyrwood (Construct): wizard evocation spell, spell level +1

Racial Heritage / Outsider Heritage feat access
Title: Re: Fun Pathfinds
Post by: Power on March 06, 2021, 04:37:47 PM
Actually the Ganzi favored class bonus for Oracles allows for both Cleric and Wizard enchantment spells (although Oracles cast using the Cleric list anyway), but the Grippli FCB only allows Wizard enchantment spells (at a +1 spell level penalty), so it's not quite the same.

It's also worth noting that FCBs that give +1 spell level penalty can be exploited by using even levels to swap a spell known for another spell known of the same spell level, thereby letting you get a stupid spell at a +1 level only to instantly swap it for an Oracle spell known at your highest spell level. In effect, that means that every time Oracles gain access to a new spell level, they instantly have 2 spells known of their highest spell level instead of 1, which is pretty good.

Otherwise the Shabti favored class bonus may be best, considering an Oracle has multiple methods to nab Wizard spells anyway and there may be some unusual pickups in the Psychic list. If the Oracle also chooses to get Improved Eldritch Heritage (https://www.aonprd.com/FeatDisplay.aspx?ItemName=Improved%20Eldritch%20Heritage) (Psychic (https://www.aonprd.com/BloodlineDisplay.aspx?ItemName=Psychic)) (This costs 3 feats, however.), it is also possible to get all the Psychic bloodline spells that can be undercast to auto-level to their highest spell level whenever the Oracle obtains a new spell level, which gives a neat synergy, especially with the above stunt of immediately swapping a spell known for the highest level Oracle spell known.
Title: Re: Fun Pathfinds
Post by: Theaitetos on March 06, 2021, 10:01:44 PM
It's also worth noting that FCBs that give +1 spell level penalty can be exploited by using even levels to swap a spell known for another spell known of the same spell level, thereby letting you get a stupid spell at a +1 level only to instantly swap it for an Oracle spell known at your highest spell level.


It can also be exploited by using the FCB on a spell, that is on the oracle spell list but at a higher level than the wizard/druid spell. The "spell level +1"-effect doesn't trigger on such spells, which means you can cast the spell at the lower (wizard/druid) level than the higher (oracle) level. However, there are extremely few spells that qualify for that (the only qualifying wizard spells afaik: Bestow Insight, Continual Flame).
Yet, it may be possible to use that exploit on spells, that are only temporarily added to the oracle's spell list through another feature (e.g. the Spirit Guide Oracle's current spirit spells), thereby avoiding the trigger when taking the FCB.
Title: Re: Fun Pathfinds
Post by: TiaC on April 10, 2021, 01:44:30 PM
I don't think Bone Flense (https://www.d20pfsrd.com/magic/all-spells/b/bone-flense/) has been mentioned. As I read the spell, if the target fails the initial save, then they take 1d6/CL whenever they are hit by "a weapon wielded by a member of the Crimson Assassins, a sawtooth sabre, or by the claw of a giant mantis". A sawtooth sabre can just be wielded as a longsword, so that's not a  hard condition to meet. It also deals some bleed damage and sickens them, so that's nice.

Since it's only 3rd level, you can put it in a spell-storing weapon, and it's uncapped, so it remains relevant forever.

You can also combine it with telekinesis to throw up to 15 sawtooth sabres at the target.
Title: Re: Fun Pathfinds
Post by: Theaitetos on April 10, 2021, 02:40:07 PM
That's true, it's pretty powerful. However, the victim gets a Fortitude save each time it is hit in order to negate that damage, not just the initial Fort save against the spell itself.
Title: Re: Fun Pathfinds
Post by: Nanashi on April 21, 2021, 03:39:35 AM
Oh hey! Finally a use for Storm of Blades!
Title: Re: Fun Pathfinds
Post by: Nanashi on April 24, 2021, 12:03:38 AM
Tongues Oracle Curse
Quote
EFFECT

Pick one of the following languages: Abyssal, Aklo, Aquan, Auran, Celestial, Ignan, Infernal, or Terran.

Whenever you are in combat, you can only speak and understand the selected language. This does not interfere with spellcasting, but it does apply to spells that are language dependent. You gain the selected language as a bonus language.

At 5th level, pick an additional language to speak in combat and add it to your list of known languages.

Do you see the part where it says you have to pick from the list of languages you could pick upon acquiring the curse? Neither do I!
Title: Re: Fun Pathfinds
Post by: zook1shoe on April 24, 2021, 12:26:18 AM
but remember, outside of combat, you cannot speak it :-p

derp
Title: Re: Fun Pathfinds
Post by: TiaC on April 24, 2021, 01:32:19 AM
Is there anything in Pathfinder that requires the ability to speak Druidic?
Title: Re: Fun Pathfinds
Post by: Theaitetos on April 24, 2021, 09:04:13 AM
Apart from Druidic, which language could you pick that way, that you can't learn anyway?


Because you can always learn Druidic with the Druidic Decoder (https://www.aonprd.com/FeatDisplay.aspx?ItemName=Druidic%20Decoder) feat. And since Druidic doesn't have any prerequisites (aside from being otherwise unpickable), you don't need that feat permanently, only until you put a skill point into Linguistics. Once you've learned Druidic, get rid of the feat, for example get it only temporarily via Paragon Surge as a Half-Elf.
Title: Re: Fun Pathfinds
Post by: Nanashi on April 24, 2021, 11:20:11 PM
It's more that you can pick something relatively common in your setting, potentially even Common, rather than have to speak in an outsider language during combat.
Title: Re: Fun Pathfinds
Post by: zook1shoe on April 25, 2021, 02:36:13 PM
be a beatboxer

"Canto is a primitive language found in the Darklands. Communication is achieved though percussive hits on body parts, weapons, or cavern walls, and is designed to travel long distances through echoing tunnels."

....

Want to find out the exact birthday of that lich you just killed?

Just use the Phrenoligy psychic skill unlock.

Quote from: Phrenology skull unlock
"You examine the skulls of intelligent creatures to analyze the subjects’ psychological attributes, since the shape of the brain influences the shape of the skull."
Title: Re: Fun Pathfinds
Post by: zook1shoe on August 16, 2021, 11:51:08 PM
Transmute Golem (https://www.aonprd.com/SpellDisplay.aspx?ItemName=Transmute%20Golem) + Archfamiliar capstone + cheap ass golem (sentient wax golem created for $5k) = army of awesome golems

Quantico Golems (https://www.aonprd.com/MonsterDisplay.aspx?ItemName=Quantium%20Golem) cannot made.... normally
Title: Re: Fun Pathfinds
Post by: Nytemare3701 on August 21, 2021, 12:41:10 PM
be a beatboxer

"Canto is a primitive language found in the Darklands. Communication is achieved though percussive hits on body parts, weapons, or cavern walls, and is designed to travel long distances through echoing tunnels."

....

Want to find out the exact birthday of that lich you just killed?

Just use the Phrenoligy psychic skill unlock.

Quote from: Phrenology skull unlock
"You examine the skulls of intelligent creatures to analyze the subjects’ psychological attributes, since the shape of the brain influences the shape of the skull."

Shitty pseudoscience being treated like fact just to create yet another shitty skill is SO annoying to me, ESPECIALLY when it's shitty pseudoscience that is regularly used as part of the overall justifications for eugenics.
Title: Re: Fun Pathfinds
Post by: Power on August 21, 2021, 08:20:51 PM
Phrenology is a bit silly but when you're dealing with occult investigative skills I'm not really surprised you'll end up with pseudoscience and even more dubious disciplines when measured by real-world standards. Pretty much the entire list of occult skill unlocks tend to be highly dubious disciplines. I don't think anyone is seriously sanctioning phrenology as a real thing just by having it as part of a fantasy game. This is just a make-believe world where this sort of silliness magically works and there's no need to associate eugenics with it in whatever campaign you play. That said, I don't think anyone ever really uses that occult unlock considering you need to physically manipulate your target's skull for a full minute and there tend to be other means of discerning most if not all of that information anyway.
Title: Re: Fun Pathfinds
Post by: zook1shoe on September 01, 2021, 02:24:49 AM
Could a Poleiheira Adherent (https://www.aonprd.com/ArchetypeDisplay.aspx?FixedName=Wizard%20Poleiheira%20Adherent) wizard archetype get access to levels they can't cast?

(click to show/hide)
Title: Re: Fun Pathfinds
Post by: Power on September 01, 2021, 11:35:32 AM
Technically yes but a GM will rule no.
Title: Re: Fun Pathfinds
Post by: Power on September 10, 2021, 07:59:38 AM
So here is a fun item:
Quote
WENDIFISA SPEAR
Price 10,453 gp; Slot none; CL 11th; Weight 3 lbs; Aura moderate necromancy
Source Inner Sea Combat pg. 57

Adorned with bone fetishes, feathers, leaves, and gnarled branches, each of which carries its own significance, this +1 shortspear is often found in the hands of the tribal Mwangi who serve the powerful spirits known as wendifa— the juju oracles. Each wendifisa spear (literally “spear of those who serve the wendifa”) is created alongside a specially crafted onyx gem. If this gem is within 100 feet of the wielder and the wielder’s hit points are reduced below 0, the gem shatters. When the gem shatters, the wielder of the wendifisa spear is immediately slain, and animates 1 round later as a juju zombie (https://www.aonprd.com/MonsterDisplay.aspx?ItemName=Juju%20Zombie) (Pathfinder RPG Bestiary 2 291).

If the gem is held by anyone other than the spear’s wielder when the wielder is slain (and the gem shatters), the creature holding the gem gains 1d8 temporary hit points, a +2 enhancement bonus to Strength, and a +1 bonus to its effective caster level. These bonuses last 1 hour.

After the onyx shatters, the weapon is treated as a +1 shortspear.

CONSTRUCTION REQUIREMENTS
Cost 5,877 gp
Craft Magic Arms and Armor (https://www.aonprd.com/FeatDisplay.aspx?ItemName=Craft%20Magic%20Arms%20and%20Armor), animate dead (https://www.aonprd.com/SpellDisplay.aspx?ItemName=animate%20dead), death knell (https://www.aonprd.com/SpellDisplay.aspx?ItemName=death%20knell), onyx worth at least 1,000 gp, creator must be an evil oracle

The Juju Zombie (https://www.aonprd.com/MonsterDisplay.aspx?ItemName=Juju%20Zombie) template is in general an extremely good one. Of course, you can also just cast Create Undead (https://www.d20pfsrd.com/magic/all-spells/c/create-undead/) (aonprd's list (https://www.aonprd.com/SpellDisplay.aspx?ItemName=Create%20Undead) is out of date, and the ultimate source is Undead Revisited pg. 3) and turn yourself into a juju zombie but you will need to activate it with a Contingency (https://www.aonprd.com/SpellDisplay.aspx?ItemName=Contingency) or something and make sure your Create Undead spell has a caster level higher than your hit dice (so just +1 CL, really, unless you have dead spellcasting levels).
Title: Re: Fun Pathfinds
Post by: zook1shoe on September 11, 2021, 01:07:58 AM
I really like the Undead Revisited book. The whole section on create undead options was really nice.

Similar to that is this...

Quote
En-Nebi, Blade of the Leopard
Aura moderate transmutation CL 9th
Price 10,302 gp; Weight 1 lb.
Crafted in Katapesh some 300 years ago, En-Nebi is a katar some 15 inches in length. An embossed image of a ferocious Katapeshi leopard adorns the weapon’s hilt, while strange shadowy patterns writhe across its damascened blade, even in strong light.

In combat, En-Nebi is treated as a +1 vicious punch dagger. As it strikes, the extra damage from the vicious property manifests as if a great cat’s claws had cruelly raked the victim’s flesh. While this effect can be unnerving, the consequences for the katar’s wielder are even worse: if he confirms a critical hit with the weapon, he must make a DC 15 Fortitude save or contract a form of lycanthropy, becoming a Katapeshi wereleopard lycanthrope.

Easily twice the size of common leopards, Katapeshi leopards are infamous for their savagery. Now extremely rare, these massive creatures once ranged from Nex to Thuvia (same stats as tigers). Treat Katapeshi wereleopard lycanthropes as chaotic evil weretigers (MM 172).
Title: Re: Fun Pathfinds
Post by: Power on February 18, 2022, 09:00:50 AM
So in essence you get the lycanthrope (https://www.aonprd.com/MonsterTemplates.aspx?ItemName=Lycanthrope) template with tiger (https://www.aonprd.com/MonsterDisplay.aspx?ItemName=Tiger) as your base form, effectively a weretiger (https://www.aonprd.com/MonsterDisplay.aspx?ItemName=Weretiger%20(Human%20Form)). Honestly the polymorph effect is a bit silly (apparently lycanthropes don't get rake attacks when turning into tigers....) but the hybrid form is pretty potent. It's still mostly a thing for martials though, since spellcasters can just cast polymorph effects on themselves. It's somewhat useful for martial Clerics/Inquisitors/Warpriests I guess, and Druids pretty much only care about the +2 wis.

Incidentally, you can get the werewolf lycanthropic template by worshiping Jezelda (https://www.aonprd.com/DeityDisplay.aspx?ItemName=Jezelda) and using Demonic Obedience (https://www.aonprd.com/FeatDisplay.aspx?ItemName=Demonic%20Obedience) or Fiendish Obedience (https://www.aonprd.com/FeatDisplay.aspx?ItemName=Fiendish%20Obedience) (maybe with Damned Soldier (https://www.aonprd.com/FeatDisplay.aspx?ItemName=Damned%20Soldier) if you particularly want the Sentinel boons).

Anyway, this item seems rather useful:
Quote
ELECTRO-TEMPORAL BRACER
Price 32,000 gp; Slot wrists; CL 17th; Weight 1 lb; Aura strong transmutation
Source Pathfinder #122: Into the Shattered Continent pg. 74

This rune-carved bracelet is made of thick, bright gold and allows the wearer to manipulate time through electricity magic. As a swift action, the wearer can activate the bracer, creating a nimbus of crackling blue energy that surrounds the hand wearing the electro-temporal bracer for up to 3 minutes each day. This duration need not be continuous, but it must be used in 1-minute increments. While the nimbus is active, spells with the electricity descriptor cast by the wearer have an additional effect, chosen by the wearer as each spell is cast: the spell dazzles all targets of the spell for 1 round, the spell staggers a single target of the spell for 1 round, or the spell provides a single target of the spell the benefits of haste (https://www.aonprd.com/SpellDisplay.aspx?ItemName=Haste) for 1 round. The staggered and haste effects affect only one target selected by the caster as the spell is cast, even if the spell affects multiple targets. There is no saving throw for these additional effects, but a target that avoids the effects of the electricity spell entirely (such as by negating the effect with a successful save, or by having immunity to the spell’s damage) is not subject to the additional effect. (A target of an additional effect that successfully saves against the electricity spell but still takes partial damage is still subject to the additional effect.)

If the wearer takes at least 50 points of electricity damage from a single source (such as a trap or a spell), the wearer immediately benefits from the effects of time stop (https://www.aonprd.com/SpellDisplay.aspx?ItemName=Time%20Stop), and the electro-temporal bracer ceases functioning for 1 month.

CONSTRUCTION REQUIREMENTS
Cost 16,000 gp
Craft Wondrous Item (https://www.aonprd.com/FeatDisplay.aspx?ItemName=Craft%20Wondrous%20Item), haste (https://www.aonprd.com/SpellDisplay.aspx?ItemName=Haste), slow (https://www.aonprd.com/SpellDisplay.aspx?ItemName=Slow), time stop (https://www.aonprd.com/SpellDisplay.aspx?ItemName=Time%20Stop)

So, 1/month time stop for 32k gp, but it can also be activated as a swift action to inflict no save staggered conditions. And while it does consume a swift, it gives the debuff rider to your electricity descriptor spells for a full minute, and you can use a Corset of Delicate Moves (https://www.aonprd.com/MagicWondrousDisplay.aspx?FinalName=Corset%20of%20Delicate%20Moves) to activate it with a move action.
Title: Re: Fun Pathfinds
Post by: Power on March 26, 2022, 03:32:14 AM
Guys, I've found a real campaign-breaker of an item here:
Quote
TROLLSKIN TOURNIQUET
Price 3,850 gp; Slot none; CL 11th; Weight -; Aura moderate conjuration
Source Healer's Handbook pg. 31

This roll of flexible green leather can be easily wrapped around the stump of a severed limb (a finger, toe, hand, foot, arm, leg, tail, or even neck—though the last works only in the case of multi-headed creatures). The body part regrows over a period of 24 hours as long as the trollskin tourniquet is not removed. While a creature wears a trollskin tourniquet, it does not need to remain entirely still. However, if it sustain an amount of hit points of damage equal to or greater than 3 × its Hit Dice, the tourniquet is jostled out of position and must be reset. This also resets the regrowth time period required; the tourniquet must remain on the stump for 24 hours from the time it was reset to regrow the limb.

While a trollskin tourniquet can’t restore a dead creature to life, it can repair a corpse to make it easier to resurrect. This requires at least a partially whole decomposed or skeletonized inanimate corpse, and the tourniquet must be placed around an intact limb, the chest, or some other portion of the corpse. The corpse regenerates over a period of 24 hours as long as the trollskin tourniquet is not removed (if the tourniquet is jostled, the regrowth time resets, as described above with regard to a living creature). At the end of this time, the corpse becomes whole and any missing parts are restored. The deceased creature is treated as having been dead for no more than 1 day for the purposes of resurrection magic. Each trollskin tourniquet is usable once.

CONSTRUCTION REQUIREMENTS
Cost 1,925 gp
Craft Wondrous Item (https://www.aonprd.com/FeatDisplay.aspx?ItemName=Craft%20Wondrous%20Item), regenerate (https://www.aonprd.com/SpellDisplay.aspx?ItemName=Regenerate), restore corpse (https://www.aonprd.com/SpellDisplay.aspx?ItemName=Restore%20Corpse)
:lol :lol :lol :lol
:lol :lmao :lol
:lol :lol :lol :lol

Time to resurrect all those millennia-old dead corpses. And as a bonus you can recreate a whole corpse out of a small fragment too.
Title: Re: Fun Pathfinds
Post by: Nanashi on March 27, 2022, 02:44:26 PM
I think PF's default setting has a hard limit on res time (if their soul has been judged or otherwise sent to its fate) but relying on that to fix a broken item is dumb.

Also seems like a good time to remind people of combining Temporary Resurrection and Breath of Life
Quote
School necromancy; Level sorcerer/wizard 7, witch 7
CASTING
Casting Time 10 minutes
Components V, S, M (diamond dust worth 500 gp)

EFFECT
Range touch
Target dead creature touched
Duration 24 hours

You restore temporary life to a body that has been dead for less than 48 hours. The spell lasts for 24 hours, after which the target dies again. The target gains 1 permanent negative level while under the effect of this spell; this negative level goes away when the target dies or is permanently raised from the dead (such as with raise dead). The target still counts as a dead corpse (but not undead) for the purpose of spells that revive dead creatures, so a cleric can cast raise dead or a similar spell on the target even while this spell is active. Once a creature has been revived with temporary resurrection, this spell cannot be used on it again until it is permanently raised from the dead.

Quote
School conjuration (healing); Level cleric/oracle 5, shaman 5; Domain healing 5; Mystery life 5
CASTING
Casting Time 1 standard action
Components V, S

EFFECT
Range touch
Target creature touched
Duration instantaneous
Saving Throw Will negates (harmless) or Will half, see text; Spell Resistance yes (harmless) or yes, see text

DESCRIPTION
This spell cures 5d8 points of damage + 1 point per caster level (maximum +25).

Unlike other spells that heal damage, breath of life can bring recently slain creatures back to life. If cast upon a creature that has died within 1 round, apply the healing from this spell to the creature. If the healed creature’s hit point total is at a negative amount less than its Constitution score, it comes back to life and stabilizes at its new hit point total. If the creature’s hit point total is at a negative amount equal to or greater than its Constitution score, the creature remains dead. Creatures brought back to life through breath of life gain a temporary negative level that lasts for 1 day. [...]

Not only can you revive tiny fragments of a millennia old corpse, but you can do it cheap
Title: Re: Fun Pathfinds
Post by: Power on March 28, 2022, 11:34:29 AM
I think PF's default setting has a hard limit on res time (if their soul has been judged or otherwise sent to its fate) but relying on that to fix a broken item is dumb.
Actually you can still resurrect souls that have been judged or sent onwards, I think. Pharasma's territory and judgment is basically just a waiting room before souls get sent on to whatever plane they go to upon death afaict, unless you qualify for an exotic fate at Pharasma's hands or become a permanent resident of Pharasma's territory somehow. Unless the soul refuses to be rez'd, has reincarnated somehow, or no longer has its soul in a resurrectible state, I'm pretty sure you can still rez souls that have been judged.

Quote
Also seems like a good time to remind people of combining Temporary Resurrection and Breath of Life. Not only can you revive tiny fragments of a millennia old corpse, but you can do it cheap.
Well, on that note, worshiping Sivanah lets you use Shadow Conjuration spells to mimic Conjuration (healing) spells:
Quote from: Pathfinder Chronicles: Gods & Magic, pg. 47
Sivanah (The Seventh Veil): Sivanah's illusionists may become priests of the church, and their shadow conjuration (https://www.aonprd.com/SpellDisplay.aspx?ItemName=shadow%20conjuration) spells can duplicate conjuration (healing) spells. Veiled witches of Irrisen have been seen in Razmiran, perhaps as envoys from Baba Yaga to the Living God or out of an interest in exchanging magic.

Seems rather good, and you can use a Solid Shadows (https://www.aonprd.com/FeatDisplay.aspx?ItemName=Solid%20Shadows) metamagic to increase the odds of a Shadow Conjuration spell affecting someone dead. If you stack a Crook of Cidhurreen (https://www.aonprd.com/MagicStavesDisplay.aspx?ItemName=Crook%20of%20Cidhureen) on top you can make a Greater Shadow Conjuration a full 130% real (140% real in the shadow plane, or 150% real with a casting of Shadow Invasion (https://www.aonprd.com/SpellDisplay.aspx?ItemName=Shadow%20Invasion)).
Title: Re: Fun Pathfinds
Post by: zook1shoe on March 29, 2022, 12:31:17 AM
Nice finds!

Same books gives Shelyn's bard Eagle Splendor as a 1st level spell
Title: Re: Fun Pathfinds
Post by: Power on March 29, 2022, 04:37:35 AM
Yeah. Archives of Nethys is completely missing these entries, probably because they're all from books before AoN ever existed, let alone when it started keeping track of deity-specific rules. It's also 3.5E Paizo content, but that hasn't stopped AoN from listing content before.
Title: Re: Fun Pathfinds
Post by: Power on April 08, 2022, 06:14:46 AM
Well, time for another entry: the Impundulu (https://www.aonprd.com/MonsterDisplay.aspx?ItemName=Impundulu) familiar, which seems to be a must-have for Witches (just be 7th level and have Improved Familiar (https://www.aonprd.com/FeatDisplay.aspx?ItemName=Improved%20Familiar) to qualify). Cannot be bothered to give the whole familiar description, but will cite the most interesting parts:

Quote
Familiar Service A mortal of 7th level or higher with the Improved Familiar feat can summon an impundulu to serve as her familiar; an impundulu familiar appears as a birdlike imp or quasit, has the normal statistics of an imp (https://www.aonprd.com/MonsterDisplay.aspx?ItemName=Imp) or quasit (https://www.aonprd.com/MonsterDisplay.aspx?ItemName=Quasit), and loses all of its own abilities except its subtypes, alignment, and damage reduction. If its master is slain, the impundulu seizes its former master’s soul, retreats to a hidden place, and consumes the soul, after which it metamorphoses over the next 24 hours into its natural form, regains all of its normal abilities, and becomes free; most aging masters pass on their impundulu familiars to younger family members rather than let the creatures turn on them.

Witchcraft An impundulu serving as a witch’s familiar gives its master additional spells known, just like a witch’s patron. The master must choose from one of the following patron themes (https://www.aonprd.com/WitchPatrons.aspx) when binding the impundulu, and this choice cannot be changed without dismissing and re-summoning the impundulu: Agility, Elements, or Transformation. These patron spells known are in addition to any granted by the witch’s actual patron.

Yep, bonus patron for a Witch, and these patrons (https://www.aonprd.com/WitchPatrons.aspx) are not bad. Transformation is pretty weak (If it'd given Beast Shape IV (https://www.aonprd.com/SpellDisplay.aspx?ItemName=Beast%20Shape%20IV) instead of Form of the Dragon I (https://www.aonprd.com/SpellDisplay.aspx?ItemName=Form%20of%20the%20Dragon%20I), it'd be a lot better), especially for the low levels, and generally outclassed by Agility (unless you want Form of the Dragon, which is not that bad as far as buffs go), but Agility and Endurance (mostly for the MIracle (https://www.aonprd.com/SpellDisplay.aspx?ItemName=MIracle) finisher) both has some real prizes there. Elements does give you a complete set of blasting spells that the Witch normally doesn't have (although you're probably better off just hexing enemies), but you'll probably want metamagic and the like to give the spells more useful riders (or just use Magic Trick (https://www.aonprd.com/FeatDisplay.aspx?ItemName=Magic%20Trick) (Fireball (https://www.aonprd.com/SpellDisplay.aspx?ItemName=Fireball)) for an unusually high damage Fireball). Wall of Ice (https://www.aonprd.com/SpellDisplay.aspx?ItemName=Wall%20of%20Ice) is a handy spell, at least.

Use a Collar of Sacrifice (https://www.aonprd.com/MagicWondrousDisplay.aspx?FinalName=Collar%20of%20Sacrifice) and you should be fine. While a sulking familiar is probably not much use, Witches generally prefer the use of a familiar satchel (https://www.aonprd.com/EquipmentMiscDisplay.aspx?ItemName=familiar%20satchel) rather than risk their living spellbooks in combat anyway (unless they are level 10+ Beast-Bonded (https://www.aonprd.com/ArchetypeDisplay.aspx?FixedName=Witch%20Beast-Bonded) Witches, which do not need to worry about having their soul consumed by the Impundulu anyway, since their soul auto-possesses their familiars when they die, unless they're both dead).

Alternatively, you can Geas (https://www.aonprd.com/SpellDisplay.aspx?ItemName=Geas/Quest) your familiar into not consuming your soul, or use a Clone (https://www.aonprd.com/SpellDisplay.aspx?ItemName=Clone) to preempt the possibility at even higher levels. Whether or not Lesser Geas (https://www.aonprd.com/SpellDisplay.aspx?ItemName=Geas, Lesser) works would require GM adjudication, since the base form of the Impundulu has 14 HD, but the familiar forms it turns into have less than 8 HD. Familiars use their master's level as their HD if it is higher, however, so you would only be able to cast this at level 7 (when you get Lesser Geas) or lower (with a scroll or similar).
Title: Re: Fun Pathfinds
Post by: zook1shoe on April 09, 2022, 02:34:25 AM
that is a really obnoxious layout for the familiar stuff
Title: Re: Fun Pathfinds
Post by: Power on April 09, 2022, 04:51:05 AM
What do you mean?
Title: Re: Fun Pathfinds
Post by: zook1shoe on April 09, 2022, 03:38:50 PM
Usually there's a section at the end of a monster's entry for the familiar info. This one has it in the section for abilities and it's split up into 2 parts.
Title: Re: Fun Pathfinds
Post by: TC X0 Lt 0X on April 25, 2022, 03:45:01 PM
Well, time for another entry: the Impundulu (https://www.aonprd.com/MonsterDisplay.aspx?ItemName=Impundulu) familiar, which seems to be a must-have for Witches (just be 7th level and have Improved Familiar (https://www.aonprd.com/FeatDisplay.aspx?ItemName=Improved%20Familiar) to qualify). Cannot be bothered to give the whole familiar description, but will cite the most interesting parts:

Quote
Familiar Service A mortal of 7th level or higher with the Improved Familiar feat can summon an impundulu to serve as her familiar; an impundulu familiar appears as a birdlike imp or quasit, has the normal statistics of an imp (https://www.aonprd.com/MonsterDisplay.aspx?ItemName=Imp) or quasit (https://www.aonprd.com/MonsterDisplay.aspx?ItemName=Quasit), and loses all of its own abilities except its subtypes, alignment, and damage reduction. If its master is slain, the impundulu seizes its former master’s soul, retreats to a hidden place, and consumes the soul, after which it metamorphoses over the next 24 hours into its natural form, regains all of its normal abilities, and becomes free; most aging masters pass on their impundulu familiars to younger family members rather than let the creatures turn on them.

Witchcraft An impundulu serving as a witch’s familiar gives its master additional spells known, just like a witch’s patron. The master must choose from one of the following patron themes (https://www.aonprd.com/WitchPatrons.aspx) when binding the impundulu, and this choice cannot be changed without dismissing and re-summoning the impundulu: Agility, Elements, or Transformation. These patron spells known are in addition to any granted by the witch’s actual patron.

Yep, bonus patron for a Witch, and these patrons (https://www.aonprd.com/WitchPatrons.aspx) are not bad. Transformation is pretty weak (If it'd given Beast Shape IV (https://www.aonprd.com/SpellDisplay.aspx?ItemName=Beast%20Shape%20IV) instead of Form of the Dragon I (https://www.aonprd.com/SpellDisplay.aspx?ItemName=Form%20of%20the%20Dragon%20I), it'd be a lot better), especially for the low levels, and generally outclassed by Agility (unless you want Form of the Dragon, which is not that bad as far as buffs go), but Agility and Endurance (mostly for the MIracle (https://www.aonprd.com/SpellDisplay.aspx?ItemName=MIracle) finisher) both have some real prizes there.

Use a Collar of Sacrifice (https://www.aonprd.com/MagicWondrousDisplay.aspx?FinalName=Collar%20of%20Sacrifice) and you should be fine. While a sulking familiar is probably not much use, Witches generally prefer the use of a familiar satchel (https://www.aonprd.com/EquipmentMiscDisplay.aspx?ItemName=familiar%20satchel) rather than risk their living spellbooks in combat anyway (unless they are level 10+ Beast-Bonded (https://www.aonprd.com/ArchetypeDisplay.aspx?FixedName=Witch%20Beast-Bonded) Witches, which do not need to worry about having their soul consumed by the Impundulu anyway, since their soul auto-possesses their familiars when they die, unless they're both dead).

Alternatively, you can Geas (https://www.aonprd.com/SpellDisplay.aspx?ItemName=Geas/Quest) your familiar into not consuming your soul, or use a Clone (https://www.aonprd.com/SpellDisplay.aspx?ItemName=Clone) to preempt the possibility at even higher levels. Whether or not Lesser Geas (https://www.aonprd.com/SpellDisplay.aspx?ItemName=Geas, Lesser) works would require GM adjudication, since the base form of the Impundulu has 14 HD, but the familiar forms it turns into have less than 8 HD. Familiars use their master's level as their HD if it is higher, however, so you would only be able to cast this at level 7 (when you get Lesser Geas) or lower (with a scroll or similar).

You misread Witchcraft, it can grant access to Elements, not Endurance.
Title: Re: Fun Pathfinds
Post by: Power on April 30, 2022, 11:02:25 AM
Woops. You're right. Elements is lousy also (unless you're doing caster level or dazing spell cheese, I suppose, but the Sorcerer and even Bloodrager are better for these things), so it's mostly Agility patron then.
Title: Re: Fun Pathfinds
Post by: zook1shoe on May 11, 2022, 10:18:09 AM
An android (https://www.aonprd.com/RacesDisplay.aspx?ItemName=Android) lich isn't affected by a ranger's favored enemy (undead). Only (construct) or (humanoid) works, despite being no longer humanoid due to it's racial ability "constructed".
Title: Re: Fun Pathfinds
Post by: Power on May 12, 2022, 08:27:05 AM
An Android becoming a lich would still be undead. It's no different than a half-elf or half-orc becoming a lich.
Title: Re: Fun Pathfinds
Post by: zook1shoe on May 12, 2022, 01:52:39 PM
Quote
Constructed (Ex): For the purposes of effects targeting creatures by type (such as a ranger’s favored enemy and bane weapons), androids count both as humanoids and as constructs. Androids gain a +4 racial bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects. They are not subject to fatigue or exhaustion, and are immune to disease and sleep effects.
Title: Re: Fun Pathfinds
Post by: Power on May 12, 2022, 06:55:27 PM
There is nothing written in there that they cannot gain other creature types or that they will not count as them if they do. I'm pretty sure the interpretation you are going with will not be one that GMs follow.
Title: Re: Fun Pathfinds
Post by: snakeman830 on May 18, 2022, 03:11:47 AM
Yeah, that seems more to me that Favored Enemy: Humanoid/Construct will continue to apply to them even if they become a lich (at which point, Favored enemy: Undead also works on them).
Title: Re: Fun Pathfinds
Post by: Nanashi on May 25, 2022, 02:34:02 AM
Blade of Three Francies (https://aonprd.com/MagicWeaponsDisplay.aspx?ItemName=Blade%20of%20Three%20Fancies) gives a +4 sacred bonus to perform and you don't even need to hold it!
Title: Re: Fun Pathfinds
Post by: Power on May 25, 2022, 09:33:05 AM
Yeah, that's pretty handy for Bards, especially if they use the Expanded Versatility Advanced Versatile Performance (https://aonprd.com/AdvVersatilePerformances.aspx) and/or Pageant of the Peacock (https://aonprd.com/BardMasterpieces.aspx) to make that one Perform skill count for a lot of other skills. But you can also get a +4 sacred bonus to all Perform and Craft checks just by taking Deific Obedience (https://www.aonprd.com/FeatDisplay.aspx?ItemName=Deific%20Obedience) (Shelyn (https://www.aonprd.com/DeityDisplay.aspx?ItemName=Shelyn)). Of course, the Blade of Three Fancies (https://www.aonprd.com/MagicWeaponsDisplay.aspx?ItemName=Blade%20of%20Three%20Fancies) has the advantage of not using up a precious feat (and an Obedience at that).
Title: Re: Fun Pathfinds
Post by: zook1shoe on May 28, 2022, 10:37:29 AM
How would spellcasting contract (https://www.aonprd.com/SpellDisplay.aspx?ItemName=Spellcasting%20Contract) work as a magic item, like a scroll or in a staff?
Title: Re: Fun Pathfinds
Post by: Power on June 04, 2022, 05:01:51 AM
Seems to be in "ask your DM" territory, but it looks like it wouldn't consume a spell slot as it would if you were to cast it yourself.

Also, it seems I haven't mentioned this spell yet:
Quote
PLANAR INQUIRY
Source Adventurer's Guide pg. 125, Arcane Anthology pg. 14
School conjuration (calling); Level arcanist 3, cleric 3, druid 3, hunter 3, inquisitor 3, oracle 3, shaman 3, sorcerer 3, summoner 3, summoner (unchained) 3, warpriest 3, witch 3, wizard 3
CASTING
Casting Time 10 minutes
Components V, S, M (offerings worth 100 gp per HD of the creature called)
EFFECT
Range close (25 ft. + 5 ft./2 levels)
Effect one called outsider who answers questions
Duration instantaneous; see text
Saving Throw none; Spell Resistance no
DESCRIPTION
Although he was hardly the first to turn to the Outer Planes for answers, Jatembe’s dealings with outsiders in his pursuit of enlightenment are legendary, and the Magaambya credits the Old-Mage with the creation of this spell.

This spell calls a creature from another plane to your precise location, functioning like lesser planar ally (https://www.aonprd.com/SpellDisplay.aspx?ItemName=Planar%20Ally,%20Lesser) except as noted. When you call a creature using planar inquiry, the only task that you can ask of the creature is for it to answer questions or gather information regarding a specific topic (a person, a place, or a thing). After hearing your request, if the creature has an appropriate Knowledge skill, it can attempt a check to provide the information it has. If it lacks such a skill, the called creature leaves for 1d4 hours to gather this information. Upon its return, you roll 1d20 + your caster level, and use the result to determine what information the creature has gathered about the subject (as if using Diplomacy). The called creature stays for up to 10 minutes as it relays this information to you, after which it departs to its home plane. If the creature is attacked or damaged at any time during the spell’s duration, the spell ends and the creature returns to the plane from which you summoned it.

When you cast this spell, you can choose a specific kind of outsider to call, even calling an individual creature by name. The kind of outsider called doesn’t alter the effects of the spell, but when you use planar inquiry to summon a creature with an alignment or elemental subtype, the spell gains that descriptor. You cannot call an outsider whose Hit Dice exceed your caster level (maximum 18 HD) and you cannot use this spell to contact a unique outsider (such as a deity’s herald) or an outsider with mythic ranks.

The fun part here is that you can select what kind of outsider you call. So, for example, you cast Planar Inquiry, ask for a Raelis Azata (https://www.aonprd.com/MonsterDisplay.aspx?ItemName=Raelis), ask a question ("What is your name?"), and then you let it expire and use Planar Ally (https://www.aonprd.com/SpellDisplay.aspx?ItemName=Planar%20Ally) to call the Raelis by name.
Title: Re: Fun Pathfinds
Post by: Tohron on June 04, 2022, 10:29:07 PM
I suppose that you could also use CL-boosting shenanigans to get a bunch of information about the subject.  Not sure how many of those there are in Pathfinder though, and you'd need an additional modifier of 9+ CL for it to be better than just using the skill.
Title: Re: Fun Pathfinds
Post by: Power on June 05, 2022, 08:56:44 AM
Really if you're just using it for access to the outsider's knowledge, you can at least try to summon an outsider with a very high knowledge modifier (high int, Skill Focus (https://www.aonprd.com/FeatDisplay.aspx?ItemName=Skill%20Focus), racial bonuses...). Not sure what standout options are there though.

However, if we interpret this spell a little less restrictively, we might be able to get the outsider we summon to use spells or abilities to help us answer our questions (such as anything that raises a knowledge skill, or perhaps even any spell that obtains information), and ask questions beyond what can be answered by a knowledge skill, such as where we might be able to find a person we are looking for, and have them cast divinations for us. In that case this spell is actually a pretty good catch-all information gathering spell, worth the component cost. The restrained take on this is that the outsider may do so of its own volition, but is under no obligation to go that far to answer your question. The less restrictive interpretation is that since we treat it like Lesser Planar Ally (https://www.aonprd.com/SpellDisplay.aspx?ItemName=Planar%20Ally%2C%20Lesser) (and indeed the price for services of that duration is the exact same) then if we ask for it to answer questions or gather information, it should perform that task according to its task and our request, rather than only rolling Knowledge or Diplomacy.

But there are other tricks that are possible with Planar Inquiry as well. If you call an outsider with Planar Inquiry, you can use your questions to pass information to the outsider, which the outsider might then pass on to a superior upon returning to its home plane. If you're doing a campaign where there is a deity with a vested interest in your mission, this can be leveraged for interesting consequences by utilizing an appropriate outsider as a messenger. Another stunt would be to call an outsider with a Plane Shift (https://www.aonprd.com/SpellDisplay.aspx?ItemName=Plane%20Shift) spell-like ability and inquire about its willingness to aid you on your quest, basically working out a deal manually and then letting the spell expire, after which the outsider can Plane Shift itself to you. In addition, if it has a Teleport (https://www.aonprd.com/SpellDisplay.aspx?ItemName=Teleport) spell-like ability, it can study the current location to teleport towards it afterwards.
Title: Re: Fun Pathfinds
Post by: Theaitetos on June 15, 2022, 05:45:21 PM
Maxing your Oracle's hitpoints:
Title: Re: Fun Pathfinds
Post by: TiaC on June 16, 2022, 03:17:24 AM
Take Abundant Revelations to get a second use of Flash of Insight so you can always get an 8 with Lucky Number.
Title: Re: Fun Pathfinds
Post by: Power on June 18, 2022, 05:25:28 AM
There's also the Untold Wonder (https://www.aonprd.com/SpellDisplay.aspx?ItemName=Untold%20Wonder) spell to increase morale bonuses you receive by 1, the Rousing Courage (https://www.aonprd.com/TraitDisplay.aspx?ItemName=Rousing%20Courage) religion trait to 1/day increase a morale bonus by 1, the Fascinated by the Mundane (https://www.aonprd.com/FeatDisplay.aspx?ItemName=Fascinated%20by%20the%20Mundane) story feat to increase all morale bonuses you receive by 1, the Extreme Mood Swings (https://www.aonprd.com/FeatDisplay.aspx?ItemName=Extreme%20Mood%20Swings) feat to increase morale bonuses by 2 (but only if you use their drinking rules to obtain the Soused condition), the Fate's Favored (https://www.aonprd.com/TraitDisplay.aspx?ItemName=Fate%27s%20Favored) faith trait to increase all your luck bonuses by 1 and Deific Obedience (https://www.aonprd.com/FeatDisplay.aspx?ItemName=Deific%20Obedience) (Chaldira (https://www.aonprd.com/DeityDisplay.aspx?ItemName=Chaldira)) for the 2nd Exalted or Sentinel boon (get both if you grab both prestige classes). This will let you inflate the roll much higher.

Of course, this is all TO since it's unlikely your GM will let you use that stuff to boost HD rolls.
Title: Re: Fun Pathfinds
Post by: Power on June 20, 2022, 08:37:42 PM
Check out Ultimate Equipment pg 388-390 for Appendix 2: Gems and Jewelry.

What were they smoking when they wrote this? Its super convoluted, and has some weird chart stuff.

- When making simple jewelry w a tier 1 gem increases the value by ×5 (same w tier 3 and 5)
- Making simple jewelry w a tier 2 gem increases the value by only ×2 (same w tier 2, 4, and 6)
- But making ornate jewelry from any tier is a ×10 increase.
Why would you ever make simple jewelry w the even tiers?

- Working unworked gems doubles their value for a 50% profit, using simple rules.
- Making jewelry uses the Craft rules, costing 1/3 for the raw materials. But as w gems, they sell at full value, this is written in the early part of that Appendix. Which gives you a whopping 66% profit. Thats unless you have to also buy the jewelry or gem separately, very confusing.
- Other forms of mundane crafting is only a 16% and magical is a 0%, without tricks.
That's a random nerf out of nowhere. Well, it's pretty fun to Limited Wish (https://www.aonprd.com/SpellDisplay.aspx?ItemName=Limited%20Wish) for a Fabricate (https://www.aonprd.com/SpellDisplay.aspx?ItemName=Fabricate) with 1000 gp's worth of raw diamond as the material component generating 3k worth of diamond according to PF Core (2k according to Ultimate Equipment). Just balanced Pathfinder things. Presumably you can get the full 3k because that's how the Craft rules work and Fabricate can meld smaller, rough, cracked diamonds into pristine large ones with perfect cuts unlike a normal jeweler's work. Hell, with Fabricate you can probably turn graphite into diamonds, since they are both made of the same material (pure carbon), just in different structures. (Strictly speaking, you can just squeeze graphite into becoming diamond, but that requires a truly massive amount of pressure.)
Title: Re: Fun Pathfinds
Post by: Power on June 23, 2022, 12:00:02 PM
Here's a fun feat:
Quote
STONY RAMPART (COMBAT, CONDUIT)
Source Planar Adventures pg. 32
Stone rises up at your command, offering cover to allies.

Prerequisites: Knowledge (planes) 3 ranks.

Benefit: As a standard action, you can call forth a low wall of unworked stone along any side of a square within 30 feet. This wall is 5 feet long, 3 feet high, 2 inches thick, and acts as a low obstacle, except that it provides only partial cover. A single 5-foot section of stone created by this feat has hardness 8 and 30 hp. You can only have one such wall in existence at a time for every 5 ranks in Knowledge (planes) you have (minimum 1); walls last for a number of rounds equal to your ranks in Knowledge (planes) before crumbling to dust. If you have 10 or more ranks in Knowledge (planes), you can create multiple walls as a single standard action by expending an equivalent number of uses of this ability.

You can use this feat’s benefit a number of times per day equal to your ranks in Knowledge (planes).
So, these walls are somewhat fragile (abnormally durable for its dimensions, but fragile on the whole), but they have interesting ramifications. First, it's a 3 foot high wall. Frankly, a wall of that height should give full cover by default, according to the low obstacle rules, but whatever. Special exception strikes and people can magically shoot you better from above this wall. But, if you are small size, this should count as cover anyway, because now most of your body is under that wall. Second, if you decide to drop prone (a free action), these walls give you total cover (and being prone is +4 AC vs ranged and -4 AC vs melee) and that is Very Fun (until they destroy or sidestep your wall, anyway). Third, they're terrain obstacles, so unless people can make their Acrobatics checks to jump over it (which is harder without a running start) or have a climb/burrow/earthglide speed, you can do some useful stunts to box in enemies so they can't maneuver well (they can still 5-foot step through obstacles, though).
Title: Re: Fun Pathfinds
Post by: zook1shoe on July 12, 2022, 02:40:07 AM
since Major Image (https://aonprd.com/SpellDisplay.aspx?ItemName=Major%20Image) has thermal effects.... could you burn/freeze the shit out of people who fail their save?

could you engulf them in an illusory blob of lava or sphere of boiling water and have those burning them for 20d6 (failed disbelief obviously)

the Sun is even hotter.... could you Major Image someone's molecules into nothing?

Quote from: Distant Worlds
The sun should be avoided by all but the most powerful
adventurers. In the face of the star’s nuclear fires, spells such
as resist energy, protection from energy, and planetary adaptation
are useless—only complete immunity to fire allows a
creature to survive the immense heat. Any
creatures or items not immune to fire are instantly and
utterly consumed down to the molecular level—only spells
such as wish or true resurrection can bring back such victims.
Title: Re: Fun Pathfinds
Post by: ketaro on July 12, 2022, 05:13:39 AM
Still can't do real damage though  :tongue
Title: Re: Fun Pathfinds
Post by: Power on July 12, 2022, 06:55:04 AM
That's an AD&D system shock save, iirc, but in PF you can't use the spell to inflict damage, not unless you use the Shadow Gambit (https://www.aonprd.com/FeatDisplay.aspx?ItemName=Shadow%20Gambit) feat, which is awful.
Title: Re: Fun Pathfinds
Post by: zook1shoe on July 12, 2022, 11:29:03 AM
damn

they would feel the oppressive heat, but take no damage?
Title: Re: Fun Pathfinds
Post by: Power on July 14, 2022, 06:11:56 AM
Correct. You might be able to talk your GM into letting you force people to roll environment saves for heat dangers (https://legacy.aonprd.com/coreRulebook/environment.html#heat-dangers) or cold dangers (https://legacy.aonprd.com/coreRulebook/environment.html#cold-dangers) if they fail to disbelieve, I guess, but the thermal effects are also an illusion, so a GM could easily say no. Turns out the rules indicate you can't do that either.
Title: Re: Fun Pathfinds
Post by: Maelphaxerazz on July 14, 2022, 12:00:52 PM
they would feel the oppressive heat, but take no damage?

Only for a fraction of a second. The lack of pain from the lack of damage would be incontrovertible proof that the illusion is false, and thus the target would automatically Disbelieve the illusion.

Quote from: Da Rules
Because figments and glamers are unreal, they cannot produce real effects the way that other types of illusions can. Figments and glamers cannot cause damage to objects or creatures, support weight, provide nutrition, or provide protection from the elements. Consequently, these spells are useful for confounding foes, but useless for attacking them directly.

{ . . . }

Creatures encountering an illusion usually do not receive saving throws to recognize it as illusory until they study it carefully or interact with it in some fashion.

A successful saving throw against an illusion reveals it to be false, but a figment or phantasm remains as a translucent outline.

A failed saving throw indicates that a character fails to notice something is amiss. A character faced with proof that an illusion isn’t real needs no saving throw. If any viewer successfully disbelieves an illusion and communicates this fact to others, each such viewer gains a saving throw with a +4 bonus.
Title: Re: Fun Pathfinds
Post by: Power on July 15, 2022, 11:18:42 AM
Right, if they cannot provide protection from the elements (ie. heat and cold, as well as other weather phenomena) then they cannot affect people as the elements would either, so no heat/cold hazards from major image.
Title: Re: Fun Pathfinds
Post by: zook1shoe on July 29, 2022, 01:31:24 AM
Portable Pit (https://www.aonprd.com/MagicWondrousDisplay.aspx?FinalName=Portable%20PitBlunt%20pit) doesn't spit out creatures if you command it to close. sucks for baddies stuck inside if you use the Acid or Hungry Pit

Quote
Creatures that trigger this effect and those adjacent to the portable pit when it transforms must succeed a DC 20 Reflex save or fall into the pit, taking damage and suffering additional effects (see below). The extradimensional pit persists for 1 minute before collapsing (harmlessly expelling any trapped creatures into an adjacent space) and becoming inert for 24 hours. If the command word is spoken a second time, a portable pit transforms back into cloth and can be picked up, moved, or stored.

it also does not spit out items either way, and could be a poor man's Portable Hole (10ft x 10ft x 20ft)
Title: Re: Fun Pathfinds
Post by: Power on August 07, 2022, 11:44:09 AM
Technically yes, but I reckon most GMs wouldn't accept that as RAI and would just have it spit out all contents when you command it to close.

Incidentally, about the Stony Rampart feat above, I may as well mention that it's possible to stack two or more consecutive layers of walls so they have to shoot through all of them, and that the Open Conduit (https://www.aonprd.com/FeatDisplay.aspx?ItemName=Open%20Conduit) feat will give you an extra 5 uses/day.
Title: Re: Fun Pathfinds
Post by: Kethrian on August 08, 2022, 03:30:37 PM
Even if the pit does not spit things out when you command it to close, it will still expel all contents 1 minute after triggered regardless.
Title: Re: Fun Pathfinds
Post by: nijineko on December 24, 2022, 10:40:12 AM

Quote from: Distant Worlds
The sun should be avoided by all but the most powerful
adventurers. In the face of the star’s nuclear fires, spells such
as resist energy, protection from energy, and planetary adaptation
are useless—only complete immunity to fire allows a
creature to survive the immense heat. Any
creatures or items not immune to fire are instantly and
utterly consumed down to the molecular level—only spells
such as wish or true resurrection can bring back such victims.

Not to mention the radiation, and lack of breathable atmosphere, plus surface turbulence.
Title: Re: Fun Pathfinds
Post by: Power on January 01, 2023, 03:09:01 PM
Weapon Trick (https://www.aonprd.com/FeatDisplay.aspx?ItemName=Weapon%20Trick) (Two-Weapon Tricks) from the Martial Arts Handbook (pages 9 and 14) has an unusual ability here worth noting:
Quote
Weapon Juggle (Two-Weapon Fighting (https://www.aonprd.com/FeatDisplay.aspx?ItemName=Two-Weapon%20Fighting)): You can draw a weapon even while wielding two weapons. Doing so takes the same type of action as drawing that weapon normally would. As part of the action to draw the weapon, you must sheathe one of the two weapons you were wielding.
So with a Quick Draw (https://www.aonprd.com/FeatDisplay.aspx?ItemName=Quick%20Draw) feat or similar, we can store weapons as free actions. Stranger still, we can store weapons as "not an action" by drawing Shurikens (https://www.aonprd.com/EquipmentWeaponsDisplay.aspx?ItemName=Shuriken%20(5)) which are drawn as ammunition. According to a Pathfinder FAQ (https://paizo.com/paizo/faq/v5748nruor1g1#v5748eaic9oku), you can draw ammunition as a free action with Snap Shot (https://www.aonprd.com/FeatDisplay.aspx?ItemName=Snap%20Shot) to make AoOs, which would also let you sheathe a weapon outside your turn as a free action.
Title: Re: Fun Pathfinds
Post by: Power on January 04, 2023, 02:32:54 AM
Another perk that comes to mind is using the weapon juggle with Ten-Ring Swords (https://www.aonprd.com/MagicWeaponsDisplay.aspx?ItemName=Ten-Ring%20Sword) so that you can benefit from more magic rings by swapping them as free actions. And if you add Glove of Storing (https://www.aonprd.com/MagicWondrousDisplay.aspx?FinalName=Glove%20of%20Storing) to this you can also make a hand free as a free action without dropping anything.
Title: Re: Fun Pathfinds
Post by: zook1shoe on January 12, 2023, 10:15:55 PM
Shared Stash (https://www.aonprd.com/FeatDisplay.aspx?ItemName=Shared%20Stash) now you can draw your buddy's gear as a free action
Sly Draw (https://www.aonprd.com/FeatDisplay.aspx?ItemName=Sly%20Draw) multiple free feints/round
Always Threatening (https://www.aonprd.com/TraitDisplay.aspx?ItemName=Always%20Threatening) lets you draw concealed light weapons quickly
Mythic Quick Draw (https://www.aonprd.com/FeatDisplay.aspx?ItemName=Quick%20Draw) lets you Quick Draw non-weapon items

.

Ready for Anything (https://www.aonprd.com/FeatDisplay.aspx?ItemName=Ready%20for%20Anything) could you just talk as a free action and no longer be flat-footed?
Title: Re: Fun Pathfinds
Post by: Power on January 13, 2023, 10:03:57 PM
Shared Stash (https://www.aonprd.com/FeatDisplay.aspx?ItemName=Shared%20Stash) is extremely dubious. You need to be sharing a square with an ally for that to work and if your ally is sharing a square with you I'd probably let you take items out of their pack without any teamwork feat. Really, the "retrieve a stored item" action (https://legacy.aonprd.com/coreRulebook/combat.html#manipulate-an-item) never specifies that it needs to be your own storage and neither does the Quick Draw (https://www.aonprd.com/FeatDisplay.aspx?ItemName=Quick%20Draw) feat, so if you're drawing items from the storage of a friendly PC sharing the same square as you, I'd probably let you just do it without any ridiculous teamwork feat. This is starting to look like the Strike Back (https://www.aonprd.com/FeatDisplay.aspx?ItemName=Strike%20Back) or Cleave Through (https://www.aonprd.com/FeatDisplay.aspx?ItemName=Cleave%20Through) feats which allow you to do stuff that sensibly you should be allowed to do anyway. Probably belongs in the bad PF feats/etc. thread.

Sly Draw is handy. Always Threatening seems largely pointless, as any weapon you are drawing out of a bag of holding is effectively already concealed. Mythic Quick Draw is a ridiculous way to reobtain the ability to draw anything like 3.5's Quick Draw feat. But on that note the Underground Chemist (https://www.aonprd.com/ArchetypeDisplay.aspx?FixedName=Rogue%20Underground%20Chemist) rogue can also quick draw alchemical weapons without needing a casting of the Quick Throwing (https://www.aonprd.com/SpellDisplay.aspx?ItemName=Quick%20Throwing) spell. Really, Jason Bulmahn's moronic Quick Draw nerf in PF core only served to make alchemical weapons largely trash, but that was pretty much his intention, Paizo being Paizo and all that.
Title: Re: Fun Pathfinds
Post by: Power on July 02, 2023, 09:12:46 AM
Got another wild item.
Quote
PRAENOMEN
Price 64,200 gp; Slot chest; CL 11th; Weight 4 lbs; Aura strong abjuration and enchantment
Source Lost Treasures pg. 48

The Praenomen is a two-part amulet, comprising an oval plate that covers the wearer’s chest and a counterweight that hangs down the wearer’s back, joined by chains. The front plate is inscribed with the cartouche of the pharaoh who is the Praenomen’s master; the counterweight is shaped like a cobra to honor Wadjet, protector of Osirion and Osirion’s pharaohs. The Praenomen was traditionally worn by a pharaoh’s royal envoy to signify that the envoy acted in the pharaoh’s name and was under her protection. It grants its benefits only to loyal subjects of its master—the pharaoh whose cartouche is inscribed upon it.

The Praenomen grants its wearer a +4 bonus on Diplomacy and Intimidate checks. Once per day, the wearer can impose a geas on another creature, compelling the target to undertake a mission for the Praenomen’s master. The Praenomen also shields its wearer and other faithful subjects of the pharaoh from the pharaoh’s enemies. Its wearer gains a +2 deflection bonus to Armor Class, and three times per day, the wearer can activate the Praenomen to grant the benefits of heroism (https://www.aonprd.com/SpellDisplay.aspx?ItemName=Heroism) to all loyal subjects of its master within 30 feet.

The Praenomen can be rededicated to a new master by replacing the front plate and engraving the name of its new master on the cartouche, requiring a successful DC 21 Craft (jewelry) check.

CONSTRUCTION REQUIREMENTS
Cost 32,100 gp
Craft Wondrous Item (https://www.aonprd.com/FeatDisplay.aspx?ItemName=Craft%20Wondrous%20Item), eagle's splendor (https://www.aonprd.com/SpellDisplay.aspx?ItemName=Eagle%27s%20Splendor), geas/quest (https://www.aonprd.com/SpellDisplay.aspx?ItemName=Geas/Quest), heroism (https://www.aonprd.com/SpellDisplay.aspx?ItemName=Heroism), shield of faith (https://www.aonprd.com/SpellDisplay.aspx?ItemName=Shield%20of%20Faith)

The important part is that this defaults to a command word item, so it provides a 1/day standard action Geas.
Title: Re: Fun Pathfinds
Post by: ketaro on July 06, 2023, 01:48:39 AM
Is it wild because the crafting cost in gold is like 2% the market price? Cause that's wild.
Title: Re: Fun Pathfinds
Post by: zook1shoe on July 06, 2023, 11:49:45 AM
that's the jackpot of magic crafting for bonus $
Title: Re: Fun Pathfinds
Post by: Power on July 07, 2023, 10:10:27 PM
Is it wild because the crafting cost in gold is like 2% the market price? Cause that's wild.
No, that was just me fucking up. I reuse old posts for these kinds of quotes so I don't have to format it from scratch. The official crafting price is half the market value. Fixed it.
Title: Re: Fun Pathfinds
Post by: zook1shoe on July 08, 2023, 01:26:29 AM
oops
Title: Re: Fun Pathfinds
Post by: zook1shoe on July 24, 2023, 12:43:46 PM
The 3pp Transmutation bloodline (https://www.d20pfsrd.com/classes/core-classes/sorcerer/bloodlines/bloodlines-from-3rd-party-publishers/knotty-works-bloodlines/transmutation-arcane-tradition/) could get out of hand at higher levels, casting multiple overlapping Eagle's Splendors, each getting higher and higher.