Min/Max Boards

Gaming Discussion => D&D 3.5 and Pathfinder => Min/Max 3.x => Topic started by: Prime32 on December 20, 2011, 08:47:15 AM

Title: Interesting stuff in Pathfinder
Post by: Prime32 on December 20, 2011, 08:47:15 AM
Reviving the old thread (http://brilliantgameologists.com/boards/index.php?topic=11886).

Just stumbled across the Enforcer (http://www.d20pfsrd.com/feats/combat-feats/enforcer-combat) feat, which I'd somehow missed until now. When you attack someone you can Intimidate them as a free action and it lasts a number of rounds equal to the damage dealt(!) Plus, if you're optimising crits in any way there's a 30% chance of frightening for 1 round as well, or you could combine it with a Thug Rogue (http://www.d20pfsrd.com/classes/core-classes/rogue/archetypes/paizo---rogue-archetypes/thug) dip. Combine with this trait (http://www.d20pfsrd.com/traits/faith-traits/unnatural-presence-old-cults) or antipaladin's Aura of Cowardice so you can affect more creatures.
Screw you, Cornugon Smash (http://www.d20pfsrd.com/feats/combat-feats/cornugon-smash-combat).

Also: rogue archetype which ignores DR/hardness (http://www.d20pfsrd.com/classes/core-classes/rogue/archetypes/paizo---rogue-archetypes/scroll-scoundrel).
Title: Re: Interesting stuff in Pathfinder
Post by: StreamOfTheSky on December 20, 2011, 11:21:46 AM
Yeah, Enforcer is great.  You need to be doing nonlethal, though.  It works well with the Blade of Mercy (http://www.d20pfsrd.com/traits/religion-traits/blade-of-mercy-goddess-of-dawn) trait.  If you're doing bludgeoning the trait won't help and you'll need Bludgeoner feat.  But you were probably going that route anyway for Sap Adept /  Sap Master.  It's very feat heavy, but I like a Thug Rogue build with enforcer, bludgeoner, the sap adept/master feats, and Shatter Defenses.  Possibly with an Unarmed Fighter dip to fight unarmed and get Knockout Artist as well.

Unfortunately, I think overall Cornugon Smash is just plain better for anyone who was going to get power attack, even with all the twinking.
Title: Re: Interesting stuff in Pathfinder
Post by: Prime32 on December 24, 2011, 11:12:52 AM
http://www.d20pfsrd.com/magic/all-spells/p/parasitic-soul

Oooh...
Title: Re: Interesting stuff in Pathfinder
Post by: Curious on January 09, 2012, 07:21:52 AM
So, here's an interesting combo.  The http://www.d20pfsrd.com/classes/core-classes/rogue/archetypes/paizo---rogue-archetypes/rake (http://www.d20pfsrd.com/classes/core-classes/rogue/archetypes/paizo---rogue-archetypes/rake) Rogue archetype allows you to make intimidate checks as a free action if you sacrifice one sneak attack dice.  The http://www.d20pfsrd.com/classes/core-classes/rogue/archetypes/paizo---rogue-archetypes/scout (http://www.d20pfsrd.com/classes/core-classes/rogue/archetypes/paizo---rogue-archetypes/scout) archetype allows you to get a single sneak attack off if you move more than 10 feet in a round.  This is where it gets interesting; http://www.d20pfsrd.com/feats/combat-feats/shatter-defenses-combat---final (http://www.d20pfsrd.com/feats/combat-feats/shatter-defenses-combat---final) lets you attack a shaken enemy as if they were flat-footed.  So, combined with some method of free movement, such as http://www.d20pfsrd.com/magic/words-of-power/effect-words/accelerate (http://www.d20pfsrd.com/magic/words-of-power/effect-words/accelerate) or hustle, you can move and full-sneak-attack, as well as intimidate your enemy.  Not bad.
Title: Re: Interesting stuff in Pathfinder
Post by: akalsaris on January 17, 2012, 10:59:52 PM
You could also add in the Bandit archetype on top of thug or rake, since it trades different things. That would grant:

Ambush (Ex)
At 4th level, a bandit becomes fully practiced in the art of ambushing. When she acts in the surprise round, she can take a move action, standard action, and swift action during the surprise round, not just a move or standard action.
This ability replaces uncanny dodge.

Fearsome Strike (Ex)
At 8th level, a bandit can terrify an opponent with a single hit. A number of times per day equal to her Charisma modifier (minimum 1), when a bandit confirms a critical hit and deals sneak attack damage to an opponent, she can choose to make the opponent frightened for a number of rounds equal to her Charisma modifier (minimum 1). She cannot use this ability in conjunction with a critical feat.
This ability replaces uncanny dodge*.

It's kind of overkill, but a rogue 8 could trigger 3 demoralize attempts and a free frighten effect on a single attack by using Rake, Enforcer, Cornugon Smash, and getting a crit with Fearsome Strike. (with a bludgeoning nonlethal attack).
Title: Re: Interesting stuff in Pathfinder
Post by: Prime32 on February 09, 2012, 09:10:28 PM
Kitsune (http://www.d20pfsrd.com/races/races-of-the-dragon-empires/kitsune) can take two feats to gain what's effectively an (Ex) lion's charge 1/2 rounds.
Title: Re: Interesting stuff in Pathfinder
Post by: StreamOfTheSky on February 10, 2012, 03:20:09 AM
The benefit of Thicket of Blades stance finally can be had in a PF game!  From Ultimate Combat:

Pin Down (Combat)

You easily block enemy escapes.

Prerequisites: Combat Reflexes, fighter level 11th.

Benefit: Whenever an opponent you threaten takes a 5-foot step or uses the withdraw action, that opponent provokes an attack of opportunity from you. If the attack hits, you deal no damage, but the targeted creature is prevented from making the move action that granted a 5-foot step or the withdraw action and does not move.


The Fighter level requirement is pretty hefty, but at least acquiring it is otherwise pain free.  I like to see powerful high level feats that don't require massive trees to obtain.   :tup

EDIT: That's supposed to be a thumbs up.  Why's this forum gotta be so negative?  There's a thumbs down emoticon, but no thumbs up.  Boo!  :tdown
Title: Re: Interesting stuff in Pathfinder
Post by: Prime32 on February 10, 2012, 08:08:26 AM
EDIT: That's supposed to be a thumbs up.  Why's this forum gotta be so negative?  There's a thumbs down emoticon, but no thumbs up.  Boo!  :tdown
:thumb
Title: Re: Interesting stuff in Pathfinder
Post by: StreamOfTheSky on February 10, 2012, 03:47:59 PM
Was that there all along, or did you add it in?  I swear I didn't see that before today, heh heh.
Title: Re: Interesting stuff in Pathfinder
Post by: Nanshork on April 23, 2012, 02:34:36 PM
They're starting to add things from the other Dreamscarred Press books.  I'm excited (even though I already own them)!
Title: Re: Interesting stuff in Pathfinder
Post by: akalsaris on April 23, 2012, 08:00:17 PM
A few cool PF threads I've saved...
(These are varying degrees of optimization, explanation, usefulness, and niftiness)


The Sylvan Sorcerer and Redemption of Polymorph (http://www.giantitp.com/forums/showthread.php?t=233648)

Archetype Combos: Doing all the work b/c reading charts is bloody annoying (http://www.giantitp.com/forums/showthread.php?t=229326)

A Guide to Touch Spells, Spellstrike, and Spell Combat (http://paizo.com/forums/dmtz57vn?A-Guide-to-Touch-Spells-Spellstrike-and-Spell)

Pathfinder: Dipping for Fun and Profit (mostly Profit) (http://www.giantitp.com/forums/showthread.php?p=12613038#post12613038)

Mental Medicine: a Vitalist Handbook (http://www.giantitp.com/forums/showthread.php?t=222365)

Title: Re: Interesting stuff in Pathfinder
Post by: StreamOfTheSky on May 21, 2012, 09:22:15 PM
This feat is really cool, looking forward to using it a bunch w/ my goblin vivvisectionist beastmorph alchemist.

http://www.d20pfsrd.com/feats/combat-feats/roll-with-it-combat-goblin

Negate all the damage from a hit w/ acrobatics check and move away from the foe before he can finish his full attack.  Once I get wings at 6, I'll use it to propel myself airborne.  Once I hit level 10, I'll laugh at the staggered condition and pounce back into melee w/ a full attack on a partial charge.
Title: Re: Interesting stuff in Pathfinder
Post by: veekie on May 22, 2012, 12:36:47 AM
Goblin punt?
Title: Re: Interesting stuff in Pathfinder
Post by: Fadier on May 22, 2012, 04:30:59 AM
This feat is really cool, looking forward to using it a bunch w/ my goblin vivvisectionist beastmorph alchemist.

http://www.d20pfsrd.com/feats/combat-feats/roll-with-it-combat-goblin

Negate all the damage from a hit w/ acrobatics check and move away from the foe before he can finish his full attack.  Once I get wings at 6, I'll use it to propel myself airborne.  Once I hit level 10, I'll laugh at the staggered condition and pounce back into melee w/ a full attack on a partial charge.

I had the same idea when I saw that feat, but was not aware of the Beastmorph class feature. Seems like a good combo. You can pull this off with a Human aswell with Racial Heritage (http://www.d20pfsrd.com/feats/general-feats/racial-heritage)
Title: Re: Interesting stuff in Pathfinder
Post by: StreamOfTheSky on June 03, 2012, 06:40:31 PM
PF buffed Animated Dead!  I shouldn't be surprised still by the caster love and yet it still amazes me.  Someone mentioned about using animate dead on the tarrasque, and i was all about to say how you can't, then I check to be sure PF didn't FUBAR anything and...this is why I check.

Skeletons are still limited to 20 HD or less.  But ZOMBIES (http://www.d20pfsrd.com/bestiary/monster-listings/templates/zombie) have no mention at all anymore of a HD cap!  So yeah, enjoy your pet zombie Tarrasque, I guess.
Title: Re: Interesting stuff in Pathfinder
Post by: awaken_D_M_golem on June 04, 2012, 08:14:13 PM
Found a better reference for the 1
goodie I bring up every now and then.


McPoyo:
Quote from: awaken DM golem on October 27, 2010, 06:44:49 PM

I recall a PF boost, that lets Sorcs trade Skill Points for spells.
Really.
Sorc 1 with Versatile stuff / Rogue maybe Feat Rogue 2 with lots of Int.
trade a whole bunch of those skill points

**
spells known, to a limit of one level lower than your maximum. It's a favored class choice in the APG for humans. If sorc is your favored class, you can gain an extra spell known instead of an extra skill point or hit point.



 :??? ... idk these days (shrug).
Title: Re: Interesting stuff in Pathfinder
Post by: StreamOfTheSky on June 06, 2012, 10:42:27 AM
Oracles and Bards also have that option, though of course it's less amazing on them (still worth it).  I think Summoner is actually the only spont. caster that doesn't have that option as a human.
Title: Re: Interesting stuff in Pathfinder
Post by: StreamOfTheSky on June 10, 2012, 10:56:27 PM
Holy crap!

Check out the PF Roper (http://www.d20pfsrd.com/bestiary/monster-listings/aberrations/roper) versus the 3E Roper (http://www.d20srd.org/srd/monsters/roper.htm)!  And they're the same CR!
Title: Re: Interesting stuff in Pathfinder
Post by: veekie on June 11, 2012, 12:46:16 PM
Holy crap!

Check out the PF Roper (http://www.d20pfsrd.com/bestiary/monster-listings/aberrations/roper) versus the 3E Roper (http://www.d20srd.org/srd/monsters/roper.htm)!  And they're the same CR!
Hmm? It doesn't SEEM so bad, in that I think my PF group would crush it like a bug.
Title: Re: Interesting stuff in Pathfinder
Post by: StreamOfTheSky on June 11, 2012, 05:16:10 PM
Well, the differences are just a lot...

HP: 162 vs. 85 (and 12 HD vs. 10)
AC: 27 vs. 24
Phyiscal abilities: 34/13/29 vs. 19/13/17 (mentals the same)
Saves: 13/5/13 vs. 10/8/8
SR: 27 vs. 30 (oh, what a coincidence, look at where it got weaker!  Stay classy, PF!)
Strand DC: 25 vs. 18
Bite attack: +20 for 4d8+18 damage vs. +13 for 2d6+6 damage

Maybe it's still easy to squash at 12.  It just...seems a lot stronger.  And if it catches you by surprise in a tight quarters (Stealth +26 in the only kind of terrain the DM's actually going to place them in), 6 95% hit rate strands with a respectfully difficult DC 25 seems like a near sure thing to incapacitate someone if it focus fires.
Title: Re: Interesting stuff in Pathfinder
Post by: Halinn on June 13, 2012, 04:54:35 PM
Emergency Force Sphere (http://www.d20pfsrd.com/magic/all-spells/e/emergency-force-sphere)
A 5-foot radius half-sphere of force as an immediate action. That seems quite handy for avoiding any attacks.
Title: Re: Interesting stuff in Pathfinder
Post by: StreamOfTheSky on June 13, 2012, 05:05:26 PM
And here I was thinking, "Well, as broken as PF is, at least they don't have shit like Wings of Cover yet."

Color me mistaken!
Title: Re: Interesting stuff in Pathfinder
Post by: veekie on June 14, 2012, 12:25:09 AM
Well it does have hit points, and is therefore breakable...though Hardness 20 puts paid to conventional means of breaking it.
Title: Re: Interesting stuff in Pathfinder
Post by: StreamOfTheSky on June 14, 2012, 01:31:47 AM
Well, it's more useful as an immediate action to throw up something that blocks line of effect for spells.  The most devastating of which don't do hp damage anywway and thus have no chance of breaking it.

Even for physical attacks, the hardness and hp basically ensure it will hold up as an ablative defense long enough.  If the enemy manages to destroy it before your turn comes up...awesome.  Now it's no longer blocking your line of effect!
Title: Re: Interesting stuff in Pathfinder
Post by: Halinn on June 14, 2012, 05:27:53 PM
Well, it's more useful as an immediate action to throw up something that blocks line of effect for spells.  The most devastating of which don't do hp damage anywway and thus have no chance of breaking it.

Even for physical attacks, the hardness and hp basically ensure it will hold up as an ablative defense long enough.  If the enemy manages to destroy it before your turn comes up...awesome.  Now it's no longer blocking your line of effect!
You can always place the hemisphere so that it leaves you with a way to leave it, such as placing it vertically rather than horizontally. Then you can simply take your move action to establish line of effect when you want to cast.
Title: Re: Interesting stuff in Pathfinder
Post by: Eviltedzies on June 17, 2012, 06:14:54 AM
Call of the Void  (http://www.d20pfsrd.com/magic/all-spells/c/call-the-void) seems rather useful.
Even if they make the save they still cannot breathe and cannot speak.

I don't know about you but being able to make an adjacent creature suffocate AND be unable to make noise even if they make their saves seems a little powerful.

Shut down casters by making them mute.
Anything that breathes better no stand next to you long or it's lights out.
Title: Re: Interesting stuff in Pathfinder
Post by: Agita on June 17, 2012, 07:10:18 AM
Call of the Void  (http://www.d20pfsrd.com/magic/all-spells/c/call-the-void) seems rather useful.
Even if they make the save they still cannot breathe and cannot speak.

I don't know about you but being able to make an adjacent creature suffocate AND be unable to make noise even if they make their saves seems a little powerful.

Shut down casters by making them mute.
Anything that breathes better no stand next to you long or it's lights out.
You can hold your breath fro a fairly long while, so that spell won't be killing anyone by suffocation, possibly unless you catch them by surprise (unlikely with a spell with a range of five feet). The inability to make noises is useful for shutting down casters, yeah, but they can just five-foot step out of it.
Title: Re: Interesting stuff in Pathfinder
Post by: Eviltedzies on June 17, 2012, 08:43:06 PM
Quote from: Agita
You can hold your breath fro a fairly long while, so that spell won't be killing anyone by suffocation, possibly unless you catch them by surprise (unlikely with a spell with a range of five feet). The inability to make noises is useful for shutting down casters, yeah, but they can just five-foot step out of it.

Quote from: Pathfinder SRD
You can hold your breath for a number of rounds equal to twice your Constitution score, but only if you do nothing other than take move actions or free actions. If you take a standard action or a full-round action (such as making an attack), the remainder of the duration for which you can hold your breath is reduced by 1 round.

Call of the Void may be somewhat limited in power, but I could see this working well if you partnered with someone to keep the foe close to you.
It also makes for a very handy assasination tool. Get in close to your target and no matter what they cannot cry out. Perhaps I'm not really looking for an OP thing from pathfinder, but a spell that gives an effect even on a successful save is nothing to sneeze at.
Title: Re: Interesting stuff in Pathfinder
Post by: Agita on June 18, 2012, 03:29:14 AM
Call of the Void may be somewhat limited in power, but I could see this working well if you partnered with someone to keep the foe close to you.
If you're partnered up with someone and can keep the target immobile for 20+ rounds, it would likely be more expedient to just kill them outright. And, more importantly, you're talking about a matter of minutes. The spell has a duration measured in rounds.
It also makes for a very handy assasination tool. Get in close to your target and no matter what they cannot cry out.
This, on the other hand, is correct, if fairly niche.

What you want to do is combine this spell with Dazing Spell. Then it will still have the issue of taking rather long to kill anyone, But at least you won't have to worry about keeping them still.

Overall, it's a neat trick, but I'm not impressed.
Title: Re: Interesting stuff in Pathfinder
Post by: Empirate on June 18, 2012, 07:24:08 AM
Moreover, there's very few things a spellcaster wants to stand next to. Another caster being one of them, but also among the least likely in an actual combat situation.

The hemisphere of "I won't die this turn" has more serious potential, although I'd still consider it far from broken. Unlike Wings of Cover, it will block your line of effect AND your movement for rounds. A hemisphere 'centered on you' will of necessity enclose you on all sides except down, as long as you're standing on the ground. Good spell when you're already airborne, but then it only protects you from one direction. I can see a lot of situations where this spell would be handy to have - but I also have a hard time figuring out anything non-defensive about this spell.
In the best situation, the enemy will waste a powerful attack of some sort on you, then turn to your allies, while you are (due to being airborne) not constrained by the hemisphere staying in place. You just traded a 4th level spell slot for whatever the enemy was throwing at you, which might be worth it at higher levels. In the worst situation, you'll be caught off guard by something and have no other resort but cast this spell, standing around in a jar for all to see many rounds thereafter while the opposition kills your teammates.
Title: Re: Interesting stuff in Pathfinder
Post by: StreamOfTheSky on June 19, 2012, 04:29:26 AM
Well, yes.  Just like WoC, that spell gets stronger and stronger with levels.  Since the effects it blocks becomes more powerful.  It'll stop a Split Ray Empowered Enervation just as surely as it will a regular Enervation.  Could it be a waste to use some times?  Of course.  But hey...you have spellcraft, so...figure out cost/benefit analysis and enjoy.

The other aspect is action economy.  You lost your swift action next round to rob your foe of his standard or full round action right now.  That is absolutely a bargain!
Title: Re: Interesting stuff in Pathfinder
Post by: Empirate on June 19, 2012, 08:43:33 AM
Just noticed something about the Generation focused Evoker (found here: http://paizo.com/pathfinderRPG/prd/advanced/coreClasses/wizard.html). Lingering Evocations keeps your evocation spells in place for 1/2 CL rounds, IF they already have a duration greater than instantaneous. How about combining this with the Lingering Spell metamagic?

All of a sudden, Evocation is all about battlefield control! A Lingering Lingering ( :eh) Fireball is 40' of burning death for the whole combat, as a 4th level spell - much, much better than Wall of Fire. Lingering Lingering Pyrotechnics is half a football field of blinding. Lingering Lingering Prismatic Spray is pure, unadulterated fun for the chaos-loving mage. Lingering Lingering Stormbolts fills the battlefield with an allied-friendly zone of lightning damage plus stunlock possibility. Lingering Lingering Caustic Eruption is sure death for anything not immune to acid. And so on.
Title: Re: Interesting stuff in Pathfinder
Post by: Ed-Zero on June 23, 2012, 12:03:05 AM
Just noticed something about the Generation focused Evoker (found here: http://paizo.com/pathfinderRPG/prd/advanced/coreClasses/wizard.html). Lingering Evocations keeps your evocation spells in place for 1/2 CL rounds, IF they already have a duration greater than instantaneous. How about combining this with the Lingering Spell metamagic?

All of a sudden, Evocation is all about battlefield control! A Lingering Lingering ( :eh) Fireball is 40' of burning death for the whole combat, as a 4th level spell - much, much better than Wall of Fire. Lingering Lingering Pyrotechnics is half a football field of blinding. Lingering Lingering Prismatic Spray is pure, unadulterated fun for the chaos-loving mage. Lingering Lingering Stormbolts fills the battlefield with an allied-friendly zone of lightning damage plus stunlock possibility. Lingering Lingering Caustic Eruption is sure death for anything not immune to acid. And so on.
That's brilliant :)
Title: Re: Interesting stuff in Pathfinder
Post by: Halinn on June 23, 2012, 11:41:09 AM
From the Lingering Spell (http://www.d20pfsrd.com/feats/metamagic-feats/lingering-spell-metamagic) metamagic: "Those already in the area suffer no additional harm, but other creatures or objects entering the area are subject to its effects."
Title: Re: Interesting stuff in Pathfinder
Post by: Empirate on June 23, 2012, 04:50:56 PM
Dammit. That's the one sentence to ruin my idea.
Title: Re: Interesting stuff in Pathfinder
Post by: Halinn on June 23, 2012, 05:35:28 PM
Doesn't completely ruin it, but it does make it much worse. And since you'd have to be an evoker, you lose out on some of the better schools (teleportation subschool conjuration, foresight subschool divination). I still like the idea of a truly lingering fireball, though.
Title: Re: Interesting stuff in Pathfinder
Post by: Eviltedzies on June 25, 2012, 04:18:52 AM
I don't think it is anything to brag about, but I thought this little spell combo was quite lovely.

Frigid Touch (http://www.d20pfsrd.com/magic/all-spells/f/frigid-touch) + Rime Spell Metamagic (http://www.d20pfsrd.com/feats/metamagic-feats/rime-spell-metamagic) + Spectral Hand  (http://www.d20pfsrd.com/magic/all-spells/s/spectral-hand) (Optional) = Staggered for 1 round and Entangled for 3 rounds. All with no save. Since staggered and entangle are both difficult to be immune to it makes this still very useful at higher levels of play. Only downside is hitting the higher touch AC's later down the road and Freedom of Movement.

Also becomes much deadlier when used in combination with a Magus wielding a high crit range weapon. Staggered for 1 minute is likely death in any fight.
Title: Re: Interesting stuff in Pathfinder
Post by: Halinn on June 25, 2012, 05:51:58 AM
Here's something that isn't for a full caster: Litany of Righteousness (http://www.d20pfsrd.com/magic/all-spells/l/litany-of-righteousness). Makes a paladin able to really lay the smack down on an evil target, when combined with the PF-improved Smite Evil.

Continuing for the paladin, here's Fire of Entanglement (http://www.d20pfsrd.com/magic/all-spells/f/fire-of-entanglement), which entangles the target of a smite evil for at least 1 round.

Rounding out the paladin options is Grace (http://www.d20pfsrd.com/magic/all-spells/g/grace), which provides an excellent way of moving about in combat.

And they're all swift actions :)
Title: Re: Interesting stuff in Pathfinder
Post by: StreamOfTheSky on June 26, 2012, 05:44:22 PM
Grace is also a cleric/oracle spell.  And there's bladed dash for magus and arcanists.  And a bunch of other no AoO movement spells.  And teleport wizard has the Su teleport thingy.

Basically, rogue and monk are about the only classes in PF w/o the ability to move without provoking AoOs reliably.  Cause...fuck those guys.
Title: Re: Interesting stuff in Pathfinder
Post by: Agita on June 26, 2012, 05:57:40 PM
Grace is also a cleric/oracle spell.  And there's bladed dash for magus and arcanists.  And a bunch of other no AoO movement spells.  And teleport wizard has the Su teleport thingy.

Basically, rogue and monk are about the only classes in PF w/o the ability to move without provoking AoOs reliably.  Cause...fuck those guys.
but Stream but Stream

What about Fighters and Barbarians? :3
Title: Re: Interesting stuff in Pathfinder
Post by: Halinn on June 26, 2012, 09:17:13 PM
A level 12 barbarian gets a good way to move without the opponents taking their AoO's. The Come and Get Me (http://www.d20pfsrd.com/classes/core-classes/barbarian/rage-powers/paizo---rage-powers/come-and-get-me-ex) rage power is akin to karmic strike, and quite ably dissuades opponents from attacking a barbarian.
Title: Re: Interesting stuff in Pathfinder
Post by: veekie on June 27, 2012, 01:39:14 PM
Ninjas can also go Swift-Invisible and its essentially Rogue But Better in every aspect anyway.
Title: Re: Interesting stuff in Pathfinder
Post by: Halinn on June 27, 2012, 01:55:28 PM
Ninjas can also go Swift-Invisible and its essentially Rogue But Better in every aspect anyway.
At 10th level, they can upgrade it to swift action greater invisibility.
Better than rogue doesn't really say much, though.
Title: Re: Interesting stuff in Pathfinder
Post by: StreamOfTheSky on June 27, 2012, 03:33:57 PM
Well, they can actually take a hit in melee and don't need to tumble.  But yeah, basically paizo gives a big fuck you to all non-casters.
Title: Re: Interesting stuff in Pathfinder
Post by: StreamOfTheSky on June 27, 2012, 03:35:32 PM
A level 12 barbarian gets a good way to move without the opponents taking their AoO's. The Come and Get Me (http://www.d20pfsrd.com/classes/core-classes/barbarian/rage-powers/paizo---rage-powers/come-and-get-me-ex) rage power is akin to karmic strike, and quite ably dissuades opponents from attacking a barbarian.

The trick is to combine it w/ Dazing Assault, which conveniently becomes available at the exact same level (BAB +12).  You don't get a feat at 12, but every barb ever dips oracle 1 for fatigue immunity anyway, so...it works out quite well.
Title: Re: Interesting stuff in Pathfinder
Post by: StreamOfTheSky on July 01, 2012, 10:36:03 PM
So, my Alchemist is looking forward to using this trick once he has a lot of 2nd level slots for extracts (but Alchemical Allocation is level 2...man, that level is tight).  It's both grotesquely awesomely stylish, and "no save, just lose."

Touch Injection (http://www.d20pfsrd.com/magic/all-spells/t/touch-injection) + Skinsend (http://www.d20pfsrd.com/magic/all-spells/s/skinsend)


Make a melee touch, and wrench your foe's skin from his body w/ no save or SR!  Whether he or you gets to control the new skin puppet, the enemy's toast.  Either the body is helpless and gets coup de grace'd, then you run away till the duration expires, or if the foe is in his body, then the skin is destroyed and he remains helpless for...weeks, it would seem.
Title: Re: Interesting stuff in Pathfinder
Post by: sornet on July 02, 2012, 02:53:01 AM
So, my Alchemist is looking forward to using this trick once he has a lot of 2nd level slots for extracts (but Alchemical Allocation is level 2...man, that level is tight).  It's both grotesquely awesomely stylish, and "no save, just lose."

Touch Injection (http://www.d20pfsrd.com/magic/all-spells/t/touch-injection) + Skinsend (http://www.d20pfsrd.com/magic/all-spells/s/skinsend)


Make a melee touch, and wrench your foe's skin from his body w/ no save or SR!  Whether he or you gets to control the new skin puppet, the enemy's toast.  Either the body is helpless and gets coup de grace'd, then you run away till the duration expires, or if the foe is in his body, then the skin is destroyed and he remains helpless for...weeks, it would seem.

I'm missing something here... you cannot make potions from personal spells,  right (http://www.d20pfsrd.com/magic-items#TOC-Creating-Potions)?
Title: Re: Interesting stuff in Pathfinder
Post by: MrWolfe on July 02, 2012, 04:18:59 AM
So, my Alchemist is looking forward to using this trick once he has a lot of 2nd level slots for extracts (but Alchemical Allocation is level 2...man, that level is tight).  It's both grotesquely awesomely stylish, and "no save, just lose."

Touch Injection (http://www.d20pfsrd.com/magic/all-spells/t/touch-injection) + Skinsend (http://www.d20pfsrd.com/magic/all-spells/s/skinsend)


Make a melee touch, and wrench your foe's skin from his body w/ no save or SR!  Whether he or you gets to control the new skin puppet, the enemy's toast.  Either the body is helpless and gets coup de grace'd, then you run away till the duration expires, or if the foe is in his body, then the skin is destroyed and he remains helpless for...weeks, it would seem.

I'm missing something here... you cannot make potions from personal spells,  right (http://www.d20pfsrd.com/magic-items#TOC-Creating-Potions)?

True, but an Alchemist can prepare Skinsend as an extract.
Title: Re: Interesting stuff in Pathfinder
Post by: StreamOfTheSky on July 02, 2012, 04:12:23 PM
Yup, that's why it's an alchemist-only trick. :)

Though, iirc, an alchemist by RAW can make ANY of his extracts into a potion, so he could always just make some potions for the party wizard to use the trick, too....
Title: Re: Interesting stuff in Pathfinder
Post by: MrWolfe on July 02, 2012, 04:34:51 PM
That's still a seriously messed-up trick. When I first came across the Skinsend spell my first thought was: "Why would anybody voluntarily use this spell? I can see it working as an attack but..."
Title: Re: Interesting stuff in Pathfinder
Post by: StreamOfTheSky on July 02, 2012, 04:46:55 PM
Yeah, skinsend sucks (in its intended use).  In my witch handbook, I basically said its only conceivably purpose was to send someone a really disturbing singing telegram.
Title: Re: Interesting stuff in Pathfinder
Post by: Cannotthink on July 03, 2012, 12:05:00 PM
Racial Heritage (http://www.d20pfsrd.com/feats/general-feats/racial-heritage)+Fast Learner [advanced race guide]

Get two alternate favored class bonuses at once.
Title: Re: Interesting stuff in Pathfinder
Post by: StreamOfTheSky on July 03, 2012, 05:23:54 PM
Racial Heritage (http://www.d20pfsrd.com/feats/general-feats/racial-heritage)+Fast Learner [advanced race guide]

Get two alternate favored class bonuses at once.

Or, instead of spending two feats for that, you could spend a feat on Additional Traits and make one of your two selections be Finding Haleen (http://www.d20pfsrd.com/traits/campaign-traits/legacy-of-fire/finding-haleen).  Which, though I think by quite obvious RAI was meant to be "get +1 hp and +1 skill point instead of one or the other as your favored class bonus" by strict RAW actually seems to read "get +1 hp and +1 skill point on top of your favored class bonus." :D



"Benefit This class is always a favored class to you, and your dedication to it is such that every time you take a level in the class, you gain +1 hit point and 1 additional skill point over and above what you would normally gain."
Title: Re: Interesting stuff in Pathfinder
Post by: Halinn on July 03, 2012, 05:27:20 PM
But Finding Haleen is a campaign trait from Legacy of Fire. A GM might very reasonably rule that it couldn't be taken.
Title: Re: Interesting stuff in Pathfinder
Post by: Garryl on July 03, 2012, 05:31:26 PM
Can you use that first thing (Racial Heritage + Fast Learner) to get the optional racial favored class benefits (+1 Sorc spell, +1/5 Rogue Talent, etc.) of two races at once?
Title: Re: Interesting stuff in Pathfinder
Post by: MrWolfe on July 03, 2012, 05:46:58 PM
Can you use that first thing (Racial Heritage + Fast Learner) to get the optional racial favored class benefits (+1 Sorc spell, +1/5 Rogue Talent, etc.) of two races at once?

I think that's what the OP was suggesting, otherwise you wouldn't need the Racial Heritage feat. Apparently there's some debate as to whether this will work though. The wording seems to imply that if you pick the alternate class award you only get one.
Title: Re: Interesting stuff in Pathfinder
Post by: Cannotthink on July 03, 2012, 09:54:49 PM
Can you use that first thing (Racial Heritage + Fast Learner) to get the optional racial favored class benefits (+1 Sorc spell, +1/5 Rogue Talent, etc.) of two races at once?

That is the intent of the combo: stick with one class and get two different racial favored class benefits. Or in some cases, the exact same benefit twice (Half-Elf Oracle and Human Oracle both get +1 spell known per level, go go spontaneous casting).
Title: Re: Interesting stuff in Pathfinder
Post by: Halinn on July 24, 2012, 06:44:21 PM
For halv-elves, the Wild Caller (http://www.d20pfsrd.com/races/core-races/half-elf/wild-caller-summoner-half-elf) summoner archetype, means that you get tons of extra evolution points, and access to summon nature's ally instead of summon monster.
Orcs get the Scarred Witch Doctor (http://www.d20pfsrd.com/races/other-races/featured-races/arg-orc/scarred-witch-doctor-witch-orc) witch archetype, which means they'll be almost completely single-statted for constitution
And here (http://www.d20pfsrd.com/gamemastering/arg-creating-new-races) are the Advanced Race Guide rules for creating new races. If your GM allows it, you can make some quite powerful races.
Title: Re: Interesting stuff in Pathfinder
Post by: Prime32 on July 24, 2012, 06:59:36 PM
Wishcrafter (http://www.d20pfsrd.com/races/other-races/featured-races/arg-ifrit/wishcrafter-sorcerer-ifrit) sorcerer is interesting. It's not a bloodline, so you can still choose Elemental (fire) and gain the racial benefits thereof (http://www.d20pfsrd.com/races/other-races/featured-races/arg-ifrit), but you replace the spells of that bloodline with whatever you want. Crossblooded (http://www.d20pfsrd.com/classes/core-classes/sorcerer/archetypes/paizo---sorcerer-archetypes/crossblooded) could let you take things even further (albeit, it's beneficial to any ifrit/sylph/oread/undine sorcerer).
Title: Re: Interesting stuff in Pathfinder
Post by: Garryl on July 31, 2012, 09:27:11 AM
Equipment Trick (http://www.d20pfsrd.com/feats/combat-feats/equipment-trick-combat) with a sunrod can give you a 1 level heightening of a Light spell. Hello early entry. Since you treat the sunrod as a material component, does that mean you can draw it as a free action from a spell component pouch?
Title: Re: Interesting stuff in Pathfinder
Post by: StreamOfTheSky on August 25, 2012, 11:23:21 PM
So...Emergency Force Sphere.  Aside from being PF's wings of cover, I just found another awesome use for it (http://paizo.com/paizo/messageboards/paizoPublishing/pathfinder/pathfinderRPG/rules/emergencyForceSphereAndImbueArrow) -- making Arcane Archer useful for something!

It's an area spell w/ no save or SR.  As an added bonus, you retain the action cost of 1 immediate action.
Title: Re: Interesting stuff in Pathfinder
Post by: 123456789blaaa on October 27, 2013, 07:40:56 PM
 
Quote from: Gods and Magic, page 56
Demon Mother's Mask

Aura faint transmutation; CL 3rd
Slot Head; Price 3,600 gp; Weight 1 lb.

 Description:
 This primitive hyena-like mask is usually made of leather, but some are made of soft metal like copper or even carved out of the skull of an animal. You gain a +2 competence bonus on Handle Animal and Heal checks. You can smell when nearby creatures are in heat or otherwise especially fertile (creatures such as humans that can breed any time of year always smell fertile unless they are barren).

If Lamashtu is your patron, the mask counts as a holy symbol and a hole for a third eye appears in the mask’s forehead. You may use summon monster II once per day to summon a fiendish hyena, which obeys you as if you shared a common language. You may interbreed with animals that are within one size category of your size, usually creating (if you are a humanoid) animal-humanoid creatures such as gnolls or lizardfolk, or sometimes natural lycanthropes prone to live in hybrid form.
 
Construction
Requirements: Craft Wondrous Item, detect animals or plants, polymorph, summon monster II, creator must have at least 5 ranks in Handle Animal and Heal; Cost 1,800 gp
Title: Re: Interesting stuff in Pathfinder
Post by: Gazzien on October 27, 2013, 08:36:45 PM
Quote from: Gods and Magic, page 56
Demon Mother's Mask

Aura faint transmutation; CL 3rd
Slot Head; Price 3,600 gp; Weight 1 lb.

 Description:
 This primitive hyena-like mask is usually made of leather, but some are made of soft metal like copper or even carved out of the skull of an animal. You gain a +2 competence bonus on Handle Animal and Heal checks. You can smell when nearby creatures are in heat or otherwise especially fertile (creatures such as humans that can breed any time of year always smell fertile unless they are barren).

If Lamashtu is your patron, the mask counts as a holy symbol and a hole for a third eye appears in the mask’s forehead. You may use summon monster II once per day to summon a fiendish hyena, which obeys you as if you shared a common language. You may interbreed with animals that are within one size category of your size, usually creating (if you are a humanoid) animal-humanoid creatures such as gnolls or lizardfolk, or sometimes natural lycanthropes prone to live in hybrid form.
 
Construction
Requirements: Craft Wondrous Item, detect animals or plants, polymorph, summon monster II, creator must have at least 5 ranks in Handle Animal and Heal; Cost 1,800 gp
I...  :??? :o What..?
Title: Re: Interesting stuff in Pathfinder
Post by: Nanshork on October 27, 2013, 10:10:34 PM
Sounds appropriate for Lamashtu if nothing else...
Title: Re: Interesting stuff in Pathfinder
Post by: Craiconn on March 11, 2014, 05:12:33 PM
Collaborative Thaumaturgy

http://www.d20pfsrd.com/magic/all-spells/c/collaborative-thaumaturgy

A 3rd Level spell castable by literally *every* spellcaster worth noting in PF.  This Immediate-Action casting spell is really, really nice.  It could be argued that it may not have a properly allocated casting level (3rd), but it looks about right for what it can do.  Plus, it promotes nice teamwork synergy, has cool/powerful combo possibilities and can help cover/fix weaknesses in a party's overall composite with multiple spellcaster types.

If you backport it to 3.5, there's tons of fun things you can do with this spell.  You can stick it on an Eternal Wand or have your Familiar cast it on you via Imbue Familiar with Spell Ability spell.   

Plus, with some spell research shenanigans, a spellcaster could easily have the *4* +1 metamagic feats that the spell simulates ... be changed to a different array of +1 metamagic feats.  Or even the *2* additional +3 metamagic feats for the rarely-used higher-end option within the spell could be changed to metamagic feats like Chain Spell or Echoing Spell.

Some neat things a party can do with Collaborative Thaumaturgy are:

1.  Help another spellcaster "stealthcast" a Silent/Still spell that ... possibly in a group of people where there's a sensitive situation going on.

2.  Can help imbue a friend's spell with Silent Spell if he's under a magical silence effect.

3.  With impeccable timing and a Lesser Chain Spell Rod, a spellcaster could Chain this spell to a boatload of other spellcasters to Extend some key spells all being cast simultaneously.

Etc. and so on ... 
Title: Re: Interesting stuff in Pathfinder
Post by: zaxter on March 26, 2014, 12:22:28 PM
Is third-party stuff from the SRD allowed? I've been poking through a lot of that lately, and I've found some gems.

Perfect Blow (http://www.d20pfsrd.com/feats/3rd-party-feats/super-genius-games/monster-feats---3rd-party---super-genius-games/perfect-blow-monster) lets you make an AoO against an enemy once per round, even if your opponent has something that prevents them from provoking. Prerequisites are a little harsh, though...

Spell Finesse (http://www.d20pfsrd.com/feats/3rd-party-feats/super-genius-games/general-feats/spell-finesse) lets you pick a mental stat and use that as your casting stat. For all of your casting classes.

Stack Metamagic (http://www.d20pfsrd.com/feats/3rd-party-feats/super-genius-games/general-feats/stack-metamagic) lets you add the same Metamagic feat more than once to a spell. Intensified Intensified Intensified Magic Missile, anyone?

Glory of the Faithful (http://www.d20pfsrd.com/magic/3rd-party-spells/4-winds-fantasy-gaming---3rd-party-spells/glory-of-the-faithful), well....just read it. It's supposed to be Paladin-only, but there are a number of ways to add spells from any list to your class's list.
Title: Re: Interesting stuff in Pathfinder
Post by: Prime32 on June 26, 2014, 11:15:26 AM
From Inner Sea Combat:
http://www.d20pfsrd.com/feats/combat-feats/redirected-shot-combat-grit (allies use your attack rolls in place of their own)
http://www.d20pfsrd.com/feats/combat-feats/unfolding-wind-rush-combat-style
http://www.d20pfsrd.com/feats/combat-feats/untwisting-iron-skin-combat-style (note that the prereq lets you pierce hardness)

From Blood of the Elements:
http://www.d20pfsrd.com/classes/core-classes/barbarian/rage-powers/paizo---rage-powers/earth-totem-greater-su
http://www.d20pfsrd.com/classes/core-classes/barbarian/rage-powers/paizo---rage-powers/fire-totem-greater-su (smoke rules here (http://www.d20pfsrd.com/gamemastering/environment/environmental-rules#TOC-Smoke-Effects))
http://www.d20pfsrd.com/classes/core-classes/barbarian/rage-powers/paizo---rage-powers/air-totem-greater-su (note: in a gestalt campaign it's possible to become Colossal by lv15 or so)
http://www.d20pfsrd.com/classes/base-classes/cavalier/orders/paizo---cavalier-orders/order-of-the-flame (theoretically grants infinite damage bonuses)
http://www.d20pfsrd.com/feats/teamwork-feats/elemental-commixture-teamwork
http://www.d20pfsrd.com/traits/race-traits/expert-distractor-ifrit (combine with Blistering Feint (http://www.d20pfsrd.com/feats/racial-feats/blistering-feint-combat-ifrit), pyrokineticist and/or the soulknife blade skill that makes your attacks do fire damage)
http://www.d20pfsrd.com/traits/regional-traits/thoughtful-wish-maker-plane-of-fire (:twitch)
http://www.d20pfsrd.com/traits/regional-traits/storm-pilot
Title: Re: Interesting stuff in Pathfinder
Post by: awaken_D_M_golem on June 28, 2014, 02:48:46 PM
Should this be titled Path-Fun-Finds(-er)
... or something complicated like that?
Title: Re: Interesting stuff in Pathfinder
Post by: UserShadow7989 on July 27, 2014, 11:23:31 PM
http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/snapleaf

I did a double-take when I looked at this item, and read it over and over a few times to be sure. While the name and cost imply a one-shot magic item that is broken to be used, there is absolutely no text stating such in the description. As written, it could be interpreted as a horrendously under-priced magic item that grants infinite use Invisibility + Feather Fall as an Immediate action for 5 rounds per use. Am I missing something, or is this really how this item works RAW (I certainly don't think it's RAI).
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on July 28, 2014, 01:54:41 AM
What pg in the book?
Title: Re: Interesting stuff in Pathfinder
Post by: Keldar on July 28, 2014, 10:04:39 AM
That really looks like it was supposed to be single use.  I certainly hope it is in the book, because that's a big mistake to miss.
Title: Re: Interesting stuff in Pathfinder
Post by: kitep on July 28, 2014, 11:12:16 AM
According to the Pathfinder FAQ (http://paizo.com/pathfinderSociety/faq#v5748eaic9qy9), snapleaf is a one-use item.

Quote
Is snapleaf a single use item?
 Yes.
Title: Re: Interesting stuff in Pathfinder
Post by: UserShadow7989 on July 28, 2014, 01:13:10 PM
According to the Pathfinder FAQ (http://paizo.com/pathfinderSociety/faq#v5748eaic9qy9), snapleaf is a one-use item.

Quote
Is snapleaf a single use item?
 Yes.

Thank goodness; I'm not even sad to see that potential bit of cheese go, if only because no DM I know would ever allow it as it was. Though the fact that it had to be noted in the FAQ does imply they missed it at one point...
Title: Re: Interesting stuff in Pathfinder
Post by: Snowbluff on July 29, 2014, 10:50:43 PM
http://www.d20pfsrd.com/traits/regional-traits/thoughtful-wish-maker-plane-of-fire (:twitch)

Well, GG guys. That's it. Wish does anything. "Man, I wish I could with ten times a round without paying the cost."

DM: "HAHAHAHA!"

"I made a DC 30 sense motive."

DM: "Sure thing, bro."
Title: Re: Interesting stuff in Pathfinder
Post by: Nanshork on July 30, 2014, 07:24:52 PM
http://www.d20pfsrd.com/traits/regional-traits/thoughtful-wish-maker-plane-of-fire (:twitch)

Well, GG guys. That's it. Wish does anything. "Man, I wish I could with ten times a round without paying the cost."

DM: "HAHAHAHA!"

"I made a DC 30 sense motive."

DM: "Sure thing, bro."

Wish still has the whole "partial fulfillment" thing.
Title: Re: Interesting stuff in Pathfinder
Post by: linklord231 on July 30, 2014, 10:01:59 PM
What would be a "partial fulfillment" of that wish? You can cast wish once per round without paying the cost? Anything less than that is just non-fulfillment, not partial.
Title: Re: Interesting stuff in Pathfinder
Post by: Nanshork on July 30, 2014, 10:06:55 PM
What would be a "partial fulfillment" of that wish? You can cast wish once per round without paying the cost? Anything less than that is just non-fulfillment, not partial.

Honestly?  I think that partial fulfillment would be that you get to cast wish with paying the cost.  It technically is partial fulfillment, and technicalities is what wishes are all about.
Title: Re: Interesting stuff in Pathfinder
Post by: Keldar on July 30, 2014, 11:31:00 PM
http://www.d20pfsrd.com/traits/regional-traits/thoughtful-wish-maker-plane-of-fire (:twitch)

Well, GG guys. That's it. Wish does anything. "Man, I wish I could with ten times a round without paying the cost."

DM: "HAHAHAHA!"

"I made a DC 30 sense motive."

DM: "Sure thing, bro."
DM:  Granted.  Now you can with ten times a round without paying the cost.  Just think of what would have happened if you wished to wish that often! 
Title: Re: Interesting stuff in Pathfinder
Post by: Snowbluff on August 01, 2014, 12:54:46 AM
What would be a "partial fulfillment" of that wish? You can cast wish once per round without paying the cost? Anything less than that is just non-fulfillment, not partial.
Maybe someone else would have to pay. After a couple, one of the other party members finds out I've been emptying his gold pouch.  :tongue
Title: Re: Interesting stuff in Pathfinder
Post by: Gazzien on August 12, 2014, 04:57:24 PM
By the rules in Pathfinder, you cannot make a Coup de Grace with a firearm, thrown weapon, or nonstandard ranged weapon.
Quote
As a full-round action, you can use a melee weapon to deliver a coup de grace (pronounced "coo day grahs") to a helpless opponent. You can also use a bow or crossbow, provided you are adjacent to the target.
Title: Re: Interesting stuff in Pathfinder
Post by: Craiconn on August 12, 2014, 05:03:35 PM
We've already obliquely discussed the Cleromancy spell over in the Sacred Geometry thread.  But to be specific about this spell ..... it rocks.

http://www.d20pfsrd.com/magic/all-spells/c/cleromancy

Being able to apply up to a +4 Luck bonus (multiple times, even - at higher levels) to Caster Level Checks makes Cleromancy a terrific counterspell support spell.  And keep in mind, all d20 rolls can benefit from the rolls.  Attack rolls, skill checks, etc.

Other Caster Level checks benefit from Cleromancy luck bonuses as well.  I'm gonna backport this spell back to 3.5.
Title: Re: Interesting stuff in Pathfinder
Post by: Gazzien on August 12, 2014, 07:09:26 PM
We've already obliquely discussed the Cleromancy spell over in the Sacred Geometry thread.  But to be specific about this spell ..... it rocks.

http://www.d20pfsrd.com/magic/all-spells/c/cleromancy

Being able to apply up to a +4 Luck bonus (multiple times, even - at higher levels) to Caster Level Checks makes Cleromancy a terrific counterspell support spell.  And keep in mind, all d20 rolls can benefit from the rolls.  Attack rolls, skill checks, etc.

Other Caster Level checks benefit from Cleromancy luck bonuses as well.  I'm gonna backport this spell back to 3.5.
Have we mentioned Maximizing it so that every d4 you just rolled came up a 4?
Title: Re: Interesting stuff in Pathfinder
Post by: phaedrusxy on August 12, 2014, 07:14:40 PM
We've already obliquely discussed the Cleromancy spell over in the Sacred Geometry thread.  But to be specific about this spell ..... it rocks.

http://www.d20pfsrd.com/magic/all-spells/c/cleromancy

Being able to apply up to a +4 Luck bonus (multiple times, even - at higher levels) to Caster Level Checks makes Cleromancy a terrific counterspell support spell.  And keep in mind, all d20 rolls can benefit from the rolls.  Attack rolls, skill checks, etc.

Other Caster Level checks benefit from Cleromancy luck bonuses as well.  I'm gonna backport this spell back to 3.5.
Have we mentioned Maximizing it so that every d4 you just rolled came up a 4?
Oh my god I can only imagine the look on many DM's faces as this is cast!  :lmao
Title: Re: Interesting stuff in Pathfinder
Post by: Gazzien on August 12, 2014, 07:16:54 PM
We've already obliquely discussed the Cleromancy spell over in the Sacred Geometry thread.  But to be specific about this spell ..... it rocks.

http://www.d20pfsrd.com/magic/all-spells/c/cleromancy

Being able to apply up to a +4 Luck bonus (multiple times, even - at higher levels) to Caster Level Checks makes Cleromancy a terrific counterspell support spell.  And keep in mind, all d20 rolls can benefit from the rolls.  Attack rolls, skill checks, etc.

Other Caster Level checks benefit from Cleromancy luck bonuses as well.  I'm gonna backport this spell back to 3.5.
Have we mentioned Maximizing it so that every d4 you just rolled came up a 4?
Oh my god I can only imagine the look on many DM's faces as this is cast!  :lmao
Get a CL*4 bonus on CL things over the next CL rounds? Sure! Why not?
Title: Re: Interesting stuff in Pathfinder
Post by: phaedrusxy on August 12, 2014, 07:19:52 PM
We've already obliquely discussed the Cleromancy spell over in the Sacred Geometry thread.  But to be specific about this spell ..... it rocks.

http://www.d20pfsrd.com/magic/all-spells/c/cleromancy

Being able to apply up to a +4 Luck bonus (multiple times, even - at higher levels) to Caster Level Checks makes Cleromancy a terrific counterspell support spell.  And keep in mind, all d20 rolls can benefit from the rolls.  Attack rolls, skill checks, etc.

Other Caster Level checks benefit from Cleromancy luck bonuses as well.  I'm gonna backport this spell back to 3.5.
Have we mentioned Maximizing it so that every d4 you just rolled came up a 4?
Oh my god I can only imagine the look on many DM's faces as this is cast!  :lmao
Get a CL*4 bonus on CL things over the next CL rounds? Sure! Why not?
I think it would be more like this:   (http://2.bp.blogspot.com/-dHfqXVskPYc/UDf0aLfhkqI/AAAAAAAAGuY/fNGub_Of6zw/s1600/media-head_explode.jpg)
Title: Re: Interesting stuff in Pathfinder
Post by: Gazzien on August 12, 2014, 07:34:11 PM
We've already obliquely discussed the Cleromancy spell over in the Sacred Geometry thread.  But to be specific about this spell ..... it rocks.

http://www.d20pfsrd.com/magic/all-spells/c/cleromancy

Being able to apply up to a +4 Luck bonus (multiple times, even - at higher levels) to Caster Level Checks makes Cleromancy a terrific counterspell support spell.  And keep in mind, all d20 rolls can benefit from the rolls.  Attack rolls, skill checks, etc.

Other Caster Level checks benefit from Cleromancy luck bonuses as well.  I'm gonna backport this spell back to 3.5.
Have we mentioned Maximizing it so that every d4 you just rolled came up a 4?
Oh my god I can only imagine the look on many DM's faces as this is cast!  :lmao
Get a CL*4 bonus on CL things over the next CL rounds? Sure! Why not?
I think it would be more like this:   (http://2.bp.blogspot.com/-dHfqXVskPYc/UDf0aLfhkqI/AAAAAAAAGuY/fNGub_Of6zw/s1600/media-head_explode.jpg)
... Correct me if I'm wrong, but can't you Empower it as well? I mean, doesn't synergize well with Maximize (you probably won't roll many more fours), but still.
Title: Re: Interesting stuff in Pathfinder
Post by: phaedrusxy on August 12, 2014, 07:39:23 PM
Correct me if I'm wrong, but can't you Empower it as well? I mean, doesn't synergize well with Maximize (you probably won't roll many more fours), but still.
Yes, but due to the odd nature of the spell, you might actually be worse off than if you'd only Maximized it.  :lmao
Title: Re: Interesting stuff in Pathfinder
Post by: Gazzien on August 12, 2014, 07:40:01 PM
Correct me if I'm wrong, but can't you Empower it as well? I mean, doesn't synergize well with Maximize (you probably won't roll many more fours), but still.
Yes, but due to the odd nature of the spell, you might actually be worse off than if you'd only Maximized it.  :lmao
How do you figure? I'm not seeing that.
Title: Re: Interesting stuff in Pathfinder
Post by: StreamOfTheSky on August 12, 2014, 08:20:52 PM
It's sheer overkill, but since that spell gives a luck bonus....
http://www.d20pfsrd.com/traits/faith-traits/fate-s-favored
Title: Re: Interesting stuff in Pathfinder
Post by: Craiconn on August 12, 2014, 09:15:17 PM
It's sheer overkill, but since that spell gives a luck bonus....
http://www.d20pfsrd.com/traits/faith-traits/fate-s-favored
Hahaha!  Nice. 

Porting it over to 3.5, you get all kinds of nice fun with this spell as a Spontaneous Divination ACF Wizard.  As a 3rd level spell, you could also squeeze it in under a Mark of the Enlightened Soul for free Empowerment.  The Divine Oracle PrC gets you 2 more d4 dice added to the pool (due to the domain power) and 2 more rounds to use the bonuses.  The Full-Round Action casting time must've been the developers counterbalancing mechanism for the power boost to the spell.  But hell, that's easy to work around via a number of methods (including Uncanny Forethought, etc.).
Title: Re: Interesting stuff in Pathfinder
Post by: StreamOfTheSky on August 12, 2014, 09:59:59 PM
It's sheer overkill, but since that spell gives a luck bonus....
http://www.d20pfsrd.com/traits/faith-traits/fate-s-favored
Hahaha!  Nice.

Unfortunately, it wasn't a morale bonus as I had hoped.  Then it'd get extremely more broken (http://www.d20pfsrd.com/traits/campaign-traits/second-darkness/optimistic-gambler).  At least, if I'm understanding the spell-trait interaction right when you burn the entire bonus all together....  Ah well.
Title: Re: Interesting stuff in Pathfinder
Post by: Gazzien on August 12, 2014, 10:59:08 PM
It's... interesting. Not useful at all. Practically detrimental, actually.

Ostentatious Display (http://www.d20pfsrd.com/feats/general-feats/ostentatious-display)
Title: Re: Interesting stuff in Pathfinder
Post by: phaedrusxy on August 12, 2014, 11:18:04 PM
Correct me if I'm wrong, but can't you Empower it as well? I mean, doesn't synergize well with Maximize (you probably won't roll many more fours), but still.
Yes, but due to the odd nature of the spell, you might actually be worse off than if you'd only Maximized it.  :lmao
How do you figure? I'm not seeing that.
Quote
Cleromancy involves casting bones and interpreting the results. Those able to arrive at the proper interpretation are granted knowledge of coming events. Roll 1d4 per caster level. Group the dice by like results, and choose one of the groups. For the duration of cleromancy, you can apply a luck bonus equal to the result of the selected dice to any d20 roll.

You can apply this bonus to a number of rolls equal to the number of dice in the group. If cleromancy expires before you are able to allocate the total number of allotted bonuses, the remaining bonuses are lost.
A maximized Cleromancy only has one group. If you also empower it, you're going to have different groups again (only two, instead of four, though), because you apply Maximize and Empower separately (you'd roll 4+1d2 for each die, then separate the results into two piles depending on the rolls).
Title: Re: Interesting stuff in Pathfinder
Post by: Garryl on August 12, 2014, 11:33:41 PM
Correct me if I'm wrong, but can't you Empower it as well? I mean, doesn't synergize well with Maximize (you probably won't roll many more fours), but still.
Yes, but due to the odd nature of the spell, you might actually be worse off than if you'd only Maximized it.  :lmao
How do you figure? I'm not seeing that.
Quote
Cleromancy involves casting bones and interpreting the results. Those able to arrive at the proper interpretation are granted knowledge of coming events. Roll 1d4 per caster level. Group the dice by like results, and choose one of the groups. For the duration of cleromancy, you can apply a luck bonus equal to the result of the selected dice to any d20 roll.

You can apply this bonus to a number of rolls equal to the number of dice in the group. If cleromancy expires before you are able to allocate the total number of allotted bonuses, the remaining bonuses are lost.
A maximized Cleromancy only has one group. If you also empower it, you're going to have different groups again (only two, instead of four, though), because you apply Maximize and Empower separately (you'd roll 4+1d2 for each die, then separate the results into two piles depending on the rolls).

Slightly incorrect. Empower + Maximize doesn't mean you roll a die 0.5 times the size, it means you roll the die then multiply by 0.5. So the results would be {4, 5, 5, 6} after rounding (as opposed to {5, 5, 6, 6} with 1d2+4). So three piles (one of which is ~twice the size), not two.
Title: Re: Interesting stuff in Pathfinder
Post by: Gazzien on August 13, 2014, 04:07:25 AM
Correct me if I'm wrong, but can't you Empower it as well? I mean, doesn't synergize well with Maximize (you probably won't roll many more fours), but still.
Yes, but due to the odd nature of the spell, you might actually be worse off than if you'd only Maximized it.  :lmao
How do you figure? I'm not seeing that.
Quote
Cleromancy involves casting bones and interpreting the results. Those able to arrive at the proper interpretation are granted knowledge of coming events. Roll 1d4 per caster level. Group the dice by like results, and choose one of the groups. For the duration of cleromancy, you can apply a luck bonus equal to the result of the selected dice to any d20 roll.

You can apply this bonus to a number of rolls equal to the number of dice in the group. If cleromancy expires before you are able to allocate the total number of allotted bonuses, the remaining bonuses are lost.
A maximized Cleromancy only has one group. If you also empower it, you're going to have different groups again (only two, instead of four, though), because you apply Maximize and Empower separately (you'd roll 4+1d2 for each die, then separate the results into two piles depending on the rolls).

Slightly incorrect. Empower + Maximize doesn't mean you roll a die 0.5 times the size, it means you roll the die then multiply by 0.5. So the results would be {4, 5, 5, 6} after rounding (as opposed to {5, 5, 6, 6} with 1d2+4). So three piles (one of which is ~twice the size), not two.
I had always thought it just meant "maximize the normal number of dice, then add half the normal number of dice."  :???
(for example, a 10d6 fireball would become (10*6)+5d6)... oops.
Title: Re: Interesting stuff in Pathfinder
Post by: TuggyNE on August 13, 2014, 09:13:50 PM
It's... interesting. Not useful at all. Practically detrimental, actually.

Ostentatious Display (http://www.d20pfsrd.com/feats/general-feats/ostentatious-display)

It might have a niche (if still kind of silly) use if it allowed for magic items that have sufficient non-magical value (i.e., a valuable necklace that is then given some magic properties without damaging the gem settings or precious metals). Presumably that was too hard for them to write up, or else they just didn't think of it.
Title: Re: Interesting stuff in Pathfinder
Post by: McPoyo on August 14, 2014, 12:29:11 AM
Correct me if I'm wrong, but can't you Empower it as well? I mean, doesn't synergize well with Maximize (you probably won't roll many more fours), but still.
Yes, but due to the odd nature of the spell, you might actually be worse off than if you'd only Maximized it.  :lmao
How do you figure? I'm not seeing that.
Quote
Cleromancy involves casting bones and interpreting the results. Those able to arrive at the proper interpretation are granted knowledge of coming events. Roll 1d4 per caster level. Group the dice by like results, and choose one of the groups. For the duration of cleromancy, you can apply a luck bonus equal to the result of the selected dice to any d20 roll.

You can apply this bonus to a number of rolls equal to the number of dice in the group. If cleromancy expires before you are able to allocate the total number of allotted bonuses, the remaining bonuses are lost.
A maximized Cleromancy only has one group. If you also empower it, you're going to have different groups again (only two, instead of four, though), because you apply Maximize and Empower separately (you'd roll 4+1d2 for each die, then separate the results into two piles depending on the rolls).

Slightly incorrect. Empower + Maximize doesn't mean you roll a die 0.5 times the size, it means you roll the die then multiply by 0.5. So the results would be {4, 5, 5, 6} after rounding (as opposed to {5, 5, 6, 6} with 1d2+4). So three piles (one of which is ~twice the size), not two.
I had always thought it just meant "maximize the normal number of dice, then add half the normal number of dice."  :???
(for example, a 10d6 fireball would become (10*6)+5d6)... oops.


That's how it worked in 3.5, but PF handles it differently. According to provided examples by designers.
Title: Re: Interesting stuff in Pathfinder
Post by: Gazzien on August 14, 2014, 01:00:18 AM
Slightly incorrect. Empower + Maximize doesn't mean you roll a die 0.5 times the size, it means you roll the die then multiply by 0.5. So the results would be {4, 5, 5, 6} after rounding (as opposed to {5, 5, 6, 6} with 1d2+4). So three piles (one of which is ~twice the size), not two.
I had always thought it just meant "maximize the normal number of dice, then add half the normal number of dice."  :???
(for example, a 10d6 fireball would become (10*6)+5d6)... oops.


That's how it worked in 3.5, but PF handles it differently. According to provided examples by designers.
Maybe I'm just dumb, but I can't find those examples..?
Title: Re: Interesting stuff in Pathfinder
Post by: McPoyo on August 14, 2014, 08:16:13 AM
Slightly incorrect. Empower + Maximize doesn't mean you roll a die 0.5 times the size, it means you roll the die then multiply by 0.5. So the results would be {4, 5, 5, 6} after rounding (as opposed to {5, 5, 6, 6} with 1d2+4). So three piles (one of which is ~twice the size), not two.
I had always thought it just meant "maximize the normal number of dice, then add half the normal number of dice."  :???
(for example, a 10d6 fireball would become (10*6)+5d6)... oops.


That's how it worked in 3.5, but PF handles it differently. According to provided examples by designers.
Maybe I'm just dumb, but I can't find those examples..?
FAQ for 3.5

Similar doc for PF, can't remember which one.
Title: Re: Interesting stuff in Pathfinder
Post by: deadkitten on August 14, 2014, 09:31:35 PM
So from People of the River there is this interesting tidbit:
Call Out http://www.archivesofnethys.com/FeatDisplay.aspx?ItemName=Call%20Out

If you read up on Dueling in Ultimate Combat you find that with this you can gain Immediate action counterspells, among other minor benefits.

At least they printed a way to force someone else to uses those variant rules.  :P
Title: Re: Interesting stuff in Pathfinder
Post by: Prime32 on August 15, 2014, 02:54:48 PM
So from People of the River there is this interesting tidbit:
Call Out http://www.archivesofnethys.com/FeatDisplay.aspx?ItemName=Call%20Out

If you read up on Dueling in Ultimate Combat you find that with this you can gain Immediate action counterspells, among other minor benefits.

At least they printed a way to force someone else to uses those variant rules.  :P
Well there's support for them...
http://www.d20pfsrd.com/feats/combat-feats/dueling-disciple-combat
http://www.d20pfsrd.com/feats/combat-feats/duelist-of-the-roaring-falls-combat
http://www.d20pfsrd.com/feats/combat-feats/duelist-of-the-shrouded-lake-combat
http://www.d20pfsrd.com/feats/combat-feats/falling-water-gambit-combat
(Duel rules here (http://www.d20pfsrd.com/gamemastering/other-rules/duels))

Can't beat Cards Over Swords though. :p


EDIT: Now some stuff for monks
(click to show/hide)
Title: Re: Interesting stuff in Pathfinder
Post by: Gazzien on August 15, 2014, 03:46:19 PM
... Okay, Pummeling Style/ Charge doesn't say it has to be unarmed attacks... Rise of the Charger!
Title: Re: Interesting stuff in Pathfinder
Post by: linklord231 on August 15, 2014, 03:53:41 PM
I'm confused by Pummeling Style.  Is it supposed to be like Clustered Shots but for melee attacks?
Title: Re: Interesting stuff in Pathfinder
Post by: Prime32 on August 15, 2014, 03:54:06 PM
... Okay, Pummeling Style/ Charge doesn't say it has to be unarmed attacks... Rise of the Charger!
Monks can get it from lv1/8, rather than lv6/12 like everyone else though. At that point you might as well pick up Pounce from barbarian, catfolk or synthesist.
EDIT: See also Master of Many Styles (http://www.d20pfsrd.com/classes/core-classes/monk/archetypes/paizo---monk-archetypes/master-of-many-styles) monk. A brawler 1/MoMS monk 2 can have the entire feat chain at lv3.

I'm confused by Pummeling Style.  Is it supposed to be like Clustered Shots but for melee attacks?
Yeah, except you can crit with the entire combined attack.
Title: Re: Interesting stuff in Pathfinder
Post by: deadkitten on August 16, 2014, 05:23:01 AM

Quote
Well there's support for them...
http://www.d20pfsrd.com/feats/combat-feats/dueling-disciple-combat
http://www.d20pfsrd.com/feats/combat-feats/duelist-of-the-roaring-falls-combat
http://www.d20pfsrd.com/feats/combat-feats/duelist-of-the-shrouded-lake-combat
http://www.d20pfsrd.com/feats/combat-feats/falling-water-gambit-combat
(Duel rules here (http://www.d20pfsrd.com/gamemastering/other-rules/duels))

I Guess that does help support the variant, but those are so feat intensive relative to their benefit that they don't seem worthwhile.
Call out at least forces the mechanic into play instead of hoping that your opponent agrees to the variant.
It does allow for a few nifty little bonuses, most notably the counterspell option, for one measly feat that does not have any prerequisites and only needs slight investment into intimidate to operate well.

Honestly I see this as a great feat for when a CHA based caster has nothing better to do as a feat choice. Sorcerers would make great use of this if they have dispel magic as a spell known.

could be needed for the knight if you port it over to 3.5, it might help the class some at least.  :(
Title: Re: Interesting stuff in Pathfinder
Post by: StreamOfTheSky on August 16, 2014, 11:21:57 AM

I Guess that does help support the variant, but those are so feat intensive relative to their benefit that they don't seem worthwhile.

Welcome to Pathfinder.
(click to show/hide)
Title: Re: Interesting stuff in Pathfinder
Post by: Snowbluff on August 17, 2014, 01:12:25 PM
... Okay, Pummeling Style/ Charge doesn't say it has to be unarmed attacks... Rise of the Charger!
Mhm. It will probably be fixed, though. They don't want people using good weapons to also have good feats. It doesn't help you have to invest in crummy monk classes.

I suggest getting a really good crit weapon. I wonder how medusa's wrath, ranged weapons, and twf work with it...

Then again, it might turn out really bad, like that one gunslinger dead.
Title: Re: Interesting stuff in Pathfinder
Post by: Gazzien on August 17, 2014, 02:52:25 PM
... Okay, Pummeling Style/ Charge doesn't say it has to be unarmed attacks... Rise of the Charger!
Mhm. It will probably be fixed, though. They don't want people using good weapons to also have good feats. It doesn't help you have to invest in crummy monk classes.

I suggest getting a really good crit weapon. I wonder how medusa's wrath, ranged weapons, and twf work with it...

Then again, it might turn out really bad, like that one gunslinger dead.
Pummelling Style, Bludgeoner, Sap Adept, Sap Master on a Rogue / Gunslinger with a Master of Many Styles dip? Idea popped into my head and it works by RAW...
Title: Re: Interesting stuff in Pathfinder
Post by: Snowbluff on August 17, 2014, 07:46:05 PM
I'd prefer a build with a aster focus.  :tongue
Title: Re: Interesting stuff in Pathfinder
Post by: deadkitten on August 17, 2014, 08:43:31 PM
Posted this thread on the Paizo site, not even sure if I am along the right track in thinking but if it works it does qualify as interesting.

http://paizo.com/threads/rzs2re1v?Do-Aid-Another-Attempts-from-the-same-person (http://paizo.com/threads/rzs2re1v?Do-Aid-Another-Attempts-from-the-same-person)
Title: Re: Interesting stuff in Pathfinder
Post by: Mithril Leaf on August 17, 2014, 10:18:14 PM
Posted this thread on the Paizo site, not even sure if I am along the right track in thinking but if it works it does qualify as interesting.

http://paizo.com/threads/rzs2re1v?Do-Aid-Another-Attempts-from-the-same-person (http://paizo.com/threads/rzs2re1v?Do-Aid-Another-Attempts-from-the-same-person)

Point out that they are from different actions  :tongue. Could potentially be pretty nifty though.
Title: Re: Interesting stuff in Pathfinder
Post by: Frogman55 on August 27, 2014, 02:04:36 PM
At first level, an Exemplar (Brawler Archetype) can cause all allies within 30 feet to no longer be flat footed. Also at first level, a Sohei (Monk Archetype) or a Diviner Wizard can always act in the surprise round, even if not aware of the threat - they stop being flat footed after they act as normal.

Combine with some standard-issue Initiative maximization and you've got an ambush-immune party. Well, not really, but knowing that your party will never get caught flat-footed seems fun.
Title: Re: Interesting stuff in Pathfinder
Post by: deadkitten on August 28, 2014, 01:53:22 AM
As completely stupid as it sounds, a Human Ranger with Racial Heritage(Kasatha) can dual wield bows.

Twin Bows (Ex): At first level, a bow nomad can simultaneously wield a combination of two of any of the following ranged weapons: shortbow, longbow, and their composite versions. When a bow nomad makes a full attack with two bows, two-weapon penalties apply and can be offset with Two-Weapon Fighting feats. Since bows aren't light weapons, a bow nomad with Two-Weapon Fighting takes a -4 penalty on attacks with each of her bows. Extra attacks from other sources, such as those granted by Manyshot or Rapid Shot, can be applied to only one of the wielded bows per round. This ability replaces wild empathy.
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on August 28, 2014, 03:12:11 AM
Blblblbbllll.... What? That's crazy!
Title: Re: Interesting stuff in Pathfinder
Post by: SolEiji on August 28, 2014, 04:20:48 AM
I need to dual wield my dual wield.   :lol
Title: Re: Interesting stuff in Pathfinder
Post by: Mithril Leaf on August 28, 2014, 10:18:31 PM
If you take 3 levels of Cleric with the animal and scalykind domains, dip into something else for a level or two, take animal ally, then return to cleric, you can two animal companions that advance at twice your character level -(something) depending on your dip.
Title: Re: Interesting stuff in Pathfinder
Post by: Childe on August 29, 2014, 01:43:25 AM
As completely stupid as it sounds, a Human Ranger with Racial Heritage(Kasatha) can dual wield bows.

Twin Bows (Ex): At first level, a bow nomad can simultaneously wield a combination of two of any of the following ranged weapons: shortbow, longbow, and their composite versions. When a bow nomad makes a full attack with two bows, two-weapon penalties apply and can be offset with Two-Weapon Fighting feats. Since bows aren't light weapons, a bow nomad with Two-Weapon Fighting takes a -4 penalty on attacks with each of her bows. Extra attacks from other sources, such as those granted by Manyshot or Rapid Shot, can be applied to only one of the wielded bows per round. This ability replaces wild empathy.
What's the tl;dr on the actual benefit of this versus just using Hand Crossbows? I get that you have an option for a bigger damage die (if you have enough hands or your DM doesn't care about you one-handing longbows), but is there really anything else? Or is this just about the silliness factor?
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on August 29, 2014, 01:59:16 AM
prob just silliness... since normally a bow takes two hands ;)

armor spikes + Sword and Pistol (http://www.d20pfsrd.com/feats/combat-feats/sword-and-pistol-combat) = avoid AoO when close-combating xbows and guns
Title: Re: Interesting stuff in Pathfinder
Post by: phaedrusxy on August 29, 2014, 10:14:07 AM
prob just silliness... since normally a bow takes two hands ;)

armor spikes + Sword and Pistol (http://www.d20pfsrd.com/feats/combat-feats/sword-and-pistol-combat) = avoid AoO when close-combating xbows and guns
Holy crap that's a lot of prereqs! It might be easier to just get cover or total concealment. :P
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on August 29, 2014, 10:39:07 AM
true... this would be more consistent?
Title: Re: Interesting stuff in Pathfinder
Post by: deadkitten on August 29, 2014, 11:13:30 AM
As completely stupid as it sounds, a Human Ranger with Racial Heritage(Kasatha) can dual wield bows.

Twin Bows (Ex): At first level, a bow nomad can simultaneously wield a combination of two of any of the following ranged weapons: shortbow, longbow, and their composite versions. When a bow nomad makes a full attack with two bows, two-weapon penalties apply and can be offset with Two-Weapon Fighting feats. Since bows aren't light weapons, a bow nomad with Two-Weapon Fighting takes a -4 penalty on attacks with each of her bows. Extra attacks from other sources, such as those granted by Manyshot or Rapid Shot, can be applied to only one of the wielded bows per round. This ability replaces wild empathy.
What's the tl;dr on the actual benefit of this versus just using Hand Crossbows? I get that you have an option for a bigger damage die (if you have enough hands or your DM doesn't care about you one-handing longbows), but is there really anything else? Or is this just about the silliness factor?

I posted it just for the silliness factor.
However, I guess for noting any real benefit, someone on the Paizo forums said that because of the way it was worded that it might let you wield oversized bows.  :P
Its just a weird cocktail of silliness.
Title: Re: Interesting stuff in Pathfinder
Post by: Frogman55 on August 29, 2014, 11:26:51 AM
As completely stupid as it sounds, a Human Ranger with Racial Heritage(Kasatha) can dual wield bows.

Twin Bows (Ex): At first level, a bow nomad can simultaneously wield a combination of two of any of the following ranged weapons: shortbow, longbow, and their composite versions. When a bow nomad makes a full attack with two bows, two-weapon penalties apply and can be offset with Two-Weapon Fighting feats. Since bows aren't light weapons, a bow nomad with Two-Weapon Fighting takes a -4 penalty on attacks with each of her bows. Extra attacks from other sources, such as those granted by Manyshot or Rapid Shot, can be applied to only one of the wielded bows per round. This ability replaces wild empathy.
What's the tl;dr on the actual benefit of this versus just using Hand Crossbows? I get that you have an option for a bigger damage die (if you have enough hands or your DM doesn't care about you one-handing longbows), but is there really anything else? Or is this just about the silliness factor?

I posted it just for the silliness factor.
However, I guess for noting any real benefit, someone on the Paizo forums said that because of the way it was worded that it might let you wield oversized bows.  :P
Its just a weird cocktail of silliness.
I wonder what a Zen archer build could do with a dip there.
Title: Re: Interesting stuff in Pathfinder
Post by: deadkitten on August 29, 2014, 03:26:31 PM
As completely stupid as it sounds, a Human Ranger with Racial Heritage(Kasatha) can dual wield bows.

Twin Bows (Ex): At first level, a bow nomad can simultaneously wield a combination of two of any of the following ranged weapons: shortbow, longbow, and their composite versions. When a bow nomad makes a full attack with two bows, two-weapon penalties apply and can be offset with Two-Weapon Fighting feats. Since bows aren't light weapons, a bow nomad with Two-Weapon Fighting takes a -4 penalty on attacks with each of her bows. Extra attacks from other sources, such as those granted by Manyshot or Rapid Shot, can be applied to only one of the wielded bows per round. This ability replaces wild empathy.
What's the tl;dr on the actual benefit of this versus just using Hand Crossbows? I get that you have an option for a bigger damage die (if you have enough hands or your DM doesn't care about you one-handing longbows), but is there really anything else? Or is this just about the silliness factor?

I posted it just for the silliness factor.
However, I guess for noting any real benefit, someone on the Paizo forums said that because of the way it was worded that it might let you wield oversized bows.  :P
Its just a weird cocktail of silliness.
I wonder what a Zen archer build could do with a dip there.

A  warpriest (sacred fist) with crusaders flurry would probably be a better option, pretty much for the same reason sohei is.
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on August 30, 2014, 12:27:07 PM
Animal Soul + Hunter's Animal Focus = infinite duration enhancement bonus to a stat

Disheartening Strike = good fear escalator

Evolved Summoned Monster = great way to increase the power of your summoned buddies

Intimidating Performance = good fear effect whenever you bardic perform

Undersized Mount = ride a buddy of your size (half-orc on a riding dog)

Disposable Weapon = reliable way to auto-confirm crits, just carry a bunch of fragile weapons

Net Adept = dual-wield nets

Quick Bull Rush = replace your highest attack w a bull rush
Title: Re: Interesting stuff in Pathfinder
Post by: Shiki on August 30, 2014, 02:45:31 PM
Animal Soul + Hunter's Animal Focus = infinite duration enhancement bonus to a stat

Why not go with Primal Companion Hunter archetype instead? I'm sure there's more to do with all those evolution points. :p

Then again, I could see the duration being an issue sometimes.
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on August 30, 2014, 04:23:59 PM
Oh wow... Nice!

using Undersized Mount, I totally want to make a halfling llama lancer, or a half-orc kangaroo cavalryman
Title: Re: Interesting stuff in Pathfinder
Post by: phaedrusxy on August 31, 2014, 12:31:50 PM
The Instrument of Agony (http://www.d20pfsrd.com/magic/all-spells/i/instrument-of-agony) spell is quite a nasty debuff for 2nd level, and it is on the cleric list and can be pre-cast into your weapon up to 1 min/lvl ahead of time.
Title: Re: Interesting stuff in Pathfinder
Post by: StreamOfTheSky on September 01, 2014, 09:33:19 AM
The Instrument of Agony (http://www.d20pfsrd.com/magic/all-spells/i/instrument-of-agony) spell is quite a nasty debuff for 2nd level, and it is on the cleric list and can be pre-cast into your weapon up to 1 min/lvl ahead of time.

You know, when Inquisitor came out, I said I liked that there was a rogue/cleric type hybrid class mechanically, but I hated it due to the name and the fact that it wasn't an evil-only class and it was in fact glorifying some of the most repugnant crimes against humanity committed in history.  And everyone told me I was crazy, I was reading too much into it, it was just a name w/ no connection to the actual Inquisition....
And then Paizo keeps putting out spells and such for the class that are blatant call backs to torturing people, one even involves hurting them for information.

I know this is off-topic, but it really genuinely pisses me off.
Title: Re: Interesting stuff in Pathfinder
Post by: Amechra on September 01, 2014, 02:24:50 PM
Couldn't Undersized Mount be used for egregious mount-stacking?

Egregious mount stacking?

Like, Barbarian 1 rides Barbarian 2 rides Barbarian 3...
Title: Re: Interesting stuff in Pathfinder
Post by: Libertad on September 01, 2014, 04:00:35 PM
In the Advanced Class Guide, the Brawler has a cool class feature:

Quote
Martial Flexibility (Ex)

A brawler can take a move action to gain the benefit of a combat feat she doesn't possess. This effect lasts for 1 minute. The brawler must meet all the feat's prerequisites. She may use this ability a number of times per day equal to 3 + 1/2 her brawler level (minimum 1).

The brawler can use this ability again before the duration expires in order to replace the previous combat feat with another choice.

If a combat feat has a daily use limitation (such as Stunning Fist), any uses of that combat feat while using this ability count toward that feat's daily limit.

At 6th level, a brawler can use this ability to gain the benefit of two combat feats at the same time. She may select one feat as a swift action or two feats as a move action. She may use one of these feats to meet a prerequisite of the second feat; doing so means that she cannot replace a feat currently fulfilling another's prerequisite without also replacing those feats that require it. Each individual feat selected counts toward her daily uses of this ability.

At 10th level, a brawler can use this ability to gain the benefit of three combat feats at the same time. She may select one feat as a free action, two feats as a swift action, or three feats as a move action. She may use one of the feats to meet a prerequisite of the second and third feats, and use the second feat to meet a prerequisite of the third feat. Each individual feat selected counts toward her daily uses of this ability.

At 12th level, a brawler can use this ability to gain the benefit of one combat feat as an immediate action or three combat feats as a swift action. Each individual feat selected counts toward her daily uses of this ability.

At 20th level, a brawler can use this ability to gain the benefit of any number of combat feats as a swift action. Each feat selected counts toward her daily uses of this ability.
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on September 01, 2014, 04:33:05 PM
The Barroom Brawler feat does almost the same thing
Title: Re: Interesting stuff in Pathfinder
Post by: Prime32 on September 01, 2014, 07:43:16 PM
Couldn't Undersized Mount be used for egregious mount-stacking?

Egregious mount stacking?

Like, Barbarian 1 rides Barbarian 2 rides Barbarian 3...
If you're running 3.5 with Pathfinder + Dragonlance material, it's possible to have a psion who rides his own psicrystal. Kobold (w/ Slight Build) + Undersized Mount + Heroic Steed.
Title: Re: Interesting stuff in Pathfinder
Post by: Childe on September 01, 2014, 10:35:51 PM
Heroic Steed.
Slight correction unless it's been reprinted under a different name elsewhere, but Knightly Orders of Ansalon (Dragonlance) has it as "Mighty Steed."

Either way, thanks for prompting me to look that one up! Had totally overlooked it previously and I could actually use that if I can get it allowed.
Title: Re: Interesting stuff in Pathfinder
Post by: Amechra on September 02, 2014, 10:39:56 AM
As completely stupid as it sounds, a Human Ranger with Racial Heritage(Kasatha) can dual wield bows.

Twin Bows (Ex): At first level, a bow nomad can simultaneously wield a combination of two of any of the following ranged weapons: shortbow, longbow, and their composite versions. When a bow nomad makes a full attack with two bows, two-weapon penalties apply and can be offset with Two-Weapon Fighting feats. Since bows aren't light weapons, a bow nomad with Two-Weapon Fighting takes a -4 penalty on attacks with each of her bows. Extra attacks from other sources, such as those granted by Manyshot or Rapid Shot, can be applied to only one of the wielded bows per round. This ability replaces wild empathy.
What's the tl;dr on the actual benefit of this versus just using Hand Crossbows? I get that you have an option for a bigger damage die (if you have enough hands or your DM doesn't care about you one-handing longbows), but is there really anything else? Or is this just about the silliness factor?

I posted it just for the silliness factor.
However, I guess for noting any real benefit, someone on the Paizo forums said that because of the way it was worded that it might let you wield oversized bows.  :P
Its just a weird cocktail of silliness.

Now we need to figure out a way to get a Ranger advancing both Combat Styles. Might be an idea for a Gestalt 3.P game...
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on September 02, 2014, 03:46:01 PM
or easily ride around on a swarm of gnats
Title: Re: Interesting stuff in Pathfinder
Post by: Frogman55 on September 02, 2014, 04:57:45 PM
The Instrument of Agony (http://www.d20pfsrd.com/magic/all-spells/i/instrument-of-agony) spell is quite a nasty debuff for 2nd level, and it is on the cleric list and can be pre-cast into your weapon up to 1 min/lvl ahead of time.

You know, when Inquisitor came out, I said I liked that there was a rogue/cleric type hybrid class mechanically, but I hated it due to the name and the fact that it wasn't an evil-only class and it was in fact glorifying some of the most repugnant crimes against humanity committed in history.  And everyone told me I was crazy, I was reading too much into it, it was just a name w/ no connection to the actual Inquisition....
And then Paizo keeps putting out spells and such for the class that are blatant call backs to torturing people, one even involves hurting them for information.

I know this is off-topic, but it really genuinely pisses me off.
Which probably makes the incessant 'Will my Inquisitor of Sarenrae lose his powers if he tortures somebody' threads even more irritating. I mean, they're already examples of everything wrong with internet arguments, but worse.
Title: Re: Interesting stuff in Pathfinder
Post by: McBeardly on September 03, 2014, 12:42:51 PM
You know, when Inquisitor came out, I said I liked that there was a rogue/cleric type hybrid class mechanically, but I hated it due to the name and the fact that it wasn't an evil-only class and it was in fact glorifying some of the most repugnant crimes against humanity committed in history.  And everyone told me I was crazy, I was reading too much into it, it was just a name w/ no connection to the actual Inquisition....
And then Paizo keeps putting out spells and such for the class that are blatant call backs to torturing people, one even involves hurting them for information.

I know this is off-topic, but it really genuinely pisses me off.
Wow why does that spell not have an [evil] tag attached to it but deathwatch does?

Excepting that thing it is kinda wierd that inquisitor is where you put you foot down for offensiveness. Do you have a similar problem with crusader, knight, and samurai? Given that the Crusades and the Inquisition were pretty much the same crime of Europe and that feudalism as a system is probably the most damaging thing to happen to humans.
Title: Re: Interesting stuff in Pathfinder
Post by: Frogman55 on September 03, 2014, 12:54:04 PM
You know, when Inquisitor came out, I said I liked that there was a rogue/cleric type hybrid class mechanically, but I hated it due to the name and the fact that it wasn't an evil-only class and it was in fact glorifying some of the most repugnant crimes against humanity committed in history.  And everyone told me I was crazy, I was reading too much into it, it was just a name w/ no connection to the actual Inquisition....
And then Paizo keeps putting out spells and such for the class that are blatant call backs to torturing people, one even involves hurting them for information.

I know this is off-topic, but it really genuinely pisses me off.
Wow why does that spell not have an [evil] tag attached to it but deathwatch does?

Excepting that thing it is kinda wierd that inquisitor is where you put you foot down for offensiveness. Do you have a similar problem with crusader, knight, and samurai? Given that the Crusades and the Inquisition were pretty much the same crime of Europe and that feudalism as a system is probably the most damaging thing to happen to humans.
There is a difference - sure, crusader, knight, and samurai are strongly linked with brutality, violence, and oppression, there are lots of positive connotations to those as well. Sure, the word 'crusader' is linked with atrocities committed in the middle east, but it's also still connected to people who give all for a cause. For every black knight you have a shining knight.

But Inquisitors really don't have any connotation except to torture & oppressive orthodoxy.
Title: Re: Interesting stuff in Pathfinder
Post by: Nanshork on September 03, 2014, 12:56:49 PM
You know, when Inquisitor came out, I said I liked that there was a rogue/cleric type hybrid class mechanically, but I hated it due to the name and the fact that it wasn't an evil-only class and it was in fact glorifying some of the most repugnant crimes against humanity committed in history.  And everyone told me I was crazy, I was reading too much into it, it was just a name w/ no connection to the actual Inquisition....
And then Paizo keeps putting out spells and such for the class that are blatant call backs to torturing people, one even involves hurting them for information.

I know this is off-topic, but it really genuinely pisses me off.
Wow why does that spell not have an [evil] tag attached to it but deathwatch does?

Excepting that thing it is kinda wierd that inquisitor is where you put you foot down for offensiveness. Do you have a similar problem with crusader, knight, and samurai? Given that the Crusades and the Inquisition were pretty much the same crime of Europe and that feudalism as a system is probably the most damaging thing to happen to humans.
There is a difference - sure, crusader, knight, and samurai are strongly linked with brutality, violence, and oppression, there are lots of positive connotations to those as well. Sure, the word 'crusader' is linked with atrocities committed in the middle east, but it's also still connected to people who give all for a cause. For every black knight you have a shining knight.

But Inquisitors really don't have any connotation except to torture & oppressive orthodoxy.

Given that 3.5 had multiple prestige classes with the word Inquisitor in the title as well as a Dragonlance base class called Inquisitor I think that that was enough precedent for Paizo to go off of.
Title: Re: Interesting stuff in Pathfinder
Post by: StreamOfTheSky on September 03, 2014, 11:30:09 PM
You know, when Inquisitor came out, I said I liked that there was a rogue/cleric type hybrid class mechanically, but I hated it due to the name and the fact that it wasn't an evil-only class and it was in fact glorifying some of the most repugnant crimes against humanity committed in history.  And everyone told me I was crazy, I was reading too much into it, it was just a name w/ no connection to the actual Inquisition....
And then Paizo keeps putting out spells and such for the class that are blatant call backs to torturing people, one even involves hurting them for information.

I know this is off-topic, but it really genuinely pisses me off.
Wow why does that spell not have an [evil] tag attached to it but deathwatch does?

Excepting that thing it is kinda wierd that inquisitor is where you put you foot down for offensiveness. Do you have a similar problem with crusader, knight, and samurai? Given that the Crusades and the Inquisition were pretty much the same crime of Europe and that feudalism as a system is probably the most damaging thing to happen to humans.
There is a difference - sure, crusader, knight, and samurai are strongly linked with brutality, violence, and oppression, there are lots of positive connotations to those as well. Sure, the word 'crusader' is linked with atrocities committed in the middle east, but it's also still connected to people who give all for a cause. For every black knight you have a shining knight.

But Inquisitors really don't have any connotation except to torture & oppressive orthodoxy.

Given that 3.5 had multiple prestige classes with the word Inquisitor in the title as well as a Dragonlance base class called Inquisitor I think that that was enough precedent for Paizo to go off of.

I hate the name of the Crusader class, and use other names when playing one.  That said, it is just a name, there's no real link to the actual historical figures beyond it being a "religious warrior" class, there's no sort of Consumptive Field ability to gain power by killing a bunch of 1 HD peasants, for example.  Knights and Samurai were entire classes of people in their respective societies and had both good and bad members.

Inquisitor stirs up only one historical image, though, and it's especially heinous.  That said...yes, Inquisitor has been used as a name before.   Church Inquisitor for example, is actually for LG/LN/NG clerics only, but...not a single bit of it has anything to do with the historical Inquisition or use of torture.  Warhammer 40K's Imperium of Man has Inquisitors.  They do evil things and no one pretends they're particularly noble or laudable.  But in 40K's grimdark grey-and-blacker morality setting, they're the good guys lesser evil compared to the literally made-of-evil chaos factions that actually are constantly possessing and tempting mortals.
Those are not a big deal to me; they either have nothing to do with the real inquisitors, or do and it's not portrayed as them being good persons.  PF Inquisitors bother me because they can be heroes but have a bunch of torture-themed abilities interlaced into the class, usually said torture-themed stuff also not being evil-tagged.  THAT is offensive to me.

Understand?  I am sure there are uses of Inquisitor in fantasy I'm unaware of (including that Dragonlance one); if I read up on them it's possible they would also draw my ire, I just don't know about them.
Title: Re: Interesting stuff in Pathfinder
Post by: McBeardly on September 04, 2014, 09:46:47 AM
So it would have been significantly better then if Paizo had just done the actually logical thing; given inquisitors the same spell alignment restriction as clerics and marked all the torture themed spells as [evil]?
Title: Re: Interesting stuff in Pathfinder
Post by: Prime32 on September 04, 2014, 10:38:05 AM
http://www.d20pfsrd.com/magic/all-spells/b/blade-lash

True Trip?
Title: Re: Interesting stuff in Pathfinder
Post by: Gazzien on September 04, 2014, 04:22:29 PM
Well... if you need the reach, sure.

Quote from: Page 199 of the Core Rulebook
When you attempt to perform a combat maneuver,
make an attack roll and add your CMB in place of your
normal attack bonus. Add any bonuses you currently have
on attack rolls due to spells, feats, and other effects. These
bonuses must be applicable to the weapon or attack used to
perform the maneuver.
So a plain old True Strike applies as well.
Title: Re: Interesting stuff in Pathfinder
Post by: StreamOfTheSky on September 04, 2014, 06:05:46 PM
So it would have been significantly better then if Paizo had just done the actually logical thing; given inquisitors the same spell alignment restriction as clerics and marked all the torture themed spells as [evil]?

That would certainly have been better.  I still wouldn't like the idea of a varying alignment PC class called Inquisitor that can pick up torture-themed abilities in a game that isn't particularly grimdark, but it'd be a hell of an improvement.
Title: Re: Interesting stuff in Pathfinder
Post by: McBeardly on September 07, 2014, 02:20:23 AM
Something of note for aspiring Pathfinder necromancers is the frostfallen  (http://www.d20pfsrd.com/bestiary/monster-listings/templates/frostfallen-creature-cr-1)template. It is an undead creatable with a minimal increase in cost to animate dead that retains all offensive and defensive abilities. The only thing it loses are skills, int score, feats, and special qualities unrelated to attacks. It also gets a charisma boost of 6 instead of having its charisma adjusted to a flat number.
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on September 09, 2014, 12:42:33 AM
An Arrow Magnet (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/a-b/arrow-magnet) appears to be free to be made from Mithral. This would increase its hardness and decrease the chance to get broken.

Wasp Nest (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/wasp-nest-of-swarming) doesn't appear to be single use.
Title: Re: Interesting stuff in Pathfinder
Post by: Gazzien on September 09, 2014, 01:16:17 AM
An Arrow Magnet (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/a-b/arrow-magnet) appears to be free to be made from Mithral. This would increase its hardness and decrease the chance to get broken.

Wasp Nest (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/wasp-nest-of-swarming) doesn't appear to be single use.
Or make it out of adamantine. I mean... free, right? It has no weight...

... that's true, it says "triggered", not "destroyed".
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on September 09, 2014, 12:55:43 PM
Chose mithral because adamantine has no option i saw for normal items made from it.
Title: Re: Interesting stuff in Pathfinder
Post by: Gazzien on September 09, 2014, 04:07:05 PM
Chose mithral because adamantine has no option i saw for normal items made from it.
... Huh. I thought there was. My mistake.
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on September 09, 2014, 05:20:33 PM
lol... no worries. i had to look again to make sure

Rough and Ready (http://www.d20pfsrd.com/traits/equipment-traits/rough-and-ready) works great with Disposable Weapon (http://www.d20pfsrd.com/feats/general-feats/disposable-weapon) just make improvised 18-20 weapons, and you're golden.

PFS
youu need to buy ammo in lots. Some of the weird arrows come in lots of 1. Just buy a bunch of different arrows and use Abundant Ammo (http://www.d20pfsrd.com/magic/all-spells/a/abundant-ammunition) to get unlimited special arrows.

I also noticed, it doesn't say you must sell (at half price) ammo in lots. You could buy 20 adamantine arrows and sell 19 for half price.

what happens to the ammo of you cast Animate Object on the Abundant Ammo pouch? It would animate the pouch and all the ammo inside?
---
mentioned before, but i was trying to expand on it for PFS abuse

Half-elves with the Multitalented Mastery (http://www.d20pfsrd.com/feats/racial-feats/multitalented-mastery-half-elf) would get 3 favored class features/class, since it counts as a elf, half-elf, and human for all effects.

i noticed that if you take Racial Heritage (http://www.d20pfsrd.com/feats/racial-feats/racial-heritage), you could count as the race for the purposes of favored class abilities, since that is not restricted by ARG
Title: Re: Interesting stuff in Pathfinder
Post by: Gazzien on September 22, 2014, 04:47:35 AM
Merciless Butchery: (http://www.d20pfsrd.com/feats/combat-feats/merciless-butchery-combat) Coup De Grace as a swift action, against more targets.

Knife Master: (http://www.d20pfsrd.com/classes/core-classes/rogue/archetypes/paizo---rogue-archetypes/knife-master) Never qualify for things with "Prerequisite: Sneak Attack Xd6" ever again, because you get to roll Xd8 or Xd4.
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on September 24, 2014, 08:04:56 PM
Does this Bandolier (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/a-b/bandolier-beneficial) allow a swift action to reload any firearm?
Title: Re: Interesting stuff in Pathfinder
Post by: StreamOfTheSky on September 24, 2014, 11:09:46 PM
Merciless Butchery: (http://www.d20pfsrd.com/feats/combat-feats/merciless-butchery-combat) Coup De Grace as a swift action, against more targets.

Would be cool, but it requires a bunch, including a 9th level feat and sneak attack.  And some obscure class feature....who gets that "studied target" thing?  Does it even get 1d6 SA every other level?  At least they remembered Coup de Grace provokes AoOs, unlike whoever wrote 3E's Deathblow.
Title: Re: Interesting stuff in Pathfinder
Post by: Gazzien on September 25, 2014, 12:52:07 AM
Merciless Butchery: (http://www.d20pfsrd.com/feats/combat-feats/merciless-butchery-combat) Coup De Grace as a swift action, against more targets.

Would be cool, but it requires a bunch, including a 9th level feat and sneak attack.  And some obscure class feature....who gets that "studied target" thing?  Does it even get 1d6 SA every other level?  At least they remembered Coup de Grace provokes AoOs, unlike whoever wrote 3E's Deathblow.
Studied Target is from the new Hybrid classes - and IIRC, both of the classes that get Studied get SA.
Title: Re: Interesting stuff in Pathfinder
Post by: Keldar on September 25, 2014, 02:08:29 PM
Only the Slayer does.  So its a feat aimed at one lone class.
Title: Re: Interesting stuff in Pathfinder
Post by: phaedrusxy on September 25, 2014, 03:29:48 PM
Only the Slayer does.  So its a feat aimed at one lone class.
Like Natural Spell? Or Extra Smite? Or Extra Rage? Or...  :P
Title: Re: Interesting stuff in Pathfinder
Post by: Snowbluff on September 26, 2014, 01:07:45 AM
Only the Slayer does.  So its a feat aimed at one lone class.
Like Natural Spell? Or Extra Smite? Or Extra Rage? Or...  :P
To be fair, 3.5 ended up having a bunch of ACFs, PrCs and Templates and other stuff that could use those feats.
Title: Re: Interesting stuff in Pathfinder
Post by: StreamOfTheSky on September 26, 2014, 03:34:58 AM
Only the Slayer does.  So its a feat aimed at one lone class.
Like Natural Spell? Or Extra Smite? Or Extra Rage? Or...  :P
To be fair, 3.5 ended up having a bunch of ACFs, PrCs and Templates and other stuff that could use those feats.

And those class features are a bit more common use and less niche than "coup de grace focused combat style."

Seriously though.  Why can't rogues off people real quick, too?  They can take Dastardly Finish.  But not this new one.  There's no good reason to limit it to only one (hybrid of the rogue!) class.  Other than cynical power creep to sell the book with all the spiffy new classes that get all the love now.
Title: Re: Interesting stuff in Pathfinder
Post by: awaken_D_M_golem on September 26, 2014, 05:04:27 PM
So it would have been significantly better then if Paizo had just done the actually logical thing; given inquisitors the same spell alignment restriction as clerics and marked all the torture themed spells as [evil]?

That would certainly have been better.  I still wouldn't like the idea of a varying alignment PC class called Inquisitor that can pick up torture-themed abilities in a game that isn't particularly grimdark, but it'd be a hell of an improvement.

Rush Limbaugh will gladly tell you that Torture is just perfectly fine for LGs ... harrumph!

Chaotic Good bacchae otoh, are quite likely to know that Torture doesn't work on Ba'atezu.
It's part and parcel to their life, and advancement up the hellish hierarchy.

You ever seen a cat toy with a mouse a bit before it finishes the job?
Beastland awakened Lions will toy with Mezzoloths for decades if they can.
Title: Re: Interesting stuff in Pathfinder
Post by: Prime32 on September 27, 2014, 06:59:21 PM
So the dirty trick maneuver can be pretty potent with the right support...

Title: Re: Interesting stuff in Pathfinder
Post by: phaedrusxy on September 28, 2014, 10:10:26 AM
Maneuver Master monk (http://www.d20pfsrd.com/classes/core-classes/monk/archetypes/paizo---monk-archetypes/maneuver-master) seems like a decent way to use Dirty Tricks. You can make one as part of a full attack (basically no action, even if it normally requires a standard action) by taking a -2 penalty on the check.

You can also pick up the Improved X combat maneuver feats as monk bonus feats, meaning you can ignore the prereqs.

Since you get both Flurry of Maneuvers and a Bonus Feat at 1st level, it could make for a great dip for anyone who wants to use maneuvers a lot.
Title: Re: Interesting stuff in Pathfinder
Post by: StreamOfTheSky on September 28, 2014, 11:38:16 AM
(click to show/hide)

The problem I have with Dirty Trick is, it's a standard that may fail to force the enemy to take a move that 100% succeeds.  It's an awful action economy trade-off.  It needs Greater feat to be viable at all, which means waiting a while and investing 3 feats just to make it function.

So yeah, those are a lot of feats to buff Dirty Trick, shame you don't have unlimited feat slots.  Most are pretty underwhelming, though.  The real standout is Dirty Trick Master for putting on Dazed, Frightened, or Nauseated, which are not only nasty conditions, but also by RAW means the victim can't even take the action to remove the trick!  But...BAB +11 is a really high level, and there's no upgrade for blind, the one normal trick condition you'd want to use, so you also have to give the foe a cruddy condition like shaken or dazzled (eww!) just in the hopes that you'll peg them with another maneuver check soon after.  Still a nice boon, but defenitely has some drawbacks to consider...
Dirty Fighter's two separate tricks inflicted is nice, but that's a long way into Fighter...I'd have to see what the archetype loses to know if it's worth taking that far.
The Cavalier underhanded teamwork combo seems way too feat intensive for too little gain.
The Barbarian thing might be the best route, for coming online at only level 6, and stacking with Quick Dirty Trick.

Good finds, though.
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on September 28, 2014, 12:11:50 PM
Made me look at that monk type. Made a Tengu Monk 1 w a +13 CMB w sunder and disarm using the wolverine claws and swordbreaker and Agile Maneuvers. But dumping Str means he SUCKS at sundering damage (1d3-2 is not good)
Title: Re: Interesting stuff in Pathfinder
Post by: Frogman55 on September 28, 2014, 04:32:22 PM
I really like the Maneuver Master. Look real close at Flurry of Maneuvers and compare it to Flurry of Blows. In addition to the free combat maneuver check, look real close. It includes a penalty to the manuever, but not to the attacks. Even better, there is no limitation written in for weapons - you don't need a monk weapon to use Flurry of Maneuvers.

You can even make a strong argument that you can wear armor and use the Flurry - the Monk class can't flurry of blows with armor, it says nothing about flurry of maneuvers. And the flurry of maneuvers doesn't have any of the 'otherwise, this works like flurry of blows' language that comes with the other archetypes that alter Flurry of Blows.

Now, consider what you can do with a single level dip. :)
Title: Re: Interesting stuff in Pathfinder
Post by: phaedrusxy on September 28, 2014, 06:08:59 PM
I really like the Maneuver Master. Look real close at Flurry of Maneuvers and compare it to Flurry of Blows. In addition to the free combat maneuver check, look real close. It includes a penalty to the manuever, but not to the attacks. Even better, there is no limitation written in for weapons - you don't need a monk weapon to use Flurry of Maneuvers.

You can even make a strong argument that you can wear armor and use the Flurry - the Monk class can't flurry of blows with armor, it says nothing about flurry of maneuvers. And the flurry of maneuvers doesn't have any of the 'otherwise, this works like flurry of blows' language that comes with the other archetypes that alter Flurry of Blows.

Now, consider what you can do with a single level dip. :)
Exactly! And you can take Improved Dirty Trick as your 1st level bonus feat without needing the prereqs (int 13 and Combat Expertise)!

I found this while putting together a gestalt druid. Slapping this on the other side looked pretty sick. Sadly, I never got to use it...
Title: Re: Interesting stuff in Pathfinder
Post by: deadkitten on September 28, 2014, 08:14:18 PM
I really like the Maneuver Master. Look real close at Flurry of Maneuvers and compare it to Flurry of Blows. In addition to the free combat maneuver check, look real close. It includes a penalty to the manuever, but not to the attacks. Even better, there is no limitation written in for weapons - you don't need a monk weapon to use Flurry of Maneuvers.

You can even make a strong argument that you can wear armor and use the Flurry - the Monk class can't flurry of blows with armor, it says nothing about flurry of maneuvers. And the flurry of maneuvers doesn't have any of the 'otherwise, this works like flurry of blows' language that comes with the other archetypes that alter Flurry of Blows.

Now, consider what you can do with a single level dip. :)
Exactly! And you can take Improved Dirty Trick as your 1st level bonus feat without needing the prereqs (int 13 and Combat Expertise)!

I found this while putting together a gestalt druid. Slapping this on the other side looked pretty sick. Sadly, I never got to use it...

The maneuver master uses his monk level in place of his base attack bonus to determine his CMB for the bonus maneuvers, though all combat maneuver checks suffer a –2 penalty when using a flurry.

Strictly RAW, I believe it would be a terrible dip cause your bonus on the maneuver is stuck at -1 I believe. Flurry of Maneuvers does not have the wording on BAB from other classes that Flurry of Blows has, they are two different abilities.
I could very well be wrong though.  :tongue
Title: Re: Interesting stuff in Pathfinder
Post by: Gazzien on September 28, 2014, 09:18:19 PM
I really like the Maneuver Master. Look real close at Flurry of Maneuvers and compare it to Flurry of Blows. In addition to the free combat maneuver check, look real close. It includes a penalty to the manuever, but not to the attacks. Even better, there is no limitation written in for weapons - you don't need a monk weapon to use Flurry of Maneuvers.

You can even make a strong argument that you can wear armor and use the Flurry - the Monk class can't flurry of blows with armor, it says nothing about flurry of maneuvers. And the flurry of maneuvers doesn't have any of the 'otherwise, this works like flurry of blows' language that comes with the other archetypes that alter Flurry of Blows.

Now, consider what you can do with a single level dip. :)
Exactly! And you can take Improved Dirty Trick as your 1st level bonus feat without needing the prereqs (int 13 and Combat Expertise)!

I found this while putting together a gestalt druid. Slapping this on the other side looked pretty sick. Sadly, I never got to use it...

The maneuver master uses his monk level in place of his base attack bonus to determine his CMB for the bonus maneuvers, though all combat maneuver checks suffer a –2 penalty when using a flurry.

Strictly RAW, I believe it would be a terrible dip cause your bonus on the maneuver is stuck at -1 I believe. Flurry of Maneuvers does not have the wording on BAB from other classes that Flurry of Blows has, they are two different abilities.
I could very well be wrong though.  :tongue
There's a FAQ clarification that shows off that it means that your monk level counts as your base attack bonus for your monk levels; the given example is a Fighter 19 / Monk 1, IIRC.
Title: Re: Interesting stuff in Pathfinder
Post by: StreamOfTheSky on September 28, 2014, 10:03:37 PM
Maneuver Master is a nice dip, all the way up to level 6 even (if you want to get a Greater maneuver feat w/o pre-reqs), just make sure you get out after that.  Level 7 gives nothing, and 8 is a horrible nerf.  By RAW, those maneuver penalties STACK.  I can't even imagine a high level MM Monk with the 3 maneuvers and such huge penalties.
Title: Re: Interesting stuff in Pathfinder
Post by: phaedrusxy on September 28, 2014, 10:56:13 PM
Maneuver Master is a nice dip, all the way up to level 6 even (if you want to get a Greater maneuver feat w/o pre-reqs), just make sure you get out after that.  Level 7 gives nothing, and 8 is a horrible nerf.  By RAW, those maneuver penalties STACK.  I can't even imagine a high level MM Monk with the 3 maneuvers and such huge penalties.
Saw your dipping guide on another site. :) I'm putting together a crazy level 15 gestalt druid that I plan to pair with 3 levels of the maneuver master monk, 3-4 levels of Fighter (Lore Warden) along with 9+ levels of Magus with the Broad Study arcana. So I'll be able to use both combat maneuvers and spells as part of a full attack (though not likely the same full attack...), while wildshaped into something enormous...
Title: Re: Interesting stuff in Pathfinder
Post by: StreamOfTheSky on September 29, 2014, 01:11:32 AM
Saw your dipping guide on another site. :)

"Exotic Delights"?  That's massively unfinished, heh heh.  I kind of gave up on it a while ago when the deluge of archetypes and such got to be too much for me to keep track of.
Title: Re: Interesting stuff in Pathfinder
Post by: deadkitten on September 30, 2014, 09:30:08 PM
I really like the Maneuver Master. Look real close at Flurry of Maneuvers and compare it to Flurry of Blows. In addition to the free combat maneuver check, look real close. It includes a penalty to the manuever, but not to the attacks. Even better, there is no limitation written in for weapons - you don't need a monk weapon to use Flurry of Maneuvers.

You can even make a strong argument that you can wear armor and use the Flurry - the Monk class can't flurry of blows with armor, it says nothing about flurry of maneuvers. And the flurry of maneuvers doesn't have any of the 'otherwise, this works like flurry of blows' language that comes with the other archetypes that alter Flurry of Blows.

Now, consider what you can do with a single level dip. :)
Exactly! And you can take Improved Dirty Trick as your 1st level bonus feat without needing the prereqs (int 13 and Combat Expertise)!

I found this while putting together a gestalt druid. Slapping this on the other side looked pretty sick. Sadly, I never got to use it...

The maneuver master uses his monk level in place of his base attack bonus to determine his CMB for the bonus maneuvers, though all combat maneuver checks suffer a –2 penalty when using a flurry.

Strictly RAW, I believe it would be a terrible dip cause your bonus on the maneuver is stuck at -1 I believe. Flurry of Maneuvers does not have the wording on BAB from other classes that Flurry of Blows has, they are two different abilities.
I could very well be wrong though.  :tongue
There's a FAQ clarification that shows off that it means that your monk level counts as your base attack bonus for your monk levels; the given example is a Fighter 19 / Monk 1, IIRC.

Monk: The monk rules for flurry state, "For the purpose of these attacks, the monk's base attack bonus is equal to his monk level." How does this interact with BAB from class levels and racial Hit Dice? Does a multiclassed fighter 19/monk 1 flurry as if his BAB were only +1?
A monk using flurry treats his BAB from monk levels as equal to his monk level. He still adds BAB from other sources (such as other classes or racial Hit Dice) normally to this total.

So a fighter 19/monk 1 has a normal BAB of +19. When he flurries, he treats his monk BAB as +1 (for his 1 level of monk) and still gets BAB +19 from his fighter levels, for a total flurry BAB of +20.

The FAQ is for flurry of blows, not flurry of maneuvers. All I am saying is that one cannot say that it is not actually flurry of blows to ignore the armor restriction on flurry of maneuvers and then say that the FAQ on flurry of blows works for it.

I like the idea and would probably use it, but I was just pointing out the RAWtardedness of Pathfinder and how the FAQ doesn't always help the case.
Title: Re: Interesting stuff in Pathfinder
Post by: phaedrusxy on September 30, 2014, 09:51:51 PM
Quote
The FAQ is for flurry of blows, not flurry of maneuvers. All I am saying is that one cannot say that it is not actually flurry of blows to ignore the armor restriction on flurry of maneuvers and then say that the FAQ on flurry of blows works for it.
When it says that his BAB is equal to his monk level, of course it means that "his BAB from his monk levels is equal to his monk levels". BAB always stacks for multiclassed characters. If you need a FAQ to tell you that, you're just being obstinate and intentionally interpreting the rules in the most narrow and punitive way possible, at the expense of logic and common sense.

Do people do that? Of course. I don't play games with them, though. (Or talk to them, if I can help it.)
Title: Re: Interesting stuff in Pathfinder
Post by: Frogman55 on October 01, 2014, 09:37:31 AM
I really like the Maneuver Master. Look real close at Flurry of Maneuvers and compare it to Flurry of Blows. In addition to the free combat maneuver check, look real close. It includes a penalty to the manuever, but not to the attacks. Even better, there is no limitation written in for weapons - you don't need a monk weapon to use Flurry of Maneuvers.

You can even make a strong argument that you can wear armor and use the Flurry - the Monk class can't flurry of blows with armor, it says nothing about flurry of maneuvers. And the flurry of maneuvers doesn't have any of the 'otherwise, this works like flurry of blows' language that comes with the other archetypes that alter Flurry of Blows.

Now, consider what you can do with a single level dip. :)
Exactly! And you can take Improved Dirty Trick as your 1st level bonus feat without needing the prereqs (int 13 and Combat Expertise)!

I found this while putting together a gestalt druid. Slapping this on the other side looked pretty sick. Sadly, I never got to use it...

The maneuver master uses his monk level in place of his base attack bonus to determine his CMB for the bonus maneuvers, though all combat maneuver checks suffer a –2 penalty when using a flurry.

Strictly RAW, I believe it would be a terrible dip cause your bonus on the maneuver is stuck at -1 I believe. Flurry of Maneuvers does not have the wording on BAB from other classes that Flurry of Blows has, they are two different abilities.
I could very well be wrong though.  :tongue
There's a FAQ clarification that shows off that it means that your monk level counts as your base attack bonus for your monk levels; the given example is a Fighter 19 / Monk 1, IIRC.

Monk: The monk rules for flurry state, "For the purpose of these attacks, the monk's base attack bonus is equal to his monk level." How does this interact with BAB from class levels and racial Hit Dice? Does a multiclassed fighter 19/monk 1 flurry as if his BAB were only +1?
A monk using flurry treats his BAB from monk levels as equal to his monk level. He still adds BAB from other sources (such as other classes or racial Hit Dice) normally to this total.

So a fighter 19/monk 1 has a normal BAB of +19. When he flurries, he treats his monk BAB as +1 (for his 1 level of monk) and still gets BAB +19 from his fighter levels, for a total flurry BAB of +20.

The FAQ is for flurry of blows, not flurry of maneuvers. All I am saying is that one cannot say that it is not actually flurry of blows to ignore the armor restriction on flurry of maneuvers and then say that the FAQ on flurry of blows works for it.

I like the idea and would probably use it, but I was just pointing out the RAWtardedness of Pathfinder and how the FAQ doesn't always help the case.
Agreed, which is why I only say you've got an argument. It remains an argument that might be best to drop. :) Using any weapon still works, as the weapon limitations are written into the text of the flurry, but armor limitations (and BAB/Level interaction) are written into other class features. If you argue that Flurry of Maneuvers is different entirely than Blows, then you may well be stuck with all the implications.
Title: Re: Interesting stuff in Pathfinder
Post by: deadkitten on October 03, 2014, 03:51:12 PM
http://www.d20pfsrd.com/feats/combat-feats/natural-jouster-combat

Use this with Changeling+Racial Emulation and Daring Champion Cavalier. Laugh Manaiacally.  :lol

Gain pounce and get books thrown.
Title: Re: Interesting stuff in Pathfinder
Post by: phaedrusxy on October 03, 2014, 08:45:48 PM
http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/h-l/jingasa-of-the-fortunate-soldier
http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/c-d/cloak-of-the-hedge-wizard
http://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapons-non-core/weapon-property---guided
http://www.archivesofnethys.com/MagicWondrousDisplay.aspx?FinalName=Goz%20Mask
http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/e-g/gloves-of-reconnaissance
http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/traveler-s-any-tool

Cracked Clear Spindle Ioun Stone with Wayfinder (Constant protection from possession and mental control (as protection from evil).) (1500 gp)

Cracked Dusty Rose Ioun Stone (500 gp, +1 init)
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on October 03, 2014, 10:12:21 PM
Some nice items there. Saw the Any-Tool already, pretty awesome beginning item.

can't use cracked stones in a Wayfinder in PFS :'(
Title: Re: Interesting stuff in Pathfinder
Post by: Garryl on October 03, 2014, 11:58:56 PM
Speaking of cracked/flawed stones, the flawed emerald elipsoid (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/h-l/ioun-stones/emerald-ellipsoid-ioun-stone) seems counterproductive. You get 5 temp hp, but the negative level makes you lose 5 hp, putting you even on hp and down on everything else.
Title: Re: Interesting stuff in Pathfinder
Post by: Amechra on October 04, 2014, 05:46:20 AM
Wayfinders (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/wayfinder-standard) are cool.

Deep Red Sphere in a Wayfinder: 8500 gp for +2 Dex and Improved Unarmed Strike.
Orange Prism in a Wayfinder: 30,500 gp for a +1d4-1 bonus to your CL each time you cast a spell.

Or, roll on a d100 table that includes stuff like +2 to one ability score (for 1500 gp? A steal!), +2 Resistance bonuses to all saves... and making the magic item blow up.

Just... keep the cheap Ioun Stone that boosts a stat, please?
Title: Re: Interesting stuff in Pathfinder
Post by: Libertad on October 06, 2014, 03:23:45 PM
The new book Champions of Corruption is out, and it's got an awesome feat:

Quote
Stunning Interruption (Combat)

When you smash your way into a room, you gain more than just the element of surprise.

Prerequisites: Str 15, Power Attack, base attack bonus +5.

Benefit: Before starting combat, you can attempt to break through a door, window, or wall to enter a room. If you succeed, the violence of your arrival is so great that all characters within 20 feet of your entry point must succeed at a Fortitude saving throw (DC = 10 + your base attack bonus) or be stunned instead of acting in the surprise round (if there is one) plus 1 round thereafter. Characters who succeed at this save are instead shaken for 1d4 rounds.

(http://i.imgur.com/1q8gYwZ.jpg)
Title: Re: Interesting stuff in Pathfinder
Post by: Frogman55 on October 06, 2014, 04:54:30 PM
The new book Champions of Corruption is out, and it's got an awesome feat:

Quote
Stunning Interruption (Combat)

When you smash your way into a room, you gain more than just the element of surprise.

Prerequisites: Str 15, Power Attack, base attack bonus +5.

Benefit: Before starting combat, you can attempt to break through a door, window, or wall to enter a room. If you succeed, the violence of your arrival is so great that all characters within 20 feet of your entry point must succeed at a Fortitude saving throw (DC = 10 + your base attack bonus) or be stunned instead of acting in the surprise round (if there is one) plus 1 round thereafter. Characters who succeed at this save are instead shaken for 1d4 rounds.
[/center]
It's fun, too bad it risks stunning yourself and possibly your party.
Title: Re: Interesting stuff in Pathfinder
Post by: phaedrusxy on October 06, 2014, 05:05:44 PM
The new book Champions of Corruption is out, and it's got an awesome feat:

Quote
Stunning Interruption (Combat)

When you smash your way into a room, you gain more than just the element of surprise.

Prerequisites: Str 15, Power Attack, base attack bonus +5.

Benefit: Before starting combat, you can attempt to break through a door, window, or wall to enter a room. If you succeed, the violence of your arrival is so great that all characters within 20 feet of your entry point must succeed at a Fortitude saving throw (DC = 10 + your base attack bonus) or be stunned instead of acting in the surprise round (if there is one) plus 1 round thereafter. Characters who succeed at this save are instead shaken for 1d4 rounds.
[/center]
It's fun, too bad it risks stunning yourself and possibly your party.
:lmao

The fact that it causes the shaken condition even on a successful save, and doesn't mention that it won't stack with other things, could be fun. What other things in PF could we combo this to escalate that Fear?
Title: Re: Interesting stuff in Pathfinder
Post by: Garryl on October 06, 2014, 06:18:16 PM
PF's got a sci-fi sourcebook (http://www.amazon.com/gp/product/1601256728/ref=as_li_qf_sp_asin_il_tl?ie=UTF8&camp=1789&creative=9325&creativeASIN=1601256728&linkCode=as2&tag=httpwwwd20pfs-20&linkId=I4WRDI766XR3RCYQ) in its SRD (http://www.d20pfsrd.com/equipment---final/technological-equipment) now. I've been skimming through the equipment, a large part of which seems to be so expensive as to be impractical. I get the impression that it's designed for inserting a bit of lost future tech in a fantasy environment than as the basis for a sci-fi setting.
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on October 06, 2014, 06:41:52 PM
its been on for a couple weeks now ;) but it helps not needing to buy another book
Title: Re: Interesting stuff in Pathfinder
Post by: Gazzien on October 08, 2014, 02:32:29 AM
Half-orcs (http://www.d20pfsrd.com/races/core-races/half-orc) and orcs (http://www.d20pfsrd.com/races/other-races/featured-races/arg-orc) can uses torches as martial weapons.

Because they have the word "orc" in their name.
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on October 08, 2014, 02:33:17 AM
 :lmao
Title: Re: Interesting stuff in Pathfinder
Post by: Amechra on October 08, 2014, 02:56:37 PM
Half-orcs (http://www.d20pfsrd.com/races/core-races/half-orc) and orcs (http://www.d20pfsrd.com/races/other-races/featured-races/arg-orc) can uses torches as martial weapons.

Because they have the word "orc" in their name.

That's actually pretty nice...
Title: Re: Interesting stuff in Pathfinder
Post by: Amechra on October 08, 2014, 03:06:01 PM
PF's got a sci-fi sourcebook (http://www.amazon.com/gp/product/1601256728/ref=as_li_qf_sp_asin_il_tl?ie=UTF8&camp=1789&creative=9325&creativeASIN=1601256728&linkCode=as2&tag=httpwwwd20pfs-20&linkId=I4WRDI766XR3RCYQ) in its SRD (http://www.d20pfsrd.com/equipment---final/technological-equipment) now. I've been skimming through the equipment, a large part of which seems to be so expensive as to be impractical. I get the impression that it's designed for inserting a bit of lost future tech in a fantasy environment than as the basis for a sci-fi setting.

You can make the pharmaceuticals more reasonably costed if you make the costs in Silver pieces. Still expensive, mind you, but they're medicine. Otherwise, yeah, lost future tech seems to be the name of the game.
Title: Re: Interesting stuff in Pathfinder
Post by: Frogman55 on October 09, 2014, 05:08:42 PM
Cleric Archetype: Divine Strategist

Quote
Master Tactician (Ex)

A divine strategist can always act in a surprise round even if she fails to make a Perception check to notice enemies, though she is considered flat-footed until she acts. In addition, the divine strategist gains a bonus on initiative checks equal to 1/2 her cleric level. At 20th level, a divine strategist’s initiative roll is automatically a natural 20. Allies able to see and hear the divine strategist gain a bonus on initiative checks equal to 1/4 the divine strategist’s level. This is a language-dependent ability.
This ability replaces channel energy.

Animal Domain, Feather Subdomain
Quote
Replacement Power: The following granted power replaces the speak with animals power of the Animal domain.

Eyes of the Hawk (Ex): You gain a racial bonus on Perception checks equal to 1/2 your cleric level (minimum +1). In addition, if you can act during a surprise round, you receive a +2 racial bonus on your Initiative check.

This means that a Divine Strategist (or a domain specialist wizard, or a sohei monk) that has the Feather Subdomain always has a +2 racial bonus to initiative. You can always act in the surprise round, therefor you always have a bonus.
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on October 09, 2014, 05:22:22 PM
any ways to gain additional actions during surprise round, like getting a full turn r something?
Title: Re: Interesting stuff in Pathfinder
Post by: StreamOfTheSky on October 09, 2014, 06:06:48 PM
You and your animal companion / familiar / whatever can take Lookout (http://www.d20pfsrd.com/feats/combat-feats/lookout-combat-teamwork)

Quote
Lookout (Combat, Teamwork)

Your allies help you avoid being surprised.

Benefit: Whenever you are adjacent to an ally who also has this feat, you may act in the surprise round as long as your ally would normally be able to act in the surprise round. If you would normally be denied the ability to act in the surprise round, your initiative is equal to your initiative roll or the roll of your ally –1, whichever is lower. If both you and your ally would be able to act in the surprise round without the aid of this feat, you may take both a standard and a move action (or a full-round action) during the surprise round.

Getting your buddy (familiar, etc...) to fulfill that bolded line is the key, I guess.
Title: Re: Interesting stuff in Pathfinder
Post by: phaedrusxy on October 09, 2014, 07:23:19 PM
So a cleric (divine strategist) and sohei teamed up, both with this feat, would be a nice combo.
Title: Re: Interesting stuff in Pathfinder
Post by: deadkitten on October 09, 2014, 09:48:49 PM
It is nice, honestly being able to act in the surprise round is something Paizo seems to be fond of, there are a number of options that you can grab that allow it.  But don't ask me the details, I refuse to remember out of complete lazyness.  :tongue
Title: Re: Interesting stuff in Pathfinder
Post by: Frogman55 on October 09, 2014, 10:58:03 PM
Another surprise round exploit available is the Brawler Exemplar. He can take a move action during the surprise round that makes all his allies within 30' stop being flatfooted. It's kinda like uncanny dodge for everyone. Assuming the brawler gets to act.

But if the Divine Strategist with Feather domain gets to act in the surprise round, and he and the brawler have Lookout, then together they can leave the party essentially immune to ambush.
Title: Re: Interesting stuff in Pathfinder
Post by: Snowbluff on October 09, 2014, 11:26:52 PM
I don't like it. Too situational, and definitely too situational to build around.
Title: Re: Interesting stuff in Pathfinder
Post by: deadkitten on October 09, 2014, 11:31:33 PM
Another surprise round exploit available is the Brawler Exemplar. He can take a move action during the surprise round that makes all his allies within 30' stop being flatfooted. It's kinda like uncanny dodge for everyone. Assuming the brawler gets to act.

But if the Divine Strategist with Feather domain gets to act in the surprise round, and he and the brawler have Lookout, then together they can leave the party essentially immune to ambush.

Immune to the effects of a surprise round sure, but I wouldn't call it immune to ambush. The ambusher still controls where the battlefield is taking place, and while they are not getting the surprise round, they have that going for them.  But that is me being nitpicky.  :D
Title: Re: Interesting stuff in Pathfinder
Post by: Frogman55 on October 10, 2014, 09:29:09 AM
Another surprise round exploit available is the Brawler Exemplar. He can take a move action during the surprise round that makes all his allies within 30' stop being flatfooted. It's kinda like uncanny dodge for everyone. Assuming the brawler gets to act.

But if the Divine Strategist with Feather domain gets to act in the surprise round, and he and the brawler have Lookout, then together they can leave the party essentially immune to ambush.

Immune to the effects of a surprise round sure, but I wouldn't call it immune to ambush. The ambusher still controls where the battlefield is taking place, and while they are not getting the surprise round, they have that going for them.  But that is me being nitpicky.  :D

In the real world, sure. In the game though, the GM always has control over the battlefield, regardless of which side 'picks' the field. Even if it is at a spot of the enemies choosing, the enemy will likely loose out on the sneak attacks, and may not get an opportune moment to trigger many traps (it's not uncommon for a trap to require a move action to flip a lever, or similar). Traps that don't get immediately activated by an enemy aren't really a part of the ambush, are they? It changes the situation from an ambush where the enemy gets a drop on the party into a situation where the party is assaulting a defended area.

Similar, sure, but given the rocket-tag nature of 3.5 & Pathfinder as well as the short duration of most encounters, taking away a surprise round can be huge.
Title: Re: Interesting stuff in Pathfinder
Post by: Amechra on October 14, 2014, 12:40:52 PM
Supernal Feast (http://www.d20pfsrd.com/feats/general-feats/supernal-feast)! You get benefits for bathing in the gore of your ancestors and/or eating them!

It's an Aasimar racial feat. You eat Celestials because they give you sweet, sweet temporary HP.

Powerful? No. Metal as hell? Yes.

Not to be outdone, Tieflings get Fiendish Heritage (http://www.d20pfsrd.com/feats/general-feats/fiendish-heritage), which can gives you alternate ability score adjustments (Devil-Spawn make pretty decent Clerics, what with having the Dwarf ability score array).

More importantly, it brings back the Random Tiefling Powers table from Planescape 2e. Which was my favorite thing about the race. It replaces your Darkess SLA, but given that you get to roll 3 times and pick your favorite, and it has options like:

All-Around Vision
You can eat/drink ash, sand, and cinders.
The ability to use Large weapons without penalty.
Deal 1d4 fire damage each round to a creature that grapples you.
A possible +2 to Intelligence, Charisma, or Wisdom, on top of your actual racial adjustments.
Invisibility to Unintelligent Undead.
Speak to birds/insects.
1/day see through a non-lead object no more than 5' thick for 1 round.
The ability to see creatures on the Ethereal Plane.
1/week Commune. At 1st level.

Well, I think its a good choice.
Title: Re: Interesting stuff in Pathfinder
Post by: Keldar on October 14, 2014, 12:58:40 PM
Lets hear it for the return of random tiefling powers!
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on October 14, 2014, 06:27:21 PM
Damn Supernal Feast is banned in PFS
Title: Re: Interesting stuff in Pathfinder
Post by: ImperatorK on October 15, 2014, 04:35:37 AM
Is Tiger Pounce (http://www.d20pfsrd.com/feats/combat-feats/tiger-pounce-combat) a better version of Shock Trooper or what?
Title: Re: Interesting stuff in Pathfinder
Post by: Amechra on October 15, 2014, 04:44:59 AM
Is Tiger Pounce (http://www.d20pfsrd.com/feats/combat-feats/tiger-pounce-combat) a better version of Shock Trooper or what?

Appears to be. Too bad it's shackled to Pathfinder's version of Power Attack.
Title: Re: Interesting stuff in Pathfinder
Post by: ImperatorK on October 15, 2014, 04:58:27 AM
Dosn't have to be. Definitely isn't in my games.
Title: Re: Interesting stuff in Pathfinder
Post by: Snowbluff on October 15, 2014, 11:06:26 AM
Did I ever tell you guys about litany of the righteousness + samsaran + greater named bullet on a cleric for the best archer(tm)?
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on October 15, 2014, 12:21:37 PM
Vaguely remember it here somewhere

looks like Inquisitor spells, not Cleric
Title: Re: Interesting stuff in Pathfinder
Post by: Snowbluff on October 15, 2014, 01:06:56 PM

looks like Inquisitor spells, not Cleric
That's where samsaran comes in. IIRC, Inquisitor can't actually benefit from Litany of Righteousness, anyway.
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on October 15, 2014, 01:32:36 PM
Or right... Duh :P
Title: Re: Interesting stuff in Pathfinder
Post by: Snowbluff on October 15, 2014, 02:00:07 PM
You also benefit from discounted spell levels despite being a full caster.
Title: Re: Interesting stuff in Pathfinder
Post by: StreamOfTheSky on October 15, 2014, 06:30:41 PM
Is Tiger Pounce (http://www.d20pfsrd.com/feats/combat-feats/tiger-pounce-combat) a better version of Shock Trooper or what?

I'll go with "or what."  Shock Trooper doesn't require 3 worthless feats on top of power attack, nor being level 9.  And it comes with two other criminally overlooked tactical maneuvers that are amazing as well with Knockback.

Also, if playing PF, power attack is a fixed amount.  -1 to hit, and another -1 per 4 BAB.  Part of the appeal of shock trooper was being able to go full power and take massive AC penalties for massive damage bonuses.  In PF, the amount you can trade is strictly limited.  The ratio is better, but no one who used shock trooper cared about their AC anyway, whether it was -6 or -12.

EDIT: It's still a good martial feat, don't get me wrong.  It's a worse cost-benefit than Shock Trooper, but PF massively nerfed martials especially in the feats dept., so Tiger Pounce still ends up looking nice.
Title: Re: Interesting stuff in Pathfinder
Post by: Snowbluff on October 15, 2014, 07:38:09 PM
Is Tiger Pounce (http://www.d20pfsrd.com/feats/combat-feats/tiger-pounce-combat) a better version of Shock Trooper or what?

I'll go with "or what."  Shock Trooper doesn't require 3 worthless feats on top of power attack, nor being level 9.  And it comes with two other criminally overlooked tactical maneuvers that are amazing as well with Knockback.

Not to mention adding Dungeoncrasher after knockback. That's just serious pain.
Title: Re: Interesting stuff in Pathfinder
Post by: deadkitten on October 15, 2014, 08:49:38 PM
Unfolding Wind Rush (Combat, Style)

Thrown weapons fly from your hands as if blown by a gale, and you leave behind a wake of wind as you move.

Prerequisite(s): Dex 13, Wis 13, Mobility, Perfect Style, Quick Draw, Unfolding Wind Strike, base attack bonus +13 or monk level 13th.

Benefit(s): When using Perfect Style and wielding thrown weapons, you can combine a full attack action with a single move action. You must forgo the attack at your highest bonus but may take the remaining attacks as normal at any point during your movement. You can spend 1 ki point as a swift action to create a path of wind along your path of movement that functions as wind wall for 1 round; this effect does not affect your ranged attacks.

Anyone got any imput on what kind of action this thing is? It seems poorly worded now that I think about it.
Title: Re: Interesting stuff in Pathfinder
Post by: snakeman830 on October 15, 2014, 10:04:17 PM
Seems to me that it's a full-attack action plus an optional swift action.  You just get to move during the full attack as though you used a move action.  Or at least, that's the intent.  As-written, you can use any move action during that full attack.
Title: Re: Interesting stuff in Pathfinder
Post by: StreamOfTheSky on October 15, 2014, 10:08:06 PM
Is Tiger Pounce (http://www.d20pfsrd.com/feats/combat-feats/tiger-pounce-combat) a better version of Shock Trooper or what?

I'll go with "or what."  Shock Trooper doesn't require 3 worthless feats on top of power attack, nor being level 9.  And it comes with two other criminally overlooked tactical maneuvers that are amazing as well with Knockback.

Not to mention adding Dungeoncrasher after knockback. That's just serious pain.

Now, the 2nd part of the feat is a separate also awesome ability, to be fair.  It's sort of like that one Tome of Battle setting sun counter.  Mirrored Pursuit, iirc.  If only it was immediate instead of swift...
Title: Re: Interesting stuff in Pathfinder
Post by: ImperatorK on October 16, 2014, 02:36:46 AM
Is Tiger Pounce (http://www.d20pfsrd.com/feats/combat-feats/tiger-pounce-combat) a better version of Shock Trooper or what?

I'll go with "or what."  Shock Trooper doesn't require 3 worthless feats on top of power attack, nor being level 9.  And it comes with two other criminally overlooked tactical maneuvers that are amazing as well with Knockback.

Also, if playing PF, power attack is a fixed amount.  -1 to hit, and another -1 per 4 BAB.  Part of the appeal of shock trooper was being able to go full power and take massive AC penalties for massive damage bonuses.  In PF, the amount you can trade is strictly limited.  The ratio is better, but no one who used shock trooper cared about their AC anyway, whether it was -6 or -12.

EDIT: It's still a good martial feat, don't get me wrong.  It's a worse cost-benefit than Shock Trooper, but PF massively nerfed martials especially in the feats dept., so Tiger Pounce still ends up looking nice.
1 level dip grants it at 1st level.
And again, unless you play PFS or something like that, you can use 3.5 Power Attack.
Title: Re: Interesting stuff in Pathfinder
Post by: Gazzien on October 16, 2014, 02:55:19 AM
Is Tiger Pounce (http://www.d20pfsrd.com/feats/combat-feats/tiger-pounce-combat) a better version of Shock Trooper or what?

I'll go with "or what."  Shock Trooper doesn't require 3 worthless feats on top of power attack, nor being level 9.  And it comes with two other criminally overlooked tactical maneuvers that are amazing as well with Knockback.

Also, if playing PF, power attack is a fixed amount.  -1 to hit, and another -1 per 4 BAB.  Part of the appeal of shock trooper was being able to go full power and take massive AC penalties for massive damage bonuses.  In PF, the amount you can trade is strictly limited.  The ratio is better, but no one who used shock trooper cared about their AC anyway, whether it was -6 or -12.

EDIT: It's still a good martial feat, don't get me wrong.  It's a worse cost-benefit than Shock Trooper, but PF massively nerfed martials especially in the feats dept., so Tiger Pounce still ends up looking nice.
1 level dip grants it at 1st level.
And again, unless you play PFS or something like that, you can use 3.5 Power Attack.
What's the one-level dip? Master of Many Styles would need to have the Style first, wouldn't it?
Title: Re: Interesting stuff in Pathfinder
Post by: ImperatorK on October 16, 2014, 04:10:34 AM
I guess. So it's has one feat tax. Still good though and still can be gained at 1st level. Also, Unarmed Fighter doesn't have that requirement.
Title: Re: Interesting stuff in Pathfinder
Post by: Snowbluff on October 16, 2014, 10:00:55 AM
You need Tiger Pounce and Tiger Style to benefit from Tiger Pounce.
Title: Re: Interesting stuff in Pathfinder
Post by: ImperatorK on October 16, 2014, 11:11:20 AM
Shit. Now that you mention it, it seems that Unarmed Fighter can't even take Tiger Pounce (I knew that by RAI you needed Tiger Style for Tiger Pounce to work, but I interpeted the part about ignoring prereqs as also ignoring that part). I thought that all feats from a style are considered style feats, but apparently, no they aren't. Huh. That's what I get for skimming the rules and going mostly by what I read online.
Though, even with a two level dip, I'd still consider it worth it and better than Shock Trooper.
Title: Re: Interesting stuff in Pathfinder
Post by: Snowbluff on October 16, 2014, 01:20:47 PM
I agree with the sentiment. THe major issue is that under PF, you have a much smaller change to kill the other guy with PF PA, which is why shock trooper worked; the other guy was dead, so a poor AC (to the point of being 5% and hoping you were lucky with your concealment) didn't matter.
Title: Re: Interesting stuff in Pathfinder
Post by: StreamOfTheSky on October 16, 2014, 09:53:31 PM
You are correct, a one level MoMS Monk dip and a 1 feat tax will do it.  MoMS gets to ignore requirements of style feats if he has the base style feat.  Unarmed Fighter would net you IUS and Tiger Style, but you'd still have to pay for Tiger Claws and wait till level 9.  Not everyone wants to dip monk, of course...

I agree with the sentiment. THe major issue is that under PF, you have a much smaller change to kill the other guy with PF PA, which is why shock trooper worked; the other guy was dead, so a poor AC (to the point of being 5% and hoping you were lucky with your concealment) didn't matter.

Again, the other nice thing about Shock Trooper was the synergy w/ knockback.  It's *also* much harder for them to retaliate upon you when you've hit them far enough away that they can't full attack you on their turn.  That's how my shock troopers survive the AC hit generally.
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on October 17, 2014, 01:18:37 AM
Otherworldly Kimono (UE 216) in addition other stuff, allows your to Maze someone w no save

Annihilation Spectacles pg 224 allows you to spontaneously replace his prepared transmutation spells with others of the same level

Mastodon Boots pg 229 grants the wearing creature a 1/day trample 2d8+18 Ref half DC 29!!!!! and for under 11k

Earthroot Boots pg 230 still work when riding?

Gloves of Reconnaissance pg 237 acts like a cheap much better ring of xray, since its depth is not limited by material
Title: Re: Interesting stuff in Pathfinder
Post by: Garryl on October 17, 2014, 01:31:19 AM
Otherworldly Kimono (UE 216) in addition other stuff, allows your to Maze someone w no save

Maze (http://www.d20pfsrd.com/magic/all-spells/m/maze) lets you Maze someone with no save. Although the kimono (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/h-l/kimono-other) has a nice collection of effects and is cost-effective for what it does.
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on October 17, 2014, 01:50:33 AM
... Oh right :P but yeah

check out the others I added to that post

Pallid Crystal (Gods and Magic pg 59) 3300 for a necklace that allows you to heal from both positive and negative energy as long as you worship Urgathoa
Title: Re: Interesting stuff in Pathfinder
Post by: Snowbluff on October 21, 2014, 10:52:29 AM
Again, the other nice thing about Shock Trooper was the synergy w/ knockback.  It's *also* much harder for them to retaliate upon you when you've hit them far enough away that they can't full attack you on their turn.  That's how my shock troopers survive the AC hit generally.
Hm... indeed. Knockback is just generally pretty good, too. Even when I was not charging, I could use knockback to push enemies around for better positioning.

People often underestimate push effects. My 4e Drow Sorceress could push people back with her Mark of the Storm. People sniping from trees were never safe. Treacherous terrain was often an ally. The same will soon be true for my 5e warlock.
Title: Re: Interesting stuff in Pathfinder
Post by: StreamOfTheSky on October 21, 2014, 07:08:17 PM
Again, the other nice thing about Shock Trooper was the synergy w/ knockback.  It's *also* much harder for them to retaliate upon you when you've hit them far enough away that they can't full attack you on their turn.  That's how my shock troopers survive the AC hit generally.
Hm... indeed. Knockback is just generally pretty good, too. Even when I was not charging, I could use knockback to push enemies around for better positioning.

People often underestimate push effects. My 4e Drow Sorceress could push people back with her Mark of the Storm. People sniping from trees were never safe. Treacherous terrain was often an ally. The same will soon be true for my 5e warlock.

It's also fun once you think in 3D instead of just 2D.  Use a short duration effect to lunge into the air after a flying caster, hit them, and bash them downwards to earth!  Or as my "combat artist" liked to do, hit them into the air and juggle them, finishing up either with a homerun bat horizontally away or by letting them hit the ground prone in front of you.
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on October 24, 2014, 12:51:08 AM
Warpriest's Sacred Weapon (http://www.d20pfsrd.com/classes/hybrid-classes/warpriest#TOC-Sacred-Weapon-Su-) could make things interesting w 3.5 shurikens.

great increase for a tengu's claw attacks

this could also bypass the primitive weapon material reduced damage

would a lasso or net actually deal damage this way?
would a battle aspergillium deal increased holy water damage? Didn't see holy water on the alchemical chart, but under 'religious items'
Title: Re: Interesting stuff in Pathfinder
Post by: Yirrare on October 24, 2014, 08:55:41 AM
The hunter1 has a number of interesting Animal Foci, which are further extend by the archetype Verminous hunter2. One example of the latter is the worm focus, which grants fast healing 1 and fortification 25%.
For a one level dip, you can thus get fast healing 1 and fortification 25%, but only for 1 min per day. Unless your animal companion ever dies, that is. While that is dead, this bonus is always active1.
The focus can also be changed, as a swift action, to get other things such as Darkvision or a +4 to perception.

(click to show/hide)

Fluff the loss of your vermin animal companion as you will. Tragic loss, old age, satanic ritual...

Best Regards
Yirrare
Title: Re: Interesting stuff in Pathfinder
Post by: deadkitten on October 24, 2014, 12:36:07 PM
Whirlwind Dance (Ex) At 7th level, a whirling dervish can sweep through her opponents' lines like a cyclone. As a full-round action, she can spend 1 panache point to move up to her speed. She can make attacks against creatures with her reach during this movement, up to the number of attacks she's entitled to with a full attack. Each attack is made at her highest attack bonus, and must target a different creature. This movement provokes attacks of opportunity as normal. This deed replaces superior feint and targeted strike.

Is there an actual rule in Pathfinder that prevents you from using a different weapon than the one that gives you an attack in a full-attack?
If not, just get a few natural attacks and replace them in Whirlwind Dance with whatever weapon you want.
Title: Re: Interesting stuff in Pathfinder
Post by: Frogman55 on October 24, 2014, 12:54:42 PM
Whirlwind Dance (Ex) At 7th level, a whirling dervish can sweep through her opponents' lines like a cyclone. As a full-round action, she can spend 1 panache point to move up to her speed. She can make attacks against creatures with her reach during this movement, up to the number of attacks she's entitled to with a full attack. Each attack is made at her highest attack bonus, and must target a different creature. This movement provokes attacks of opportunity as normal. This deed replaces superior feint and targeted strike.

Is there an actual rule in Pathfinder that prevents you from using a different weapon than the one that gives you an attack in a full-attack?
If not, just get a few natural attacks and replace them in Whirlwind Dance with whatever weapon you want.

I don't know. 'the number of attacks she's entitled to with a full attack' seems clear, but will probably get murky in a hurry. It could just refer to iterative attacks, and possible extra attacks from Haste. Which would mean you don't get extra attacks from Natural weapons or TWF.

The more plain text reading is that you would simply take all the attacks you could take as a full attack, bump them up to your highest attack mod, then parcel them out among various enemies.

The problem is the murky nature of 'full attack.' TWF modifies it, various Flurries modify it, Spell combat modifies it. Paizo has been a bit schizo in their understanding of the 'full attack' action.
Title: Re: Interesting stuff in Pathfinder
Post by: ImperatorK on October 24, 2014, 01:33:22 PM
any ways to gain additional actions during surprise round, like getting a full turn r something?
Rogue archetype Bandit gives Ambush at 4th level, which gives you a move, standard and swift action in surprise round (instead of just a move OR standard). So basically a full-round action. Dunno if you can replace it for a full-round action, though.

You can also pick up the Improved X combat maneuver feats as monk bonus feats, meaning you can ignore the prereqs.
I know it's stupid, but apparently by RAW you can select but you can't use those feats, because the Monk's Bonus Feat ability's description doesn't say you can.
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on October 24, 2014, 02:00:47 PM
You can also pick up the Improved X combat maneuver feats as monk bonus feats, meaning you can ignore the prereqs.
I know it's stupid, but apparently by RAW you can select but you can't use those feats, because the Monk's Bonus Feat ability's description doesn't say you can.

when you have a feat and meet all the prereqs (if any), you can use unless something says otherwise (like in the special text r something).
Title: Re: Interesting stuff in Pathfinder
Post by: deadkitten on October 24, 2014, 02:50:53 PM
Whirlwind Dance (Ex) At 7th level, a whirling dervish can sweep through her opponents' lines like a cyclone. As a full-round action, she can spend 1 panache point to move up to her speed. She can make attacks against creatures with her reach during this movement, up to the number of attacks she's entitled to with a full attack. Each attack is made at her highest attack bonus, and must target a different creature. This movement provokes attacks of opportunity as normal. This deed replaces superior feint and targeted strike.

Is there an actual rule in Pathfinder that prevents you from using a different weapon than the one that gives you an attack in a full-attack?
If not, just get a few natural attacks and replace them in Whirlwind Dance with whatever weapon you want.

I don't know. 'the number of attacks she's entitled to with a full attack' seems clear, but will probably get murky in a hurry. It could just refer to iterative attacks, and possible extra attacks from Haste. Which would mean you don't get extra attacks from Natural weapons or TWF.

The more plain text reading is that you would simply take all the attacks you could take as a full attack, bump them up to your highest attack mod, then parcel them out among various enemies.

The problem is the murky nature of 'full attack.' TWF modifies it, various Flurries modify it, Spell combat modifies it. Paizo has been a bit schizo in their understanding of the 'full attack' action.

Seems like they managed to reprint the hot mess of the targeteer fighter all over again. Kinda sorta not really.  :(
Title: Re: Interesting stuff in Pathfinder
Post by: ImperatorK on October 24, 2014, 04:36:02 PM
when you have a feat and meet all the prereqs (if any), you can use unless something says otherwise (like in the special text r something).
Yes, I know. The rules say if you meet the prereqs you can "select or use" a feat. Monk's Bonus Feat ability's description says only "select". Nothing about allowing to use it. You can ignore the prereqs to select a feat, you can't use it. I said it's stupid, but that's the RAW.
Title: Re: Interesting stuff in Pathfinder
Post by: Frogman55 on October 24, 2014, 04:42:50 PM
Whirlwind Dance (Ex) At 7th level, a whirling dervish can sweep through her opponents' lines like a cyclone. As a full-round action, she can spend 1 panache point to move up to her speed. She can make attacks against creatures with her reach during this movement, up to the number of attacks she's entitled to with a full attack. Each attack is made at her highest attack bonus, and must target a different creature. This movement provokes attacks of opportunity as normal. This deed replaces superior feint and targeted strike.

Is there an actual rule in Pathfinder that prevents you from using a different weapon than the one that gives you an attack in a full-attack?
If not, just get a few natural attacks and replace them in Whirlwind Dance with whatever weapon you want.

I don't know. 'the number of attacks she's entitled to with a full attack' seems clear, but will probably get murky in a hurry. It could just refer to iterative attacks, and possible extra attacks from Haste. Which would mean you don't get extra attacks from Natural weapons or TWF.

The more plain text reading is that you would simply take all the attacks you could take as a full attack, bump them up to your highest attack mod, then parcel them out among various enemies.

The problem is the murky nature of 'full attack.' TWF modifies it, various Flurries modify it, Spell combat modifies it. Paizo has been a bit schizo in their understanding of the 'full attack' action.

Seems like they managed to reprint the hot mess of the targeteer fighter all over again. Kinda sorta not really.  :(
People at Paizo are already talking about using weapons to substitute natural attacks during the action. I'm honestly not sure how they get there*. A plain reading could easily lead me to think a level 6 fighter could get 'weapon attack, weapon attack, claw, bite' if applicable; they're saying 'weapon attack, weapon attack, weapon attack (substituting claw), weapon attack (substituting bite); or even 'bite (substituting weapon),' etc.

The real problem is that Paizo has specifically declared that a 'Full Attack' is a specific kind of full round action. Which is fair. Then they declared that a flurry is not affected by things that affect a full attack, as a flurry is different than a full attack. The same goes for spell combat. But two weapon fighting is a normal full attack. It gets complicated in a hurry.

And then they insist on writing effects and abilities that alter full attacks; or worse, they reference full attacks. Do they mean only a literal full attack, or all full attack actions?

*Ok, I know how they get there - you get an attack for every attack you're entitled to. It doesn't make any distinction between kinds of attacks, thus any kind of attack is applicable to any part of the sentence. If the ability doesn't distinguish between a natural attack and a weapon attack, then the player doesn't have to either. He has 4 attacks in his full attack, so he can make 4 attacks while Whirlwinding. What I don't understand is how they think that is a fair reading. That definition is a wonderful example of stretching language beyond where it was meant to go.
Title: Re: Interesting stuff in Pathfinder
Post by: StreamOfTheSky on October 25, 2014, 10:53:40 AM
Being limited to once per enemy is already enough; let them squeeze out as many attacks as they can.  Hell, a 3E Binder by 3rd level can move and attack every enemy he goes past once once every 5 rounds with NO attack limit other than that.  And that's just one of half a dozen of mostly awesome stuff Paimon grants you.

What are they afraid of?  The Fighter becoming like a living, weaker version of fireball, moderately damaging all the enemies?
Title: Re: Interesting stuff in Pathfinder
Post by: Frogman55 on October 25, 2014, 12:17:11 PM
Being limited to once per enemy is already enough; let them squeeze out as many attacks as they can.  Hell, a 3E Binder by 3rd level can move and attack every enemy he goes past once once every 5 rounds with NO attack limit other than that.  And that's just one of half a dozen of mostly awesome stuff Paimon grants you.

What are they afraid of?  The Fighter becoming like a living, weaker version of fireball, moderately damaging all the enemies?
In general I agree with you. The problem isn't that someone actually gave a melee class an ability that might actually be useful for crowd control. The problem is that a war over the definition of a poorly worded ability is already starting; at Paizo those wars inevitably come down on the side of the most restrictive and least powerful interpretation. Assuming they just don't hit it with the nerf bat and rewrite the whole thing to suck.
Title: Re: Interesting stuff in Pathfinder
Post by: deadkitten on October 25, 2014, 10:53:58 PM
Being limited to once per enemy is already enough; let them squeeze out as many attacks as they can.  Hell, a 3E Binder by 3rd level can move and attack every enemy he goes past once once every 5 rounds with NO attack limit other than that.  And that's just one of half a dozen of mostly awesome stuff Paimon grants you.

What are they afraid of?  The Fighter becoming like a living, weaker version of fireball, moderately damaging all the enemies?
In general I agree with you. The problem isn't that someone actually gave a melee class an ability that might actually be useful for crowd control. The problem is that a war over the definition of a poorly worded ability is already starting; at Paizo those wars inevitably come down on the side of the most restrictive and least powerful interpretation. Assuming they just don't hit it with the nerf bat and rewrite the whole thing to suck.

It isn't even in their core books, so I doubt that they will even acknowledge it exists. That seems to be the trend anyways.
Title: Re: Interesting stuff in Pathfinder
Post by: deadkitten on October 29, 2014, 07:45:50 PM
Some neat things in Champions of Corruption:

Wild Flanking (Betrayal, Teamwork)
When flanking, you use your position to rain grievous blows upon a trapped foe, though you have little regard to the well-being of your flanking partner as you wildly hack away.
Prerequisites: Power Attack, base attack bonus +4.
Benefit: When you are flanking an opponent with an ally who also possesses this feat, you can throw yourself into your attacks in such a way that your opponent takes extra damage, at the risk of these attacks striking your ally as well. When you choose to use this feat, check the results of your attack roll against both your opponent’s AC and your ally’s AC. If you hit your opponent, you deal bonus damage as though you were using Power Attack. If you hit your ally, the ally takes no damage from your attack except this bonus damage. It is possible to hit both your enemy and your abettor with one attack. Extra damage from this feat stacks with Power Attack.

Demodand Subdomain
Associated Domains: Chaos, Evil.
Associated Deities: Rovagug, Yaezhing.
Replacement Power: The following granted power replaces the touch of evil ability of the Evil domain or the touch of chaos ability of the Chaos domain.
Faith-Stealing Strike (Su): You can make a single melee attack using your highest base attack bonus against a creature capable of casting divine spells. If you damage the creature, it must succeed at a Will save (DC = 10 + 1/2 your cleric level + your Wisdom modifier) or be unable to cast any divine spells for 1 round. If you do not damage your target with the attack, this ability is expended with no effect. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Replacement Domain Spells: 2nd—align weapon (chaos or evil only), 6th—corrosive consumption UM

This is one of the abilities of the Blood Summoner (summoner) archetype:

Fiendish Calling (Su): At 10th level, the blood summoner’s summon monster ability can additionally be used as lesser planar binding as a standard action, but only to call evil outsiders. At 13th level, he can instead use it as planar binding. At 16th level, he can instead use it as greater planar binding. This ability replaces greater shield ally.

A couple of Alchemist discoveries that are cool:

Plague Vector: The effects of the alchemist’s plague bomb operate as normal except for the following changes. The chosen disease’s save DC is equal to 10 + 1/2 the alchemist’s level + his Intelligence modifier. Any creatures affected by the chosen disease become vectors for it, spreading the disease to any creatures they come in physical contact with for a number of days equal to the alchemist’s Intelligence modifier (minimum 1). The save DC to avoid contracting the disease from the vector is the same as the DC used for this discovery. An alchemist must be at least 14th level and must have the plague bomb discovery to select this discovery.

Tainted Infusion: The alchemist can mask murder behind beneficence. When preparing an extract with the infusion discovery, he can lace the extract with one of his bombs as long as the extract has a duration greater than instantaneous. If he chooses, the alchemist can reduce the duration of the extract to 1round. As soon as the extract’s duration expires, it detonates, dealing 150% of the alchemist’s bomb damage to the drinker. This effect does not produce a splash radius. Producing a tainted extract consumes both an infusion slot and a daily bomb use. An alchemist must know both the delayed bomb and infusion discoveries to select this discovery.

There is plenty of other stuff that is neat but these stand out the most to me at least.
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on October 29, 2014, 08:00:47 PM
Wow that subdomain is crazy

from Adventurer's Armory...
Rough and Ready (http://www.d20pfsrd.com/traits/equipment-traits/rough-and-ready) trait replaces the improvised penalty on your profession's items into a +1 trait bonus.

Stealthy Escape (http://www.d20pfsrd.com/traits/equipment-traits/stealthy-escape) trait replaces Escape Artist w Sleight of Hand for escaping restraints.

power components are an interesting means of increasing some spells effects. Like... For each tanglefoot bag, you can reroll a Black Tentacles grapple check.

ummm....
how does Vulpine Combat (http://www.d20pfsrd.com/feats/combat-feats/vulpine-pounce-combat) interact with monk bonus feats? It allows a kitsune the ability to select this feat anytime the kitsune gains a feat.... Bonus monk feats ignore prerequisites. This would mean you could select the feat whenever, not just +10 bab

this would extend to both Swift Kitsune Shapechanger (http://www.d20pfsrd.com/feats/general-feats/swift-kitsune-shapechanger) and Fox Shape (http://www.d20pfsrd.com/feats/general-feats/fox-shape)

looking at the aasimar, tengu, tiefling, wayang, and nagaji, they have no feats that have the same clause as the 3 kitsune feats.

just realized a human with Racial Heritage (kitsune) could get take the Fox Shape feat (the others have no effect)
Title: Re: Interesting stuff in Pathfinder
Post by: Garryl on November 01, 2014, 01:46:46 AM
Drunken Rager (http://www.d20pfsrd.com/classes/core-classes/barbarian/archetypes/paizo---barbarian-archetypes/drunken-rager-barbarian-archetype) Barbarian can effectively get Improved Evasion at level 5. You have to burn 2 rounds of rage every hour in order to drink enough alcohol for the 2 drunken rage points, but you can spend them to get back the rage rounds later on so it's not a huge deal.
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on November 01, 2014, 03:20:04 AM
Ever see a 6' tall halfling that still is small?

Adopted (http://www.d20pfsrd.com/traits/social-traits/adopted) + Bred for War (http://www.d20pfsrd.com/traits/race-traits/bred-for-war)
---
Agile Maneuvers (http://www.d20pfsrd.com/feats/combat-feats/agile-maneuvers-combat) + Fury's Fall (http://www.d20pfsrd.com/feats/combat-feats/fury-s-fall-combat) = double Dex to your CMB when tripping
---
Feral Combat Training (http://www.d20pfsrd.com/feats/combat-feats/feral-combat-training-combat) + Pummeling Style (http://www.d20pfsrd.com/feats/combat-feats/pummeling-style-combat-style) = more pummel attacks for more and more and more damage
Title: Re: Interesting stuff in Pathfinder
Post by: deadkitten on November 05, 2014, 06:15:16 PM
http://www.d20pfsrd.com/classes/base-classes/alchemist/archetypes/paizo---alchemist-archetypes/winged-marauder-alchemist-archetype (ftp://www.d20pfsrd.com/classes/base-classes/alchemist/archetypes/paizo---alchemist-archetypes/winged-marauder-alchemist-archetype)

So with some slight refluffing and the mutagen discovery. Pathfinder now has a way to ply Green Goblin. :lol
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on November 06, 2014, 03:16:39 AM
Mud Witch (http://www.d20pfsrd.com/classes/base-classes/witch/hexes/common-hexes/mud-witch-su) is a very unique hex... A goblin witch can change in an ooze

Werewolf Shape (http://www.d20pfsrd.com/classes/core-classes/wizard/arcane-discoveries/arcane-discoveries-paizo/werewolf-shape) is a way to break the XP barrier in PF, just chomp yourself after turning into a werewolf form
Title: Re: Interesting stuff in Pathfinder
Post by: Snowbluff on November 06, 2014, 01:00:46 PM

Werewolf Shape (http://www.d20pfsrd.com/classes/core-classes/wizard/arcane-discoveries/arcane-discoveries-paizo/werewolf-shape) is a way to break the XP barrier in PF, just chomp yourself after turning into a werewolf form
If your DM says Werewolves cannot contract lycanthropy, chomp a bro (party member, or your familiar), then have him chomp you.
Title: Re: Interesting stuff in Pathfinder
Post by: snakeman830 on November 06, 2014, 01:26:27 PM

Werewolf Shape (http://www.d20pfsrd.com/classes/core-classes/wizard/arcane-discoveries/arcane-discoveries-paizo/werewolf-shape) is a way to break the XP barrier in PF, just chomp yourself after turning into a werewolf form
If your DM says Werewolves cannot contract lycanthropy, chomp a bro (party member, or your familiar), then have him chomp you.
Does Pathfinder allow afflicted lycanthropes to pass it on?  If not, I think the only way is to share it with your Familiar and have them chomp you.
Title: Re: Interesting stuff in Pathfinder
Post by: deadkitten on November 06, 2014, 02:44:48 PM
Mud Witch (http://www.d20pfsrd.com/classes/base-classes/witch/hexes/common-hexes/mud-witch-su) is a very unique hex... A goblin witch can change in an ooze

Werewolf Shape (http://www.d20pfsrd.com/classes/core-classes/wizard/arcane-discoveries/arcane-discoveries-paizo/werewolf-shape) is a way to break the XP barrier in PF, just chomp yourself after turning into a werewolf form

Any way you can think of to get around it's limitations? Ooze is a fun type to have.
I like the idea of using it in 3.5 to turn into living spells.
But that's a little bit of a stretch I guess.
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on November 06, 2014, 03:38:36 PM
Racial Heritage Human-Goblin, or Half-Elf, or Half-Orc w the same feat, or a aasimar-goblin base, or tiefling-goblin base.

that's all I know of, but I've concentrated on PFS legal stuff
---
what a 6th level spell at 1st level? Check out the Astral Caravan (http://www.d20pfsrd.com/classes/base-classes/oracle/mysteries/paizo---oracle-mysteries/solar-mystery) ability.
Title: Re: Interesting stuff in Pathfinder
Post by: phaedrusxy on November 11, 2014, 11:05:51 AM
The gnome psion (egoist) favored class benefit lets them manifest one "cantrip" for 0 power points, and it is automatically augmented by +1/3rd of his psion level. If you choose Vigor for this, it is crazy awesome. It means you can run around all day long with the old "Share Pain" + Vigor on your psicrystal, and only have to pay for maintaining the Share Pain.

It's too bad that gnomes get +2 to Con and Cha. Is there any way in PF to get that Cha bonus to Int instead (like some of the gnome variants in 3.5)?
Title: Re: Interesting stuff in Pathfinder
Post by: Unbeliever on November 11, 2014, 12:20:25 PM
While I like the Arcane Discoveries, which I was led to via this thread (thanks), I can't help but feel this is more of Pathfinder giving casters all the nice things it can possibly conceive of. 

I mean, do Fighters (not to mention Rangers, Paladins, etc.) have anything on par with these things available to them?
Title: Re: Interesting stuff in Pathfinder
Post by: Frogman55 on November 11, 2014, 01:29:58 PM
While I like the Arcane Discoveries, which I was led to via this thread (thanks), I can't help but feel this is more of Pathfinder giving casters all the nice things it can possibly conceive of. 

I mean, do Fighters (not to mention Rangers, Paladins, etc.) have anything on par with these things available to them?
Rangers and Paladins can actually be quite good. And barbarians remain one of the toughest melee classes around, with lots of options (they get to choose from various rage powers similar to the way Wizards get to pick among discoveries). Fighters and monks still suck (though they both have some archetypes that are well worth dipping, depending on the build).

Actually, the 'pick from a range of class features every x levels' is a mechanic that Paizo seems to favor. Wizards do it, Barbarians do it, also Rogues, Magi, Alchemists, Ninja, Bloodragers, Oracles, Witches, Slayers, and I've probably made some mistakes or omissions on this list but you get the point.  It's not perfect, but it's probably my favorite thing about Paizo's design. Sure, a few WotC classes did similar (notably Warlocks), but having that much built in flexibility to a class is nice.
Title: Re: Interesting stuff in Pathfinder
Post by: phaedrusxy on November 11, 2014, 07:04:06 PM
3 levels of the Dread class lets you ignore all immunities to fear, for all enemies within 30' of you (and imposes a -4 to saves vs. Fear). I'm thinking this could be the core to some fear-based builds for PF. (The rest of the class kind of sucks, though).
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on November 12, 2014, 10:51:58 AM
If only PFS allowed :'(
Title: Re: Interesting stuff in Pathfinder
Post by: phaedrusxy on November 12, 2014, 06:53:11 PM
Allegro (http://www.d20pfsrd.com/magic/all-spells/a/allegro): haste, but it's second level and lets you reroll a reflex save. Absolutely fantastic for low level bards.

Mother's Teeth: religion trait that gives you a bite attack (only 1d2 damage, but with enough damage modifiers, we all know base damage doesn't matter)

Second Chance: another religion trait that lets you reroll a failed save 1x/day. Too bad you can't take two traits of the same kind, otherwise I'd snag both of these... If the feat Extra Traits lets you pick up another trait of the same type, it's probably worth burning a feat to get both. Edit: It doesn't...

The Flame Dancer bard archetype has a song that lets you and your allies see through smoke, fog, etc. Smokesticks are cheap, and you can light one with the Spark cantrip as a standard action. Alternatively, if you can afford it, the Eversmoking Bottle can create a massive and continuous cloud of smoke, effectively covering the whole battlefield. This seems like it could be a very effective tactic, and I'm surprised I haven't seen it mentioned anywhere much (judging from a quick google search).
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on November 13, 2014, 09:28:02 AM
Would allegro stack w the Dervish Dancer's (http://www.d20pfsrd.com/classes/core-classes/bard/archetypes/paizo---bard-archetypes/dervish-dancer) Rain of Blows since rain does not stack w haste and allegro is not haste, but grants the haste benefits?

also, the dervish's Battle Dance doesn't actually appear to replace/modify Bardic Performance, so you'd get both. Wouldn't they get separate music round pools?

could multiple battle fury's attacks be used against the same target? Its got kind of a confusing wordings
Title: Re: Interesting stuff in Pathfinder
Post by: phaedrusxy on November 13, 2014, 11:15:19 AM
That's really an interesting find on the Dancing Dervish... I suspect it was meant to replace/modify the normal Bardic Performance, but neither the text nor the big table of Archetypes indicates this. The only line that seems to is this:
Quote
Dervish dancers gain the inspire courage, inspire greatness, and inspire heroics bardic performance types as battle dances
Since they also don't tell you how many uses you get, you pretty much have to use it as at least an addition to Bardic Performance. Otherwise, you have no uses.

I think he could definitely take multiple Battle Fury attacks vs. one opponent as long as he moves 5' between each.

I definitely don't think you could benefit from the extra attack from Allegro while using Rain of Blows, though.
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on November 13, 2014, 11:22:30 AM
Exactly what I thought.

also, lingering performance can allow for a small overlap of the Battle Dance and Bardic Performance, but only if the Bardic Performance goes.first. Obviously, the same performance would not stack.

what happens if you get a archetype (didn't find one that would work yet) or other form to gave different performance types, it appears as written horribly, that you keep the normal performances while dancing and the new ones while the new work only w performance.
Title: Re: Interesting stuff in Pathfinder
Post by: Prime32 on November 14, 2014, 11:04:27 AM
Stuff from Advanced Class Origins
http://www.d20pfsrd.com/feats/general-feats/eldritch-aid
http://www.d20pfsrd.com/classes/hybrid-classes/brawler/archetypes/paizo---brawler-archetypes/winding-path-renegade-brawler-archetype (the Untwisting Iron option has decent synergy with Shield Champion)
Title: Re: Interesting stuff in Pathfinder
Post by: phaedrusxy on November 14, 2014, 01:26:04 PM
Community Minded (http://www.d20pfsrd.com/traits/regional-traits/community-minded): a trait that is the equivalent of Lingering Performance (and should stack with it), which is considered by many to be a "must have" PF feat for bards.

Another one is Noble Scion, which can grant your Charisma mod to Initiative.
Title: Re: Interesting stuff in Pathfinder
Post by: Garryl on November 14, 2014, 02:40:09 PM
Community Minded (http://www.d20pfsrd.com/traits/regional-traits/community-minded): a trait that is the equivalent of Lingering Performance (and should stack with it), which is considered by many to be a "must have" PF feat for bards.

It's not quite equivalent. It only affects morale bonuses, so Inspire Competence, Inspire Greatness, and the AC bonus from Inspire Heroics don't get the increased duration. Community Minded only affects Inspire Courage and the save bonus part of Inspire Heroics from among the basic bardic performance effects. However, it does let you start a new performance during that time without losing the benefits, and it can affect spells and non-performance abilities.

Assuming that you are still your own ally in PF, Community Minded works well with Barbarian rage (the bonuses are morale in PF). You can get 3 rounds of rage bonuses for 1 round of daily rage, and while you're fatigued for rounds 2 and 3, you don't suffer the AC penalty or the skill limitations.
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on November 14, 2014, 03:05:22 PM
Actually was just looking up the 'you = ally' thing for Eldritch Aid, and yes, in most cases, youare your own ally (confirmed in a FAQ).

that regional trait is exactly what I was looking for earlier.

would that mean your rage bonuses persist for 2 more rounds after your rage ends? That'd mean you no longer take the penalties for those rounds, but would be fatigued.

Raging Song is pretty good w that.
Title: Re: Interesting stuff in Pathfinder
Post by: deadkitten on November 14, 2014, 04:12:51 PM
Could probably stack with Opportunistic gambler as well.http://www.archivesofnethys.com/TraitDisplay.aspx?ItemName=Optimistic%20Gambler

Combine with any form of rage cycling in pathfinder for big wins.
I don't think a Barbarian would NEED that much rage though.
However,  metamagic rager bloodrager can apply metamagic for free to their bloodrager spells for 2x the adjusted level for rage rounds. Even though they only get up to 4th level spells, it can get pretty costly.
This would let you get some of your benefits of bloodrager and still enjoy metamagic.
Though without bloodline powers.
Title: Re: Interesting stuff in Pathfinder
Post by: Amechra on November 14, 2014, 04:49:47 PM
Wyroot (http://www.d20pfsrd.com/equipment---final/special-materials#TOC-Wyroot) is pretty nice, especially if you have ways of increasing your chance of a critical.

Pre-nerf Glorious Heat (http://www.d20pfsrd.com/feats/general-feats/glorious-heat) was a pretty nifty feat; now they nerfed it so that you can't get infinite out of combat healing by casting Spark.

EDIT: The Spell-Dancer (http://www.d20pfsrd.com/races/core-races/elf/spell-dancer-magus-elf) Magus archetype is pretty interesting; it replaces their ability to enhance the weapon they're carrying, though. If you could somehow count as both an Elf and a Tiefling, the Fiend Flayer archetype can really help with that.
Title: Re: Interesting stuff in Pathfinder
Post by: deadkitten on November 14, 2014, 04:59:32 PM
As far as I know, there is no actual errata on glorious heat. Only  a developer saying it should undergo errata. It was actually reprinted in Inner sea Gods after the developer comment.
Its actually kinda funny, considering the Inner Sea Gods version is actually a change from the original,but still allows for infinite healing.
Title: Re: Interesting stuff in Pathfinder
Post by: deadkitten on November 14, 2014, 05:03:47 PM
Oops. Your link actually mentions that.  :banghead
It is slightly wrong though, there is a difference between the origonal feat and the Inner Sea Gods version though. Its relatively minor as far as the effects of the feat go though.

I just used "though" too much in my reply, however I am currently on my phone and its too much effort to fix.  :P
Title: Re: Interesting stuff in Pathfinder
Post by: Garryl on November 14, 2014, 05:55:11 PM
Power Components (http://www.d20pfsrd.com/equipment---final/goods-and-services/herbs-oils-other-substances). Most of them are small boosts to spells of a specific category or minor specific benefits to certain low- to mid-level combat spells, but they're pretty cheap. A few are focus components, so the item isn't even used up.

There are only 3 foci listed. Foci don't get used up when you cast the spell, so it's a one-time fee to get these minor bonuses.
- Alchemist's Fire (20 gp): +1 bonus on the attack rolls with Scorching Ray. It's also a material component for the same spell if you want to set your foes on fire.
- Acid (10 gp)/Liquid Ice (40 gp): +1 damage with Acid Splash/Ray of Frost.

General material components
- Brimstone/Sulfur (1 gp): +1 acid damage with an acid spell. Unlike black powder, it doesn't seem to need to deal damage in the first place. The new Flash Frost, anyone?
- Darkwood (10 gp): +1 CL with a creation spell.
- Magnesium (2 gp): +1 CL with a transmutation spell for determining the duration.
- Moondew (20 gp): +1 CL with a divination spell.
- Myrrh (2 gp): +1 CL with an abjuration spell for CL checks and dispel checks. Same as Cold Iron but 40% of the price.
- Quicksilver (3 gp): +1 CL with a mind-affecting spell for determining the duration.
- Salt (10 gp): +1 CL for a necromancy spell.
- Saltpeter (1 gp): +1 fire damage with a fire spell. Unlike black powder, it doesn't seem to need to deal damage in the first place. The new Flash Frost, anyone?
- Silver (10 gp): +1 Will disbelief save DC with an illusion spell.
- Spirit of Wind (3 gp): +1 CL with a calling or summoning spell for determining the duration.
- Urea (2 gp): +1 CL for a cold spell.

Specific material components. Most of these have different effects for several different spells, but I'm only listing the more interesting ones.
- Acid (10 gp): +5 ft. radius for Acid Fog.
- Acid (10 gp): The Grease spell deals 1 acid damage/round to creatures in the area (no save). Combo with some of those metamagics that add effects on damage?
- Alchemical Fire (20 gp/+2): Boosts the cold resistance from Resist Energy by 20%.
- Alchemical Grease (5 gp): +1 save DC with the Grease spell.
- Bladeguard (40 gp/section boosted): Makes a 10-foot square of a Wall of Iron immune to rust and have acid resistance 10. And, as we all know, wizards love building other things out of Walls of Iron.
- Liquid Ice (40 gp): +1 damage/die with Cone of Cold.
- Liquid Ice (40 gp): Doubles the base duration of Gentle Repose.
- Liquid Ice (40 gp/+2): Boosts the fire resistance from Resist Energy by 20%.
- Itching Powder (60 gp/target): Adds the itching powder effect (Fort DC 12, -2 on attacks, saves, and skill/ability checks until washed off) to a number of targets affected by Glitterdust. A little expensive compared to most of the other power components, and the fixed DC is low, but it does make a great debuff even better.
- Tanglefoot Bag (50 gp/target): With Black Tentacles, reroll the grapple check vs. one target per bag used. A little expensive compared to most of the other power components, but it makes the spell even more reliable.
- Tanglefoot Bag (50 gp/target): With Slow, also hits a slowed target with a tanglefoot bag effect (entangled, Reflex DC 15 or glued to the floor). A little expensive compared to most of the other power components, but it makes a great debuff even better. A failed save becomes just this side of total lockdown.
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on November 15, 2014, 04:47:03 AM
@Amechra

a half-elf w Racial Heritage could count has Elf, Human, and Tiefling
---
did they errata Double Slice (http://www.d20pfsrd.com/feats/combat-feats/double-slice-combat---final) to increase your offhand damage to full Str? Because as I read it, you would add your Str mod to the 1/2 Str mod already added.

Spellbreaker (http://www.d20pfsrd.com/feats/combat-feats/spellbreaker-combat---final) is such an awesome feat, it allows you the ability to make an AoO against a failed defensive casting baddie... ... ... Oh that's right, you already can o_O
Title: Re: Interesting stuff in Pathfinder
Post by: Amechra on November 15, 2014, 11:02:22 AM
The normal section of that feat is a stealth nerf, I guess.
Title: Re: Interesting stuff in Pathfinder
Post by: Agita on November 15, 2014, 11:51:03 AM
I'm reasonably sure a failed defensive casting roll never provoked an AoO, in PF or 3.5. The penalty for failing is losing the spell, not getting smacked anyway.
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on November 15, 2014, 12:24:57 PM
Wow... Totally misread the concentration rules for PF... Thought they changed it r sumthing
Title: Re: Interesting stuff in Pathfinder
Post by: snakeman830 on November 15, 2014, 12:50:46 PM
Looks like failing to cast defensively itself now provokes an AoO.  Plus the "casting a spell" AoO.  At least, that's the only way I can read it that makes any sense as to why it's a benefit to take the feat.
Title: Re: Interesting stuff in Pathfinder
Post by: deadkitten on November 15, 2014, 04:56:44 PM
---
did they errata Double Slice (http://www.d20pfsrd.com/feats/combat-feats/double-slice-combat---final) to increase your offhand damage to full Str? Because as I read it, you would add your Str mod to the 1/2 Str mod already added.

Huh, that feat actually appears to not work anymore because of their recent FAQ about your ability modifiers being a source that doesn't stack with itself. Go figure, that that FAQ got another casualty.
Title: Re: Interesting stuff in Pathfinder
Post by: deadkitten on November 15, 2014, 05:00:19 PM
@Amechra

a half-elf w Racial Heritage could count has Elf, Human, and Tiefling
---

Racial heritage requires the race you select to be humanoid so Tiefling would not work.
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on November 15, 2014, 11:35:04 PM
so no way to get a single stat multiple times to the same thing i guess. that kills my Agile Maneuvers+Fury's Fall Tripper idea :(
---
very true

would you be able to change into an aasimar? they have an alternate racial ability to also count as humans, called Scion of Humanity.

Title: Re: Interesting stuff in Pathfinder
Post by: deadkitten on November 16, 2014, 12:13:42 AM
That was the first thing I thought of but I guess its a no.
Considering that by RAW humans with racial heritage can get the Ability to duel weild bows, its a reasonable house rule to allow the combo. Honestly there is worse you can do.
Title: Re: Interesting stuff in Pathfinder
Post by: StreamOfTheSky on November 16, 2014, 08:19:13 PM
Looks like failing to cast defensively itself now provokes an AoO.  Plus the "casting a spell" AoO.  At least, that's the only way I can read it that makes any sense as to why it's a benefit to take the feat.

If that's the case, I'm never playing a Magus again.... EVER.
Title: Re: Interesting stuff in Pathfinder
Post by: linklord231 on November 16, 2014, 08:59:25 PM
Looks like failing to cast defensively itself now provokes an AoO.  Plus the "casting a spell" AoO.  At least, that's the only way I can read it that makes any sense as to why it's a benefit to take the feat.

If that's the case, I'm never playing a Magus again.... EVER.

It doesn't look like that to me.  The PRD (http://paizo.com/pathfinderRPG/prd/magic.html) still says failing a Concentration check to cast defensively just makes you lose the spell.  If the person has Spellbreaker, they get to whack you in addition to losing the spell. 
Title: Re: Interesting stuff in Pathfinder
Post by: phaedrusxy on November 16, 2014, 09:02:04 PM
Looks like failing to cast defensively itself now provokes an AoO.  Plus the "casting a spell" AoO.  At least, that's the only way I can read it that makes any sense as to why it's a benefit to take the feat.
what? where do you read that?
Title: Re: Interesting stuff in Pathfinder
Post by: snakeman830 on November 16, 2014, 10:03:13 PM
Looks like failing to cast defensively itself now provokes an AoO.  Plus the "casting a spell" AoO.  At least, that's the only way I can read it that makes any sense as to why it's a benefit to take the feat.
what? where do you read that?
Well, "failing to cast defensively" usually means that the spellcasting provokes an attack of opportunity.  This feat says that failing to cast defensively provokes an AoO.

I could be mistaken, but that's the only way I can see it being read for the feat to not be a complete and utter waste.
Title: Re: Interesting stuff in Pathfinder
Post by: phaedrusxy on November 16, 2014, 10:07:06 PM
Looks like failing to cast defensively itself now provokes an AoO.  Plus the "casting a spell" AoO.  At least, that's the only way I can read it that makes any sense as to why it's a benefit to take the feat.
what? where do you read that?
Well, "failing to cast defensively" usually means that the spellcasting provokes an attack of opportunity. 
Where is that stated? As linklord... well, linked, I don't see that in the SRD. It says you lose the spell (as in D&D).
Title: Re: Interesting stuff in Pathfinder
Post by: snakeman830 on November 16, 2014, 10:23:42 PM
Huh.  It appears you're right.  Wonder how I missed that all these years.

Still, not really worth a feat.
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on November 21, 2014, 11:36:18 PM
I dont see in the last several pages that I mentioned this here, but...

a Human Adopted Bred for War Halfling is at least 6' tall, despite being Small size.

was gonna make Yao Ming the Halfling for PFS
Title: Re: Interesting stuff in Pathfinder
Post by: deadkitten on November 22, 2014, 02:29:00 PM
I dont see in the last several pages that I mentioned this here, but...

a Human Adopted Bred for War Halfling is at least 6' tall, despite being Small size.

was gonna make Yao Ming the Halfling for PFS

You were actually the last post on pg 12 with that one.
I had to go back and check, cause I was sure you mentioned it. And I wanted to make sure I wasn't reading anything imaginary.
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on November 22, 2014, 04:23:45 PM
Doh... Oh well, didn't hurt anything.

gave the Fun Finds Handbook a bunch of info, that should help make finding stuff much easier (check the discussion thread)

another great choice for Adopted... fiery glare (http://www.d20pfsrd.com/traits/race-traits/fiery-glare-ifrit), allows you to take 10 on Intimidate checks even in combat.

perfect for those terror rogue builds

a free charge when an ally charges using coordinated charge (http://www.d20pfsrd.com/feats/combat-feats/coordinated-charge-combat-teamwork)

memorable (http://www.d20pfsrd.com/traits/social-traits/memorable) is great for fear-effect builds
Title: Re: Interesting stuff in Pathfinder
Post by: StreamOfTheSky on December 01, 2014, 12:53:14 AM
Coordinated Charge is the reason every remotely optimized Cavalier build dips a level in a full BAB class before hitting Cav level 9.

I'll let you read their Tactician and Greater Tactician class features for yourself to discover paizo's stupidity that forces them to do this.  :P
Title: Re: Interesting stuff in Pathfinder
Post by: TiaC on December 01, 2014, 01:46:08 AM
As written Potion Glutton (http://www.d20pfsrd.com/feats/general-feats/potion-glutton) seems to be Battle Blessing for Alchemists. Let's see if that moves them up a tier.
Title: Re: Interesting stuff in Pathfinder
Post by: StreamOfTheSky on December 01, 2014, 02:33:34 AM
As written Potion Glutton (http://www.d20pfsrd.com/feats/general-feats/potion-glutton) seems to be Battle Blessing for Alchemists. Let's see if that moves them up a tier.

Wow, even if it doesn't work with extracts in the end, it's basically a version of Accelerated Drinker that doesn't suck.

EDIT: And I am continually annoyed with how much pathfinder loves religion.  Warriors can't hardly do anything cool in combat w/o paying lip service to the right deity.   :shakefist
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on December 01, 2014, 02:42:34 AM
Coordinated Charge is the reason every remotely optimized Cavalier build dips a level in a full BAB class before hitting Cav level 9.

I'll let you read their Tactician and Greater Tactician class features for yourself to discover paizo's stupidity that forces them to do this.  :P
totally agree
Title: Re: Interesting stuff in Pathfinder
Post by: phaedrusxy on December 01, 2014, 09:52:28 AM
As written Potion Glutton (http://www.d20pfsrd.com/feats/general-feats/potion-glutton) seems to be Battle Blessing for Alchemists. Let's see if that moves them up a tier.

Wow, even if it doesn't work with extracts in the end, it's basically a version of Accelerated Drinker that doesn't suck.

EDIT: And I am continually annoyed with how much pathfinder loves religion.  Warriors can't hardly do anything cool in combat w/o paying lip service to the right deity.   :shakefist
Wait... drinking potions is normally a move action in PF? Or is the "Normal" section of that feat in error?
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on December 01, 2014, 10:00:37 AM
Haha! No, still a std action
Title: Re: Interesting stuff in Pathfinder
Post by: Unbeliever on December 01, 2014, 11:21:23 AM
Coordinated Charge is the reason every remotely optimized Cavalier build dips a level in a full BAB class before hitting Cav level 9.

I'll let you read their Tactician and Greater Tactician class features for yourself to discover paizo's stupidity that forces them to do this.  :P
I like to think of this as them finally making various archetypes worth using rather than "stupidity."  This, for instance, might make me even look at either Teamwork feats or the Cavalier class. 


Haha! No, still a std action
If only there some easily searchable source of Pathfinder rules somewhere ...
Title: Re: Interesting stuff in Pathfinder
Post by: phaedrusxy on December 01, 2014, 12:07:59 PM
The warlord (Path of War) class is a very good reason to look at teamwork feats. :D
Haha! No, still a std action
If only there some easily searchable source of Pathfinder rules somewhere ...
It's pretty amazing that someone who is getting paid to write rules for an RPG can't even be bothered to look up how the rules that they're modifying normally work, isn't it?...
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on December 01, 2014, 01:45:19 PM
Coordinated Charge is the reason every remotely optimized Cavalier build dips a level in a full BAB class before hitting Cav level 9.

I'll let you read their Tactician and Greater Tactician class features for yourself to discover paizo's stupidity that forces them to do this.  :P

so your buddy charges, you immediate action to charge that creature. couldn't the buddy then charge that creature again (assuming they somehow are 10ft+ away from them, like w a Whip?), since they prob didn't use their immediate action?
Title: Re: Interesting stuff in Pathfinder
Post by: deadkitten on December 01, 2014, 02:58:43 PM
As written Potion Glutton (http://www.d20pfsrd.com/feats/general-feats/potion-glutton) seems to be Battle Blessing for Alchemists. Let's see if that moves them up a tier.

Wow, even if it doesn't work with extracts in the end, it's basically a version of Accelerated Drinker that doesn't suck.

EDIT: And I am continually annoyed with how much pathfinder loves religion.  Warriors can't hardly do anything cool in combat w/o paying lip service to the right deity.   :shakefist

Yea I think Mark Seifer said in the Occult adventures playtest that they kinda regret printing feats such as that because it forces optimized builds to worship specific or a narrow selections of dieties or even be from a specific area.  I'm not 100% sure on that though .
Title: Re: Interesting stuff in Pathfinder
Post by: deadkitten on December 01, 2014, 03:01:56 PM
Wow. My phone did NOT like quoting your post Stream. Sorry about that. :bigeyes
Title: Re: Interesting stuff in Pathfinder
Post by: StreamOfTheSky on December 01, 2014, 09:33:52 PM
It's ok.  I hope someone said that, cause it's true.  That feat, the Squash Flat feat line, the Blade of Mercy and Defensive Strategist traits, etc...  Why are all of these interesting and important mundane combat abilities all tied to religions?  It's infuriating.

Coordinated Charge is the reason every remotely optimized Cavalier build dips a level in a full BAB class before hitting Cav level 9.

I'll let you read their Tactician and Greater Tactician class features for yourself to discover paizo's stupidity that forces them to do this.  :P
I like to think of this as them finally making various archetypes worth using rather than "stupidity."  This, for instance, might make me even look at either Teamwork feats or the Cavalier class.

I....think you missed the problem entirely.  A cavalier WANTS this teamwork feat, it's amazing and buffs what happens to be his bog standard combat tactic.  But he needs allies to have it to use it.  That's what his Tactician class feature is for!  But wait...it and Greater Tactician specify you must share a teamwork feat gained from the class feature.  It's not actually until level freaking 17 that you can finally share any of your acquired teamwork feats.
You get Greater Tactician at level 9 and the teamwork feat to share with it.
Coordinated Charge requires BAB +10.
So every Cavalier multiclasses one level so they can actually share the damn feat they want to share.
Title: Re: Interesting stuff in Pathfinder
Post by: Unbeliever on December 02, 2014, 10:13:14 AM
It's ok.  I hope someone said that, cause it's true.  That feat, the Squash Flat feat line, the Blade of Mercy and Defensive Strategist traits, etc...  Why are all of these interesting and important mundane combat abilities all tied to religions?  It's infuriating.
Because faith is the only thing that keeps a Pathfinder mundane warrior warm at night?

@Cavaliers
Wow, yup, you're right, I did miss that completely.  Call it an error due to subconsciously giving Pathfinder way too much credit.  That is pretty fucking stupid.  Especially since bonus feats is one of the key abilities martial types get.

In a way, this encapsulates my whole issue with Pathfinder.  The game seems to do a lot of "here's this cool ability, but also here's this annoying limitation you're saddled with."  It's like they are allergic to handing you actual abilities, no matter that you spent feats, levels, etc. on them. 

I guess, unless you're a spellcaster ...
Title: Re: Interesting stuff in Pathfinder
Post by: Frogman55 on December 02, 2014, 10:39:57 AM
It's ok.  I hope someone said that, cause it's true.  That feat, the Squash Flat feat line, the Blade of Mercy and Defensive Strategist traits, etc...  Why are all of these interesting and important mundane combat abilities all tied to religions?  It's infuriating.
Because faith is the only thing that keeps a Pathfinder mundane warrior warm at night?

@Cavaliers
Wow, yup, you're right, I did miss that completely.  Call it an error due to subconsciously giving Pathfinder way too much credit.  That is pretty fucking stupid.  Especially since bonus feats is one of the key abilities martial types get.

In a way, this encapsulates my whole issue with Pathfinder.  The game seems to do a lot of "here's this cool ability, but also here's this annoying limitation you're saddled with."  It's like they are allergic to handing you actual abilities, no matter that you spent feats, levels, etc. on them. 

I guess, unless you're a spellcaster ...
My personal theory is that it has all been SKR's fault. I'll know for sure when we see the new occult book. If they manage to let the Kineticist be an actually useful class beyond its single trick, then I can have hope for the future.
Title: Re: Interesting stuff in Pathfinder
Post by: Keldar on December 02, 2014, 11:36:19 AM
Pathfinder had that problem before SKR was even hired.  Don't hold your breath for it to change anytime.
Title: Re: Interesting stuff in Pathfinder
Post by: Frogman55 on December 02, 2014, 01:21:02 PM
Pathfinder had that problem before SKR was even hired.  Don't hold your breath for it to change anytime.
Don't burst my hopes! I'm already stuck with it, as that's all that anyone around me plays. Let me dream!  :bigeyes
Title: Re: Interesting stuff in Pathfinder
Post by: Snowbluff on December 02, 2014, 02:38:29 PM
Pathfinder had that problem before SKR was even hired.  Don't hold your breath for it to change anytime.
Don't burst my hopes! I'm already stuck with it, as that's all that anyone around me plays. Let me dream!  :bigeyes
I feel for you, man. It's all PF around here.

That doesn't mean I won't drink your tears. I mean, be reasonable.
Title: Re: Interesting stuff in Pathfinder
Post by: SorO_Lost on December 02, 2014, 04:07:10 PM
Tears of sadness taste the best.

And apparently there is a very real difference between them, who knew right?
Title: Re: Interesting stuff in Pathfinder
Post by: TiaC on December 05, 2014, 09:20:34 PM
Combining the Sacred Huntsmaster (http://www.d20pfsrd.com/classes/base-classes/inquisitor/archetypes/paizo---inquisitor-archetypes/sacred-huntsmaster) and the Animal Domain gives you an animal companion of twice your level -3.

Since it's a Hunter AC, the following text applies: "A hunter may teach her companion hunter's tricks from the skirmisher ranger archetype instead of standard tricks."

Then, Paired Opportunists (http://www.d20pfsrd.com/feats/combat-feats/paired-opportunists-combat-teamwork) and Broken Wing Gambit (http://www.d20pfsrd.com/feats/combat-feats/broken-wing-gambit-combat-teamwork) allow you to turn every attack against one of you into an AoO for both of you.
Title: Re: Interesting stuff in Pathfinder
Post by: StreamOfTheSky on December 06, 2014, 01:04:40 PM
"Animal Companion (Ex)

At 1st level, a sacred huntsmaster forms a bond with an animal companion. This ability works as the hunter class feature of the same name, using her inquisitor level as her hunter level.

This ability replaces judgment 1/day."

How exactly does this stack w/ Animal Domain to get twice your level -3?

Sounds like you'd get two animal companions, both at level -3.

EDIT: I see... Hunter is very poorly worded.  Still, it's odd that this is an Inquisitor archetype but seems to be based off Hunter.
Shame you can't combine it w/ Aasimar's ability to get +1/2 level progression as a favored class bonus, which is Oracle-only.
Title: Re: Interesting stuff in Pathfinder
Post by: Prime32 on December 13, 2014, 08:56:25 PM
The Concentrated Splash (http://www.d20pfsrd.com/feats/combat-feats/concentrated-splash-combat) feat lets you Empower an attack with a splash weapon (other than an Alchemist bomb) by removing its splash damage.

This... could be interesting, so let's take a look at some support:
http://www.d20pfsrd.com/classes/core-classes/rogue/archetypes/paizo---rogue-archetypes/underground-chemist
http://www.d20pfsrd.com/feats/general-feats/ricochet-splash-weapon
http://www.d20pfsrd.com/feats/general-feats/splash-weapon-mastery
http://www.d20pfsrd.com/feats/betrayal-feats/splash-volley-betrayal-teamwork (for anyone who can share Teamwork feats)
http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/a-b/belt-of-mighty-hurling

Apart from the splash weapons listed here (http://www.d20pfsrd.com/equipment---final/weapons/alchemical-weapons) (3.5 core stuff plus Alkali Flask, Burst Jar, Fuse Grenade/Pellet Grenade?, Ghast Retch Flask, Itching Flask, Liquid Ice, Shard Gel, Sneezing Powder, Banshee Ballerina Firework) there's also the Hybridization Funnel (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/h-l/hybridization-funnel), Lens of Harvesting (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/h-l/lens-harvesting) and Dust of Weighty Burdens (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/c-d/dust-of-weighty-burdens) to take into account. Plus there's Grenades (http://www.d20pfsrd.com/equipment---final/goods-and-services/technological-gear#TOC-Grenade) and Grenade Launchers (http://www.d20pfsrd.com/equipment---final/weapons/technological-weapons#TOC-Grenade-Launcher), but those can be hard to get your hands on.

The range of splash weapons can be increased by two exotic weapons - the launching crossbow (http://www.d20pfsrd.com/equipment---final/weapons/weapon-descriptions/crossbow-launching) (30ft) and flask thrower (http://www.d20pfsrd.com/equipment---final/weapons/weapon-descriptions/flask-thrower) (20ft) - as well as the Alchemist's Atlatl (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/a-b/alchemist-s-atlatl) (50ft; nonmagical items only).
An alchemist's bullet (http://www.d20pfsrd.com/magic-items/magic-weapons/specific-magic-weapons/alchemist-s-bullet) lets you deliver a single splash weapon through a sling (50ft), sling glove (50ft) or a sling staff (80ft), while also opening up Sling Flail (http://www.d20pfsrd.com/feats/combat-feats/sling-flail-combat) as an alternative to Close-Quarters Thrower. Plus you could argue that the damage inflicted by the bullet is also multiplied by Concentrated Splash. It would help if they clarified how long it took to refill the reservoir though...
Experimental Gunsmith (http://www.d20pfsrd.com/races/core-races/gnome/experimental-gunsmith-gunslinger-gnome)'s Vial Launcher has similar applications (and also improves save DC!), but the loading time is ridiculous.

EDIT: A wand of molten orb (http://www.d20pfsrd.com/magic/all-spells/m/molten-orb)?



From the same book:
http://www.d20pfsrd.com/magic-items/magic-weapons/specific-magic-weapons/skulking-sniper-s-blowgun (greater sniping property here (http://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/sniping-greater))
http://www.d20pfsrd.com/feats/general-feats/proxy-summoning
http://www.d20pfsrd.com/feats/combat-feats/warning-shot-combat
Title: Re: Interesting stuff in Pathfinder
Post by: deadkitten on December 14, 2014, 12:14:36 AM

http://www.d20pfsrd.com/feats/general-feats/proxy-summoning

How does not that work with multiple summoned creatures that are adjacent to you?
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on December 14, 2014, 01:44:28 AM
So great finds!

hmm.... Good question :)

also, Ricochet Splash Weapon, on a second miss and a random direction hit another creature (even the original) would you get an additional attack against that creature at penalty?

ex. Miss first target, random direction lands on second creature. Second miss and random direction lands on a third creature.
Title: Re: Interesting stuff in Pathfinder
Post by: Prime32 on December 14, 2014, 02:05:37 PM
Vexing Dodger (http://www.d20pfsrd.com/classes/core-classes/rogue/archetypes/paizo---rogue-archetypes/vexing-dodger) rogue archetype.

Dirty trick (http://www.minmaxboards.com/index.php?topic=2342.140;msg=259009) lets you entangle and (with the right feats (http://www.d20pfsrd.com/feats/combat-feats/dirty-trick-master-combat)) pin enemies, so this makes for an interesting quasi-grapple that ignores freedom of movement. With Distracting Attack (http://www.d20pfsrd.com/classes/core-classes/rogue/rogue-talents/paizo---rogue-talents/distracting-attack-ex) and Slow Reactions (http://www.d20pfsrd.com/classes/core-classes/rogue/rogue-talents/paizo---rogue-talents/slow-reactions-ex) you can inflict more of the penalties of a true grapple.
Title: Re: Interesting stuff in Pathfinder
Post by: deadkitten on December 14, 2014, 02:25:21 PM
Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).

Proxy Summoning:
Prerequisite(s): Ability to cast conjuration (summoning) spells or a conjuration (summoning) spell-like ability, caster level 5th.

Benefit(s): Whenever you cast a touch spell while adjacent to a creature you summoned (including an eidolon), you can have the summoned creature carry the spell's charge. Once the spell is cast, you and any creature you summon gain the share spells ability. This feat doesn't qualify you for feats or other rules options that require you to have an animal companion, familiar, or similar allied creature with the share spells ability.

Well nevermind. seems like it only alters the target and would not change how many targets of the spell would be affected.
Still sexy for summoned monsters though.
Title: Re: Interesting stuff in Pathfinder
Post by: Prime32 on December 14, 2014, 06:56:52 PM
So... shields. Try combining a Volcanic Shield (http://www.d20pfsrd.com/magic-items/magic-armor/specific-magic-shields/volcanic-shield) with a Lion Skull Klar (http://www.d20pfsrd.com/magic-items/magic-armor/specific-magic-shields/lion-skull-klar).

A Tempest Shield (http://www.d20pfsrd.com/magic-items/magic-armor/specific-magic-shields/tempest-shield) grants a slightly worse version of the Shield Slam (http://www.d20pfsrd.com/feats/combat-feats/shield-slam-combat---final) feat... which stacks with Shield Slam. Dual-wield Tempest Shields and perform two bull rushes on every hit? Some support for bull rushes below:
http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/m-p/pauldrons-of-the-bull
http://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/impact
http://www.d20pfsrd.com/feats/combat-feats/merciless-rush-combat + http://www.d20pfsrd.com/feats/general-feats/squash-flat
http://www.d20pfsrd.com/feats/combat-feats/spiked-destroyer-combat
http://www.d20pfsrd.com/feats/general-feats/raging-throw
http://www.d20pfsrd.com/psionics-unleashed/feats/psionic-bull-rush-psionic
Maybe a Warder or Brawler (Shield Champion, Winding Path Renegade) with Returning Throw (http://www.d20pfsrd.com/psionics-unleashed/feats/returning-throw-psionic)?

Other shields of interest:
http://www.d20pfsrd.com/magic-items/magic-armor/specific-magic-shields/belligerent-shield (Animated/Dancing combo)
http://www.d20pfsrd.com/magic-items/magic-armor/specific-magic-shields/avalanche-shield
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on December 17, 2014, 03:56:51 AM
Human + Racial Heritage (http://www.d20pfsrd.com/feats/racial-feats/racial-heritage) + Bow Nomad (http://www.d20pfsrd.com/classes/core-classes/ranger/archetypes/paizo---ranger-archetypes/bow-nomad-kasatha-ranger-archetype) = dual-wield one-handed bows?

is it just me, or are several of the aquatic animal companions missing their 'aquatic' SQ? Ex. Octopus (http://www.d20pfsrd.com/classes/core-classes/druid/animal-companions#TOC-octopus) doesn't have it, but Crab (http://www.d20pfsrd.com/classes/core-classes/druid/animal-companions#TOC-Crab-Giant) does?
Title: Re: Interesting stuff in Pathfinder
Post by: SorO_Lost on December 17, 2014, 10:17:37 AM
That's awesome.
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on December 17, 2014, 11:05:40 AM
Which one?

the animal companion thing opens up lots of 'new' options. While the Bow Nomad is just absurd
Title: Re: Interesting stuff in Pathfinder
Post by: SorO_Lost on December 17, 2014, 12:15:41 PM
Oh, the bow.

Reminds me of Ranger/Ranger. You're just one Splitting short from pulling it off :D
Title: Re: Interesting stuff in Pathfinder
Post by: deadkitten on December 17, 2014, 04:37:46 PM
Human + Racial Heritage (http://www.d20pfsrd.com/feats/racial-feats/racial-heritage) + Bow Nomad (http://www.d20pfsrd.com/classes/core-classes/ranger/archetypes/paizo---ranger-archetypes/bow-nomad-kasatha-ranger-archetype) = dual-wield one-handed bows?

is it just me, or are several of the aquatic animal companions missing their 'aquatic' SQ? Ex. Octopus (http://www.d20pfsrd.com/classes/core-classes/druid/animal-companions#TOC-octopus) doesn't have it, but Crab (http://www.d20pfsrd.com/classes/core-classes/druid/animal-companions#TOC-Crab-Giant) does?

Duel weilding bows is SOOOO pg.6 of this thread ago. Ya even thought it was crazy then too. :P
Title: Re: Interesting stuff in Pathfinder
Post by: Yirrare on December 17, 2014, 05:02:06 PM
[...]

Duel weilding bows is SOOOO pg.6 of this thread ago. Ya even thought it was crazy then too. :P
This is one of the best snarky replies I have seen in a while. Thank you for brightening my evening.  :clap

Best Regards
Yirrare
Title: Re: Interesting stuff in Pathfinder
Post by: deadkitten on December 17, 2014, 05:44:17 PM
[...]

Duel weilding bows is SOOOO pg.6 of this thread ago. Ya even thought it was crazy then too. :P
This is one of the best snarky replies I have seen in a while. Thank you for brightening my evening.  :clap

Best Regards
Yirrare

Thank you. after 174 posts, the dice gods were bound to be kind and let me make my snarky comment confirmation roll eventually.
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on December 18, 2014, 03:01:15 AM
 :lol
Title: Re: Interesting stuff in Pathfinder
Post by: deadkitten on December 18, 2014, 09:08:41 PM
This is more of a repost but here goes..

On pg. 150 of Ultimate Combat you have a section on Duels. Interestingly this aspect of combat is as subsystem in Pathfinder rather than an optional rule. You may find upon reading of the book that it is not located in the variant rules section of Ultimate Combat, implying that it is a part of the standard Pathfinder rules. Many DM's might disagree on that regard, I just mention it in case someone needs to justify its use to a DM.
Anyways, on to what it can provide:
• Each participant must fight alone and can receive no help from outside sources, with the exception of other creatures who are taking part in the duel, such as familiars, animal companions, or other bonded creatures. If the duel consists of more than one participant on a side, those fighting alongside one another are free to aid each other. (sounds like a form of Battlefield control to me.) ;)

A duel functions much like ordinary combat, with a few
notable exceptions.
At the start of the duel, each participant makes an initiative check, just like in standard combat. Because duels are always planned and expected, there is never a surprise round. Alternatively, some duels start off with each side facing off, waiting for the other to flinch or break resolve. In such cases, substitute a Bluff, Intimidate, or Sense Motive check in place of the standard initiative check. The skill used is decided by the individual participants and is reflective of their approach to the duel.
At the beginning of each round, the participants check the status of the duel (the GM may want to mark the beginning of each round in some way during initiative tracking as a reminder to check this status). So long as all participants agree to continue dueling, the duel goes on. If any one of the participants withdraws from the duel, the duel immediately ends for all participants, even those who would see it continue. The participant or side that ended the duel is considered the loser of the duel. The duel’s remaining participants can, among themselves, agree to resume the duel, but this is considered a separate duel from the previous one and does not involve those who withdrew from the duel. The skill check for initiative is nice, but considering the opponent can leave the duel this mechanic seems like it is on shaky ground.  :shakefist

Enter this little gem from People of the River:

CALL OUT (COMBAT)
A well-crafted insult forces an opponent to duel you.
Benefit: As a standard action, you can make an Intimidate check against a hostile target within 30 feet that can clearly see and hear you. The DC of this check is equal to 10 + your opponent's Hit Dice + its Wisdom modifier. If the target is trained in Sense Motive, the DC is instead equal to 10 +your opponent's Sense Motive bonus, if higher. If you succeed at this check, the target enters a duel with you (Ultimate Combat 150). The target cannot withdraw from the duel for 1 round + 1 round for every 5 by which the check beats the DC.

Well it looks like if you REALLY want that duel you can make that happen for the cost of one measly feat, but why would you do that? For some of the dueling benefits that's why.  :smirk

Dueling Counter
Each participant in a duel can take a special action called a dueling counter. A dueling counter is similar to a counterspell, but is easier to use. When a dueling opponent tries to cast a spell, the targeted spellcaster can make a Spellcraft check (DC 15 + the spell’s level) as a free action. If the check succeeds, she can identify her opponent’s spell and can attempt a dueling counter. If it fails, she cannot attempt a dueling counter against that spell (although special actions are still available to her).
A dueling counter is an immediate action that does not provoke attacks of opportunity. To attempt a dueling counter, the countering duelist must expend a spell or spell slot of a level equal to or higher than that of the spell being cast. Note that characters who cast spells spontaneously (such as bards, oracles, and sorcerers) must choose which exact spell they are using to counterspell in addition to the slot being used. The countering duelist must then make a caster level check against a DC of 15 + the spell’s caster level. Unlike when using a true counterspell action (which requires a readied action), even expending an exact copy of the spell being cast does not guarantee success. The caster attempting the counterspell receives a bonus or penalty on her check depending upon the level of the spell slot being expended and the exact spell used, as noted in Table 3–10. If the check is successful, the spell is countered—it is negated and the spell is lost. If not, the spell takes effect as normal and the duelist attempting to counter the spell takes a –2 penalty on any saving throws made against the spell’s effect.
Alternatively, a spellcaster can use dispel magic or greater dispel magic as a dueling counter. When a duelist spellcaster does so, he does not need to identify the spell being cast, can counter a spell of any level, and must succeed at a caster level check against a DC of 11 + the spell’s caster level. When dispel magic is used as a dueling counter, it is not modified by any of the circumstances in Table 3–10.
Because readying a counterspell is its own action, a dueling spellcaster can prepare to counterspell and make a dueling counter in the same round. This is only useful if the participant is facing multiple opponents, or someone with access to the Quicken Spell feat or other abilities that allow casting two spells in the same round.

Table 3–10: Dueling Counter Modifiers
Circumstance Check Modifier
Spell is of a different school –2
Spell is of the same school, +2
but not the same spell
Spell is of a higher level than the +1/level above
spell being countered
Spell is the same as the spell being countered +10

Now Who needs an Arcanist to counter spells? This does it better with one feat and some ranks in Intimidate  :D

Dueling has some other temporary bonuses like negating a single attack, temporary dodge bonuses, and re-rolling a fortitude or will saving throw, but they are relatively weak for what they do.

I guess my point to this whole shebang is... THIS FEAT IS JUST LIKE VITAL STRIKE, IT APPEARS TO BE INTENDED FOR MARTIALS BUT IT IS SOOO MUCH BETTER FOR CASTERS.  :banghead :banghead :banghead

Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on December 18, 2014, 10:46:21 PM
In the back of my mind I always curious about the duel stuff... Thanks for that :)

grr... Can't duel in PFS
Title: Re: Interesting stuff in Pathfinder
Post by: deadkitten on December 19, 2014, 08:51:00 PM
So Pathfinder Barbarians now get my personal opinion as "Most Badass Barbarian" solely through this little Rage Power:

Spell Sunder (Su)
Prerequisite: Barbarian 6, witch hunter rage power

Benefit: Once per rage, the barbarian can attempt to sunder an ongoing spell effect by succeeding at a combat maneuver check. For any effect other than one on a creature, the barbarian must make her combat maneuver check against a CMD of 15 plus the effect’s caster level. To sunder an effect on a creature, the barbarian must succeed at a normal sunder combat maneuver against the creature’s CMD + 5, ignoring any miss chance caused by a spell or spell-like ability. If successful, the barbarian suppresses the effect for 1 round, or 2 rounds if she exceeded the CMD by 5 to 9. If she exceeds the CMD by 10 or more, the effect is dispelled.

You might go..." Gee Deadkitten, that ability is nice but that hardly compares to whirling frenzy/ lion totem frenzied beserker. You are a FOOL and your argument is invalid". Well, I counter thee naysayers with this little tidbit:

PATHFINDER BARBARIANS ARE SO F***ING BADASS THAT THEY DESTROY REALITY!!!!


CREATE DEMIPLANE, LESSER
School conjuration (creation); Level cleric 7, sorcerer/wizard 7, summoner 5, witch 7
Casting Time 2 hours
Components V, S, F (a forked metal rod worth at least 500 gp)
Range 0 ft.
Effect extradimensional demiplane, up to three 10-ft. cubes/level (S)
Duration 1 day/level
Saving Throw none; Spell Resistance no
You create a small, finite demiplane. You must be on the Astral or Ethereal Plane or on a plane that has access to one of those planes (such as the Material Plane) to cast this spell.

When you cast the spell, you decide whether the demiplane is within the Astral or the Ethereal Plane. It is filled with air or water (decided by you). The plane is generally flat and featureless, such as an earth, stone, water, or wood floor. The “walls” and “ceiling” of the plane may appear like solid earth, stone, wood, or water, or they may end in mist, a featureless void, or a similar unreal-looking border. The plane's environmental conditions are those of a temperate spring day on the Material Plane. You determine the plane's light level (bright, normal, dim, or darkness), which affects the entire plane.

There are no native creatures or plants on this plane, though you may bring some there (if the plane's light is bright or normal, it counts as sunlight for growing plants). The environment of the plane counts as normal terrain for the purpose of effects that target earth, stone, wood, and so on. For example, you could use move earth to create a hill or wall of stone to create a barricade.

When you finish casting this spell, you may bring yourself and up to seven other creatures to the plane automatically by joining hands in a circle. The demiplane is another plane of existence, and therefore is outside the range of any spell or ability that cannot affect or reach other planes. Creatures can only enter the plane by the use of planar travel magic such as astral projection, etherealness, or plane shift. You are considered “very familiar” with your entire demiplane.

As a standard action, you may eject a creature from your demiplane. The creature may resist with a Will saving throw. An ejected creature goes to the closest plane to your demiplane (usually the Astral Plane or the Ethereal Plane, but if you cast this spell on the Material Plane, the creature is sent to the Material Plane). When the spell ends, the plane dissolves, and all creatures in the plane are ejected in this manner with no saving throw. The plane cannot be dispelled, but a creature on the plane can destroy it by using limited wish, mage's disjunction, miracle, or wish and making a successful dispel check.

If you are within the demiplane, you can add to its area by casting the spell again. Alternatively, you may cast this spell again to reset the duration of an existing area to that of your latest casting. If the duration on one area of the demiplane ends and other parts remain, creatures in the expiring area are shunted to remaining areas. If a collapsing portion of the demiplane would leave one section cut off from other sections of the demiplane (for example, if there were three areas connected in a straight line and the center part expired), the stranded sections count as separate demiplanes under your control. You may reconnect these stranded sections by casting the spell again to create a linked area between the two.

You can make this spell permanent with the permanency spell, at a cost of 17,500 gp. If you have cast create lesser demiplane multiple times to enlarge the demiplane, each casting's area requires its own permanency spell.

Yes, that is right. Create Demiplane qualifies for a target for Spell Sunder. Game over. Pathfinder Barbarian wins.  :P
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on December 19, 2014, 10:00:42 PM
thats what my 4th level PFS barbarian is working towards, Spell Sunder.

if only it worked on items too 0:-)
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on December 22, 2014, 12:03:21 PM
Abundant Ammunition (http://www.d20pfsrd.com/magic/all-spells/a/abundant-ammunition) + launching crossbow (http://www.d20pfsrd.com/equipment---final/weapons/weapon-descriptions/crossbow-launching)  = infinite nonmagical alchemical weapons

Hybridization Funnel (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/h-l/hybridization-funnel) makes things even better ;)

---

Gold (http://www.d20pfsrd.com/equipment---final/special-materials#TOC-Gold) armor, shields, and weapons can create a HUGE profit. its 50 gold coins per pound (http://www.d20pfsrd.com/equipment---final#TOC-Wealth-And-Money), so take items that are cheap and weigh a bunch. Nothing mentions the actual weight factors in, or that it must be 100% metal, just some metal.

ex. Buy a pure gold harpoon, 16 lbs x (50gp x 1/2 sale) - 50gp original cost = 350gp profit
ex. Buy a pure gold tower shield, 45 lbs x (50gp x 1/2 sale) - 300gp original cost = 850gp profit

---

Sleight of hand  Fine-sized sling bullet aka a grain of sand made to Viridium (http://www.d20pfsrd.com/equipment---final/special-materials#TOC-Viridium) to sicken baddies
Title: Re: Interesting stuff in Pathfinder
Post by: StreamOfTheSky on December 25, 2014, 11:32:55 AM
Gold (http://www.d20pfsrd.com/equipment---final/special-materials#TOC-Gold) armor, shields, and weapons can create a HUGE profit. its 50 gold coins per pound (http://www.d20pfsrd.com/equipment---final#TOC-Wealth-And-Money), so take items that are cheap and weigh a bunch. Nothing mentions the actual weight factors in, or that it must be 100% metal, just some metal.

ex. Buy a pure gold harpoon, 16 lbs x (50gp x 1/2 sale) - 50gp original cost = 350gp profit
ex. Buy a pure gold tower shield, 45 lbs x (50gp x 1/2 sale) - 300gp original cost = 850gp profit

Come now, surely Gold arms aren't pure gold, that'd be stupid and impractical aside from pointlessly costly.

Quote from: Gold
Typically only used for ceremonial weapons and armor, metal equipment made from gold is fragile, heavy, and expensive. Often golden armor is gold-plated rather than constructed entirely from gold.

See?  I knew that you were blowing this out of proportion....

Quote from: Why couldn't it have just stopped there?
The rules shown are for the rare item constructed entirely of gold rather than being gold-plated. Gold-plated items triple the base cost of weapons and armor and have the same properties as the item the gold is plating. Items constructed purely of gold cost 10 times the normal cost for items of their type.

...I need to stop giving Paizo writers the benefit of the doubt, ever, on anything.
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on December 25, 2014, 01:19:10 PM
3x plated, 10x pure

never said they were practical
---
wow Amulet of Magecraft (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/a-b/amulet-of-magecraft) is interesting
Title: Re: Interesting stuff in Pathfinder
Post by: deadkitten on December 28, 2014, 11:31:50 PM
So a Skald 4/Aberrant Bloodrager 1 can theoretically have fast healing 6 by level 5.
Take the Amplified rage, Skalds Vigor, and Tumor Familiar Feats.
Enter a Raging song and get fast healing equal to the strength bonus you get from raging song.

As a added bonus, Greater Skalds vigor give you allies fast healing. And it doesn't care about their morale bonuses, just yours. So you can give everyone in the party fast healing 8.
They also do not even have to benefit from a raging song to get the fast healing.
Title: Re: Interesting stuff in Pathfinder
Post by: deadkitten on December 30, 2014, 06:13:26 PM
So the dirty trick maneuver can be pretty potent with the right support...

  • Dirty Trick (http://www.d20pfsrd.com/gamemastering/combat#TOC-Dirty-Trick): Requires a standard action to use. For 1 round, +1 for every 5 points you exceed the CMD, your opponent gains the blinded, dazzled, deafened, entangled, shaken or sickened condition. They may remove this condition by taking a move action to do so. The Improved Dirty Trick feat grants +2 CMB/CMD for dirty tricks and lets you do it without an AoO.
  • Greater Dirty Trick (http://www.d20pfsrd.com/feats/combat-feats/greater-dirty-trick-combat) feat: At BAB +6 a dirty trick lasts 1d4 rounds, +1 per 5 points you exceed the CMD. Removing the condition is a standard action rather than a move action.
  • Quick Dirty Trick (http://www.d20pfsrd.com/feats/combat-feats/quick-dirty-trick-combat) feat: At BAB +6, make a dirty trick in place of your first attack in a full attack.
  • Dirty Trick Master (http://www.d20pfsrd.com/feats/combat-feats/dirty-trick-master-combat) feat: At BAB +11, hitting a dirty tricked opponent with another dirty trick upgrades their condition. The upgraded conditions include things like dazed and pinned.
  • Underhanded Teamwork (http://www.d20pfsrd.com/feats/combat-feats/underhanded-teamwork-combat-teamwork) feat: When your ally succeeds on a dirty trick attempt against a target you both threaten, and you both have this feat, spend an immediate action to increase its duration by 1 round.
  • Improved Underhanded Teamwork (http://www.d20pfsrd.com/feats/combat-feats/improved-underhanded-teamwork-combat-teamwork) feat: At BAB +6 when your ally succeeds on a dirty trick attempt against a target you both threaten, and you both have this feat, spend an immediate action to make your own dirty trick against that target. Taking an action to remove one condition removes both.
  • Dirty Fighter (http://www.d20pfsrd.com/races/other-races/featured-races/arg-orc/dirty-fighter-fighter-orc) fighter archetype (orc): Make dirty tricks in place of attacks at lv9. At lv13 when you succeed on a dirty trick you inflict two different conditions which must be removed seperately. At lv17 this increases to three.
  • Skulking Slayer (http://www.d20pfsrd.com/races/core-races/half-orc/skulking-slayer-rogue-half-orc) rogue archetype (half-orc): In place of a sneak attack you can make a dirty trick with a bonus on the combat maneuver check equal to your sneak attack damage dice.
  • Bounty Hunter (http://www.d20pfsrd.com/classes/hybrid-classes/slayer/archetypes/paizo---slayer-archetypes/bounty-hunter) slayer archetype: As above, but the dirty trick replaces the bonus damage rather than the attack itself. Works only on studied targets, but does not provoke AoOs.
  • Wildcat (http://www.d20pfsrd.com/classes/core-classes/monk/archetypes/paizo---monk-archetypes/wildcat) monk archetype: At lv4, adds a scaling bonus to dirty trick checks. At lv6/10, adds Improved/Quick Dirty Trick to bonus feats. At lv19, succeeding on a dirty trick also inflicts unarmed strike damage.
  • Huntmaster (http://www.d20pfsrd.com/classes/base-classes/cavalier/archetypes/paizo---cavalier-archetypes/huntmaster) cavalier archetype: At lv3 your animal companion can make a free dirty trick (limited to certain types) after it hits with a melee attack, without provoking AoOs. Also gets enhancements to flanking later on, which synergise with Underhanded Teamwork.
  • Pit Fighter (http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/n-r/pit-fighter) PrC: Can be entered at lv5. At lv3 gains Improved Dirty Trick as a bonus feat, can make dirty tricks with performance weapons (due to dev rulings it's unclear if this still does anything), and 1/round can inflict weapon damage to dirty tricked opponents if he has a free hand. At lv6 gains Quick Dirty Trick as a bonus feat. At lv9 gains Greater Dirty Trick as a bonus feat, and taking an action to remove the condition provokes an AoO from him.
  • Savage Dirty Trick (http://www.d20pfsrd.com/classes/core-classes/barbarian/rage-powers/paizo---rage-powers/savage-dirty-trick-ex) rage power: Available at barbarian lv6. 1/round make a dirty trick in place of an attack, inflict a second more severe penalty for 1 round which must be removed separately (Fort negates), and inflict damage equal to your Str modifier.
To build on the good work that Prime32 put into showing us what can be done with the dirty trick combat maneuver, I present this little beauty: lhttp://www.archivesofnethys.com/MagicTattooDisplay.aspx?FinalName=Serpentine%20Tattoo (http://lhttp://www.archivesofnethys.com/MagicTattooDisplay.aspx?FinalName=Serpentine%20Tattoo)
2000 Gp for a spotless magical item that let's you make a dirty trick maneuver as an immediate Acton 3/day is definately worth it.
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on January 03, 2015, 03:16:55 AM
As mentioned in the 3.5 fun finds, the octopus (http://www.d20pfsrd.com/bestiary/monster-listings/animals/octopus) can jet not just in water, even straight up  ;)
Title: Re: Interesting stuff in Pathfinder
Post by: SolEiji on January 03, 2015, 03:19:33 AM
Now I need to make some kind of rapid-summoning octo-jet.  It goes on your shoulders and summons an octopus for 1 round, who jets, despawns, and another fresh one is summoned. 
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on January 03, 2015, 03:52:45 AM
Haha! Have a pair of octopi 'ride' you w a saddle, strapped on. They wouldn't need to actually make any checks.

use handle animal to force them to jet when needed.

would the octopus or squid still need to be able to carry your weight as up to a max load while jetting?
Title: Re: Interesting stuff in Pathfinder
Post by: SolEiji on January 03, 2015, 03:59:20 AM
Haha! Have a pair of octopi 'ride' you w a saddle, strapped on. They wouldn't need to actually make any checks.

use handle animal to force them to jet when needed.

would the octopus or squid still need to be able to carry your weight as up to a max load while jetting?

Maybe/probably.

Nothing being lightweight naturally wouldn't solve.  Kobold octojets go!
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on January 03, 2015, 12:31:09 PM
How would you keep them alive while land borne?

found aquariums in animal gear, but they are heavy. But even when they're encumbered, you could get 2 good 180ft jets/rnd
Title: Re: Interesting stuff in Pathfinder
Post by: awaken_D_M_golem on January 03, 2015, 02:49:42 PM
Now I need to make some kind of rapid-summoning octo-jet.  It goes on your shoulders and summons an octopus for 1 round, who jets, despawns, and another fresh one is summoned.

I love this idea.
I was playing a wizard long times eons ago, with an alt-familiar that did things like this.
Title: Re: Interesting stuff in Pathfinder
Post by: Keldar on January 03, 2015, 10:46:03 PM
How would you keep them alive while land borne?

found aquariums in animal gear, but they are heavy. But even when they're encumbered, you could get 2 good 180ft jets/rnd
Ask this guy.
(click to show/hide)
Spoilered for the C'thu'lu-pho'b'ic.
Title: Re: Interesting stuff in Pathfinder
Post by: deadkitten on January 03, 2015, 11:18:57 PM
Alrighty,here is a weird one.
Take the card caster magus archetype:
http://www.archivesofnethys.com/ArchetypeDisplay.aspx?FixedName=Magus%20Card%20Caster (http://www.archivesofnethys.com/ArchetypeDisplay.aspx?FixedName=Magus%20Card%20Caster)

Here is their ability called harrowed spellstrike:
Quote
Harrowed Spellstrike (Su): Beginning at 2nd level, a card caster can invest a single thrown weapon with a single touch or ranged spell as part of the spell’s normal casting time. The spell must target a single creature, and the spell’s range changes to match the thrown weapon’s range increment. This ability otherwise functions identically to spellstrike, except it can only be applied to thrown ranged weapons instead of melee attacks. This ability replaces and modifies spellstrike.

Now let's look at the original spellstrike:
Quote
Spellstrike (Su): At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon's critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.

Now to me that sounds like you could use something like and alchemists fire and have the splash damage deliver the effect of the spell to those adjacent to the target as well as the originaltarget of the attack. The splash damage is STILL the weapon doing damage and should still work.
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on January 04, 2015, 12:55:15 AM
..... :o

umm... Wow! I actually bought a Harrow Deck just 2 weeks ago, I'll give this a try

throw Abundant Ammunition into the mix?
Title: Re: Interesting stuff in Pathfinder
Post by: deadkitten on January 04, 2015, 02:37:39 PM
While it is still usefull, Abundant ammunition would not work.
The weapon is merely the delivery method for the spell, it is never actually cast on the weapon.
There is a small chance that if you somehow enchant an a alchemist's fire with spell storing that it might trick Abundant ammuniton. I doubt it would but its worth checking out.
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on January 04, 2015, 03:05:02 PM
Makes sense, its the ability imbuing the spell, not the spell itself cast on the flask
---
using Agile Maneuvers, Dex-based grappling is very viable. None of the grapple feats require a min Str.
Title: Re: Interesting stuff in Pathfinder
Post by: Eviltedzies on January 07, 2015, 01:07:40 AM
The Grenadier (http://www.d20pfsrd.com/classes/base-classes/alchemist/archetypes/paizo---alchemist-archetypes/grenadier) archetype for Alchemist's gets a nifty ability that has very flexible uses if your clever.

Alchemical Weapon:
(click to show/hide)

Please note that this ability changes the delivery method of whatever item you infuse into it into a melee attack. Thus we can apply Inhaled or Ingested poisons to this and inject the suckers straight into our foes without having to have them swallow or breath it in. I know we can find other amusing items to combine with this.
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on January 15, 2015, 04:38:04 AM
The Juggler (http://www.d20pfsrd.com/classes/core-classes/bard/archetypes/paizo---bard-archetypes/juggler-bard-archetype) grants 1-5 additional held slots.

works great for those pesky magic weapons that only are in effect when held or wielded.
ex. Sizing Trident of Serenity (3.5)

would it work for magic shields? Would counting as held/wielded apply their magic?

ex. Shield of the Severed Hand relic (3.5)
Title: Re: Interesting stuff in Pathfinder
Post by: deadkitten on January 15, 2015, 12:18:00 PM
The Juggler (http://www.d20pfsrd.com/classes/core-classes/bard/archetypes/paizo---bard-archetypes/juggler-bard-archetype) grants 1-5 additional held slots.

works great for those pesky magic weapons that only are in effect when held or wielded.
ex. Sizing Trident of Serenity (3.5)

would it work for magic shields? Would counting as held/wielded apply their magic?

ex. Shield of the Severed Hand relic (3.5)

Its also a 2 level dip that let's gunslingers dual weild guns. Which is completely worth the dip in a class that loses steam past level 11.

It also would arguably allow the swashbuckler to dual weild and benefit from their precise strike deed. TWF Daring Champion Juggler bard: +32 damage per hit by level 20.

What is kinda silly though is it MIGHT allow someone to TWF with only a single weapon. All you have to do is catch it in your off hand and switch it between attacks.
Title: Re: Interesting stuff in Pathfinder
Post by: Frogman55 on January 15, 2015, 02:42:43 PM
The Juggler (http://www.d20pfsrd.com/classes/core-classes/bard/archetypes/paizo---bard-archetypes/juggler-bard-archetype) grants 1-5 additional held slots.

works great for those pesky magic weapons that only are in effect when held or wielded.
ex. Sizing Trident of Serenity (3.5)

would it work for magic shields? Would counting as held/wielded apply their magic?

ex. Shield of the Severed Hand relic (3.5)

Its also a 2 level dip that let's gunslingers dual weild guns. Which is completely worth the dip in a class that loses steam past level 11.

It also would arguably allow the swashbuckler to dual weild and benefit from their precise strike deed. TWF Daring Champion Juggler bard: +32 damage per hit by level 20.

What is kinda silly though is it MIGHT allow someone to TWF with only a single weapon. All you have to do is catch it in your off hand and switch it between attacks.
It's also an interesting option to let a Magus use rods. Some people dislike the concept of a vestigial arm, after all.

It also gives that gunslinger access to Abundant ammunition, which isn't a thing to sneeze at.
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on January 16, 2015, 09:00:57 PM
Want a +1 chair?

you might be able to use Darkwoox to masterwork the chair and then create a +1 enhancement to this improvised weapon?

Quote
Any wooden or mostly wooden item (such as a bow or spear) made from darkwood is considered a masterwork item and weighs only half as much as a normal wooden item of that type.
Title: Re: Interesting stuff in Pathfinder
Post by: Jackinthegreen on January 16, 2015, 09:19:09 PM
I have a sudden urge to make an improv weapon user with an enhanced darkwood ladder as his weapon.  Catch Off Guard is a feat after all.

For what it's worth the same wording occurs in the d20SRD:  http://www.d20srd.org/srd/specialMaterials.htm
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on January 16, 2015, 11:51:59 PM
Nice!
---
Wanna rage-cycle early? Apply some Allnight (AdA 17), for 75gp, you are immune to fatigue for 8hrs! Downside -2 to skills during and exhausted afterwards.

Alchemical Preserves (ARG) allows halflings to remove fatigue as a standard action.

Shoanti Barbarian Chew (AdA 18) for 1 go, you can chew an extra round of rage out of this goop (doesn't list an action)
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on January 30, 2015, 11:24:07 AM
yeah yeah double post.... whatever :-p

i just noticed that Neckbreaker (http://www.d20pfsrd.com/feats/combat-feats/neckbreaker-combat) and Bonebreaker (http://www.d20pfsrd.com/feats/combat-feats/bonebreaker-combat) seem to stack on the same Stunning Fist. just apply the Bonebreaker first to replace the normal effects, then Neckbreaker to add 2d6 Str or Dex damage.
Title: Re: Interesting stuff in Pathfinder
Post by: Amechra on January 30, 2015, 12:38:17 PM
Threefold Aspect  (http://www.d20pfsrd.com/magic/all-spells/t/threefold-aspect) is pretty neat; a Druid 5, Witch 4 that lets you swap between the following forms as a Standard action; it lasts 24 hours. All the bonuses are Enhancement.

Young Adult: +2 Dex and Con, -2 Wis
Adult: +2 Wis and Int, -2 Dex
Elderly: +4 Wis and Int, -2 Dex and Str

It also supplies you with a neat disguise; it's a DC 20 Perception check to connect the different forms. It all stacks with the actual benefits of your age category.

EDIT: Spell Hex is also a pretty decent feat; it gives you one 1st-level Witch, Magus, or Shaman spell (depending on what class you met the prereqs with) as a spell-like ability.

Some fun choices are stuff like Recharge Innate Magic (http://www.d20pfsrd.com/magic/all-spells/r/recharge-innate-magic), Beguiling Gift (http://www.d20pfsrd.com/magic/all-spells/b/beguiling-gift), Spirit Call (http://www.d20pfsrd.com/magic/all-spells/s/spirit-call), Infernal Healing (http://www.d20pfsrd.com/magic/all-spells/i/infernal-healing), Lock Gaze (http://www.d20pfsrd.com/magic/all-spells/l/lock-gaze)...
Title: Re: Interesting stuff in Pathfinder
Post by: deadkitten on January 30, 2015, 03:00:03 PM
Threefold Aspect  (http://www.d20pfsrd.com/magic/all-spells/t/threefold-aspect) is pretty neat; a Druid 5, Witch 4 that lets you swap between the following forms as a Standard action; it lasts 24 hours. All the bonuses are Enhancement.

Young Adult: +2 Dex and Con, -2 Wis
Adult: +2 Wis and Int, -2 Dex
Elderly: +4 Wis and Int, -2 Dex and Str

It also supplies you with a neat disguise; it's a DC 20 Perception check to connect the different forms. It all stacks with the actual benefits of your age category.

EDIT: Spell Hex is also a pretty decent feat; it gives you one 1st-level Witch, Magus, or Shaman spell (depending on what class you met the prereqs with) as a spell-like ability.

Some fun choices are stuff like Recharge Innate Magic (http://www.d20pfsrd.com/magic/all-spells/r/recharge-innate-magic), Beguiling Gift (http://www.d20pfsrd.com/magic/all-spells/b/beguiling-gift), Spirit Call (http://www.d20pfsrd.com/magic/all-spells/s/spirit-call), Infernal Healing (http://www.d20pfsrd.com/magic/all-spells/i/infernal-healing), Lock Gaze (http://www.d20pfsrd.com/magic/all-spells/l/lock-gaze)...

Spell Hex :http://www.archivesofnethys.com/FeatDisplay.aspx?ItemName=Spell%20Hex (http://www.archivesofnethys.com/FeatDisplay.aspx?ItemName=Spell%20Hex)

Is pretty good friends with Hex Vulnerability:
http://www.archivesofnethys.com/SpellDisplay.aspx?ItemName=Hex%20Vulnerability (http://www.archivesofnethys.com/SpellDisplay.aspx?ItemName=Hex%20Vulnerability)

A wand of hex vulnerability and a witch with the healing hex is actually one of the best out of combat healing options right now.
Title: Re: Interesting stuff in Pathfinder
Post by: Snowbluff on January 30, 2015, 10:23:29 PM
Nice!
---
Wanna rage-cycle early? Apply some Allnight (AdA 17), for 75gp, you are immune to fatigue for 8hrs! Downside -2 to skills during and exhausted afterwards.

Alchemical Preserves (ARG) allows halflings to remove fatigue as a standard action.

Shoanti Barbarian Chew (AdA 18) for 1 go, you can chew an extra round of rage out of this goop (doesn't list an action)
This sounds useful for the Druid Stegosaurus Vital Strike build.
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on January 30, 2015, 10:40:34 PM
Holy shit! That build is disgustingly OP!

easily could add Feral Combat Training to allow it to become an unarmed strike on top of being a natural attack.
Title: Re: Interesting stuff in Pathfinder
Post by: Snowbluff on January 30, 2015, 11:30:13 PM
Holy shit! That build is disgustingly OP!

easily could add Feral Combat Training to allow it to become an unarmed strike on top of being a natural attack.
So you could pummeling style/charge with it instead?
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on January 30, 2015, 11:54:52 PM
Ugh.... Scary!

Pinning Rend and Pinning Knockout would allow your stegosaurus tail to deal 16d6 x 2 bleed damage on a pin

wouldn't Improved Natural Attack increase the tail damage even more?
Title: Re: Interesting stuff in Pathfinder
Post by: Jackinthegreen on January 31, 2015, 12:01:27 AM
Yes, it probably would.  If the pattern is 4d > 6d6 then it follows that 4x4d6 would go up to 4x6d6.  So 16 to 24 then it'd go to 32 at the second size increase.
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on January 31, 2015, 12:09:40 AM
So basically 64d6 bleed damage.... Ouch!
Title: Re: Interesting stuff in Pathfinder
Post by: Snowbluff on January 31, 2015, 12:53:43 AM
Did you remember to add Strongjaw?
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on January 31, 2015, 01:20:00 AM
i think that was thrown in there already

whatever... i don't know :-p
Title: Re: Interesting stuff in Pathfinder
Post by: Jackinthegreen on January 31, 2015, 01:30:18 AM
64 x 3.5 = 224.  So yeah, expect that as the average for d6s.
Title: Re: Interesting stuff in Pathfinder
Post by: Unbeliever on January 31, 2015, 02:33:44 AM
Kind of tempts me to build a grapple monster in one of the PF games I've been roped into.  The bleed damage feels like it would pile up fast.  But, I'd worry that CMDs (not to mention enemy sizes) would scale too quickly at a certain point for me to be happy with it. 

That, and PF doesn't have quite the shredding quality you could get in 3E with grappling if you put the effort into it. 
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on January 31, 2015, 12:25:40 PM
PF definitely smoothed out how grappling works, 3e was basically a confusing disaster.

PF has Grappling Master, which allows you to use 1 grapple check vs. 2 grappling creature (damaging and dragging only)
Title: Re: Interesting stuff in Pathfinder
Post by: linklord231 on January 31, 2015, 01:50:44 PM
Pathfinder also nerfed grappling to be a standard action instead of an "in place of an attack" action, so there's that.
Title: Re: Interesting stuff in Pathfinder
Post by: StreamOfTheSky on January 31, 2015, 02:26:49 PM
Threefold Aspect  (http://www.d20pfsrd.com/magic/all-spells/t/threefold-aspect) is pretty neat; a Druid 5, Witch 4 that lets you swap between the following forms as a Standard action; it lasts 24 hours. All the bonuses are Enhancement.

Young Adult: +2 Dex and Con, -2 Wis
Adult: +2 Wis and Int, -2 Dex
Elderly: +4 Wis and Int, -2 Dex and Str

It also supplies you with a neat disguise; it's a DC 20 Perception check to connect the different forms. It all stacks with the actual benefits of your age category.

EDIT: Spell Hex is also a pretty decent feat; it gives you one 1st-level Witch, Magus, or Shaman spell (depending on what class you met the prereqs with) as a spell-like ability.

Some fun choices are stuff like Recharge Innate Magic (http://www.d20pfsrd.com/magic/all-spells/r/recharge-innate-magic), Beguiling Gift (http://www.d20pfsrd.com/magic/all-spells/b/beguiling-gift), Spirit Call (http://www.d20pfsrd.com/magic/all-spells/s/spirit-call), Infernal Healing (http://www.d20pfsrd.com/magic/all-spells/i/infernal-healing), Lock Gaze (http://www.d20pfsrd.com/magic/all-spells/l/lock-gaze)...

Spell Hex :http://www.archivesofnethys.com/FeatDisplay.aspx?ItemName=Spell%20Hex (http://www.archivesofnethys.com/FeatDisplay.aspx?ItemName=Spell%20Hex)

Is pretty good friends with Hex Vulnerability:
http://www.archivesofnethys.com/SpellDisplay.aspx?ItemName=Hex%20Vulnerability (http://www.archivesofnethys.com/SpellDisplay.aspx?ItemName=Hex%20Vulnerability)

A wand of hex vulnerability and a witch with the healing hex is actually one of the best out of combat healing options right now.

Wow, I had I "Stay at Home Hexer" joke build concept that buffs and heals the party from afar using Scar Hex's ability to use hexes on those you scar from up to a mile away (and scry on them easier).  That would be a huge help to such a build.  Get Spell Vulnerability as a Spell Hex, then get a wand of Recharge Innate Magic, since it is now a 1st level spell-like ability for you, to get over the 3/day usage limit.  Since Hex Vulnerability has a range limit and short duration, you can use Scar hex to negate said range limit, while as recharge innate magic is cast on self, so you can afford to use that as a wand.

You'd be using Fortune + Cackle, Ward, Water Lung (if useful), Healing / Major Healing, Tongues (to translate for the party when necessary), Beast Eye, Major Healing, Waxen Image (use it to give an ally an extra move action as needed), Hag's Eye (if Scar allows you to make a party member the casting point of origin), Vision, Life Giver, and if desperate...Forced Reincarnation.  All from a mile away in your mobile command fortress while scrying on the party.  Plus any super long range spells that you can use through scrying or don't need line of effect.
Title: Re: Interesting stuff in Pathfinder
Post by: Amechra on January 31, 2015, 03:03:43 PM
Sadly, Recharge Innate Magic requires the spell-like in question to be a racial ability.
Title: Re: Interesting stuff in Pathfinder
Post by: StreamOfTheSky on January 31, 2015, 06:43:12 PM
Sadly, Recharge Innate Magic requires the spell-like in question to be a racial ability.

Curses, foiled again.  Oh well, it's still useful for 3 per day, just not worth wasting on healing.  Save it for more Waxen Image or whatever.  Or as a safety measure in case you mess up and stop laughing for long enough for Fortune to end.
Title: Re: Interesting stuff in Pathfinder
Post by: deadkitten on January 31, 2015, 10:29:50 PM
Just have your partyb buy wands of hex vulnerability.
Title: Re: Interesting stuff in Pathfinder
Post by: StreamOfTheSky on February 01, 2015, 12:21:16 PM
Just have your partyb buy wands of hex vulnerability.

Then they'd have to be nearby to receive it again.  I suppose you could port to them and back throughout the day, but it kind of defeats the purpose.
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on February 02, 2015, 04:20:21 AM
Mountain Splitting Strike (http://www.d20pfsrd.com/feats/combat-feats/mountain-splitting-strike-combat) is another way to increase that damage yet another step

Martial Mastery (http://www.d20pfsrd.com/feats/racial-feats/martial-mastery-combat-human) could get ugly as an unarmed strike is in 3 weapon categories (close, monk, and natural).
---
the Familiar Folio stuff is up on d20pfsrd
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on February 03, 2015, 08:03:17 PM
Catch Off Guard (http://www.d20pfsrd.com/feats/combat-feats/catch-off-guard-combat) is awesome against monks
Title: Re: Interesting stuff in Pathfinder
Post by: snakeman830 on February 03, 2015, 08:39:41 PM
Catch Off Guard (http://www.d20pfsrd.com/feats/combat-feats/catch-off-guard-combat) is awesome against monks
What about most monsters that don't wield weapons?

Unfortunately, if a wolf counts as armed, a Monk also does.
Title: Re: Interesting stuff in Pathfinder
Post by: ImperatorK on February 03, 2015, 08:50:09 PM
Catch Off Guard (http://www.d20pfsrd.com/feats/combat-feats/catch-off-guard-combat) is awesome against monks
I don't think it is, because characters with IUS are considered armed.
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on February 03, 2015, 10:48:56 PM
oh duh, right... but yeah monsters w only natural attacks?
---
Fortress Shield (http://www.d20pfsrd.com/magic-items/magic-armor/specific-magic-shields/fortress-shield) is an interesting item. Instant porta-potty

could a wizard have his talking monkey use this to turtle every round? Cast your spells and move, have the monkey activate the shield. Next turn, deactivate the shield, and repeat.
Title: Re: Interesting stuff in Pathfinder
Post by: Amechra on February 04, 2015, 06:18:38 PM
The Honor Guard Cavalier has an... interesting modification to their Challenge.

Namely, they pick an ally; while adjacent to them, they take a -1 penalty to AC and their "ward" gains a +1 Dodge bonus to AC.

And, at 11th level, they get the ability to move up to their speed and make an attack against someone who attacks their ward as an Immediate action.

Now, what makes this interesting, and not "painfully awful"?

There isn't anything stopping you from being your own ally. And, as long as you move at least 10ft in a straight line, that immediate action movement is considered a charge.

Pounce, anyone?
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on February 04, 2015, 07:59:04 PM
Can't be adjacent to yourself
Title: Re: Interesting stuff in Pathfinder
Post by: Keldar on February 04, 2015, 08:19:33 PM
Unless you're a Dvati.   :D  But that's in a different Paizo publication.
Title: Re: Interesting stuff in Pathfinder
Post by: linklord231 on February 04, 2015, 08:33:45 PM
Does being Large+ count?
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on February 04, 2015, 08:37:36 PM
Dvati or some other duplication method has to be used.
Title: Re: Interesting stuff in Pathfinder
Post by: Amechra on February 05, 2015, 08:40:54 AM
The only part that requires you to be adjacent is the AC transfer; it otherwise just calls for "an ally".
Title: Re: Interesting stuff in Pathfinder
Post by: SorO_Lost on February 05, 2015, 10:02:07 AM
You're going through a lot of effort to undermine the intended meaning of an ability just to replicate what Leaping Flame (and a chunk of white raven) does for Martial Adapts for free.  :P
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on February 05, 2015, 10:22:31 AM
'adjacent ally' you can only qualify for 1 of the 2 requirements w/o duplication.

adjacent squares are all 8 squares around you (Fine-Medium, Large+ have more), but not the square(s) you're in. Smaller creatures in your space are not adjacent (unless you are Large+ w multiple spaces).
Title: Re: Interesting stuff in Pathfinder
Post by: Amechra on February 05, 2015, 12:20:56 PM
Here is the full text of the ability in question.

Quote
At 1st level, whenever an honor guard issues a challenge, he can select one ally as his ward for the duration of the challenge. Whenever the honor guard is adjacent to his ward, he takes a –1 penalty to Armor Class, and the ward receives a +1 dodge bonus to AC.

This modifies the challenge ability.

Note that it never says "an adjacent ally". The "being adjacent" is only there to trigger the AC "transfer".

I know the definition of adjacent, TYVM.
Title: Re: Interesting stuff in Pathfinder
Post by: SorO_Lost on February 05, 2015, 04:14:41 PM
Maybe you do, maybe you don't. Point is you seen outcome A and are now defending it rather than looking at the validity of it.

Question, are you your own ally?
In English you are not. All through it is acceptable to include your self in "allies" it is not when discussing the singular form.
In D&D the argument for is in the Glossary, with a most cases and "allies" hang up, against direct FAQ/Sage precedence of no.
In Pathfinder...
Quote from: http://paizo.com/paizo/faq/v5748nruor1fm#v5748eaic9nda
Ally: Do you count as your own ally?
You count as your own ally unless otherwise stated or if doing so would make no sense or be impossible. Thus, "your allies" almost always means the same as "you and your allies."
You have to explain how "the cavalier runs away, around, and then towards his opponent that just smacked him for a free attack" makes any goddamn sense in the original concept of a Cavalier charging across the battle field to protect his ward.
Title: Re: Interesting stuff in Pathfinder
Post by: snakeman830 on February 05, 2015, 04:48:31 PM
Maybe you do, maybe you don't. Point is you seen outcome A and are now defending it rather than looking at the validity of it.

Question, are you your own ally?
In English you are not. All through it is acceptable to include your self in "allies" it is not when discussing the singular form.
In D&D the argument for is in the Glossary, with a most cases and "allies" hang up, against direct FAQ/Sage precedence of no.
In Pathfinder...
Quote from: http://paizo.com/paizo/faq/v5748nruor1fm#v5748eaic9nda
Ally: Do you count as your own ally?
You count as your own ally unless otherwise stated or if doing so would make no sense or be impossible. Thus, "your allies" almost always means the same as "you and your allies."
You have to explain how "the cavalier runs away, around, and then towards his opponent that just smacked him for a free attack" makes any goddamn sense in the original concept of a Cavalier charging across the battle field to protect his ward.
The text doesn't say it has to be in reaction to a melee attack?
Title: Re: Interesting stuff in Pathfinder
Post by: Amechra on February 05, 2015, 05:20:55 PM
Yeah, I was thinking in terms of ranged attacks OR melee attacks made outside of your reach.

You don't need to run up and smack a dude right next to you (though moving 5ft and then attacking is fully within the ability in question.)
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on February 06, 2015, 04:31:45 PM
from the 1-9-2015 PFS Additional Resources...

Quote from: Adventurer's Armory
...a pseudodragon is not legal for purchase unless you’re a wizard with the Improved Familiar feat...

this means a 3rd level wizard can buy a pseudodragon and doesn't have to use it as its familiar.
---

the Juggler (http://www.d20pfsrd.com/classes/core-classes/bard/archetypes/paizo---bard-archetypes/juggler-bard-archetype) could use a flag to inspire morale, while juggling a weapon and a potion, and wearing a buckler.

Quote
Flagbearer (Combat)
When brandishing a flag adorned with the standard of
an organization you owe allegiance to, you inspire nearby
members of the same allegiance.
Prerequisites: Cha 15.
Benefit: As long as you hold your clan, house, or party’s
f lag (see page 293), members of that allegiance within 30
feet who can see the f lag (including yourself ) gain a +1
morale bonus on attack rolls, weapon damage rolls, and
saving throws against fear and charm effects. You must
hold the f lag in one hand in order to grant this bonus.
If the standard is taken by the enemy or destroyed, this
bonus becomes a penalty, affecting all creatures that the
bonus previously affected for 1 hour (or until you reclaim
the lost flag).
Title: Re: Interesting stuff in Pathfinder
Post by: Frogman55 on February 12, 2015, 04:14:18 PM
Quote
the Juggler (http://www.d20pfsrd.com/classes/core-classes/bard/archetypes/paizo---bard-archetypes/juggler-bard-archetype) could use a flag to inspire morale, while juggling a weapon and a potion, and wearing a buckler.

Quote
Flagbearer (Combat)
When brandishing a flag adorned with the standard of
an organization you owe allegiance to, you inspire nearby
members of the same allegiance.
Prerequisites: Cha 15.
Benefit: As long as you hold your clan, house, or party’s
f lag (see page 293), members of that allegiance within 30
feet who can see the f lag (including yourself ) gain a +1
morale bonus on attack rolls, weapon damage rolls, and
saving throws against fear and charm effects. You must
hold the f lag in one hand in order to grant this bonus.
If the standard is taken by the enemy or destroyed, this
bonus becomes a penalty, affecting all creatures that the
bonus previously affected for 1 hour (or until you reclaim
the lost flag).

Yeah, a juggler is going to make all sorts of ridiculous stuff possible. I'm waiting for the person who tries to TWF glaives. Or wield a glaive, tower shield, and whatever. I'm also anticipating seeing whole bunch of gunslinger/jugglers. And I think I could come up with a few entertaining twf magus builds (imagine a TWF magus using Chill touch or another targets-per-level spell).
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on February 12, 2015, 04:43:07 PM
TWF w 3 heavy shields  :P
Title: Re: Interesting stuff in Pathfinder
Post by: Frogman55 on February 12, 2015, 05:25:09 PM
TWF w 3 heavy shields  :P

Too bad shield AC bonuses don't stack. :) But you could have one shield with lots of enhancements for a high AC, and a shield for arrow catching, and perhaps another shield for other enhancement effects. Do the same thing with effects that require you to wield a weapon too.

Are there any bard archetypes that turn you into an Int-based caster?
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on February 12, 2015, 06:12:12 PM
the only thing like that is for the Sorcerer (Sage bloodline), and that's tied to an archetype.

there's so far only 3 ways to change spellcasting scores that I know of, the above, Sorcerer (Empyreal bloodline), and Scarred Witch Doctor.
---

damn costs a standard action each round to make a tower shield wall, if only you could do multiple as a juggler?
Title: Re: Interesting stuff in Pathfinder
Post by: Frogman55 on February 13, 2015, 10:38:00 AM
Yeah, and you can't use more than one metamagic rod at a time, too.

I think I am going to put together a Magus build that uses this, so that he can actually use metamagic rods, without resorting to GM-dependant tail/gloves of storing issues. Or maybe a two-weapon fighting magus, just because it would be entertaining.

Something like:
Dex->Int->Con->Wis->Str->Cha
Human Bard(Juggler)/Magus(Kensei)
Traits: Magical Lineage (Chill Touch), Reactionary
1: Juggler (Weapon Finesse, Rime Spell)
2: Juggler
3: Magus (WF(Wakizashi), (Slashing Grace)
4: Magus
5: Magus (2 Weapon Fighting)(Flamboyant Arcana)
6: Magus
7: Magus (Rime Spell)
8: Magus (Arcane Deed (Precision)
9: Magus (Imp 2 Weapon Fighting)
10: Magus
11: Magus (Improved Initiative) (Arcana: Familiar))
Title: Re: Interesting stuff in Pathfinder
Post by: deadkitten on February 13, 2015, 01:12:28 PM
Been awhile since I posted anything nifty since my laptop's hard drive bit the dust but here is something neat for you guys:
 
This if from the Spell Warrior Archetype for Skald's which is normally lackluster due to losing inspired rage:

Enhance Weapons (Su): At 1st level, the spell warrior can grant a +1 enhancement bonus to the weapons (including ammunition) of allies within 60 feet. At 5th level and every 5 levels thereafter, this enhancement bonus increases by 1. The maximum bonus gained is based upon the number of weapons affected: +5 to one weapon, +4 to two weapons, +3 to three weapons, or +2 to four or more weapons. Fifty pieces of ammunition count as one weapon for this purpose.

These bonuses can also be used to add any of the following weapon special abilities to the weapons enhanced by this ability: dancing, defending, distance, flaming, frost, ghost touch, keen, mighty cleaving, returning, shock, seeking, or speed. Adding these weapon special abilities consumes an amount of bonus equal to the special ability’s cost (see Table 15–9: Melee Weapon Special Abilities on page 469 of the Core Rulebook). These enhancement bonuses and special abilities overlap with any enhancements or special abilities the weapon already has, though duplicate special abilities do not stack. If an affected weapon is not magical, at least a +1 enhancement bonus must be added before any other special abilities can be.

The bonus and special abilities granted by this raging song are determined when the song begins, and cannot be changed until the raging song ends and another is begun. These bonuses apply to only one end of a double weapon. This ability replaces the inspired rage raging song.


First off I would like to share that the developers have mentioned that in the upcoming Advanced Class Guide errata that the Spell Warrior will be able to grant Rage Powers to Allies using this ability without them having to enter a rage. NIFTY!!!

And this is from the Rage Powers entry of the Skald class:

When starting an inspired rage, the skald chooses which rage powers (if any) to add to the song, and all affected allies gain the benefit of these rage powers, using the skald’s level as their effective barbarian level. The skald uses his skald level as his barbarian level for the purpose of selecting rage powers that require a minimum barbarian level. If the rage power’s effects depend on the skald’s ability modifier (such as lesser spirit totem APG), affected allies use the skald’s ability modifier instead of their own for the purposes of this effect.

So it appears that Rage powers become effects that are added to your Raging song....hrmmm what can we do with that?

Grand Master Performer (Faction)
(click to show/hide)

Master Performer (Faction)
(click to show/hide)

So since the feats I posted require your allies to have a bonus before they take effect, you can take those feats and at level 9 give ALL of your allies weapons a +4 enhancement bonus.

and since Rage Powers are part of a raging song, you could increase the bonus from rage powers that grant one such as witch hunter and superstition.

Man Skald's can buff hard.
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on February 13, 2015, 01:42:01 PM
does Enhance Weapons still count as Inspired Rage for the purposes of other abilities?
Title: Re: Interesting stuff in Pathfinder
Post by: deadkitten on February 13, 2015, 02:49:16 PM
does Enhance Weapons still count as Inspired Rage for the purposes of other abilities?

Well, its part of Raging song, which counts as bardic performance for prerequisites and such.

But unless they reveal more of the planned errata for ACG, I don't think it does.
So unfortunately no Skald's vigor.

The charm of Enhance weapons though, is the fact that it is more Party friendly than Inspire Rage.
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on February 13, 2015, 03:24:42 PM
yeah, if it did, the rage powers thing could get UGLY
Title: Re: Interesting stuff in Pathfinder
Post by: deadkitten on February 13, 2015, 05:34:30 PM
yeah, if it did, the rage powers thing could get UGLY

But yea like I said, SUPPOSEDLY there will be errata that will let weapon song give rage powers.

I had a 9th level one recently that was able to enhance all the party's weapons to +4, give them +5 damage to spellcasters from the witchslayer rage power, and +6 morale bonus to save from the superstition rage power.

If planned properly a Skald should  theoretically be able to out buff a Bard. I'm not gonna say that for certain though, I haven't had much experience with Pathfinder Bards and their handbooks are out of date. I have no idea what the upper limits of their buff capabilities are.
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on February 13, 2015, 07:29:45 PM
Well, depending on how you're buffing, both can outmatch each other
____

Doh... the Mastermind archetype for the investigator has gotten crazy!

See the mistake in the alteration of Inspiratio? it allows you to use your inspiration for free on ANY skill check w/o spending them.

Quote
Mastermind's InspirationA mastermind can use inspiration on any Intimate, Diplomacy,  Knowledge, or any skill checks without spending a use of inspiration. This ability alters the inspiration.
Title: Re: Interesting stuff in Pathfinder
Post by: Mithril Leaf on March 05, 2015, 03:44:42 AM
A witch that takes the Spirit Talker feat can enter Mystic Theurge as a single classed character by taking the Lore Spirit's Arcane Enlightenment, as it explicitly allows you to cast divine spells.
http://www.d20pfsrd.com/feats/general-feats/spirit-talker (http://www.d20pfsrd.com/feats/general-feats/spirit-talker)
http://www.d20pfsrd.com/classes/hybrid-classes/shaman/spirits/lore (http://www.d20pfsrd.com/classes/hybrid-classes/shaman/spirits/lore)
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on March 05, 2015, 04:56:00 AM
Would it the  double up your spellcasting?
Title: Re: Interesting stuff in Pathfinder
Post by: Unbeliever on March 05, 2015, 11:05:52 AM
Would it the  double up your spellcasting?
I doubt it, since you'd have no separate divine spellcasting class to advance.  But it would let you advance the spellcasting of some other class you had just dipped into.  That being said, without accelerated spellcasting classes, and I don't know of any in PF (though my knowledge of PF is quite limited), I don't know if it's that big a boon.
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on March 05, 2015, 12:05:28 PM
True, and that's one reason why most of the PrCs suck
Title: Re: Interesting stuff in Pathfinder
Post by: Ice9 on March 05, 2015, 07:53:18 PM
Cleric seems like the best bet - some of the domain abilities are worth the one-level dip, and the casting could be worth it for buff/utility purposes even lagging so far behind.  You only lose one level on the Witch side, so that's not terrible.  And you could take Divine Protection if you for some reason have a good Charisma.

Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on March 07, 2015, 02:58:11 AM
The sarissa from the Giant Hunter book is an extra long long spear. Triples your reach, but you are limited to which directions you can attack in a round
Title: Re: Interesting stuff in Pathfinder
Post by: Mithril Leaf on March 07, 2015, 08:34:31 PM
The retraining rules basically mean you can maximize your hit dice for a few grand in cash.
http://www.d20pfsrd.com/basics-ability-scores/more-character-options/retraining (http://www.d20pfsrd.com/basics-ability-scores/more-character-options/retraining)
Title: Re: Interesting stuff in Pathfinder
Post by: Unbeliever on March 07, 2015, 08:48:44 PM
The retraining rules basically mean you can maximize your hit dice for a few grand in cash.
http://www.d20pfsrd.com/basics-ability-scores/more-character-options/retraining (http://www.d20pfsrd.com/basics-ability-scores/more-character-options/retraining)
Wow, that's silly.  At that point, why bother rolling for hit points at all?  Let's just set everyone to max per hit die and make our lives easier. 

Note, as a general rule I like retraining a lot.  It helps get rid of weird poor power curves created by shitty pre-reqs, i.e., the "suck now, rock later" dynamic, that D&D just can't seem to shake.  It's just if you're acknowledging that hit dice are a bad idea b/c they are so swingy, there are better, more general ways to implement it.
Title: Re: Interesting stuff in Pathfinder
Post by: deadkitten on March 07, 2015, 09:44:04 PM
So retraining rules are:
10 X your level X the days required to retrain.

Since retraining hit points requires 3 days, the most this will EVER cost is 600GP per hit point....

If a barbarian rolled average on every hit die, that would only add up to 72000GP...
Whoa. Nice one.
Title: Re: Interesting stuff in Pathfinder
Post by: Prime32 on March 08, 2015, 03:16:43 PM
Would it the  double up your spellcasting?
I doubt it, since you'd have no separate divine spellcasting class to advance.  But it would let you advance the spellcasting of some other class you had just dipped into.  That being said, without accelerated spellcasting classes, and I don't know of any in PF (though my knowledge of PF is quite limited), I don't know if it's that big a boon.
Since spell-like abilities count as "ability to cast Xth-level spells" in Pathfinder, and given the rules for determining whether an SLA is arcane or divine (http://paizo.com/paizo/faq/v5748nruor1fm#v5748eaic9qt6), it's possible to meet the prereqs for Mystic Theurge (other than the skill ranks) at lv1 by being a tiefling or aasimar with option 100 on the table of special abilities ("roll twice").
Title: Re: Interesting stuff in Pathfinder
Post by: linklord231 on March 08, 2015, 03:56:34 PM
Would it the  double up your spellcasting?
I doubt it, since you'd have no separate divine spellcasting class to advance.  But it would let you advance the spellcasting of some other class you had just dipped into.  That being said, without accelerated spellcasting classes, and I don't know of any in PF (though my knowledge of PF is quite limited), I don't know if it's that big a boon.
Since spell-like abilities count as "ability to cast Xth-level spells" in Pathfinder, and given the rules for determining whether an SLA is arcane or divine (http://paizo.com/paizo/faq/v5748nruor1fm#v5748eaic9qt6), it's possible to meet the prereqs for Mystic Theurge (other than the skill ranks) at lv1 by being a tiefling or aasimar with option 100 on the table of special abilities ("roll twice").


They reversed that ruling in the most recent FAQ.
Title: Re: Interesting stuff in Pathfinder
Post by: Keldar on March 09, 2015, 03:35:59 AM
Of course they did.  Someone went and had fun.   ;) :smirk
Title: Re: Interesting stuff in Pathfinder
Post by: Frogman55 on March 09, 2015, 09:50:41 AM
How dare they make an arcane trickster that doesn't suck! Well, one that sucks less, anyways.
Title: Re: Interesting stuff in Pathfinder
Post by: Unbeliever on March 09, 2015, 10:53:40 AM
It makes perfect sense once you acknowledge that Prestige Classes are the spawn of Satan.

Paizo is just trying to protect us.
Title: Re: Interesting stuff in Pathfinder
Post by: Keldar on March 10, 2015, 02:03:12 AM
How dare they make an arcane trickster that doesn't suck! Well, one that sucks less, anyways.
That casts spells, therefor its totally balanced.  Balanced!  The Arcane Archer doesn't suck all the eggs either.
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on March 10, 2015, 03:41:38 AM
Authoritative vestments (Adventurer's Armory 24) allows you to burn a channel energy to use Diplomacy to change attitudes as a swift action

Great way to make Diplomacy useful in combat
---
Propitude Metumbe [Faiths and Philosophies] among other things, for 8k, 1/day gain a save against any spell or effect that allows no save! This works against lots of different things.

I wonder what are the limits of the 'effects' it protects against.
Title: Re: Interesting stuff in Pathfinder
Post by: Snowbluff on March 15, 2015, 01:50:43 AM
Would it the  double up your spellcasting?
I doubt it, since you'd have no separate divine spellcasting class to advance.  But it would let you advance the spellcasting of some other class you had just dipped into.  That being said, without accelerated spellcasting classes, and I don't know of any in PF (though my knowledge of PF is quite limited), I don't know if it's that big a boon.
Since spell-like abilities count as "ability to cast Xth-level spells" in Pathfinder, and given the rules for determining whether an SLA is arcane or divine (http://paizo.com/paizo/faq/v5748nruor1fm#v5748eaic9qt6), it's possible to meet the prereqs for Mystic Theurge (other than the skill ranks) at lv1 by being a tiefling or aasimar with option 100 on the table of special abilities ("roll twice").


They reversed that ruling in the most recent FAQ.
For the record, it was a waste of time.

Sacred Geometry: Increase a spell with MM up to your max level.
Heighten spell: improve said max level.
Wayang Spell Hunter/Magical Lineage: Reduces cost to improve max level by 1. Apply to 2 spells for certain readings of "spells."

Ergo, you may cast spells of every level up to 9.
Title: Re: Interesting stuff in Pathfinder
Post by: Ice9 on March 16, 2015, 04:18:49 PM
You mean if you stack it with itself?  Yes, although you can't do it at 1st level because you only have one rank in the skill, therefore can't hit a number higher than 6 on the Sacred Geometry roll.  Once you have ... 4-5 ranks, maybe, then you can hit the higher numbers on an ideal roll, enough to qualify for prerequisites.

If not stacked with itself (an option more likely to fly), then it just doubles the metamagic reduction, so 1st level spells -> 5th level spells with both traits.
Title: Re: Interesting stuff in Pathfinder
Post by: deadkitten on March 18, 2015, 12:41:06 AM
http://www.archivesofnethys.com/MagicWondrousDisplay.aspx?FinalName=Fetish%20of%20the%20Frog%20QueenGreater (http://www.archivesofnethys.com/MagicWondrousDisplay.aspx?FinalName=Fetish%20of%20the%20Frog%20QueenGreater)

This little beauty turns a mind affecting spell into a fortitude save rather than will.

It also treats it as a poison effect which has its drawbacks and advantages.
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on March 18, 2015, 12:44:22 AM
one of those WTF items

too bad no PFS :(
---

i guess this makes the creatures frightened forever (or until cured)

Quote from: What Lies in Dust adventure
Kybwa’ka War Mask
Aura faint necromancy; CL 4th
Slot head; Price 3,700 gp; Weight 5 lbs.
Descr iption
This oversized wooden mask covers the
face and extends down to a point at the
wearer’s waist, covering most of his chest
and abdomen. It is simplistically carved as
a stylized, bestial face distorted with
rage or nightmarish styles. The light
wood provides little protection, yet
is magically reinforced to grant a +1 armor
bonus. In addition, once per day as a free
action, the wearer can cause the mask to
warp and contort ferociously, causing a
single creature within 15 feet to make a DC 14
Will save or become frightened. This is a mind-affecting
fear effect.
Title: Re: Interesting stuff in Pathfinder
Post by: Snowbluff on March 18, 2015, 11:26:48 PM
Shatter Defenses is a good way to flat foot foes if you've got Sneak Attack... or Iaijutsu Focus.  :plotting
You mean if you stack it with itself?  Yes, although you can't do it at 1st level because you only have one rank in the skill, therefore can't hit a number higher than 6 on the Sacred Geometry roll.  Once you have ... 4-5 ranks, maybe, then you can hit the higher numbers on an ideal roll, enough to qualify for prerequisites.

If not stacked with itself (an option more likely to fly), then it just doubles the metamagic reduction, so 1st level spells -> 5th level spells with both traits.
You can't get it until you have 2 ranks... and then you will have to wait until you're level 3 to have the feat slot. Obviously, I don't mean to say that it will stack with itself and it is limited by ranks. However, you need a level to enter EK for the martial prof, and a second level of your casting class give a BAB, so it hardly matter.

With 3 ranks, you can do a few levels pretty easily.
1st level: 1+1+1 = 3
2nd: 6+6-1 =11
3rd: 6 x 3 + 1 = 19
4th: 6 x 6 - 5 = 31

I think that covers most of the possible prereqs in the game. To get ninths, the easiest one I can do off the top of my head is 4 dice (6 x 6 x 3 then subtract 1).

Another neat trick is that this lets you get higher level spells from class features and favored class bonuses that give you spells based on the highest level of spell you can cast.
Title: Re: Interesting stuff in Pathfinder
Post by: Amechra on March 19, 2015, 12:45:23 AM
The Optimistic Gambler (http://www.d20pfsrd.com/traits/campaign-traits/second-darkness/optimistic-gambler) trait from Second Darkness increases the duration of any effect that gives you a morale bonus by 1d4 rounds.

That means your Rage lasts an additional 1d4 rounds after you stop spending your actual rounds; same thing holds for Inspire Courage.

Considering your average fight takes 2-4 rounds anyway...
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on March 19, 2015, 01:08:54 AM
Community-Minded and Memorable do 2 and 1 respectively
Title: Re: Interesting stuff in Pathfinder
Post by: Snowbluff on March 19, 2015, 09:36:17 AM
The Optimistic Gambler (http://www.d20pfsrd.com/traits/campaign-traits/second-darkness/optimistic-gambler) trait from Second Darkness increases the duration of any effect that gives you a morale bonus by 1d4 rounds.
.
It also helps you save rounds of Inspire Courage.

Furious Finish (http://www.d20pfsrd.com/feats/general-feats/furious-finish) would otherwise end your rage, but it Maximizes your Vital Strike for your Druid Strongjaw build.
Title: Re: Interesting stuff in Pathfinder
Post by: Amechra on March 19, 2015, 09:48:26 AM
Community-Minded and Memorable do 2 and 1 respectively

Combine them ALL (or just two, I guess, given that that seems to be the standard limit.)

Also, they all do different stuff; Community Minded just extends the bonus, not the effect itself, while Memorable replaces the Morale-specific nature of Optimistic Gambler by limiting it to Mind-Affecting or Fear effects, as well as another little benefit.

But yeah, no, a Bard with Optimistic Gambler and Memorable could spend one round of Bardic Performance to get 3+1d4 rounds of Inspire Courage, and wouldn't even need to perform for any of those rounds except the first.
Title: Re: Interesting stuff in Pathfinder
Post by: Unbeliever on March 19, 2015, 11:58:24 AM
The Optimistic Gambler (http://www.d20pfsrd.com/traits/campaign-traits/second-darkness/optimistic-gambler) trait from Second Darkness increases the duration of any effect that gives you a morale bonus by 1d4 rounds.

That means your Rage lasts an additional 1d4 rounds after you stop spending your actual rounds; same thing holds for Inspire Courage.
...
Any potential exploits with stuff like Rage Powers or other things that usually just last a single round?  I don't know of any off-hand, though my PF expertise is decidedly weak (although light years ahead of everyone else I play with ... don't fucking rely on HeroLab, read some stuff  :shakefist).  But, it seems like there'd be a potentially big upside to taking a powerful ability that usually has a 1 round or other short duration and adding Optimistic Gambler to it.
Title: Re: Interesting stuff in Pathfinder
Post by: Amechra on March 19, 2015, 12:13:48 PM
If it gives you a morale bonus, it automatically gets the +1d4 round duration boost.
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on March 19, 2015, 12:49:49 PM
i feel that the PFSRD is pretty consistent and does a good with including everything thats OG available.

i dont really know of any rage powers that are themselves morale bonuses. (currently looking)

here's the only ones i've found...

Dragon Totem
Ghost Rager
Liquid Courage
Roaring Drunk
Surprise Accuracy
Title: Re: Interesting stuff in Pathfinder
Post by: deadkitten on March 19, 2015, 02:54:43 PM
Quote
What makes something a fear effect? What about a morale effect?
Fear effects include spells with the fear descriptor, anything explicitly called out as a fear effect, anything that causes the shaken, frightened, or panicked condition, and all uses of the Intimidate skill. Intimidate, in particular, is a mind-affecting fear effect, so fearless and mindless creatures are immune to all uses of Intimidate.

Morale effects, unlike fear effects, so far have not had a descriptor or a call-out. Anything that grants a morale bonus is a morale effect. For example, the rage spell grants a morale bonus, so a creature immune to morale effects would be immune to the entire spell, including the –2 penalty to AC.
.

Pathfinder recently clarified what fear and morale effects are to them.

So its interesting to not that it seems that if it grants a morale bonus of any kind, whatever source that you use for it will be lengthened in its entirety.
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on March 19, 2015, 03:05:05 PM
Threnodic Spell (http://www.d20pfsrd.com/feats/metamagic-feats/threnodic-spell-metamagic) could help with that
Title: Re: Interesting stuff in Pathfinder
Post by: Unbeliever on March 20, 2015, 01:44:56 PM
If it gives you a morale bonus, it automatically gets the +1d4 round duration boost.
Yes, but if the duration is already "as long as this fight's going to be anyway" then it's not worth investing in the trait.  Just trying to figure out what arbitrage the trait offers.
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on March 20, 2015, 01:55:32 PM
very true
Title: Re: Interesting stuff in Pathfinder
Post by: Mithril Leaf on March 21, 2015, 03:39:26 PM
Boots of the Earth (http://www.archivesofnethys.com/MagicWondrousDisplay.aspx?FinalName=Boots%20of%20the%20Earth) give you out of combat Fast Healing 1 for 5k on any character.
Title: Re: Interesting stuff in Pathfinder
Post by: UserShadow7989 on March 22, 2015, 01:14:53 AM
http://www.d20pfsrd.com/feats/racial-feats/hydraulic-maneuver-undine

Hydraulic Push uses Caster Level + Casting Attribute Modifier for checks instead of the usual BAB + Strength Modifier; with the laundry list of ways Pathfinder gives a caster to treat their Caster Level as higher for various effects (especially in regards to specifically chosen spells), it'd be pretty easy to turn any first level spell slot into a multi-tool using this feat.

Not that that's especially impressive compared to everything else Pathfinder gives casters or even the majority of things brought up in this thread, but it's about the only way I know of in 3.Xe to have multiple different types of combat maneuvers as viable options at the same time. I schemed up a Magus Undine once with this that I sadly never got to test out, but Cleric, Druid, or Sorcerer would probably be better in terms of min/maxing that up (I used Magus solely because it fit the character idea I had upon seeing this).
Title: Re: Interesting stuff in Pathfinder
Post by: Libertad on March 22, 2015, 02:19:49 AM
Does this list included 3rd Party material?

Because there's a nifty Variant Adept which can be found in the Gauntlet of Spiragos, a free adventure. (http://www.drivethrurpg.com/product/133728/Gauntlet-of-Spiragos-free-Scarred-Lands-adventure-for-Pathfinder)

Basically it makes the NPC Class more versatile beyond the "village folk shaman" archetype to include things such as druidic initiates and dabbling arcanists.

And yes it's OGL, so I'm reprinting it here:

Optional Rule: Variant Adepts

These variant rules can make the adept NPC class much more versatile, representing anything from a simple apprentice wizard to a strange prophet, or even a druidic cultist who worships some primordial titanic power.

Spellcasting: An adept can cast either arcane or divine spells (choose one; this cannot be changed once decided), which are drawn from the adept spell list in either case. Like a cleric or wizard, an adept must choose and prepare her spells in advance. An adept cannot spontaneously cast cure or inflict spells.

To prepare or cast a spell, an arcane adept must have an Intelligence or Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an adept’s spell is 10 + the spell level + the adept’s Intelligence or Charisma modifier.

A divine adept must have a Wisdom or Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an adept’s spell is 10 + the spell level + the adept’s Wisdom or Charisma modifier.

Arcane adepts acquire their spells from books or scrolls and prepare them through study. The arcane adept keeps a spellbook just like a wizard, and uses it in exactly the same way that a wizard does.

Divine adepts must meditate or pray for their spells, in the fashion of a cleric or druid.

Where the adept class table indicates that the adept gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Intelligence, Wisdom, or Charisma score for that spell level.

Adept Talent: At 2nd level, an adept can choose any one of the following options:

Arcane bond: As the wizard class feature of the same name (either a familiar or a bonded object).

Bloodline: As the sorcerer class feature of the same name. She gains the bloodline arcana and bloodline powers for that bloodline as a sorcerer of the same level, along with any bonus skills. The adept may add the bonus spells for that bloodline to her spell list, but does not gain the bloodline’s bonus feats.

Cleric domain: As appropriate for the adept’s god, philosophy, or religion; she gains a bonus domain spell of each level she can cast, as a cleric, along with any domain powers. She uses her adept level as her cleric level for this purpose.

Nature bond: As the druid class feature of the same name. If she chooses an animal companion, the adept treats her druid level as half her adept level for that purpose; if she chooses a cleric domain, she gains a bonus domain spell of each level she can cast, along with any domain powers. She uses her adept level as her druid level for this purpose.

This ability replaces summon familiar.

Favored Class Benefit: At 1st level, the adept may choose cleric, druid, or sorcerer/wizard; once chosen, this class cannot be changed. For each favored class level in adept, the adept can effectively add one spell of any level she can cast from the chosen class’s spell list to the adept spell list.
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on March 22, 2015, 02:31:52 AM
Mammoth Hide  (http://www.d20pfsrd.com/magic-items/magic-armor/specific-magic-armor/mammoth-hide) is a +3 hide that grants +4d6 to your charge attack For 11k.

Did someone say pounce?

damn not legal for PFS
Title: Re: Interesting stuff in Pathfinder
Post by: phaedrusxy on March 22, 2015, 03:21:01 PM
Boots of the Earth (http://www.archivesofnethys.com/MagicWondrousDisplay.aspx?FinalName=Boots%20of%20the%20Earth) give you out of combat Fast Healing 1 for 5k on any character.
Wow... that's really good for the price. Unlimited healing seems a bit harder to come by in PF than 3.5, also.
Title: Re: Interesting stuff in Pathfinder
Post by: deadkitten on March 24, 2015, 03:21:51 AM
Quote
Weaponwand

School transmutation; Level bard 1, cleric 1, inquisitor 1, magus 1

CASTING
Casting Time 1 round
Components V, S, F (a magic wand)

EFFECT
Range touch
Target one weapon
Duration 1 minute/level
Saving Throw Will negates (harmless, object); Spell Resistance yes (harmless, object)

DESCRIPTION
When you cast this spell on a weapon, you cause a portion of the weapon to open like the skin of a partially peeled apple, revealing a space large enough to insert a single wand within. As part of the spell’s casting, you can insert a single wand into the weapon, at which point the weapon returns to its original form with the wand held inside of it without negatively impacting the weapon’s integrity. For the spell’s duration, a character who wields the transmuted weapon is also considered to be wielding the wand as well. You can attack normally with the weapon or use the weapon as if it were the encased wand. If the effect created by the wand requires an attack roll to successfully strike a foe, you may make the attack roll as if you were making an attack with the weapon at its highest bonus (including any bonuses the weapon would normally receive) rather than just a normal attack with the wand—doing so does not allow you to add the weapon’s damage to the wand’s attack roll, but instead allows you to use your skill with the weapon to boost your chance of hitting with the spell.

At the end of the spell’s duration, the encased wand is ejected from the weapon. If you have a free hand, you may catch the weapon as a free action; otherwise, the wand drops to the ground. If the weapon housing the wand is broken or destroyed during the duration of weaponwand, the encased wand is similarly broken or destroyed.


So this can probably be interpreted in a few weird ways:

Does it turn a ranged touch spell into a melee attack, and does it turn a melee touch spell into a ranged attack?

Since you apparently strike with the wand as if it were the melee weapon that it is wielded in, does that mean a melee touch or ranged touch spell is no longer touch and you can use power attack or deadly aim?

There is probably more that I cannot think about at the moment.

Time to go post this on the Paizo forums and see people scream BADWRONGFUN. :plotting :banghead
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on March 24, 2015, 04:19:45 AM
Could you use a gunslinger's Dead eye Shot To make ranged touch attacks w the spell? would a pistol Eros Up Close still trigger a 'wand hit' on a miss? (Prob not)

A great way to wield a bunch of wands simultaneously... Cast it on Boulder Helmet, Armor Spikes, Shield Spikes, Shield Bash, Ward Cestus, Brass Knuckles, and several other items.

Yeah good point, what happens to non-weapon based damage, like Power Attack, etc. What about things like Cleave... get spells to affect several?

You can hide wands in super small items, like pixie arrows and bullets.

What happened s when you attack with wanded trip arrows? Still get your trip and trigger the wand? What about weapons that hit multiple creatures,.like splinter cloud arrows or flamethrowers?
Title: Re: Interesting stuff in Pathfinder
Post by: Chemus on March 24, 2015, 04:57:37 AM
You can attack normally with the weapon or use the weapon as if it were the encased wand. If the effect created by the wand requires an attack roll to successfully strike a foe, you may make the attack roll as if you were making an attack with the weapon at its highest bonus (including any bonuses the weapon would normally receive) rather than just a normal attack with the wand—doing so does not allow you to add the weapon’s damage to the wand’s attack roll, but instead allows you to use your skill with the weapon to boost your chance of hitting with the spell.

If the attack roll would be modified by something, then the spell attack is similarly modified, but the damage effect of the spell is unchanged. PA would be useless, even detrimental, but improved precise shot would function to negate cover bonuses.

Could you use a gunslinger's Dead eye Shot To make ranged touch attacks w the spell? would a (Pistolero's) Up Close still trigger a 'wand hit' on a miss? (Prob not)
If it affects the weapon's hit probability, it should work for the wand's spell in the same fashion. Remember, you're attacking with the spell in the wand, but modifying the attack as if you're attacking with the bound weapon. You're not actually attacking with the weapon, just modifying a spell attack with weapon attack modifiers.
Quote
A great way to wield a bunch of wands simultaneously... Cast it on Boulder Helmet, Armor Spikes, Shield Spikes, Shield Bash, Ward Cestus, Brass Knuckles, and several other items.

Yeah good point, what happens to non-weapon based damage, like Power Attack, etc. What about things like Cleave... get spells to affect several?
Damage is unaffected; no PA, since it's not a weapon dealing the damage, but a spell. Cleave might just trigger off of a spell anyway; you kill a critter, you get 1 melee attack against a creature you can reach. Says nothing about it being adjacent to the creature killed, or that you must have used a melee attack to drop it.
Quote
You can hide wands in super small items, like pixie arrows and bullets.
Missiles are destroyed on a hit, so you should only use the wand strike and not fire them, lest you destroy the wand as well as the weapon.
Quote
What happen(s) when you attack with wanded trip arrows? Still get your trip and trigger the wand? What about weapons that hit multiple creatures,.like splinter cloud arrows or flamethrowers?
The weapon is not making the attack; you merely get the same attack modifiers on spells from the wand as fot the weapon. You can't AoE with the flamethrower, just target the same way the spell in the wand targets, and get the weapon's attack (but not damage) modifiers.
Title: Re: Interesting stuff in Pathfinder
Post by: Maat Mons on March 24, 2015, 04:00:24 PM
So, let's say you use weaponwand to stick a wand of some touch spell or another into a whip.  Can you use the touch spell on anyone within the 15 feet a whip can attack into?  Do you provoke an attack of opportunity like you would when normally attacking with a whip?  (For an opponent with combat reflexes, would this be considered a separate opportunity from the attack of opportunity you provoke for activating a wand?)  A whip normally can't deal damage to an armored foe, but can the spell from the wand deal damage to an armored foe when delivered through a whip? 

Touch spells can critically hit.  If I use weaponwand with a kukri, does the touch spell get the 18-20 critical threat range? 

In 3.5, you could choose to deliver a touch spell with a punch.  It ceased to be a touch attack, but you also dealt unarmed damage.  Does Pathfinder allow this too?  If so, how about a similar option for weaponwand?  You'd deal the weapon's damage on top of delivering the spell, but the whole thing would become a regular attack roll. 
Title: Re: Interesting stuff in Pathfinder
Post by: Frogman55 on March 24, 2015, 04:14:31 PM
So, let's say you use weaponwand to stick a wand of some touch spell or another into a whip.  Can you use the touch spell on anyone within the 15 feet a whip can attack into?
Yes - the attack action is the same.
Quote
  Do you provoke an attack of opportunity like you would when normally attacking with a whip?
Yes, again the attack action is the same.
Quote
(For an opponent with combat reflexes, would this be considered a separate opportunity from the attack of opportunity you provoke for activating a wand?)
No, a single action can only provoke one AoO (like how moving through multiple threatened squares will only provoke once).
Quote
  A whip normally can't deal damage to an armored foe, but can the spell from the wand deal damage to an armored foe when delivered through a whip?
No, the spell effect replaces the weapon effect.
Quote
Touch spells can critically hit.  If I use weaponwand with a kukri, does the touch spell get the 18-20 critical threat range? 
Again, the only change is the bonuses of the attack, not the damage. You get to apply weapon finesse, weapon focus, dex or str, enhancement bonuses, etc. to the attack roll. Once the attack lands, it behaves just like the spell. (This is assuming that the spell in question uses an attack roll; if you're casting fireball or whatever then it works just like you were holding the wand normally).

[/quote]In 3.5, you could choose to deliver a touch spell with a punch.  It ceased to be a touch attack, but you also dealt unarmed damage.  Does Pathfinder allow this too?[/quote]
It does not, though it is an incredibly common houserule. You are considered 'armed' while holding a charge - the touch attack part of the spell does not provoke an AoO (though casting it does). You can cast a spell, move, then deliver the touch attack in the same round.

Quote
If so, how about a similar option for weaponwand?  You'd deal the weapon's damage on top of delivering the spell, but the whole thing would become a regular attack roll.
The option does exist. It is called a Magus. It requires the Wand Wielder arcana to work with wands though.
Title: Re: Interesting stuff in Pathfinder
Post by: deadkitten on March 24, 2015, 07:31:05 PM
Do you guys think that weaponwand would let you use class features and feats that rely on attacking with a specific weapon?

like for example:

1:Cast weaponwand on a monks unarmed strike.
2: Insert wand of say... Produce Flame into monk.  (be mature here guys..  ;) )
3: Standard action activate wand.
4: the following round attack with all of produce flame while flurrying, since you are now kinda considered to be attacking with an unarmed strike?
Title: Re: Interesting stuff in Pathfinder
Post by: Frogman55 on March 24, 2015, 08:15:41 PM
Do you guys think that weaponwand would let you use class features and feats that rely on attacking with a specific weapon?

like for example:

1:Cast weaponwand on a monks unarmed strike.
2: Insert wand of say... Produce Flame into monk.  (be mature here guys..  ;) )
3: Standard action activate wand.
4: the following round attack with all of produce flame while flurrying, since you are now kinda considered to be attacking with an unarmed strike?
So... lets leave aside the question of whether or not the Monk's unarmed strike is a valid target of the weaponwand spell. (Probably not, but if I was GM in a non-PFS game I'd let it slide, it's not as though Monks don't need some help). We can pretend you cast it on nunchucks or something.

Actually, it's the same whether its a flurry or a full attack.

Quote
You can attack normally with the weapon or use the weapon as if it were the encased wand.
So, you can flurry, or full attack, or whatever, or you can take a standard action to use the wand as part of the weapon. If you take that standard action then you can use whatever modifiers would have ordinarily applied to the attack - but it won't affect action economy at all.

In other words - a rogue could still get SA from using the wand in an attack (assuming the attack otherwise qualified for SA), weapon focus applies, point blank shot applies, things that affect the attack roll.

Think about it this way when wondering whether an affect applies: Does it apply to the attack roll? If yes, it applies. Does it apply to damage, action economy, or some other part of the attack (like the crit modifier, damage type, etc.)? If yes, it does not apply.

So... no spell combat, no full attacks, flurry, or two-weapon-attacks. No power attack (though the penalty could still apply, in case you activated it for AoOs or something). No damage bonus/penalty from size changes (though the attack roll and ability changes would apply to the attack roll). Critical focus, weapon specialization, and rapid shot don't do anything.

Charging, flanking, high ground all work.
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on March 28, 2015, 06:09:23 PM
Totally new movement type.... toboggan

The penguin in the Familiar Folio has it
Title: Re: Interesting stuff in Pathfinder
Post by: Snowbluff on March 29, 2015, 01:23:09 AM
Bladebound Arcanist + Spell Strike + Sacred Geo (Quicken) = Spell Combat but Nah. Extra attack with a swift.
That + Cantrip = Free extra attack.

The same applies to arcane archer.
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on March 29, 2015, 03:55:56 AM
Is it just me or is the Kraken Throttle  (http://www.d20pfsrd.com/feats/combat-feats/kraken-throttle-combat-style) too powerful?

Suffocating kills creatures in 3 rounds.
Title: Re: Interesting stuff in Pathfinder
Post by: Snowbluff on April 02, 2015, 09:08:17 AM
The Soundstriker has been FAQed to 4d6+CHa sonic per 4 levels. Less Cha scaling, but no save allowed. With aasimar bards, that's 7 hits for 4d6 + Cha*7.
Title: Re: Interesting stuff in Pathfinder
Post by: deadkitten on April 02, 2015, 11:59:16 AM
So check this out, its kind of  weird build for a Skald:

Quote
Damage Reduction (Ex): At 9th level, a skald gains damage reduction. Subtract 1 from the damage the skald takes each time he is dealt damage from a weapon or a natural attack. At 14th and 19th levels, this damage reduction increases by 1. Damage reduction can reduce damage to 0, but not below 0. Additionally, the skald grants this DR to all allies affected by his inspired rage.

So the Skald has DR, and grants it to his allies.

Quote
Increased Damage Reduction (Ex): The barbarian's damage reduction increases by 1/—. This increase is always active while the barbarian is raging. A barbarian can select this rage power up to three times. Its effects stack. A barbarian must be at least 8th level before selecting this rage power.

So the Skald uses Inspire Rage, and his DR increases, thus, the amount he grants to his allies also increases.

Quote
Rage Powers (Ex): At 3rd level and every 3 levels thereafter, a skald learns a rage power that affects the skald and any allies under the influence of his inspired rage. This cannot be a rage power that requires the creature to spend a standard action or rounds of rage to activate it. For example, the skald cannot choose terrifying howl (which requires a standard action to activate), but can choose knockback (which is made in place of a melee attack).

So basically, the Skald uses Inspired rage, the rage power boosts his DR, BUT at the same time he  also grants his allies his DR, which is then boosted because they are given the same rage powers he has.

It goes something like this:
Skald DR caps out at DR 3/-, so he takes improved damage reduction 3 times for DR 6/-, his allies rage and gain his Dr 6/-, which is then boosted to DR 9/- since they have the same rage powers as the Skald.

You add Dragon Totem Resilience, and a couple of Items that might or might not stack for this, and by my math you could potentially grant DR 19/- to all of your allies by level 20.
Title: Re: Interesting stuff in Pathfinder
Post by: Ice9 on April 02, 2015, 05:28:13 PM
Is it just me or is the Kraken Throttle  (http://www.d20pfsrd.com/feats/combat-feats/kraken-throttle-combat-style) too powerful?

Suffocating kills creatures in 3 rounds.
If it drops them to zero on the first round, that is crazy good.  If they can hold their breath, it's not very impressive.  It means you're doing that instead of pinning them, so unless it's a one on one fight where you reliably out-grapple them, you could just pin them instead and have your team-mates stab them.

Edit: Looking at the rules, it seems like they'd get to make Constitution checks, starting at DC 10, even if we assume it skips the "holding your breath" portion.  That's ... maybe good?  Against foes that are normally really tough, it would be good, but kind of pointless against mooks you could kill in a round or two anyway.

Still, where were these feats when I was playing a grappling ghost?  :love Kraken Style itself is not bad, with a high stat mod - you can Pin someone to death.
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on April 06, 2015, 01:20:10 AM
Elysian Bronze appears to be able to make items fully metal, nothing says it's restricted to previously metal items.

Can this be used to somehow make adamantine quarterstaves, because it is now fully metal?
---------------------------------
Mounted Blade (http://www.d20pfsrd.com/feats/local-feats/mounted-blade) seems like a great way to get multiple attacks on a charge, w the right tools anyway (TWF lances)
---------------------
Quote from: Melee Tactics Toolbox
Artful Dodge (Combat)
You are practiced at avoiding attacks when outnumbered.
Prerequisite: Int 13.
Benefit: If you are the only character threatening
an opponent, you gain a +1 dodge bonus to AC against
that opponent.
Special: The Artful Dodge feat acts as the Dodge feat for
the purpose of satisfying prerequisites that require Dodge.
You can use Intelligence, rather than Dexterity, for feats
with a minimum Dexterity Prerequisites.

Hmm.... that's unusual
Title: Re: Interesting stuff in Pathfinder
Post by: phaedrusxy on April 27, 2015, 01:11:34 PM
Wyroot (http://www.d20pfsrd.com/equipment---final/special-materials#TOC-Wyroot) is pretty nice, especially if you have ways of increasing your chance of a critical.
I just noticed this myself, while working on a magus with the Dervish Dance feat (+dex to hit and damage with scimitars). Since it says you can make the haft out of it, it seems it should work with pretty much any weapon. When combined with the Spell Recall ability the Magus gets at 4th, I expect this to be a bit nuts... It sure should greatly help out in the endurance department.
Title: Re: Interesting stuff in Pathfinder
Post by: Amechra on April 27, 2015, 01:35:24 PM
Elysian Bronze appears to be able to make items fully metal, nothing says it's restricted to previously metal items.

Can this be used to somehow make adamantine quarterstaves, because it is now fully metal?
---------------------------------
Mounted Blade (http://www.d20pfsrd.com/feats/local-feats/mounted-blade) seems like a great way to get multiple attacks on a charge, w the right tools anyway (TWF lances)
---------------------
Quote from: Melee Tactics Toolbox
Artful Dodge (Combat)
You are practiced at avoiding attacks when outnumbered.
Prerequisite: Int 13.
Benefit: If you are the only character threatening
an opponent, you gain a +1 dodge bonus to AC against
that opponent.
Special: The Artful Dodge feat acts as the Dodge feat for
the purpose of satisfying prerequisites that require Dodge.
You can use Intelligence, rather than Dexterity, for feats
with a minimum Dexterity Prerequisites.

Hmm.... that's unusual

Stealth even-more-than-previous Wizard Supremacy? Are there any good feats with a minimum Dex requirement?
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on April 27, 2015, 10:14:06 PM
Point blank shot tree for a low Dex magus?

Woo, found a way to use barbed arrows effectively...

When you successfully grapple a non-adjacent creature, they automatically must be placed in an adjacent square by your choice. A great place? Right in the middle of your readied fighters, then just release as a free action.

Quote from: PFRSD
If you successfully grapple a creature that is not adjacent to you, move that creature to an adjacent open space (if no space is available, your grapple fails).
Title: Re: Interesting stuff in Pathfinder
Post by: Jackinthegreen on April 28, 2015, 01:26:51 AM
Elysian Bronze appears to be able to make items fully metal, nothing says it's restricted to previously metal items.

Can this be used to somehow make adamantine quarterstaves, because it is now fully metal?
---------------------------------
Mounted Blade (http://www.d20pfsrd.com/feats/local-feats/mounted-blade) seems like a great way to get multiple attacks on a charge, w the right tools anyway (TWF lances)
---------------------
Quote from: Melee Tactics Toolbox
Artful Dodge (Combat)
You are practiced at avoiding attacks when outnumbered.
Prerequisite: Int 13.
Benefit: If you are the only character threatening
an opponent, you gain a +1 dodge bonus to AC against
that opponent.
Special: The Artful Dodge feat acts as the Dodge feat for
the purpose of satisfying prerequisites that require Dodge.
You can use Intelligence, rather than Dexterity, for feats
with a minimum Dexterity Prerequisites.

Hmm.... that's unusual

Stealth even-more-than-previous Wizard Supremacy? Are there any good feats with a minimum Dex requirement?

I'm thinking of something with Warder.
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on April 28, 2015, 01:10:13 PM
Not saying that it's a super good choice of uses for the bow, hoping for a ceit. But some enemies, that's all mundanes can hope for
Title: Re: Interesting stuff in Pathfinder
Post by: deadkitten on May 03, 2015, 03:36:21 PM
Quote
Aura of Putrefaction (Su): At 8th level, a rough rampager radiates an aura that causes the wounds of enemies within 10 feet to weep blood. Injured enemies in the area take 1 point of bleed damage per round. This ability functions only while the antipaladin is conscious. This ability replaces aura of despair.

Have a way to be reliably invisible and troll away. :P

Gosh giving a Will O' Wisp class levels in antipaladin would be funny.

The archetype DOES prefer you to worship Rovagug though, and this tactic does not really suit him.
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on May 13, 2015, 03:14:10 PM
Elven Branched Spear from MTT is a non-TWF two-handed finessable weapon

Put Growing (http://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/growing) on a Bastard sword is a great way for a Titan Fighter to wield a Gargantuan one w no penalty at all
Title: Re: Interesting stuff in Pathfinder
Post by: deadkitten on May 24, 2015, 05:51:25 PM
Quote
Runeward Tattoo
Source Magical Marketplace pg. 5 (Amazon)
Aura faint divination CL 1st
Slot none; Price 1,000 gp; Weight —
Description
Each of these tattoos is keyed to a single school of magic. The bearer can use detect magic at will, but only to sense auras of that school. The bearer gains a +1 insight bonus on saving throws against spells and spell-like abilities of the keyed school and knows when such a spell or spell-like ability has been cast within 60 feet.
Construction Requirements Inscribe Magical TattooISM, detect magic, guidance; Cost 500 gp

Dirt cheap and slotless. Besides enchantment, what schools are good uses of this and why do you think so?
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on May 24, 2015, 11:00:56 PM
Nice! That's a PFS jackpot
--------
A Fortuitous weapon  (http://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/fortuitous) appears to not require it to be the AoO weapon, only needs to wielded (perfect for armor spikes)

Flying Ointment (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/m-p/ointment-flying-ointment) grants fly for 9 hours, costing 2250

Sniper Goggles (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/e-g/goggles-sniper-goggles) allow sneak attack at any range w +2 circumstance to attack roll.
Title: Re: Interesting stuff in Pathfinder
Post by: TiaC on May 26, 2015, 09:57:25 PM
A Fortuitous weapon  (http://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/fortuitous) appears to not require it to be the AoO weapon, only needs to wielded (perfect for armor spikes)

No, it does.

Quote
Once per round, when the wielder of a fortuitous weapon hits with an attack of opportunity, he can make a second attack of opportunity with this weapon against that foe at a –5 penalty.

However, it can be really nice on an AoMF.

Quote
Sniper Goggles (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/e-g/goggles-sniper-goggles) allow sneak attack at any range w +2 circumstance to attack roll.

It's not +2 to attack, it's +2 damage per die. You need the greater version to get that at any distance, but it's awesome when you do.
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on May 27, 2015, 03:15:35 AM
The fortuitous weapon makes the 2nd attack, still pretty nice. Having multiple fortuitous weapons is awesome, since it is no action required.

Ooh I see, but still sneak attack at +0 for any range is amazing using the normal goggles
----
Great visual of having Growing  (http://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/growing) on an Amulet of Mighty Fists.
Title: Re: Interesting stuff in Pathfinder
Post by: Unbeliever on May 28, 2015, 12:13:13 AM
Sniper Goggles are kind of absurdly good.  +2/die is far better than some of the (admittedly crappy) Talents that Pathfinder tries to convince Rogues to select.
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on May 31, 2015, 02:52:02 AM
any way of making a boulder bullet's (http://www.d20pfsrd.com/magic-items/magic-weapons/specific-magic-weapons/boulder-bullet) damage greater, like a manufactured version of Improved Natural Attack?

would buying Large version increase the damage dice?
Title: Re: Interesting stuff in Pathfinder
Post by: TiaC on May 31, 2015, 04:27:28 AM
The Damnation Feats (http://www.d20pfsrd.com/feats/damnation-feats) are pretty nice for evil spellcasters, especially necromancers. There are four of them, and each gives scaling bonuses based on how many you have.

By the end, the first makes you a native outsider with immunity to two elements and resistance to a third. The second gives +2 DC, +2 CL and -1 metamagic cost on all [evil] spells. The third lets you know who and when someone tries to detect your alignment and give any result you want as well as allowing you to count as any alignment for items. THe last gives +4 intimidate, allows fear from demoralize to stack and lets you demoralize as a swift action.
Title: Re: Interesting stuff in Pathfinder
Post by: deadkitten on May 31, 2015, 06:19:25 PM
The Damnation Feats (http://www.d20pfsrd.com/feats/damnation-feats) are pretty nice for evil spellcasters, especially necromancers. There are four of them, and each gives scaling bonuses based on how many you have.

By the end, the first makes you a native outsider with immunity to two elements and resistance to a third. The second gives +2 DC, +2 CL and -1 metamagic cost on all [evil] spells. The third lets you know who and when someone tries to detect your alignment and give any result you want as well as allowing you to count as any alignment for items. THe last gives +4 intimidate, allows fear from demoralize to stack and lets you demoralize as a swift action.

Let's see...Cornugon Smash
http://www.d20pfsrd.com/feats/combat-feats/cornugon-smash-combat (http://www.d20pfsrd.com/feats/combat-feats/cornugon-smash-combat)

And Souless Gaze
http://www.d20pfsrd.com/feats/damnation-feats/soulless-gaze-damnation (http://www.d20pfsrd.com/feats/damnation-feats/soulless-gaze-damnation)

 :plotting
Title: Re: Interesting stuff in Pathfinder
Post by: Unbeliever on May 31, 2015, 08:12:51 PM
Damn, those are some really good feats ...

pun-unintended
Title: Re: Interesting stuff in Pathfinder
Post by: phaedrusxy on May 31, 2015, 08:17:33 PM
The Damnation Feats (http://www.d20pfsrd.com/feats/damnation-feats) are pretty nice for evil spellcasters, especially necromancers. There are four of them, and each gives scaling bonuses based on how many you have.

By the end, the first makes you a native outsider with immunity to two elements and resistance to a third. The second gives +2 DC, +2 CL and -1 metamagic cost on all [evil] spells. The third lets you know who and when someone tries to detect your alignment and give any result you want as well as allowing you to count as any alignment for items. THe last gives +4 intimidate, allows fear from demoralize to stack and lets you demoralize as a swift action.

Let's see...Cornugon Smash
http://www.d20pfsrd.com/feats/combat-feats/cornugon-smash-combat (http://www.d20pfsrd.com/feats/combat-feats/cornugon-smash-combat)

And Souless Gaze
http://www.d20pfsrd.com/feats/damnation-feats/soulless-gaze-damnation (http://www.d20pfsrd.com/feats/damnation-feats/soulless-gaze-damnation)

 :plotting
Yeah... that's just downright nasty. There was a rogue archetype and feat combo with a sap that could do something similar, IIRC, and with a DC based on damage or something insane... Wish I could remember the names... It's probably in this thread somewhere, lol.

Edit: HAH! 1st post! (http://www.minmaxboards.com/index.php?topic=2342.msg26138#msg26138) The duration is based on damage, but if you get the damage high enough you can upgrade it from Shaken to Frightened. Someone here  (http://paizo.com/threads/rzs2ps5s?Intimidating-rogue-build-help)suggested combining it with Sap Master for extra SA dice.
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on May 31, 2015, 08:48:00 PM
Hurtful  (http://www.d20pfsrd.com/feats/combat-feats/hurtful-combat) makes that combo even better

Just realized today, an alchemist can use Potion Glutton  (http://www.d20pfsrd.com/feats/general-feats/potion-glutton) to 'cast' as a swift action
Title: Re: Interesting stuff in Pathfinder
Post by: Unbeliever on June 01, 2015, 09:20:43 AM
The problem I found with Sap Master and Enforcer is that a lot of common foes are immune to nonlethal damage.  Those same foes are also probably immune to fear, too, though, so I guess that's just an issue for a build that relies on them.

Potion Glutton is a well-known trick, but it can't hurt repeating.
Title: Re: Interesting stuff in Pathfinder
Post by: phaedrusxy on June 01, 2015, 09:37:26 AM
The problem I found with Sap Master and Enforcer is that a lot of common foes are immune to nonlethal damage.  Those same foes are also probably immune to fear, too, though, so I guess that's just an issue for a build that relies on them.
So don't be a 1 trick pony. It doesn't take very many resources to pick this combo up, and it will be absolutely devestating to anyone who is vulnerable to it.
Title: Re: Interesting stuff in Pathfinder
Post by: StreamOfTheSky on June 01, 2015, 09:43:46 PM
You need Shatter Defenses.  Which requires BAB +6 and two worthless feats.

Then you need Sap Adept and Sap Master.

And Enforcer or Cornugon Smash to reliably trigger intimidate on your attacks (you could go Rake Rogue, but then you're not going Thug for the enhanced fear).

And then you need Bludgeoner or improved unarmed strike if not actually using saps.

Is that your idea of not "very many resources"?

You know what my idea of not very many resources?  Dazing Spell feat.  ...That's the whole combo.  One feat.  You can add a trait or Spell Perfection at high levels to reduce metamagic cost if you want.  Or just buy a metamagic rod later on.
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on June 01, 2015, 10:37:33 PM
Gauntlets of thrones Twisting Vines  (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/e-g/gauntlets-of-twisting-vines) is a great way to grapple, pin, and move on items for grapplers.

Anorexic Sasquatch is gonna love it (my PFS Dex-based grappler)
Title: Re: Interesting stuff in Pathfinder
Post by: phaedrusxy on June 01, 2015, 11:48:01 PM
You need Shatter Defenses.  Which requires BAB +6 and two worthless feats.

Then you need Sap Adept and Sap Master.

And Enforcer or Cornugon Smash to reliably trigger intimidate on your attacks (you could go Rake Rogue, but then you're not going Thug for the enhanced fear).

And then you need Bludgeoner or improved unarmed strike if not actually using saps.

Is that your idea of not "very many resources"?
Why do I need any of that? The combo works exactly as stated. Enforcer + Thug rogue = intimidate anyone you hit with a sap for at least 4 damage and make them Frightened for one round. One feat and one level. It's quite powerful against the things not immune to it. For those that are, pull out something other than a sap.

You don't have to solo everything in 1 round for it to be a powerful combo. It just has to be useful in a party. If you can reliably paralyze enemies with fear, even for only a round at a time, that's quite a useful skill.
Title: Re: Interesting stuff in Pathfinder
Post by: Unbeliever on June 02, 2015, 12:16:44 AM
^ I imagine Stream was referring to the whole Sap Master line of feats, which is what I was initially thinking about. 

Although Thug + Enforcer is pretty great in and of itself.  Good enough to make any debuffing melee character interested in the investment.
Title: Re: Interesting stuff in Pathfinder
Post by: deadkitten on June 02, 2015, 02:03:05 AM
Gauntlets of thrones Twisting Vines  (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/e-g/gauntlets-of-twisting-vines) is a great way to grapple, pin, and move on items for grapplers.

Anorexic Sasquatch is gonna love it (my PFS Dex-based grappler)


From the Same Book! This one is just silly.  :lol :lol :lol

Quote
CHEETAH’S SPRINT
School transmutation; Level bloodrager 1, druid 1, ranger 1,
shaman 1, witch 1
Casting Time 1 swift action
Components V
Range personal
Target you
Duration 1 round
A wild surge of energy courses through your body and propels you into a sprint. If you take a charge or run action before the end of your turn, you can move a total distance of up to 10 times your base land speed. This adjustment is an enhancement bonus. There is no effect on other modes of movement, such as burrow, climb, fly, or swim. As with other effects that increase your speed, this spell affects your jumping distance.
Title: Re: Interesting stuff in Pathfinder
Post by: TiaC on June 02, 2015, 02:10:39 AM
So, with that spell, you can jump 110 feet without even trying.
Title: Re: Interesting stuff in Pathfinder
Post by: Prime32 on June 05, 2015, 04:56:25 PM
Add a Rod of Balance (http://www.d20pfsrd.com/magic-items/rods/rod-of-balance) while you're at it.
Title: Re: Interesting stuff in Pathfinder
Post by: Craiconn on June 07, 2015, 11:49:07 PM
The Reach Spell feat in PF is different than it is in 3.5.  And IMHO, much much more valuable.  Keep in mind, there were some neat things you can do with Reach Spell in 3.5, combo-wise.  But it's standalone value as a +2 MM feat kinda sucked.

In PF, it looks like this:

Benefit: You can alter a spell with a range of touch, close, or medium to increase its range to a higher range category, using the following order: touch, close, medium, and long.

Level Increase: Special. A reach spell uses up a spell slot one level higher than the spell’s actual level for each increase in range category. For example, a spell with a range of touch increased to long range uses up a spell slot three levels higher.

Spells modified by this feat that require melee touch attacks instead require ranged touch attacks.

Spells that do not have a range of touch, close, or medium do not benefit from this feat.


***

Which means that a wizard or sorceror can now finally use all those fantastic touch range attack spells (which tend to be a little mechanically-OP due to their risky drawback of being melee-oriented attacks) at a much more value-oriented +1 to spell level. 

Secondly, for campaign or upcoming combat encounters where long distances are an important issue, this feat allows for some potentially useful customization of short range spells.  Granted, that means a potentially onerous increase of spell level of up to +3.  Ugh.  But you know what?   There are some fights where delivering a potentially-critical attack spell at up Long Range ... may be worth that +2 or +3.

Keep in mind, the Ultimate Equipment guide has a Metamagic Reach Spell Rod available for those with the cash to buy them.  But these rods do not have customizable range incrementation options.  But I still think they are worth making kick-ass touch attack spells (there's a bunch of them) into Short Range attack spells at a very reasonable cost.
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on June 08, 2015, 12:08:25 AM
That +2 could make a melee or ranged touch go from touch to close and no longer require a touch, since it's not a touch spell anymore?

Or +3 to medium?


(click to show/hide)

Think of how powerful this would make touch no save spells if you don't need to touch?

Ehh crap... it still would have a target of touch. But if you found a non-touch target spell, it'd work.

You might also be able to manipulate radius spells by increasing the size.
Title: Re: Interesting stuff in Pathfinder
Post by: linklord231 on June 08, 2015, 12:34:37 AM
I think in the general use case (no fancy tricks to remove the requirement for a touch attack, etc), you'd be better off just pre-casting Spectral Hand.  An Xth level Spell + a 2nd level spell is usually worth less than an X+1th level spell
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on June 08, 2015, 05:25:22 AM
Rereading Safecamp Wagon  (http://www.archivesofnethys.com/MagicWondrousDisplay.aspx?FinalName=Safecamp%20Wagon), it appears that only items pop out of the wagon when folded back up.

What happens to the creatures riding in the wagon?
Title: Re: Interesting stuff in Pathfinder
Post by: Keldar on June 08, 2015, 12:17:43 PM
Same thing as the items.  When in doubt, go with the blatantly obvious parallel.  It doesn't say something strange or onerous happens to them, so it must just leave them sitting around a toy wagon too.

Even asking what happens sounds ludicrous.
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on June 08, 2015, 10:55:42 PM
Be nice :-p

RAW matters for PFS though.

---

PF jumping doesn't appear to be height restricted like 3x
Title: Re: Interesting stuff in Pathfinder
Post by: Jackinthegreen on June 09, 2015, 05:36:09 PM
Be nice :-p

RAW matters for PFS though.

---

PF jumping doesn't appear to be height restricted like 3x

3.0 jump is height restricted, but 3.5 is not.
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on June 09, 2015, 06:30:45 PM
really? #mindblown :-p

---

A Tactical Reposition (http://www.d20pfsrd.com/feats/combat-feats/tactical-reposition-combat) is pretty good way to deal baddies in awkward ways. Works great with Dimensional Acid

---

Bladebound Magus's  (http://www.d20pfsrd.com/classes/base-classes/magus/archetypes/paizo---magus-archetypes/bladebound) Black Blade works great with Disposable Weapon  (http://www.d20pfsrd.com/feats/general-feats/disposable-weapon) since it is immune to being broken.
Title: Re: Interesting stuff in Pathfinder
Post by: Snowbluff on June 16, 2015, 01:27:07 PM

Bladebound Magus's  (http://www.d20pfsrd.com/classes/base-classes/magus/archetypes/paizo---magus-archetypes/bladebound) Black Blade works great with Disposable Weapon  (http://www.d20pfsrd.com/feats/general-feats/disposable-weapon) since it is immune to being broken.
Are their any weapons with a wide crit range that can use this feat? :l
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on June 16, 2015, 01:40:19 PM
Can throw it on an obsidian scimitar and have imp crit
Title: Re: Interesting stuff in Pathfinder
Post by: phaedrusxy on June 16, 2015, 01:51:59 PM
Bladebound Magus's  (http://www.d20pfsrd.com/classes/base-classes/magus/archetypes/paizo---magus-archetypes/bladebound) Black Blade works great with Disposable Weapon  (http://www.d20pfsrd.com/feats/general-feats/disposable-weapon) since it is immune to being broken.
You make it broken to automatically confirm the crit, but it can't be broken. This doesn't even sound like it works RAW, much less RAI.
Title: Re: Interesting stuff in Pathfinder
Post by: deadkitten on June 16, 2015, 02:11:42 PM
 And now for a truly fun find for all ages, the Cyclops Helm (http://www.archivesofnethys.com/MagicWondrousDisplay.aspx?FinalName=Cyclops%20Helm)!!!!!

This thing is crazy good.
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on June 16, 2015, 02:32:54 PM
@phae..... damn i was just hoping

@dead.... holy crap!
Title: Re: Interesting stuff in Pathfinder
Post by: Keldar on June 16, 2015, 05:07:03 PM
And now for a truly fun find for all ages, the Cyclops Helm (http://www.archivesofnethys.com/MagicWondrousDisplay.aspx?FinalName=Cyclops%20Helm)!!!!!

This thing is crazy good.
Well great, now Cyclopes are going to go extinct as everyone hunts their heads for cheap dice manipulation.
Title: Re: Interesting stuff in Pathfinder
Post by: linklord231 on June 16, 2015, 05:17:42 PM
And now for a truly fun find for all ages, the Cyclops Helm (http://www.archivesofnethys.com/MagicWondrousDisplay.aspx?FinalName=Cyclops%20Helm)!!!!!

This thing is crazy good.

Only 5600gp?  I'll take 10. 
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on June 16, 2015, 06:44:01 PM
works great with this... (posted previously)

1/day successfully save against anything, even things w no save

Quote
   Propitious Metumbe [Faiths and Philosophies 31; 8,000 gp, 1 lb]
   This polished talisman of darkwood inscribed with the pictogram of a specific wendo hangs from a loop of twine. The wearer gains a +2 luck bonus on saving throws against witch hexes, spells and abilities with the curse descriptor, and any spells or effects that would force the wielder to reroll a die or roll multiple dice and take the worst result.
   Once per day when the wearer is targeted by such a spell or effect that doesn't normally grant a saving throw, she can make a Will saving throw to negate the effect. If she attempts the save against a spell, the save DC is equal to 10 + the spell's level + the caster's primary casting ability bonus (Cha for sorcerers, Int for wizards, Wis for clerics, and so forth). If she attempts the save against a non-spell effect, the save DC is equal to 10 + half the HD of the effect's source + the source's Charisma modifier.
Title: Re: Interesting stuff in Pathfinder
Post by: Ice9 on June 16, 2015, 07:51:26 PM
That helm ... wow.

Continuing the trend of massive bargains - Wicked Leader (http://www.d20pfsrd.com/traits/social-traits/wicked-leader-social).  Lets you get a cohort that's only one level behind.
One of the main features of Thrallherd as a trait?  Sounds legit.   :P 

The cohort does have to be evil, but if you're neutral, and exercise reasonable diligence, that's not necessarily a problem.  They're still loyal to you, after all.
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on June 16, 2015, 09:36:52 PM
Damn Cyclops Helm isn't PFS legal
Title: Re: Interesting stuff in Pathfinder
Post by: phaedrusxy on June 16, 2015, 10:13:54 PM
Damn Cyclops Helm isn't PFS legal
Is this one (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/h-l/jingasa-of-the-fortunate-soldier)? Maybe not quite as good, but still one of my favorites. :D
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on June 16, 2015, 10:35:04 PM
It is, I have that as the standard hat for my PFS builds
Title: Re: Interesting stuff in Pathfinder
Post by: Power on June 17, 2015, 08:38:56 AM
Fetish of the Frog Queen (http://www.archivesofnethys.com/MagicWondrousDisplay.aspx?FinalName=Fetish%20of%20the%20Frog%20QueenLesser) from the new Daughters of Fury module. Its design is from an open call "design a wondrous item" thread here (http://paizo.com/threads/rzs2qghc?Fetish-of-the-Frog-Queen) where developer Patrick Renie commented, "it's not by any means broken." :lol

It's basically a metamagic rod to convert mind-affecting will saves into fortitude saves with the poison descriptor.
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on June 17, 2015, 12:11:33 PM
Yeah that's totally not broken *rolls eyes*
Title: Re: Interesting stuff in Pathfinder
Post by: awaken_D_M_golem on June 19, 2015, 04:12:44 PM
crossposted with the Unchained Monk thread:

" Ki Metabolism (Su):  ... As long as he has at least 1 point remaining in his ki pool ... can hold his breath for up to 1 hour per point of Constitution ... "

That's actually kinda interesting :
some Baleful Polymorph
Planar Portal surprises
Plane Shift or Teleport mistakes
etc
... are now survivable.

Heck, you don't really need Water Breathing
or a converted Element Breathing, especially
if you can plan ahead.
Title: Re: Interesting stuff in Pathfinder
Post by: Snowbluff on June 20, 2015, 03:12:10 PM
Fetish of the Frog Queen (http://www.archivesofnethys.com/MagicWondrousDisplay.aspx?FinalName=Fetish%20of%20the%20Frog%20QueenLesser) from the new Daughters of Fury module. Its design is from an open call "design a wondrous item" thread here (http://paizo.com/threads/rzs2qghc?Fetish-of-the-Frog-Queen) where developer Patrick Renie commented, "it's not by any means broken." :lol

It's basically a metamagic rod to convert mind-affecting will saves into fortitude saves with the poison descriptor.
Um... how? Does it lose the mind-affecting tag?
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on June 20, 2015, 03:37:24 PM
Mind-affecting Poison Fort save instead of Mind-affecting Will save
Title: Re: Interesting stuff in Pathfinder
Post by: Ice9 on June 22, 2015, 06:54:57 PM
If it keeps [Mind-Affecting], does it even do much?  Good for mind controlling Wizards, I guess?  But for foes in general, Fort is usually higher than Will, and [Poison] just adds another way to be immune. 

Now if it gets rid of [Mind-Affecting], that could make for some fun times.  Most of the "unique" monsters are protected against mind control, but there may be a few that aren't immune to poison.
Title: Re: Interesting stuff in Pathfinder
Post by: Snowbluff on June 22, 2015, 10:23:05 PM
If it keeps [Mind-Affecting], does it even do much?  Good for mind controlling Wizards, I guess?  But for foes in general, Fort is usually higher than Will, and [Poison] just adds another way to be immune. 

Now if it gets rid of [Mind-Affecting], that could make for some fun times.  Most of the "unique" monsters are protected against mind control, but there may be a few that aren't immune to poison.
Yeah, these are pretty much my thoughts exactly.

The last guy dominate worked on for me got immediately stabbed to death.
Title: Re: Interesting stuff in Pathfinder
Post by: Ice9 on June 23, 2015, 05:37:57 PM
This has probably been posted before, but I was just looking at Simulacrum and noticed that the Pathfinder version doesn't require any hair/blood/whatever from the creature, just an ice sculpture of it.  So now even without cheesing around components, you can make one of (at least) any creature you know the appearance of, or that you know anyone who knows the appearance of. :twitch

Also, Simulacrum is a 5th level spell for Summoners.  Which makes a self-growing Simulacrum army possible without extrapolating hypothetical 26th level casters to copy.
1) Staff of Simulacrum (10 charges) and Detect Magic (1 charge), CL 10th.  28.5K gp.
2) The staff's "target" is a 20th level Sorcerer, therefore creating a 10th level Sorcerer simulacrum.
3) The simulacrum can recharge and use the staff, generating another copy every ten days.
When you get enough money, upgrade the staff to make copies faster.

Edit: Also, since crafting doesn't cost XP, and is much less reliant on knowing specific spells, Simulacra can do that for you also.
Title: Re: Interesting stuff in Pathfinder
Post by: phaedrusxy on June 23, 2015, 07:44:45 PM
This has probably been posted before, but I was just looking at Simulacrum and noticed that the Pathfinder version doesn't require any hair/blood/whatever from the creature, just an ice sculpture of it.  So now even without cheesing around components, you can make one of (at least) any creature you know the appearance of, or that you know anyone who knows the appearance of. :twitch

Also, Simulacrum is a 5th level spell for Summoners.  Which makes a self-growing Simulacrum army possible without extrapolating hypothetical 26th level casters to copy.
1) Staff of Simulacrum (10 charges) and Detect Magic (1 charge), CL 10th.  28.5K gp.
2) The staff's "target" is a 20th level Sorcerer, therefore creating a 10th level Sorcerer simulacrum.
3) The simulacrum can recharge and use the staff, generating another copy every ten days.
When you get enough money, upgrade the staff to make copies faster.

Edit: Also, since crafting doesn't cost XP, and is much less reliant on knowing specific spells, Simulacra can do that for you also.
So much for "more balanced"!  :lmao
Title: Re: Interesting stuff in Pathfinder
Post by: deadkitten on June 23, 2015, 08:23:34 PM
This has probably been posted before, but I was just looking at Simulacrum and noticed that the Pathfinder version doesn't require any hair/blood/whatever from the creature, just an ice sculpture of it.  So now even without cheesing around components, you can make one of (at least) any creature you know the appearance of, or that you know anyone who knows the appearance of. :twitch

Also, Simulacrum is a 5th level spell for Summoners.  Which makes a self-growing Simulacrum army possible without extrapolating hypothetical 26th level casters to copy.
1) Staff of Simulacrum (10 charges) and Detect Magic (1 charge), CL 10th.  28.5K gp.
2) The staff's "target" is a 20th level Sorcerer, therefore creating a 10th level Sorcerer simulacrum.
3) The simulacrum can recharge and use the staff, generating another copy every ten days.
When you get enough money, upgrade the staff to make copies faster.

Edit: Also, since crafting doesn't cost XP, and is much less reliant on knowing specific spells, Simulacra can do that for you also.
So much for "more balanced"!  :lmao

Yea, one of the great white whales of things to do for the Paizo developers is to do a comprehensive blog post on Simulacrum. They have stated this as their goal cause their FAQ system is not designed to handle such a huge fuckup as Simulacrum.

Until they get around to adressing it they view it as not a problem due to if your DM allows Sumulacrum abuse, he is probably allowing other gamebreakers as well.
Title: Re: Interesting stuff in Pathfinder
Post by: Snowbluff on June 23, 2015, 11:36:52 PM
This has probably been posted before, but I was just looking at Simulacrum and noticed that the Pathfinder version doesn't require any hair/blood/whatever from the creature, just an ice sculpture of it.  So now even without cheesing around components, you can make one of (at least) any creature you know the appearance of, or that you know anyone who knows the appearance of. :twitch

Also, Simulacrum is a 5th level spell for Summoners.  Which makes a self-growing Simulacrum army possible without extrapolating hypothetical 26th level casters to copy.
1) Staff of Simulacrum (10 charges) and Detect Magic (1 charge), CL 10th.  28.5K gp.
2) The staff's "target" is a 20th level Sorcerer, therefore creating a 10th level Sorcerer simulacrum.
3) The simulacrum can recharge and use the staff, generating another copy every ten days.
When you get enough money, upgrade the staff to make copies faster.

Edit: Also, since crafting doesn't cost XP, and is much less reliant on knowing specific spells, Simulacra can do that for you also.
Uh huh. You can cast Blood Money to ignore the pricy cost of the spell, too.

Title: Re: Interesting stuff in Pathfinder
Post by: Ice9 on June 24, 2015, 02:06:00 PM
Sadly only for yourself though; since you need to be actually casting it instead of using a staff, that puts the caster above 10th level, and therefore not a simulacrum. 

Unless ... a Samsaran (Mystic Past Life) Witch 10 could add Simulacrum to their list as a 5th level spell, and then cast that at 9th level.  Only Witch, I think, since it needs to be a full-progression arcane caster that doesn't already know Simulacrum.  Without the staff required, you'd get quadratic growth.  :D

Only issue is the familiar; it would cost 4500g to replace.  :-\  Even so, it's about 60x faster than using staves, for the same price, but it would be nice to find a way around it.
Title: Re: Interesting stuff in Pathfinder
Post by: Snowbluff on June 24, 2015, 04:18:42 PM
Hm... on that note, simulacrums of something like that are aiming pretty low. I wonder if there is a monster capable of casting simulacrum? Well, Wyrms can cast spells of that level. Is it kosher to find the one Wyrm that know simulacrum and blood money?
Title: Re: Interesting stuff in Pathfinder
Post by: Ice9 on June 24, 2015, 05:06:14 PM
Half power is the tricky part.  At least it's clarified a bit in Pathfinder as specifically half the HD, but it also calls out "and the appropriate hit points, feats, skill ranks, and special abilities for a creature of that level or HD", which would most likely reduce racial spellcasting and could reasonably reduce a SLA of Simulacrum to Lesser Simulacrum or something.

If you posit advanced monstrous NPCs as existing, then something that had racial casting and stacked the matching class on top could hit more than 20th level casting, thus more than 10th when simulacra'd.  But if possible, I'd rather do this with existing material.

If you use the (rather broken) rules for playing as a monster, you could probably make a "20th level" character that had more than 20th level casting.  Let's see:
Venedaemon Sorcerer 20 is technically a 20th level character, and the Simulacrum would be a 13th level caster.  But ... for a Sorcerer, that means no 7th level spells.   :shakefist

Edit: Winter Hag adds Simulacrum to a coven, and is only CR 7 / 10 HD.  So assuming simulacra can form covens, that could give you it as a SLA.
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on June 28, 2015, 02:30:02 AM
Just have a hunter w 5 ranks in Knowledge (planes) and Planar Focus  (http://www.d20pfsrd.com/feats/general-feats/planar-focus) and you get a burrow speed equal to your base speed.

Is this the main way in PF to gain a burrow speed?
Title: Re: Interesting stuff in Pathfinder
Post by: Power on June 28, 2015, 01:37:24 PM
No, main way is to play a Druid. You can also cast the following spells:In terms of gear you can get the Delving (http://www.archivesofnethys.com/MagicArmorDisplay.aspx?ItemName=Delving) property (10 foot burrow speed, but cannot go through solid stone) on your armor courtesy of Ultimate Equipment or you can get the Elemental Earth Belt (http://www.archivesofnethys.com/MagicWondrousDisplay.aspx?FinalName=Elemental%20Earth%20Belt) (24k gp, which is 8k more than a Belt of Mighty Constitution +4 - a benefit this belt also provides) and use that to turn into a large earth elemental.

Druids can earth glide for up to 12 hours at level 6 though by turning into an earth elemental.
Title: Re: Interesting stuff in Pathfinder
Post by: Ice9 on June 29, 2015, 03:57:14 PM
One that I just came across recently:

Witches, excellent for armies.
1) Take a Witch with the Fortune and Cackle hexes; possible at 1st level with the Extra Hex feat.
2) Gather as big a group as you want, that will fit in a 30' radius.
3) Use Fortune on them, one at a time, using Cackle each round so none of that expires.
4) Now just use both actions to Cackle for however long - let's say eight hours.
5) The Fortune buff now lasts for however long you Cackled, beyond when you stopped Cackling.  So if that was eight hours, the group now has eight more hours to kick ass.
6) But wait - it gets even better.  Cackle extends the duration of any Fortune effect, not just one you created personally.  So with multiple Witches, you can extend the duration a lot more. 
7) For example, if ten (1st level) Witches spend an hour, the Fortune effect will last for 19 hours!  Or if those same Witches spent eight hours, it would last for 144 hours (6 days)!

This applies to the negative hexes too, but you'd need to have the victim restrained/asleep/whatever, so you could just CdG them instead.  But if you're very spiteful, you can give someone a temporary pseudo-curse that's hard (maybe impossible) to get rid of.  Might be useful for Charm, in fact.

Shaman can do this too, if you want to be more dignified about it (chanting instead of cackling).  But they do need to be a level higher.
Title: Re: Interesting stuff in Pathfinder
Post by: phaedrusxy on June 29, 2015, 05:15:22 PM
One that I just came across recently:

Witches, excellent for armies.
1) Take a Witch with the Fortune and Cackle hexes; possible at 1st level with the Extra Hex feat.
2) Gather as big a group as you want, that will fit in a 30' radius.
3) Use Fortune on them, one at a time, using Cackle each round so none of that expires.
4) Now just use both actions to Cackle for however long - let's say eight hours.
5) The Fortune buff now lasts for however long you Cackled, beyond when you stopped Cackling.  So if that was eight hours, the group now has eight more hours to kick ass.
6) But wait - it gets even better.  Cackle extends the duration of any Fortune effect, not just one you created personally.  So with multiple Witches, you can extend the duration a lot more. 
7) For example, if ten (1st level) Witches spend an hour, the Fortune effect will last for 19 hours!  Or if those same Witches spent eight hours, it would last for 144 hours (6 days)!

This applies to the negative hexes too, but you'd need to have the victim restrained/asleep/whatever, so you could just CdG them instead.  But if you're very spiteful, you can give someone a temporary pseudo-curse that's hard (maybe impossible) to get rid of.  Might be useful for Charm, in fact.

Shaman can do this too, if you want to be more dignified about it (chanting instead of cackling).  But they do need to be a level higher.
And if you have all of your targets marked with a Scar, you can do it from a mile away so you don't drive them insane from all the Cackling.  :lol
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on June 29, 2015, 06:42:46 PM
"... caused by the witch..." seems to imply it's only your hexes, not any witch's.

A shaman using chant can do the same as a witch, if you wanna max Wis instead of Int.
Title: Re: Interesting stuff in Pathfinder
Post by: Ice9 on June 29, 2015, 08:42:12 PM
Aww, on closer inspection that's true.  No massive durations then, although you can still charge up for eight hours (while sleeping with earplugs, perhaps) to be awesome for eight hours after that.

Scar would be cool, but it has a limit on number of people attuned, so no good for armies.  Works fine for having your followers buff you though.

Incidentally, a Choker Witch could make their hexes twice as long lasting after the laughter stops.  Was discarding that before, because recruiting a bunch of L1s seemed easier, but with that out of the picture it's worth getting if you can.
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on June 29, 2015, 09:31:37 PM
Choker witch?
Title: Re: Interesting stuff in Pathfinder
Post by: Ice9 on June 30, 2015, 02:50:42 PM
As in Choker, the creature.  Quickness is an extra move action, so you can Cackle 3x a round and make things last twice as long after you stop.
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on June 30, 2015, 04:30:06 PM
oh... ok
Title: Re: Interesting stuff in Pathfinder
Post by: phaedrusxy on July 01, 2015, 05:19:09 PM
Always wanted to play a big brute that is sneaky? Now you can (http://www.d20pfsrd.com/feats/monster-feats/nightstalker). :D
Title: Re: Interesting stuff in Pathfinder
Post by: Snowbluff on July 01, 2015, 05:55:21 PM
Always wanted to play a big brute that is sneaky? Now you can (http://www.d20pfsrd.com/feats/monster-feats/nightstalker). :D
... what is this? XD

A black dragon might take it. They're sneaky.
Title: Re: Interesting stuff in Pathfinder
Post by: Jackinthegreen on July 01, 2015, 06:08:02 PM
Ogre ninja!

(http://fc04.deviantart.net/fs71/f/2014/116/5/7/warcraft___2_headed_ogre_ninja_by_samwisedidier-d7g4or4.jpg)
Title: Re: Interesting stuff in Pathfinder
Post by: phaedrusxy on July 01, 2015, 07:41:05 PM
looks more like an ettin ninja :P
Title: Re: Interesting stuff in Pathfinder
Post by: deadkitten on July 01, 2015, 07:59:56 PM
Also from Pathfinder: THE VIGILANTE PLAYTEST!! (https://m.youtube.com/watch?v=DTfwwbsRopM)
 :P :P :clap :lol
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on July 01, 2015, 08:15:47 PM
Lol
Title: Re: Interesting stuff in Pathfinder
Post by: Snowbluff on July 01, 2015, 11:50:13 PM
Yeah, it's very bad. I looked at it, saw the fluff feature, and just banged my head into a wall.

Who wants to talk about better alternatives for you disguisE? I nominate Synthesist Summoner.
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on July 02, 2015, 12:00:16 AM
Reading more into the vigilante. ... it sucks hard.

Like a rogue batman? Your sneak attack deals only d4s when flanking or flat-footed. And no other 1st level abilities that do more than fluff

Going martial instead?  Nice full BAB and..... nothing else.

The spellcasting options are usable, but that's about it.
---
Dragon Pistol + Mysterious Stranger = 1d6+ Cha in a 15ft cone as a -2 touch
Title: Re: Interesting stuff in Pathfinder
Post by: Jackinthegreen on July 02, 2015, 12:30:21 AM
looks more like an ettin ninja :P

In the Warcraft universe, many ogres are two-headed.  They're also all big, fat, and generally stupid.  Here's the full Hearthstone card:

(http://www.hearthstonespoiler.com/wp-content/uploads/2014/11/Ogre-Ninja-Goblin-vs-Gnomes-Hearthstone-Card.png)

As far as the Vigilante goes...  Looking through the playtest now and might end up doing a smaller Libertad style review.  Already found a typo on page 3, and I'm expecting a couple more.

...  Dear god that's the longest class rules description ever.
Title: Re: Interesting stuff in Pathfinder
Post by: Keldar on July 02, 2015, 01:31:23 AM
Always wanted to play a big brute that is sneaky? Now you can (http://www.d20pfsrd.com/feats/monster-feats/nightstalker). :D
Crom!
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on July 02, 2015, 10:05:10 AM
Appears you can Cleave w a ranged weapon, since it mentions reach. Just need to extend your reach to avoid AoOs, like w Long Arm.

How would this work with a double-barrel firing 2 bullets at a creature? Do you have to hold a second gun to be able to Cleave, or are Free actions allowed during the middle of std actions?

Goblin Cleaver (http://www.d20pfsrd.com/feats/racial-feats/goblin-cleaver-combat-dwarf) seems like it'd be a harder feat to convince to working, since it mentions 'threatened area' not reach, as Cleave did. But you don't need to threaten w the Cleaving weapon, just w something like a whip or long arm and armor spikes?
---

Cackle doesn't seem to impede spellcasting, so Cackle + Fortune + Scar = daylong good fortune for your buddies, without impeding your normal spellcasting
Title: Re: Interesting stuff in Pathfinder
Post by: phaedrusxy on July 02, 2015, 12:54:31 PM
Cackle doesn't seem to impede spellcasting, so Cackle + Fortune + Scar = daylong good fortune for your buddies, without impeding your normal spellcasting
Yeah, I noticed that too. Get a mount (or other way to move as a free action) and Cackle is basically "free". If only there were a way to do it silently...  :lmao
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on July 02, 2015, 01:20:12 PM
You could always cackle under your breath... like a stereotypical villain

Or cast silence on yourself?
Title: Re: Interesting stuff in Pathfinder
Post by: Ice9 on July 02, 2015, 01:45:15 PM
How to optimize your annoyance level:
1) Be a Witch, with Fortune and Cackle.  Always be using it.
2) Wait until everyone is accustomed to having the Fortune bonus.
3) Announce that you're going to start RPing your actions out more.
4) By which you mean actually cackling as long as your character does.
5) Use this (https://www.youtube.com/watch?v=MLeG4RyZOUg) as inspiration.
:D


Here's a new one - Versatile Summon Monster is pretty sweet, right?  Flight, burrowing, extra fire damage, and more.  However, it only works on creatures that would otherwise have an alignment template, which rules out some of the best options. 

Unless you go Story Summoner.  The Summon Arcana ability gives your creatures a random alignment template.  Usually not that great, because the smite will only match the foes you're fighting a fraction of the time, but it does add the template to anything you summon.  Which then makes it eligible for Versatile Summon Monster.
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on July 03, 2015, 11:14:21 AM
Is it me, or does grapple seem the bypass Mirror Image? It's not a targeting spell or attack roll

---

TWF fire your +1 speed minotaur double xbow w splitting bolts for 12 bolts, drop and quick draw second for 12 more bolts.

Imp and greater make things ugly, and one abundant ammo interpretation for saving a crap-ton on the ammo
Title: Re: Interesting stuff in Pathfinder
Post by: StreamOfTheSky on July 03, 2015, 10:17:44 PM
In Pathfinder, all combat maneuvers are melee attacks.  The maneuver check is like an attack roll and auto-fails on a 1.  It auto-succeeds on a 20 too, but if you can't win on your own merits w/ a 20, you had no business attempting the maneuver in the first place.  But!  Hey, if you get a nat 20, you threaten a crit....oh wait, the maneuvers don't do damage, so you get all the downsides of being an attack roll and none of the benefit.   :banghead
Title: Re: Interesting stuff in Pathfinder
Post by: deadkitten on July 03, 2015, 10:36:51 PM
In Pathfinder, all combat maneuvers are melee attacks.  The maneuver check is like an attack roll and auto-fails on a 1.  It auto-succeeds on a 20 too, but if you can't win on your own merits w/ a 20, you had no business attempting the maneuver in the first place.  But!  Hey, if you get a nat 20, you threaten a crit....oh wait, the maneuvers don't do damage, so you get all the downsides of being an attack roll and none of the benefit.   :banghead

At least true strike will work for them.
Title: Re: Interesting stuff in Pathfinder
Post by: phaedrusxy on July 04, 2015, 01:32:13 PM
In Pathfinder, all combat maneuvers are melee attacks.  The maneuver check is like an attack roll and auto-fails on a 1.  It auto-succeeds on a 20 too, but if you can't win on your own merits w/ a 20, you had no business attempting the maneuver in the first place.  But!  Hey, if you get a nat 20, you threaten a crit....oh wait, the maneuvers don't do damage, so you get all the downsides of being an attack roll and none of the benefit.   :banghead

At least true strike will work for them.
hmm... is this right? If so then a magus is the real maneuver master.
Title: Re: Interesting stuff in Pathfinder
Post by: StreamOfTheSky on July 04, 2015, 02:03:04 PM
In Pathfinder, all combat maneuvers are melee attacks.  The maneuver check is like an attack roll and auto-fails on a 1.  It auto-succeeds on a 20 too, but if you can't win on your own merits w/ a 20, you had no business attempting the maneuver in the first place.  But!  Hey, if you get a nat 20, you threaten a crit....oh wait, the maneuvers don't do damage, so you get all the downsides of being an attack roll and none of the benefit.   :banghead

At least true strike will work for them.
hmm... is this right? If so then a magus is the real maneuver master.

It also makes True Strike a much less awful choice for Qingong Monk.  Take the Quicken SLA feat later on and you can 95% chance win a combat maneuver 3/day.  Yeah...still pretty unimpressive for the investment and minimum level required.
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on July 04, 2015, 03:04:08 PM
Some of that wording is weird in that section. They use several different terms, thats why I was confused
Title: Re: Interesting stuff in Pathfinder
Post by: phaedrusxy on July 05, 2015, 12:16:55 PM
Found a nice article (http://knowdirectionpodcast.com/2014/08/witchy-business/) that spells this out in a lot more detail, but a Witch with both the Cartomancer and Hedge Witch archetypes (and they can be combined) can spontaneoulsy cast cure spells at range through her thrown Harrow deck cards.

Also, the Healing Hex combined with Hex Vulnerability (http://paizo.com/threads/rzs2ru2q&page=2?Forget-Wands-of-CLW-Wands-of-Hex) makes for a very nice, cheap healing method (wand of hex vulnerability + your familiar delivering the hex = 2d8+CL, up to 2d8+10, healing per wand charge).

Also, and please someone correct me if I'm wrong because it sounds too insanely good to believe, there seems to be no range limit on how far away your familiar can be when it delivers a Hex via touch (http://www.d20pfsrd.com/classes/base-classes/witch/witch-s-familiar#TOC-Deliver-Touch-Spells-Su-). It specifically says it doesn't have to be touching you when you "activate" the Hex, unlike when it delivers a touch spell. So you could be scrying on it from across the world, and then when it gets near the enemy you want to target, BAM! Combine this with some easy way to bring it back from the dead (because obviously sending it out to attack people is risky) and this could be a way to use it for long ranged delivery of Hexes.
Title: Re: Interesting stuff in Pathfinder
Post by: phaedrusxy on July 06, 2015, 12:42:25 PM
Remember the old Share Pain on your psicrystal trick to get +50% hit points? Well now pretty much every caster with a familiar can have that (http://www.d20pfsrd.com/classes/core-classes/wizard/familiar/familiar-archetypes/protector-familiar-archetype). You also basically get a free +2 AC out of the deal thanks to the feats the familiar gets. It loses Improved Evasion, which might hurt a lot in some games, but in games where you typically don't get hit with area attacks you won't miss it.

Some of the other archetypes are good also, but as far as combat benefits go this one is the clear winner.

Edit: Cross-posting this with the Witches handbook because it is just that damned good! The Arbiter Inevitable (http://www.d20pfsrd.com/bestiary/monster-listings/outsiders/inevitable/inevitable-arbiter) is an improved familiar that gets Regeneration 2 (Chaos)!  :evillaugh It might as well just say "unkillable" in most campaigns! This thing on a Beast-Bound Witch 10 basically means you're freakin' indestructible!  :lmao Even before level 10 (or for anyone, not even a witch), if you combine it with the Protector Archetype above that means that from levels 7+ you basically just get to ignore half the damage you take.  :smirk
Title: Re: Interesting stuff in Pathfinder
Post by: Raxx on July 07, 2015, 01:36:56 AM
Sadly, an Improved Familiar gives up the same ability every Familiar archetype gives up, Speak with Animals.
Title: Re: Interesting stuff in Pathfinder
Post by: Jackinthegreen on July 07, 2015, 07:17:08 AM
Kinda sad you can't combine the orc scarred witch doctor archetype (which uses Con for casting) with the familiar stuff since the witch's familiar gets replaced by a mask.
Title: Re: Interesting stuff in Pathfinder
Post by: StreamOfTheSky on July 07, 2015, 12:41:57 PM
Those are nice finds.  Now I feel bad....  I've kind of stopped keeping up w/ Pathfinder the past year or so, because I've been fortunate enough to find 3E games and PF is a plainly worse 3E, so I was only keeping up w/ it on the bleak prospects of it being the only 3E-like system I could find games for (for quite a while, it really was like that).  So I doubt I'll be updating my Witch handbook again.

Kinda sad you can't combine the orc scarred witch doctor archetype (which uses Con for casting) with the familiar stuff since the witch's familiar gets replaced by a mask.

Arguably, since it's a different name from the typical familiar class feature, an Alchemist's Tumor Familiar can be combined w/ Scarred Witch Doctor.  A two level dip is harsh, though.  Might be other avenues...
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on July 07, 2015, 12:56:21 PM
Tumor familiar (http://www.d20pfsrd.com/classes/base-classes/alchemist/discoveries/paizo---alchemist-discoveries/tumor-familiar-ex) fun

your tumor familiar carries a ring gate into your stomach when it merges. would turning it on shoot all of your guts out due to the natural internal pressure?

another thought? have your aquatic tumor familiar carry in a decanter of endless water for a nice little aquarium in your now true bloatmage image. obviously have it carry the decanter out before you explode

also a great way to avoid pick pockets... have internal 'pockets' of money
Title: Re: Interesting stuff in Pathfinder
Post by: phaedrusxy on July 07, 2015, 05:46:10 PM
Sadly, an Improved Familiar gives up the same ability every Familiar archetype gives up, Speak with Animals.
rules quote? So you're saying improved familiars can't take archetypes?

Edit: saw it. You're right... Ah well umd + wand of shield other. ..
Title: Re: Interesting stuff in Pathfinder
Post by: Amechra on July 07, 2015, 07:34:52 PM
The Mascot (http://www.d20pfsrd.com/classes/core-classes/wizard/familiar/familiar-archetypes/mascot-familiar-archetype) Familiar Archetype is... interesting. It looks like it would be really good in a party full of spellcasters; that 13th level feature, though, is a thing of beauty.

You have a tiny little omnitool at your disposal, capable of borrowing the skill ranks and BAB of any party member. Screw getting in danger - send Mr. Squeekems in!
Title: Re: Interesting stuff in Pathfinder
Post by: Jackinthegreen on July 07, 2015, 08:15:28 PM
Those are nice finds.  Now I feel bad....  I've kind of stopped keeping up w/ Pathfinder the past year or so, because I've been fortunate enough to find 3E games and PF is a plainly worse 3E, so I was only keeping up w/ it on the bleak prospects of it being the only 3E-like system I could find games for (for quite a while, it really was like that).  So I doubt I'll be updating my Witch handbook again.

Kinda sad you can't combine the orc scarred witch doctor archetype (which uses Con for casting) with the familiar stuff since the witch's familiar gets replaced by a mask.

Arguably, since it's a different name from the typical familiar class feature, an Alchemist's Tumor Familiar can be combined w/ Scarred Witch Doctor.  A two level dip is harsh, though.  Might be other avenues...

Besides the familiar, Alchemist can still offer some fun things for the scarred witch doctor.  Mutagen comes to mind to directly boost casting through Con, though it lowers intimidate via Cha which is likely something the SWD is boosting because of the mask.

The image of a scarred witch with a hump that can detach into a familiar is pretty cool come to think of it.  It helps the theme that half-orcs have the Sacred Tattoo trait option (which also includes ritual scars in addition to tattoos) to get a +1 luck bonus to all saves in exchange for the Orc Ferocity trait.

Have the tumor familiar be a raven, parrot, or thrush, then attach it to your back and have it start talking.  Heck, the thrush grants a bonus to diplomacy checks even if it's grotesquely attached to the alchemist.

Or there's the peacock which provides an intimidate bonus.  If the tumor familiar still has feathers then put that lump on the character's neck or something and have it fan the feathers out for a WTF? moment from the enemies.
Title: Re: Interesting stuff in Pathfinder
Post by: Prime32 on July 10, 2015, 04:22:01 PM
Those are nice finds.  Now I feel bad....  I've kind of stopped keeping up w/ Pathfinder the past year or so, because I've been fortunate enough to find 3E games and PF is a plainly worse 3E, so I was only keeping up w/ it on the bleak prospects of it being the only 3E-like system I could find games for (for quite a while, it really was like that).  So I doubt I'll be updating my Witch handbook again.

Kinda sad you can't combine the orc scarred witch doctor archetype (which uses Con for casting) with the familiar stuff since the witch's familiar gets replaced by a mask.

Arguably, since it's a different name from the typical familiar class feature, an Alchemist's Tumor Familiar can be combined w/ Scarred Witch Doctor.  A two level dip is harsh, though.  Might be other avenues...
Just get a regular familiar. Dip wizard, sorcerer (Arcane bloodline), arcanist or fighter (eldritch guardian), or use the Bloodline Familiar (http://www.d20pfsrd.com/classes/core-classes/wizard/familiar#TOC-Bloodline-Familiars) option (available to sorcerer, bloodrager, dragon disciple, and characters with Eldritch Heritage (http://www.d20pfsrd.com/feats/general-feats/eldritch-heritage) or a Variant Multiclass), or take the Familiar Bond (http://www.d20pfsrd.com/feats/general-feats/familiar-bond) feat.

Maybe a level of Spirit Whisperer (http://www.d20pfsrd.com/classes/core-classes/wizard/archetypes/paizo---wizard-archetypes/spirit-whisperer) wizard, picking the Life spirit to grant your familiar fast healing 1?

For a minute I thought the Protector archetype could actually provide a use for the Companion Figurine (http://www.d20pfsrd.com/feats/general-feats/companion-figurine) feat, but you can't transfer damage to the familiar while it's in item form.


As an aside, Synergist (http://www.d20pfsrd.com/classes/base-classes/witch/archetypes/paizo---witch-archetypes/synergist-witch-archetype) is kind of cool.
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on July 11, 2015, 12:13:14 AM
Very tumor familiary
Title: Re: Interesting stuff in Pathfinder
Post by: Amechra on July 11, 2015, 01:51:22 AM
The Halfling Shaman Favored Class benefit is awesome.

Namely, you gain +1/2 level for the purposes of your Spirit Animal's Intelligence, Natural Armor, and Special Features. This is uncapped.

Also, for those of you who are sad that you can't take Familiar Archetypes with Improved Familiars, dip a level of Witch and take the Animal Patron. Then take the Patron Familiar (http://www.d20pfsrd.com/classes/core-classes/wizard/familiar#TOC-Patron-Familiars) option.

Now you have Speak with Animals of its kind at 1st level, regardless of whether you'd get it normally.
Title: Re: Interesting stuff in Pathfinder
Post by: Amechra on July 11, 2015, 04:52:06 PM
The Possessed Shaman (http://www.d20pfsrd.com/classes/hybrid-classes/shaman/archetypes/paizo---shaman-archetypes/possessed-shaman) Archetype makes a terrific skill monkey, as long as you don't multiclass.

By 6th level, it basically works out to having 3 extra skill points/level, with the ability to reassign 1 skill point/level each day.

Also, you get to use your Wisdom bonus instead of the normal ability bonus, which can be a sizeable bonus.
Title: Re: Interesting stuff in Pathfinder
Post by: Keldar on July 14, 2015, 05:22:43 PM
Sadly, an Improved Familiar gives up the same ability every Familiar archetype gives up, Speak with Animals.
rules quote? So you're saying improved familiars can't take archetypes?

Edit: saw it. You're right... Ah well umd + wand of shield other. ..
Going by the SRD (http://www.d20pfsrd.com/classes/core-classes/wizard/familiar) Witches with the Animal Patron can give their familiar the ability to Speak with Animals of their type.  No clue if it works for Improved Familiars or not.  But it could induce shenanigans.
Title: Re: Interesting stuff in Pathfinder
Post by: Amechra on July 14, 2015, 11:39:47 PM
Sadly, an Improved Familiar gives up the same ability every Familiar archetype gives up, Speak with Animals.
rules quote? So you're saying improved familiars can't take archetypes?

Edit: saw it. You're right... Ah well umd + wand of shield other. ..
Going by the SRD (http://www.d20pfsrd.com/classes/core-classes/wizard/familiar) Witches with the Animal Patron can give their familiar the ability to Speak with Animals of their type.  No clue if it works for Improved Familiars or not.  But it could induce shenanigans.

Two posts up, my friend.
Title: Re: Interesting stuff in Pathfinder
Post by: Keldar on July 15, 2015, 09:36:02 AM
 :facepalm
Title: Re: Interesting stuff in Pathfinder
Post by: Snowbluff on July 28, 2015, 02:34:43 PM
The Possessed Shaman (http://www.d20pfsrd.com/classes/hybrid-classes/shaman/archetypes/paizo---shaman-archetypes/possessed-shaman) Archetype makes a terrific skill monkey, as long as you don't multiclass.

By 6th level, it basically works out to having 3 extra skill points/level, with the ability to reassign 1 skill point/level each day.

Also, you get to use your Wisdom bonus instead of the normal ability bonus, which can be a sizeable bonus.
On a similiar note, the Catfolk Alternate Favored Class Bonus gives you another 10 points in Knowledge checks over your usual Bardic Knowledge. Know everything on a budget!
Title: Re: Interesting stuff in Pathfinder
Post by: TiaC on July 29, 2015, 06:04:01 PM
So, here's a nice trick for summoner wizards:

Cast Heightened Mount. Then, cast Alter Summoned Monster (http://www.d20pfsrd.com/magic/all-spells/a/alter-summoned-monster). You now have a summon that lasts 2 hours/level. Communal mount requires multiple castings of Alter Summoned Monster, but probably works better at higher levels.

Add metamagic reducers, Rod of Giant Summoning and a Summon Slave Crystal (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/summon-slave-crystal) to walk around all day in a big summoned body.
Title: Re: Interesting stuff in Pathfinder
Post by: Fadier on July 29, 2015, 10:09:22 PM
So, here's a nice trick for summoner wizards:

Cast Heightened Mount. Then, cast Alter Summoned Monster (http://www.d20pfsrd.com/magic/all-spells/a/alter-summoned-monster). You now have a summon that lasts 2 hours/level. Communal mount requires multiple castings of Alter Summoned Monster, but probably works better at higher levels.

Add metamagic reducers, Rod of Giant Summoning and a Summon Slave Crystal (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/summon-slave-crystal) to walk around all day in a big summoned body.

Add in Magical Lineage and Wayang Spellhunter to get +2 level higher Summons than normal. Not broken at all.
Title: Re: Interesting stuff in Pathfinder
Post by: phaedrusxy on July 29, 2015, 11:06:22 PM
Holy crap that's insane.
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on July 30, 2015, 12:28:37 AM
Wait, but.... yeah, that's ridiculously amazing

Found my next PFS build

No rod, but the rest is legal
Title: Re: Interesting stuff in Pathfinder
Post by: Unbeliever on July 30, 2015, 12:36:06 AM
Great find.  Does Alter Summoned Monster have any purpose other than this kind of exploit?  I was just trying to figure out what it was supposed to do, besides be a kind of funky idea reminiscent of a Magic card.

I was hoping you could combine it with Summon Eidolon.  But, doesn't look like it's possible. 

Good thing Pathfinder curb-stomped all those cheesy monk exploits, right?
Title: Re: Interesting stuff in Pathfinder
Post by: TiaC on July 30, 2015, 01:40:50 AM
Well, you can use it to switch out the enemy's summoned Elder Elemental for a badger.
Title: Re: Interesting stuff in Pathfinder
Post by: phaedrusxy on July 30, 2015, 09:57:42 PM
Good thing Pathfinder curb-stomped all those cheesy monk exploits, right?
:lmao
Title: Re: Interesting stuff in Pathfinder
Post by: Craiconn on July 30, 2015, 10:14:17 PM
If you allow 3.5 material to be ported into PF (backwards-compatible and all that), then the Alter Summoned Monster spell can get even more interesting.

Reference the Bedevil spell from Champions of Ruin:

http://dndtools.pw/spells/champions-of-ruin--27/bedevil--267/

Is a "mischievious spirit" a creature?  By RAW, I believe so.  And there you go, a duration of 1 Day/CL with your Heightened Bedevil spell.  With the Extend Spell feat, 2 Days/CL.

****

Also to note, Alter Summoned Monster can be cast via Shadow Conjuration.



Title: Re: Interesting stuff in Pathfinder
Post by: TiaC on July 31, 2015, 06:15:42 AM
A nice little added flair I just found for that trick is the Dark Tapestry subdomain. Yes, I would like my summoned body to have +4 to all stats.

Meanwhile, the Plains Domain doubles the duration of all your mount spells and gives you pounce a few times a day.
Title: Re: Interesting stuff in Pathfinder
Post by: Libertad on July 31, 2015, 08:06:52 PM
This involves Pathfinder, therefore it qualifies:

(http://i.imgur.com/7K1xv8s.jpg)
Title: Re: Interesting stuff in Pathfinder
Post by: Prime32 on August 01, 2015, 07:34:35 PM
Summon Slave Crystal (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/summon-slave-crystal)
You can theoretically apply the effects of that item to trap the soul (http://www.d20pfsrd.com/magic/all-spells/t/trap-the-soul).

Is the crystal used as the receptacle for the creature's mind? Can you return to the receptacle and use it to possess other creatures, like a normal casting of magic jar? I doubt that was the intent, but it's unclear where exactly the creature's mind goes; if you can, then this would let you keep up a magic jar effect permanently.

EDIT: Also, what happens if you have the Tattoo Attunement (http://www.d20pfsrd.com/feats/general-feats/tattoo-attunement) feat?

EDIT2: Speaking of the Monster Summoner's Handbook...
The usual PF ruling is that if you would gain the same kind of companion from multiple sources, you only gain one but your levels stack. Does this mean that if an Elemental Ally (http://www.d20pfsrd.com/classes/core-classes/druid/archetypes/paizo---druid-archetypes/elemental-ally-druid-archetype) dips Synthesist (http://www.d20pfsrd.com/classes/base-classes/summoner/archetypes/paizo---summoner-archetypes/synthesist), they can choose to fuse with their elemental eidolon? Note that each of the eidolons has separate HP pools.
Title: Re: Interesting stuff in Pathfinder
Post by: phaedrusxy on August 01, 2015, 10:09:02 PM
WTF, doesn't just the existence of the Inscribe Magical Tattoo feat (http://www.d20pfsrd.com/feats/item-creation-feats/inscribe-magical-tattoo-item-creation) basically double the number of magic item slots available for Wonderous Items?
Title: Re: Interesting stuff in Pathfinder
Post by: Leviathan on August 01, 2015, 10:22:03 PM
WTF, doesn't just the existence of the Inscribe Magical Tattoo feat (http://www.d20pfsrd.com/feats/item-creation-feats/inscribe-magical-tattoo-item-creation) basically double the number of magic item slots available for Wonderous Items?

Not quite, because they "are treated as slotless magical items for pricing purposes" - that is, for the same cost, you could have just gotten a slotless item. I think their benefit is largely that they can't be lost, stolen, or sundered, and even if you are helpless they take some effort to destroy. (Of course, you also can't sell them or loan them to a friend.)
Title: Re: Interesting stuff in Pathfinder
Post by: Keldar on August 02, 2015, 03:40:48 AM
Wait, but.... yeah, that's ridiculously amazing

Found my next PFS build

No rod, but the rest is legal
Remember to punch things so you can get Monk's nerfed again instead.   :smirk
Title: Re: Interesting stuff in Pathfinder
Post by: TuggyNE on August 02, 2015, 09:42:31 AM
WTF, doesn't just the existence of the Inscribe Magical Tattoo feat (http://www.d20pfsrd.com/feats/item-creation-feats/inscribe-magical-tattoo-item-creation) basically double the number of magic item slots available for Wonderous Items?

Not quite, because they "are treated as slotless magical items for pricing purposes" - that is, for the same cost, you could have just gotten a slotless item. I think their benefit is largely that they can't be lost, stolen, or sundered, and even if you are helpless they take some effort to destroy. (Of course, you also can't sell them or loan them to a friend.)

Note that they still do have a slot (http://rpg.stackexchange.com/questions/60019/must-a-magic-tattoos-slot-match-the-slot-of-the-base-item), it's just one that won't conflict with much.
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on August 03, 2015, 01:20:07 AM
Wait, but.... yeah, that's ridiculously amazing

Found my next PFS build

No rod, but the rest is legal
Remember to punch things so you can get Monk's nerfed again instead.   :smirk

Or Kraken Throttle for some insta-kills
Title: Re: Interesting stuff in Pathfinder
Post by: Fadier on August 04, 2015, 01:43:52 AM
I don't know if this works but it is interesting to note that the Antipaladin's Fiendish Boon (http://www.d20pfsrd.com/classes/alternate-classes/antipaladin#TOC-Fiendish-Boon-Sp-) is based off the Summon Monster spell. This is weird cause if you read the text it seems to imply that the creature can die, something summons don't normally do (this might a calling version of the spell but there is no specific mention).

But this could expand your Antipaladin choice and Alter Summoned Monster (http://www.d20pfsrd.com/magic/all-spells/a/alter-summoned-monster) is an Antipaladin spell.

The more I think about this this interaction is weird.
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on August 04, 2015, 11:45:50 PM
Except it's not a spell, so it doesn't matter what it's based off for the purposes of Alter Summons

---

(click to show/hide)

I think they forgot the speeds grant a +8 racial bonus

---

(click to show/hide)

Did someone say Iron Flask  (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/h-l/iron-flask)?

---

WTF is up with the Monstrous Graft  (http://www.d20pfsrd.com/classes/base-classes/alchemist/discoveries/paizo---alchemist-discoveries/monstrous-graft-ex)? (Racial Heritage [derro] = jackpot)
       Can a kitsune in fox animal form choose all four legs? What happens in human/fox human form?
Title: Re: Interesting stuff in Pathfinder
Post by: Mithril Leaf on August 05, 2015, 09:45:35 AM
(click to show/hide)

Did someone say Iron Flask  (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/h-l/iron-flask)?

At lower levels, consider the Rod of Wonder (http://www.d20pfsrd.com/magic-items/rods/rod-of-wonder).
Title: Re: Interesting stuff in Pathfinder
Post by: Chemus on August 05, 2015, 10:54:20 AM
...
(click to show/hide)

Did someone say Iron Flask  (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/h-l/iron-flask)?...

Even though it's a Schrödinger's Cat scenario, that die roll is for randomly determined treasure, so the DM (GM) is within the rules to say that it's not the result of the [seer's] action being altered, as the seer did not capture the contents of the flask. The Rod of Wonder idea is completely valid, though, or an FR-style wild magic check, UMD on a scroll (when you have a very low UMD check), etc.
Title: Re: Interesting stuff in Pathfinder
Post by: deadkitten on August 05, 2015, 06:07:26 PM
Except it's not a spell, so it doesn't matter what it's based off for the purposes of Alter Summons

---

(click to show/hide)

I think they forgot the speeds grant a +8 racial bonus

---

(click to show/hide)

Did someone say Iron Flask  (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/h-l/iron-flask)?

---

WTF is up with the Monstrous Graft  (http://www.d20pfsrd.com/classes/base-classes/alchemist/discoveries/paizo---alchemist-discoveries/monstrous-graft-ex)? (Racial Heritage [derro] = jackpot)
       Can a kitsune in fox animal form choose all four legs? What happens in human/fox human form?

......you won this page Zook. :shakefist

This seer archetype is the single most broken archetype that exists for oracle.

Do you have the hard copy or PDF to see if its a racial archetype?
Not that it matters though, you could just take Racial Heritage: Giant to grab it.

There is not a single ability that is not crazy good/ brokenbroken

Flash of insight says its a revelation so the abundant revelation feat will work for it, however a ring of revelation will not, since you get the revelation from the archetype and not a mystery.

This ability :shakefist :shakefist

Quote
Doomsaying (Su): As a standard action, you can pronounce doom on a creature within 30 feet. The target takes a penalty equal to your oracle level on either all skill checks, all savings throws, or all attack rolls (your choice) for 1 minute or until he fails one such roll. You can use this ability a number of times per day equal to your Charisma bonus. This is a curse effect.

This archetype is disgustingly good.

Title: Re: Interesting stuff in Pathfinder
Post by: Ice9 on August 06, 2015, 02:46:03 PM
Wow, that Doomsaying ability.  :lmao  It would combine well with the Ember Weaver (http://www.d20pfsrd.com/bestiary/monster-listings/outsiders/psychopomp/psychopomp-ember-weaver), which can suppress any mind-affecting immunity for as long as it can stay awake.  Mind control anything!

So ... Cthulhu has a Will save of +33.  You're a caster with Dominate Monster, Greater Bestow Curse, the Leadership feat, and a Ring Gate.  Your cohort is a 17th level Oracle with Doomsaying.  With the Wicked Leader trait, you can do this at 18th level.
1) Get several Ember Weavers, either with Dominate Monster or Simulacrum.
2) Cohort gives Cthulhu -17 to saves, so he only has +16 against your Bestow Curse.  With a good casting stat, he should have a decent chance to fail.  Give him the "-8 to rolls" one. 
3) Cohort Doomsays again, and the Ember Weavers start using their aura.  It's only a DC 19 save, but at this point he only has +8 to save, and you can use multiple of them.
4) Cohort Doomsays one last time, and you use Dominate Monster.  With only +8 to save, and the mind-affecting immunity suppressed, it's likely to work.
5) Now, glue one side of the ring gate onto him, and have your Ember Weavers sit in a circle around the other side.  Have them use the aura in shifts so there's always one maintaining it.  Or if they don't need to sleep (unknown), then just have one sit there maintaining it forever.
6) Cthulhu is now your minion.

Q: What about the whole insanity thing?
A: Mind Blank.  Ember Weavers can exclude any creatures they want from the aura.
Title: Re: Interesting stuff in Pathfinder
Post by: Snowbluff on August 06, 2015, 07:25:05 PM
Quote from: Named Bullet
Once the target is used to attack the selected creature, successfully or not, this spell is discharged.

So if you use named bullet against a type, rather a selected creature, it won't discharge.

Melee Named Arrows becomes more viable. :smirk
Title: Re: Interesting stuff in Pathfinder
Post by: Fadier on August 08, 2015, 03:44:13 AM
I know what I want to do with the Cyclopean Seer? Get myself a Codex of the Infinite Planes (http://www.d20pfsrd.com/magic-items/artifacts/major-artifacts/codex-of-the-infinite-planes) learn one of the spells and use the Final Revelation to intentionally fail the check (not using up Flash of Insight) and then using Flash of Insight to pick my mishap.

Pick 52 - 55 to stop all spellcasting, 56 - 59 randomize magic, 60 - 64 create permanent darkness,
Cause devastation with Sun Sear/Natural Fury/Shinagami Swarm/Titanic Brawl.
Have fun getting into as much trouble as possible then Trade Places with your worst enemy!
How about a free action 10d6 sonic damage to eveyone in 50ft each round?
Heck, you could build your character around the Antimagic catastrophe. Disjunction at will as a touch attack sounds hilarious (but not that good).
Title: Re: Interesting stuff in Pathfinder
Post by: TiaC on August 08, 2015, 05:10:31 AM
Walk into hell, use "89–92: Friends Become Enemies". You've just created a small army of Lawful Good demons. Grab immunity to Death Effects and then use "100: Death" for a Wail of the Banshee every round.
Title: Re: Interesting stuff in Pathfinder
Post by: deadkitten on August 08, 2015, 11:18:13 AM
Walk into hell, use "89–92: Friends Become Enemies". You've just created a small army of Lawful Good demons. Grab immunity to Death Effects and then use "100: Death" for a Wail of the Banshee every round.

Does a D% count as only one roll? I was having a discussion with my DM and we couldn't think of anywhere where that is stated.
Title: Re: Interesting stuff in Pathfinder
Post by: Unbeliever on August 08, 2015, 11:25:04 AM
^ umm, how couldn't it be?  It's a die roll.  You're rolling percentiles.  That you're using two physical dice for this does not change this fact.  A damage roll is still considered "one roll" regardless of how many dice you pick up.
Title: Re: Interesting stuff in Pathfinder
Post by: Nanshork on August 08, 2015, 12:00:13 PM
^ umm, how couldn't it be?  It's a die roll.  You're rolling percentiles.  That you're using two physical dice for this does not change this fact.  A damage roll is still considered "one roll" regardless of how many dice you pick up.

If your DM says that two physical dice doesn't count just buy a d100
Title: Re: Interesting stuff in Pathfinder
Post by: Fadier on August 08, 2015, 11:30:47 PM
Walk into hell, use "89–92: Friends Become Enemies". You've just created a small army of Lawful Good demons.

You could do this long term and convert all evil outsiders good (or all good outsiders evil), how many outsiders can re-roll or ignore 1's?



There is no mention on what kind of ability the catastrophes are. If they are Spell-likes or Supernatural abilities you could nab the feats that buff them like Empower Spell-like ability (http://www.d20pfsrd.com/feats/monster-feats/empower-spell-like-ability) or Enlarge Supernatural Ability (http://dndtools.pw/feats/tome-of-magic--89/enlarge-supernatural-ability--898/)
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on August 09, 2015, 06:36:06 PM
PFS just banned the gold exploit, in case any of you were using it

here (http://paizo.com/threads/rzs2st9g?Gold-Exploit#1)

Turns out it was me that actually got the thing changed. I feel like I've accomplished a mission to fix horrible loopholes
Title: Re: Interesting stuff in Pathfinder
Post by: phaedrusxy on August 09, 2015, 10:59:17 PM
lol that's awesome.  :cheers
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on August 10, 2015, 12:04:16 AM
Thx!

Looks like I won't get a hold of Alter Mount. That's getting a huge amount of attention. Maybe Kraken Throttle?
Title: Re: Interesting stuff in Pathfinder
Post by: linklord231 on August 10, 2015, 12:52:17 AM
PFS just banned the gold exploit, in case any of you were using it

here (http://paizo.com/threads/rzs2st9g?Gold-Exploit#1)

Turns out it was me that actually got the thing changed. I feel like I've accomplished a mission to fix horrible loopholes

Man, that thread is harsh.  If they think reddit is bad, please never let them find us. 
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on August 10, 2015, 12:57:56 AM
Right? Whatever, most of them seem to have no sense of understanding the need to find broken things to get them fixed for everyone.

But, I must admit, a tiny part of me is sad to see it go.
Title: Re: Interesting stuff in Pathfinder
Post by: Unbeliever on August 10, 2015, 08:57:12 AM
I only glanced at it, but the smugness is almost insufferable. 

It bugs me not just b/c of the moral high ground involved, but b/c it also just lets game designers off the hook for poor rules designs.  Which, I feel, is something Paizo has been dining out on ... since its inception? 

Granted, I think this gold exploit is silly, but still, it's the attitude on the thread.  And, some of the rulesy anti-munchkin arguments are just asinine.  Somebody says, trying to fight RAW with RAW, I guess, paraphrasing:  the rules for selling things are perfectly clear.  You sell an item for "1/2 the gp you paid.  If you used prestige points for example to get something for 0 gp, you sell it back for 0 x 1/2 = 0." 

Wait, what?!  So ... if I kill the red dragon and take the beautiful tapestry in her lair and try to sell it to the king who is trying to redecorate his manorhouse, I get, by this calculation, 0 gp.  Good rule, man, good rule.
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on August 10, 2015, 11:53:32 AM
Yeah, what you paid for something and what it's worth is totally different.

I could buy some bread from Bob the pig farmer for 1 gold. That doesn't mean the bread is worth 1 gold, only I paid for it.

I believe Craft (alchemy) is allowed, how much can you sell those for? Since you didn't buy it at all.

Quote from: James from paizo thread
the answer to is there a gold exploit in PFS is no. Always. Unless you have campaign documentation, you only have an amount of gold equal to the amount earned on all your chronicle sheets plus your day jobs plus other boons. If you think you've found a way around that you're wrong.

Also, w the fix, you either can't sell any equipment since it's not from the chronicle sheet/day jobs/boons. And what the hell is 'campaign documentation'?

But if you can sell things and it goes on the chronicle sheet, wouldn't that have originally applied to selling pure gold items?
Title: Re: Interesting stuff in Pathfinder
Post by: Unbeliever on August 10, 2015, 01:19:54 PM
NO!  The problem is SOLVED!  In fact, there NEVER WAS A PROBLEM.  Weren't you paying attention?
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on August 10, 2015, 01:39:18 PM
 :??? is that sarcasm or being serious? :-\
Title: Re: Interesting stuff in Pathfinder
Post by: Unbeliever on August 10, 2015, 01:40:57 PM
Total sarcasm.  Although something of a failure, it seems.  Mostly I was trying to highlight the "it doesn't work b/c I say it doesn't work now shut up [plugs fingers in ears]" mentality that the quote from the Paizo thread exemplified. 
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on August 10, 2015, 01:47:32 PM
thats what i was leaning towards... but my brain has been a little annoyed since that ruling.

i wish he would maybe admit that this slipped through? and move on by making a ruling statement?

"I realize that this may be seen as doing this, but that is not an option anymore. You can no longer receive more than half of the value of an item when selling it, excluding rebuilding...."

yeah, that's a tough one to write w/o fucking something thing up.
Title: Re: Interesting stuff in Pathfinder
Post by: Unbeliever on August 10, 2015, 02:14:39 PM
The simplest solution, I think, is something about acknowledging that the weight of objects is not literal and a bit of an abstraction.  Or, saying that the value of a created product trumps whatever its raw materials are.  You can make any number of in-world hand wavey justifications for it (e.g., the different purity of the gold, various other materials worked in that account for the weight but that are abstracted away from the game, and so on).  That'd be a sort of order of operations thing, go to the material weight only when another price/value of the object is not listed.

By the way, what's the actual example?  It's like a mace made of pure gold, right?  I know those things existed in Faerun, but really, who makes a weapon (or really anything) entirely out of gold? 
Title: Re: Interesting stuff in Pathfinder
Post by: Kajhera on August 10, 2015, 02:29:21 PM
Ehm, PFS wouldn't let you sell the tapestry you found in the red dragon's lair, no. You'd get it accounted for in the gold pieces of your chronicle sheet, and possibly have them as an option for something you could buy with those gold pieces to abstract finding it / having access to it.

PFS handles wealth differently from a non-PFS campaign that is still Pathfinder. Crafting (for the most part) isn't allowed, for example, except as a check that earns a certain amount of additional wealth on your sheet based on your roll at the end of an adventure. Item creation feats aren't allowed and anything requiring them gets an alternate. And its rules on wealth are what they said. Not Pathfinder's rules, Pathfinder Society's.

Notsure what campaign documentation is but it might be some alternate form of accounting vs chronicle sheets. Generally speaking for most PFS characters they won't have any equipment that isn't purchased with wealth from a chronicle sheet aside from the 150 starting gold?

You guys are coming across as not playing PFS, which is what the ruling was for, and in which context it's ... entirely by the rules and reasonable. It actually isn't a pathfinder-in-general ruling.
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on August 10, 2015, 02:35:58 PM
I used kamas, since it had a great profit for a weapon. But realized anvils have about the largest profit
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on August 10, 2015, 02:43:45 PM
The main gaming I've played for the last couple years is PFS
Title: Re: Interesting stuff in Pathfinder
Post by: Unbeliever on August 10, 2015, 02:58:19 PM
You guys are coming across as not playing PFS, which is what the ruling was for, and in which context it's ... entirely by the rules and reasonable. It actually isn't a pathfinder-in-general ruling.
I don't play PFS at all.  So, I defer to others on that.  I'm not annoyed by the ruling.  I already noted some ready responses to it other than the obvious one, which amounts to "cute, but let's not do that."    I'm annoyed by the tenor of the responses, though, which include an air of smugness and moral high grounding which I think is both unwarranted and lets the game designers off the hook for doing their job.  If this was the only silly rule in Pathfinder, I'd probably feel differently.  I'd also probably feel differently if I didn't believe that min/maxing was, overall, something of a positive endeavor. 

Ehm, PFS wouldn't let you sell the tapestry you found in the red dragon's lair, no. You'd get it accounted for in the gold pieces of your chronicle sheet, and possibly have them as an option for something you could buy with those gold pieces to abstract finding it / having access to it.
This seems just like semantics to me.  You get some value for the loot you find in the course of the adventure, right?  I mean, it's still D&D (Pathfinder, whatever, you know what I mean).  If you can't sell things at all, then Zook's exploit wouldn't even get off the ground.  It'd be a very short rules discussion. 

But, the response that the value of an object automatically equals the amount you paid for it, making the resell value of it half what you actually paid for, is asinine.  It means that the magic diadem that was a gift for rescuing that elven princess (again, I'm assuming there's still adventuring in PFS) is literally worthless.  There is no value for loot found during adventuring.  That seems ... unlikely to me.  The accounting system is just their way of doing an orderly abstraction from all of this, and not all that different from what a lot of tables do.
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on August 10, 2015, 03:22:02 PM
In PFS, treasure found is pooled in the end and those are sold for whatever. You get your share. If you want an item, you can use your share of gp to buy it off your XP sheet. This prevents in-fighting over items. That's also why the tapestry is 'worthless', since it's already been died to the final gp given. Fluff-wise, you could keep it or other non-mechanical things. I made a doll monster's head into a helmet that flips down like in Gladiator.

Basically between games, you can buy and sell your equipment. That's when I'd buy my solid gold kamas and sell them. I always recorded.it, but in PFS, you aren't required to record items under 25gp.

The problem w selling everything at half what you paid for is w items that weren't purchased individually or that have charges.

Ex. "My wand of magic missile w 25 charges is sold for 375? Or is it based on the charges left, so like 188? Cuz that's not part of the ruling. Hmm, I'm confused!" -Gandalf the Not-so-Gray, NG Human Wizard 2

What if you want to sell your cooking pan from your bloodrager kit? Well you didn't buy it individually, part of a set, so sell it at what?
Title: Re: Interesting stuff in Pathfinder
Post by: StreamOfTheSky on August 10, 2015, 05:48:06 PM
PFS just banned the gold exploit, in case any of you were using it

here (http://paizo.com/threads/rzs2st9g?Gold-Exploit#1)

Turns out it was me that actually got the thing changed. I feel like I've accomplished a mission to fix horrible loopholes

Man, that thread is harsh.  If they think reddit is bad, please never let them find us.

Wow, those pretentious assholes think someone is horrible for pointing out a flaw in the rules, as if they're doing it to cheat (protip: If you want to benefit from something sketchy, the best course of action is to NOT point it out to all who will listen).  Thanks for reminding me why I stopped posting on that cesspool of a message board.

I'd like to think they're just stupid and Comically Missing The Point.  But the paizo community's attacks on players error-checking their work because they cannot take legitimate criticism is well documented already, so them trying to conflate advocating for a bug fix with dirty rotten munchkin'ing in order to not make the designers look bad is sadly all too deliberate.
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on August 10, 2015, 06:14:03 PM
another player and i were the only ones who knew. then this guy and the GM for that game were curious. so i explained...

showing them the UE, i told them that i would buy a solid gold weapon, then sell the weapon as pure gold.

UE pg 53 (solid gold items = 10x normal price)
UE pg 93 (pile o' gold = 50gp/lb)

no need for the PFS illegal crafting rules. no need to break the weapon down, nothing. just buy, sell, profit.

----

but whatever, there are trolls everywhere and not one seems to realize that the fault is in the writing, not in players finding them.

----

looking back, part of me wishes i hadn't done as much to draw attention to the issue.
Title: Re: Interesting stuff in Pathfinder
Post by: Libertad on August 12, 2015, 07:09:16 PM
Pathfinder also brought us this silly image of elf/gnome courtship:

(http://i.imgur.com/5wRpoMW.jpg)

If this is actually detracting from the thread, I'll stop.
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on August 12, 2015, 09:58:37 PM
Really? That's a great find, weird, but great.

I'm not sure why, but I see a little bit of Willow Offgood in the halfling, how he's holding his arm.
Title: Re: Interesting stuff in Pathfinder
Post by: Unbeliever on August 13, 2015, 11:53:57 PM
Is it Pathfinder canon that halflings have bizarre proportions?  That suitor's arm has got to hang down past his knees.
Title: Re: Interesting stuff in Pathfinder
Post by: Chemus on August 13, 2015, 11:59:29 PM
Gnome, and they are often shown as gangly, even in 3.5.
Title: Re: Interesting stuff in Pathfinder
Post by: Keldar on August 14, 2015, 02:36:16 PM
I thought that was a Hanson reunion.
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on August 19, 2015, 05:21:22 PM
not sure if this has come up before, but...

using the Chastisement ability, you can cast any targeting spell as a standard action. it appears that you can use this w spells with a longer casting time.

Quote from: Inner Sea Gods pg226
   JUDGMENT SUBDOMAIN
   The balance of law is paramount to you, and you ensure
that transgressions are punished appropriately.
   Associated Domain: Law.
   Replacement Power: The following granted power
replaces the touch oflaw ability of the Law domain.
   Chastisement (Su): As a standard action, you can cast a
strengthened spell against a creature that damaged you
since your last turn. This spell must target the creature
that damaged you, and is cast at +1 caster level. Area of
effect spells cannot be used in conjunction with this
ability, but other spells that target multiple creatures may
be. You can use this ability a number of times per day equal
to 3 + your Wisdom modifier.
   Replacement Domain Spells: 2nd-castigate, 4th-rebuke,
5th-mark of justice.
Title: Re: Interesting stuff in Pathfinder
Post by: TuggyNE on August 19, 2015, 08:10:29 PM
not sure if this has come up before, but...

using the Chastisement ability, you can cast any targeting spell as a standard action. it appears that you can use this w spells with a longer casting time.

Quote from: Inner Sea Gods pg226
   JUDGMENT SUBDOMAIN
   The balance of law is paramount to you, and you ensure
that transgressions are punished appropriately.
   Associated Domain: Law.
   Replacement Power: The following granted power
replaces the touch oflaw ability of the Law domain.
   Chastisement (Su): As a standard action, you can cast a
strengthened spell against a creature that damaged you
since your last turn. This spell must target the creature
that damaged you, and is cast at +1 caster level. Area of
effect spells cannot be used in conjunction with this
ability, but other spells that target multiple creatures may
be. You can use this ability a number of times per day equal
to 3 + your Wisdom modifier.
   Replacement Domain Spells: 2nd-castigate, 4th-rebuke,
5th-mark of justice.

Wow. That's pretty careless, all right. That kind of exploit has been known for years now, so how did that one slip through?
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on August 19, 2015, 08:51:38 PM
It also doesn't mention within how much time the creature has to have damaged you. Just have all ur buddies hit you once at the beginning of meeting you. Now you can casting ally targeting spells quickly and at +1 CL.

I'm soo blind. Nvm on this comment.

but what happens if an ally hits you in the last round of combat?
Title: Re: Interesting stuff in Pathfinder
Post by: Chemus on August 19, 2015, 10:44:36 PM
...but what happens if an ally hits you in the last round of combat?

Not much. It says '...against a creature that damaged you since your last turn...', not '...the last creature that damaged you...'
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on August 19, 2015, 10:54:02 PM
I guess I was trying to go too abstract w the wording.

3rd level mesmerize can ignore mind-affecting immunity against a gazed creature. They basically have a 50% chance of ignoring the effect each round only for that 1 round.

Pairs great w Heavens Oracle 1.
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on August 21, 2015, 01:05:08 PM
they fixed the Touch Injection Skinsend loop :( and i never had a chance to use it
Title: Re: Interesting stuff in Pathfinder
Post by: TiaC on August 21, 2015, 04:27:19 PM
It still works with Poisoner's Gloves though.
Title: Re: Interesting stuff in Pathfinder
Post by: Ice9 on August 21, 2015, 08:05:39 PM
Wow, Chastisement would be insane with Geas.  No save, hit the Cleric and you auto-lose.  Have the Cleric take the Suicidal trait, and enemies can't even avoid targeting them either.  :evillaugh

But it's simultaneously a crappy ability if you don't abuse it.  +1 CL in a specific condition, not really worth it.  Although I suppose that would fit Paizo's idea of balance.
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on August 22, 2015, 12:50:15 AM
Any other good long casting great spells?
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on August 29, 2015, 04:47:42 AM
This sounds useful for the Druid Stegosaurus Vital Strike build.

Throw an Amulet of Mighty Fists (Growing (http://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/growing)) for another size increase
Title: Re: Interesting stuff in Pathfinder
Post by: MetroMax on August 30, 2015, 06:42:12 PM
Something fun I found when rolling up a new rogue. You can make a Catfolk rogue that can't really be disarmed, without actually being disarmed

A Catfolk (http://www.d20pfsrd.com/races/other-races/featured-races/arg-catfolk) character can get an alternate racial trait that gives him a 1d4 natural claw attack. Toss in the racial feat Catfolk Exemplar and you have a 1d6.

Toss in Claw Blades (http://www.d20pfsrd.com/equipment---final/weapons/weapon-descriptions/claw-blades) to make that a light slashing with an extra +1, and you can TWF/weapon finesse with them. To top it all off you can take Vicious Claws to turn d6 sneak attacks into d8's.

Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on September 02, 2015, 01:25:48 PM
some of the dirty tactics stuff is up on PFSRD

---

so you can fire your bow a bunch of times to aid buddies, using Covering Fire (http://www.d20pfsrd.com/feats/combat-feats/covering-fire-combat-teamwork) as an investigator

Quote from: Investigator Talent
Effortless Aid (Ex): The investigator can use an aid another action as a move action instead of as a standard action. An investigator can expend one use of inspiration to instead perform an aid another action as a swift action.
Title: Re: Interesting stuff in Pathfinder
Post by: deadkitten on September 02, 2015, 06:55:14 PM
some of the dirty tactics stuff is up on PFSRD

---

so you can fire your bow a bunch of times to aid buddies, using Covering Fire (http://www.d20pfsrd.com/feats/combat-feats/covering-fire-combat-teamwork) as an investigator

Quote from: Investigator Talent
Effortless Aid (Ex): The investigator can use an aid another action as a move action instead of as a standard action. An investigator can expend one use of inspiration to instead perform an aid another action as a swift action.

Another way investigators are the kings of the aid another action. Seriously, with the right build you can get aid another bonuses up to like +7 and since "similar bonuses" stack you can aid the same person multiple times.

The feats +2 to AC also seems to stack with the regular bonus to aid another as well.
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on September 02, 2015, 08:39:12 PM
Yeah, was looking at making a crazy aider... Seen ways to get like +10 AC aid, just do that 3 times round, and at crazy range too.

Would your own aids stack on one target, so aid as std, move, and swift for +30 AC? oops, you just said that

1 level animal companion class gets you a baby roc, just ride that 50ft up. A bow or xbow still gives you good range

+4 (helpful) +2 (kin guardian trait?) +1 (Benevolent armor) x3 = +21 AC at 3rd level

... can you aid another yourself, since you are your own ally?
Title: Re: Interesting stuff in Pathfinder
Post by: deadkitten on September 02, 2015, 11:08:38 PM
Yeah, was looking at making a crazy aider... Seen ways to get like +10 AC aid, just do that 3 times round, and at crazy range too.

Would your own aids stack on one target, so aid as std, move, and swift for +30 AC? oops, you just said that

1 level animal companion class gets you a baby roc, just ride that 50ft up. A bow or xbow still gives you good range

+4 (helpful) +2 (kin guardian trait?) +1 (Benevolent armor) x3 = +21 AC at 3rd level

... can you aid another yourself, since you are your own ally?

Quote
  Harrying Partners (Combat, Teamwork)]/b]
Source Melee Tactics Toolbox pg. 10 (Amazon)
Your movements perfectly synchronize with your ally’s to greater effect.

Prerequisites: Any teamwork feat, base attack bonus +6.

Benefit: When you successfully use the aid another action to improve the Armor Class or attack roll of an ally who also has this feat, the benefit from aid another lasts until the beginning of your next turn.

Normal: The bonus granted by aid another either grants your ally a +2 bonus on her next attack roll against an opponent or grants your ally a +2 bonus to AC against that opponent’s next attack made before the beginning of your next turn.

I would say that by the rules, you COULD use aid another on yourself, although I don't think many DM's would allow it.

Regardless, this feat I posted above is one of the BEST available for using aid another.

And this is from the Acursed sorcerer bloodline. So you can get nice +20 something to caster level as early as level 4

Quote
Bloodline Arcana: You count as a hag for the purpose of joining a hag's coven. The coven must contain at least one hag. In addition, whenever you are within 30 feet of another sorcerer with this bloodline or a witch with the coven hex, you can use the aid another action to grant a +1 bonus to the other spellcaster's caster level for 1 round.
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on September 02, 2015, 11:14:05 PM
Saw that feat while hunting PFSRD for aids to aid.

Just being a helpful 'witch' nets +4-12 CL. That's fucking amazing.

Do you have to use that aid on that spellcaster in particular?
Title: Re: Interesting stuff in Pathfinder
Post by: deadkitten on September 02, 2015, 11:24:40 PM
Saw that feat while hunting PFSRD for aids to aid.

Just being a helpful 'witch' nets +4-12 CL. That's fucking amazing.

Do you have to use that aid on that spellcaster in particular?

It seems that all the ability cares for is if the other spellcaster is

1: A Sorcerer with the Acursed Bloodline

or

2: A Witch with the Coven Hex
Title: Re: Interesting stuff in Pathfinder
Post by: Amechra on September 03, 2015, 06:58:18 PM
The Elemental Annihilator Kineticist has a pretty nice capstone.

You get a special Composite Blast that deals 10d6 + 10 Bludgeoning, 10d6 + 10 Cold, 10d6 + 10 Fire, 10d6 + 10 Electricity, and 10d6 + 10 Force damage as a Standard action at-will. It deals 4 points of Burn, which is reduced to 3 thanks to one of their class features, and they can reduce it down to 0 if they are careful (Gather Power + Supercharge and Internal Buffer).

Then again, 50d6 + 50 damage more-or-less at will is just fine for anyone who has just taken 20 levels in a class for the express purposes of dealing craploads of damage, but still...
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on September 04, 2015, 04:53:20 AM
Earlier it was mentioned that Monstrous Graft (http://www.d20pfsrd.com/classes/base-classes/alchemist/discoveries/paizo---alchemist-discoveries/monstrous-graft-ex) works great with Racial Heritage (http://www.d20pfsrd.com/feats/racial-feats/racial-heritage).

But looking more closely at the discovery, and it doesn't require you to choose the same type or graft (arm for an arm, leg for a leg,  tentacle for a tentacle, etc.). You can swap out limbs for anything, like 4 slam tentacles or 4 fast cheetah feet. Downside? Depends on if you kept at least 1 leg or hand. Just hop around as a monk doing unarmed strike/slam/slam/slam/bite (orc adopted tusked freak).

Youre already an alchemist, so throw in a pair of Vestigial Arms discoveries (or even a Tentacle discovery), now you have more limb options to swap or keep. You can have a pair of normal arms, a pair of slamming tentacles, and a pair of cheetah feet.

---

Quote
Weapons made of noqual weigh half as much as normal, and gain a +1 enhancement bonus on damage
rolls against constructs and undead created by feats or spells.

Does this apply to stuff that doesn't even include the weapon, like Magic Missile?
Title: Re: Interesting stuff in Pathfinder
Post by: Gazzien on September 10, 2015, 02:21:22 AM
Quote
Weapons made of noqual weigh half as much as normal, and gain a +1 enhancement bonus on damage rolls against constructs and undead created by feats or spells.

Does this apply to stuff that doesn't even include the weapon, like Magic Missile?
If you can get your DM to think that you can attack a Magic Missile, and that it's a Construct or Undead. :P (It deals +1 damage against [Construct or Undead], if and only if that [Construct or Undead] was created by a feat or spell. Or that's how I read it.)
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on September 10, 2015, 02:29:46 AM
oooooooh i see.... yeah i was totally confused, now i see

---

not sure if this was previously posted.... but a Dirge Bard's (http://www.d20pfsrd.com/classes/core-classes/bard/archetypes/paizo---bard-archetypes/dirge-bard) Secrets of the Grave appears to use whichever arcane spell you want (usually the lowest)

Quote
Secrets of the Grave (Ex): At 2nd level, a dirge bard gains a bonus equal to half his bard level on Knowledge (religion) checks made to identify undead creatures and their abilities. A dirge bard may use mind-affecting spells to affect undead as if they were living creatures, even if they are mindless (though spells that affect only humanoids do not affect them, even if they were humanoids in life). In addition, he may add one necromancy spell from the spell list of any arcane spellcasting class to his list of spells known at 2nd level and every four levels thereafter.
This ability replaces versatile performance.
Title: Re: Interesting stuff in Pathfinder
Post by: MrWolfe on September 13, 2015, 10:01:02 PM
Saw that feat while hunting PFSRD for aids to aid.

Just being a helpful 'witch' nets +4-12 CL. That's fucking amazing.

Do you have to use that aid on that spellcaster in particular?

I must be missing something, how does this:

Quote
Bloodline Arcana: You count as a hag for the purpose of joining a hag's coven. The coven must contain at least one hag. In addition, whenever you are within 30 feet of another sorcerer with this bloodline or a witch with the coven hex, you can use the aid another action to grant a +1 bonus to the other spellcaster's caster level for 1 round.

translate into a +4-12 bonus?
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on September 14, 2015, 12:12:04 AM
+1 -》+4 × 3 = +12

Aid another stacks
Title: Re: Interesting stuff in Pathfinder
Post by: MrWolfe on September 14, 2015, 01:03:48 AM
+1 -》+4 × 3 = +12

Aid another stacks

Could you unpack that a bit? I'm afraid I'm still not following.

It seems like you're talking about having three people with this ability all use aid another to boost a caster's CL, but you also seem to be treating it as giving a +1d4 boost to caster level instead of the flat +1 CL that the ability states.

Though I will say, that hex/bloodline arcana could get really nasty with enough people behind it. I wonder what the maximum number of sorcerers and witches you could pack into a 30' radius is...  :p
Title: Re: Interesting stuff in Pathfinder
Post by: deadkitten on September 14, 2015, 01:24:10 AM
There are a couple of traits that boost the bonus from aid another.

The investigator class CAN get the ability to perform aid another three times in a turn. 1 standard, 1 move, and 1 swift.

Since aid another has language saying "similar bonuses stack" it would be safe to assume multiple aid another actions from the same person are similar enough to each other to stack.

So you just have a investigator 4/ sorcerer 1 use aid another 3x in a turn for a hefty bonus.
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on September 14, 2015, 03:07:39 AM
I guess I assumed that you had read the aid another stuff a half-dozen or so posts back.

Yeah, Investigator 3 and a trait or two is amazing.

Just used my helpful investigator a couple games ago to great effect. It's such a versatile buff, just amazing.
Title: Re: Interesting stuff in Pathfinder
Post by: MrWolfe on September 14, 2015, 03:15:19 AM
Actually, I had. Thought the ruling on that was that multiple aid another actions taken by the same character don't stack, since they're all from the same source? (Same way casting a spell multiple times doesn't stack, even if the bonus type does.)

I guess part of what threw me was that you said "Just being a helpful 'witch' nets +4-12 CL." Not "being a witch, plus an investigator, plus whatever is making it a +1d4 instead of a flat +1 bonus." Hence why I asked how you were going from just what the text of the accursed bloodline arcana/coven hex gives you to the +1d4 x3 bonus.

As to the earlier thing, it turns out the answer to the question of "how many sorcerer/witches can you fit within 30'" is: "Quite a f$#&ing lot."

According to the SRD, (http://www.d20pfsrd.com/gamemastering/combat#Table-Creature-Size-and-Scale) up to 100 fine creatures can share the same square, and a 30' radius contains (I think) 96 squares--and that's just working in two dimensions. Even if you were to stick to something relatively sane, (as opposed to, say, a swarm of miniature (http://www.d20pfsrd.com/bestiary/monster-listings/templates/miniature-creature-cr-varies) pixies with class levels) a 30' radius crammed full of medium, 1st level witches and accursed bloodline sorcerers could effectively produce a spell effect at well over +100 caster level.  :lmao
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on September 14, 2015, 03:52:06 AM
An arcanist can get an indestructible spellbook... downside? Witch spells instead of sorcerer/wizard spells

(click to show/hide)
Title: Re: Interesting stuff in Pathfinder
Post by: Gazzien on September 14, 2015, 04:03:41 AM
An arcanist can get an indestructible spellbook... downside? Witch spells instead of sorcerer/wizard spells

(click to show/hide)
Quote
"a figment can never serve as a witch’s familiar"
RAW, yes... RAI... I can't think of anyone who would let you do this. At least, not from the people I know in person.
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on September 14, 2015, 09:47:20 AM
Agreed
Title: Re: Interesting stuff in Pathfinder
Post by: ketaro on September 14, 2015, 09:55:10 AM
Even when RAI, your class is still Arcanist, not Witch. In no reading are you a Witch when using the Arcanist archetype.......
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on September 14, 2015, 11:08:59 AM
It's more the fact that your familiar spellbook is a figment of your imagination, which the main source of that is witches.
Title: Re: Interesting stuff in Pathfinder
Post by: Keldar on September 14, 2015, 04:17:02 PM
Oh noes, someone actually memorized all his spells and stored them in Imagination Land!   :lol
Not that the Arcanist isn't a great big wheel of cheese already.
Title: Re: Interesting stuff in Pathfinder
Post by: Ice9 on September 14, 2015, 05:35:19 PM
I guess part of what threw me was that you said "Just being a helpful 'witch' nets +4-12 CL." Not "being a witch, plus an investigator, plus whatever is making it a +1d4 instead of a flat +1 bonus."
Helpful (http://www.d20pfsrd.com/traits/race-traits/helpful) is the name of a trait, and it makes it be +4, not +1d4.  I'm not 100% certain it works, since it's phrased as "+4 instead of the normal +2", but if it does it would give that result.
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on September 14, 2015, 05:46:23 PM
That part was a little iffy.

If you want something lock tight, you can use the non-halfling helpful  (http://www.d20pfsrd.com/traits/combat-traits/helpful-combat) and inheritor  (http://www.d20pfsrd.com/traits/race-traits/inheritor-gillman) to get +3 on these aid another, and so +9 in the end
Title: Re: Interesting stuff in Pathfinder
Post by: MrWolfe on September 14, 2015, 07:05:40 PM
Ah, thanks for clearing that up guys.

Either way, it's still a really nice ability. Anybody know of a good, uncapped, spell/ability that scales by caster level?  :smirk

Also, since nobody seems to be mentioning it: Greyflame (http://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/grayflame) weapons are awesome for a character with UMD. A +1 ability that gives you +1 to hit, +1d6 untyped damage, and bypasses two types of DR at once? Yes please. Requires a swift action and a DC 21 UMD check (one higher than a wand) to activate for a round, but you can choose between two different modes to bypass either DR/Good and /Silver or DR/Evil and /Cold Iron. Slap this on an adamantine weapon and you're good.

The only drawback is that your GM might not let you UMD this, because of the way it's worded. Normally you have to use the channel energy class feature to channel either positive or negative energy into the weapon to activate it (hence the two modes), and UMD explicitly states that it lets you emulate class features for the purpose of activating a device but not actually use them. It basically comes down to whether your GM sides with the "I'm not actually channeling energy, I'm just using UMD to fake it in order to activate a magic item" argument or not.

Personally I think that line exists more to prevent rogues from "stealing" everyone else's class features and running around using them all day, but I really like greyflame weapons so that might be coloring my interpretation.  :D
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on September 14, 2015, 08:49:17 PM
UMD wouldn't work, since it's powered by the channel itself.
Title: Re: Interesting stuff in Pathfinder
Post by: MrWolfe on September 14, 2015, 10:11:41 PM
Like I said, it depends on your GM's interpretation. :rolleyes

Another fun way to tell DR to frack-off if you're an archer is a quiver full of adamantine arrows. Use silver weapon blanch on half, and cold iron weapon blanch on the other half. Then cast Abundant Ammunition. Bonus points if you can enchant the quiver to grant the abundant ammo effect automatically when you reach for an arrow. Throw in magic weapon, align weapon, or the like as needed for other DR types.
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on September 14, 2015, 10:17:56 PM
If it doesn't require channel w UMD, then what's the duration?

Quote
This flame lasts for 1 round for every d6 of damage or healing the channeling normally provides.
Title: Re: Interesting stuff in Pathfinder
Post by: MrWolfe on September 14, 2015, 10:31:29 PM
For the greyflame ability?

The duration is 1 round per die of healing/damage your channeling normally provides. Since that's based on your level you take your UMD check -20 and that's the effective cleric level at which you emulate channeling. So, DC 21 to emulate a 1st level channel (1d6) which gets you one round. Every +2 you make over that result gets you an extra round of greyflame, freeing up your swift actions during that time.

This becomes hilarious if you're a stealth-based archer with sneak attack, especially if your GM lets you get a bow crafted with the Sword of Subtlety (http://www.d20pfsrd.com/magic-items/magic-weapons/specific-magic-weapons/sword-of-subtlety)'s enchantment on it.

My old ninja archer had a greyflame bow of subtlety that he used to great effect with a combination of blunt arrows and the sap adept/sap master chain. :D
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on September 14, 2015, 11:25:07 PM
It doesn't work that way. You can't channel through an item any more than I can UMD a Runestone of Power to cast a spell as a pure rogue.

Quote
Emulate a Class Feature: Sometimes you need to use a class feature to activate a magic item. In this case, your effective level in the emulated class equals your Use Magic Device check result minus 20. This skill does not let you actually use the class feature of another class. It just lets you activate items as if you had that class feature.
Title: Re: Interesting stuff in Pathfinder
Post by: Amechra on September 14, 2015, 11:58:49 PM
For everyone trying to get a nice bonus from Aid Another, may I present the following:

• The Inheritor trait (+1 Trait bonus to the bonus you give through Aid Another.)
• The Minor Community Blessing from the Warpriest (Set your Aid Another bonus to +4.)

For a +5 bonus to CL.

That's the best I can get; I don't know what rules other people are looking at, but everything else is either sets the bonus to a certain value or only works on one form of Aid Another.

I suspect I'm wrong... but I'm not seeing where people are getting +12s.
Title: Re: Interesting stuff in Pathfinder
Post by: Gazzien on September 15, 2015, 12:17:46 AM
For everyone trying to get a nice bonus from Aid Another, may I present the following:

• The Inheritor trait (+1 Trait bonus to the bonus you give through Aid Another.)
• The Minor Community Blessing from the Warpriest (Set your Aid Another bonus to +4.)

For a +5 bonus to CL.

That's the best I can get; I don't know what rules other people are looking at, but everything else is either sets the bonus to a certain value or only works on one form of Aid Another.

I suspect I'm wrong... but I'm not seeing where people are getting +12s.
They were getting +12s from applying a +4 bonus three times (as a standard, move, and finally swift action).
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on September 15, 2015, 01:35:07 AM
Well an Investigator 3/Warpriest 1 w Inheritor could do +15 CL. A swift to bless, then the following minute your 3 aids/rnd each grant +5. This would get you a total of +310 aid bonuses over those 66 seconds
Title: Re: Interesting stuff in Pathfinder
Post by: Amechra on September 15, 2015, 02:32:48 AM
The trait bonus doesn't stack with itself, so reduce that to +13 each round.
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on September 15, 2015, 02:39:41 AM
Umm... only 1 is a trait bonus, 4 is from the blessing
Title: Re: Interesting stuff in Pathfinder
Post by: MrWolfe on September 15, 2015, 03:00:24 AM
Nice find Amechra!

So:


For the record, pulling this off would net you either a Finger of Death doing 6,820 hit points of damage or a Holy Word/Blasphemy that deafens, blinds, paralyzes, and kills any living or undead creature of evil alignment (or good depending on the version) within 40' that has 672 hit dice or less. On a successful save you'd do a mere 3d6+682 damage with either version.

Granted, you'll probably need a ring gate or something to see past your swarm of allies, but as a 14th level caster that shouldn't be a problem. On the plus side, they can act as an ablative meat shield in the most literal sense. This being Pathfinder, as a sorcerer you could also build a space ship, possibly spherical in design (http://starwars.wikia.com/wiki/Death_Star), with a chamber for you and your allies and a ring gate connected to one on the outer hull for you to cast the Finger of Death through.

I think it's fair to say no one could repel firepower of that magnitude.

[edit] Now if only there was a way to add your caster level to save DCs, or at least an uncapped bonus that scaled with caster level... [/edit]
Title: Re: Interesting stuff in Pathfinder
Post by: Keldar on September 15, 2015, 04:24:03 PM
9.5 Cast Wall of Stone once at CL 682 to create your castle to retire in.

(Of course I'm fairly sure you need to be 19th level to have a 17th level cohort.  Even in the mess that is Pathfinder.)
Title: Re: Interesting stuff in Pathfinder
Post by: MrWolfe on September 15, 2015, 09:59:04 PM
Ah, right.

I was just reading off the chart but they are capped at your level -2. Still, all that does is lower the number of allies they can use the Community blessing on by 2, for a total CL hit of -8.

CL 674 is still pretty good, IMO. :D

Another interesting thing that I'm surprised I hadn't heard of yet: Construct Armor Modification (http://www.d20pfsrd.com/magic/building-and-modifying-constructs).

It's expensive as hell, but basically you can modify a medium construct so it can be worn like a breastplate. The kicker? While wearing your construct, any attacks made against you have to target the construct first--meaning that they literally have to go through the construct to get to you, and all it's hp, immunities, and defenses.

Of course, as written construct armor can only be created and worn by the person who made the construct in the first place, which could be a bit of a problem since casters generally don't favor the "put on some medium armor and wade into battle" approach.

Still, between that and Construct Limb Modification, which lets you wear a small construct on your arm to get their melee and special attacks, a caster with Craft Construct and money to burn can effectively play Iron Man now. Granted, since you can't wear construct limbs over your legs it'll be "drunk-forgot-my-pants" Iron Man,  but really, isn't that the best kind?  :lmao
Title: Re: Interesting stuff in Pathfinder
Post by: deadkitten on September 16, 2015, 12:34:13 AM
The Homunculist (http://www.archivesofnethys.com/ArchetypeDisplay.aspx?FixedName=Alchemist%20Homunculist) and  Promethean Alchemist (http://www.archivesofnethys.com/ArchetypeDisplay.aspx?FixedName=Alchemist%20Promethean%20Alchemist) and seem to give you two Homunculus Familiars. Which is funny considering Mark Seifter made both Archetypes.

Construct Limb seems like it has uses with the Homunculist archetype especially since it gets evolution points.... :plotting

Edit: It seems that my Avatar Didn't quite have enough turn resistance against the internet and I cannot find a link to recover my original so until I can get around to recovering it enjoy me in all my bright pink neon glory!!!
Title: Re: Interesting stuff in Pathfinder
Post by: MrWolfe on September 16, 2015, 12:46:27 AM
Nice! Though I can just imagine the looks on the rest of the party's faces when you suddenly jam your arms up both of your homonculi and wear them around like gauntlets.  :blink
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on September 17, 2015, 01:57:28 PM
a bonded wizard can change his bonded item into just about anything, while keeping its magic abilities and item slot. i guess my metal staff is a ring that has no magic item slot, or my ring is now a pistol... ring?

Quote from: Cohorts and Companions 17
Reshape Bond (Sp): At 10th level, a bonded wizard can
repair her bonded item or turn it into another object once
per day as a full-round action. Transforming it functions
as polymorph any object, but does not alter the item’s magical
properties (including its item slot), while repairing it
functions as make whole. The wizard may also sacrifice a
prepared spell in order to repair an additional 1d6 points
of damage per level of the sacrificed spell. This replaces the
wizard’s bonus feat normally gained at 10th level.

----

Eldritch Scion Magus 1/*anything* 4/Dragon Disciple 1/Crossblooded Sorcerer 1/Crossblooded Bloodrager 1/Blood Arcanist 1 w Eldritch Heritage

this grants you 8 bloodlines (only 1 sorcerer and 1 bloodrager bloodline must be the same)
Title: Re: Interesting stuff in Pathfinder
Post by: MrWolfe on September 17, 2015, 10:45:10 PM
Interesting, though I worry about the implications. People tend to forget that items like weapons or wands are not "slotless" per se, but rather take up the hand(s) that holds them. So, if you turned your staff into a ring, you'd still have to hold it (rather than wear it on your finger) to get the benefits. Likewise, a ring turned into a gun would suck, because you would no longer be able to wear it on your finger--making it impossible to get the benefits of wearing your bonded item or any enchantments you had placed on it.

You could rule that wearing/holding the item in it's new form still works, but counts as taking up it's original body slot. Problem is A) That would be a houserule, as it's not explicitly stated in the text of the ability, and B) that just makes the item take up two body slots instead of one--so now your staff is a ring that prevents you from holding anything else in your hand when you wear it.

It's a neat idea, but without some clarification it's just a trap.
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on September 19, 2015, 03:36:34 AM
CN Half-Elf Crossblooded Rager Bloodrager 1/Unlettered Blood Arcanist 1/Eldritch Scion Magus 1/Animal Speaker Songhealer Geisha Bard 1/Seeker Elementalist Oracle 1/Dragon Disciple 1/Seeker Crossblooded Sorcerer 1 with Eldritch Heritage

this allows for 7 individual bloodlines and 1 repeat (couldn't avoid that)

---- downsides?
BAB +1, Fort +5, Ref +2, Will+10.
ability to cast of 1st-level arcanist spells, 1st-level magus spells, 1st-level bard spells, 1st-level oracle spells, and 1st-level sorcerer spells

---

Looking at the options from Paragon Aurge, now I see exactly how ridiculously powerful the spell is due to the massive diversity if has.

Among many others...
- Paragon Surge for Eldritch Heritage  (arcane) + already have Improved Familiar let's you use  a 3rd level spell to gain any improved familiar whenever you need it. Spell-like abilities are great things to look at, along w archetypes as needed.
- divine tactician cleric needing lookout feat?  Let me get that during the surprise round, now everyone gets a surprise round, and you don't need to waste a permanent feat slot.
- Not PFS legal, but it makes Leadership an interesting choice.
Title: Re: Interesting stuff in Pathfinder
Post by: MrWolfe on September 20, 2015, 07:52:13 AM
Decoy Ring (http://www.d20pfsrd.com/magic-items/rings/decoy-ring) - Get invisibility and 4 mirror images that bugger off in random directions for 3 rounds whenever you take a withdraw action or become helpless. (Including being reduced to 0 or fewer HP.)

The best part? Just like the Expeditious Retreat spell, the rules for the Withdraw Action (http://www.d20pfsrd.com/gamemastering/combat#TOC-Withdraw) explicitly say you don't have to actually leave combat when you use it. So just double-move every 3 rounds and call it a withdraw action to get free invis and illusory duplicates for the entire combat. Act now, and your first square of movement won't provoke as a bonus! Combine with a summoning build that doesn't break invisibility for great justice!
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on September 20, 2015, 01:13:42 PM
Wow, yet another really powerful item that slipped through Paizo's editing grip. It'd be balanced if it was like 1/2/3 times a day... but yeah.
Title: Re: Interesting stuff in Pathfinder
Post by: MrWolfe on September 20, 2015, 01:52:15 PM
If the writers actually referenced www.d20pfsrd.com half as often as the average poster here, these things wouldn't happen. It's a simple matter to look up the rule you're basing an ability around, and make sure it works the way you think it does. :rolleyes
Title: Re: Interesting stuff in Pathfinder
Post by: deadkitten on September 20, 2015, 05:08:34 PM
Ya know, this reminds me of a very minor rules distinction that I noticed while in Paizo's Rules Forum.

The withdraw action does not state that your movement doesn not provoke an AoO, it states that the square you start in is not considered threatened.

Which can be a very important distinction depending on what class levels or feats your opponent has.
Title: Re: Interesting stuff in Pathfinder
Post by: MrWolfe on September 20, 2015, 05:25:47 PM
True...

Technically that would bypass a barbarian's Unexpected Strike (http://www.d20pfsrd.com/classes/core-classes/barbarian/rage-powers/paizo---rage-powers/unexpected-strike-ex) rage power, which sucks for the gestalt Barb/Oracle I'm building. Let's hope my GM rules it differently, otherwise that's a good chunk of the power's usefulness gone.
Title: Re: Interesting stuff in Pathfinder
Post by: stanprollyright on September 20, 2015, 06:11:16 PM
Unexpected Strike:
Quote
The barbarian can make an attack of opportunity against a foe that moves into any square threatened by the barbarian, regardless of whether or not that movement would normally provoke an attack of opportunity.
Withdraw:
Quote
Withdrawing from melee combat is a full-round action. When you withdraw, you can move up to double your speed. The square you start out in is not considered threatened by any opponent you can see, and therefore visible enemies do not get attacks of opportunity against you when you move from that square. Invisible enemies still get attacks of opportunity against you, and you can't withdraw from combat if you're blinded. You can't take a 5-foot step during the same round in which you withdraw.

If, during the process of withdrawing, you move out of a threatened square (other than the one you started in), enemies get attacks of opportunity as normal.

You may not withdraw using a form of movement for which you don't have a listed speed.

Note that despite the name of this action, you don't actually have to leave combat entirely.

Seems to me it would still work as intended :)
Title: Re: Interesting stuff in Pathfinder
Post by: MrWolfe on September 20, 2015, 06:23:59 PM
Wow, I completely missed that. So it's really only good for preventing someone from approaching you, not keeping them from retreating. Boo.

At least my knockback/unexpected strike/paired opportunists combo will still work since I plan on using a reach weapon. They'll just be provoking from moving into the square I threaten with my polearm, rather than moving out of the square I threaten with my armor spikes.  :D
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on September 20, 2015, 07:44:43 PM
What happens if you stay in that first square, how long are you not threatened?
Title: Re: Interesting stuff in Pathfinder
Post by: snakeman830 on September 20, 2015, 08:02:30 PM
What happens if you stay in that first square, how long are you not threatened?
I believe movement is a required part of the Withdraw action.
Title: Re: Interesting stuff in Pathfinder
Post by: deadkitten on September 20, 2015, 10:58:51 PM
What happens if you stay in that first square, how long are you not threatened?
I believe movement is a required part of the Withdraw action.

 Well it does say that you  CAN move, not that you have to :P.
Title: Re: Interesting stuff in Pathfinder
Post by: MrWolfe on September 20, 2015, 11:13:40 PM
Granted, any sane GM is probably going to houserule that whole Ring of Duplicates/I withdraw forward! trick, so ditto for taking the withdraw action but not actually moving.

But yeah, per raw if you feel like wasting a turn for some reason you can totally declare that you're taking the withdraw action and then not do anything. (Technically you'd still have your free and swift actions though.)
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on September 20, 2015, 11:16:43 PM
Swift actions and "free" invisibility w images isn't a waste, especially for a non-casrer
Title: Re: Interesting stuff in Pathfinder
Post by: MrWolfe on September 20, 2015, 11:48:11 PM
Well that would be the "some reason" I was talking about.

Honestly it's almost a better deal for a caster. You can maintain invisibility without using up any resources, don't have to actually move if you don't want to, and still cast a quickened spell with your swift action.
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on September 21, 2015, 12:10:14 AM
Very true.
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on September 22, 2015, 09:15:00 PM
The trait bonus doesn't stack with itself, so reduce that to +13 each round.

Helpful actually changes the total (2 becomes 4), while the others (that matter) increase by 1 or 2.

That doesn't seem to be 2 bonuses, right? Kind of like in 3.x, adding your Dex mod to Dex-based check?
Title: Re: Interesting stuff in Pathfinder
Post by: MrWolfe on September 22, 2015, 09:24:28 PM
Actually, going over it on the SRD (http://www.d20pfsrd.com/traits/race-traits/helpful), it isn't even a trait bonus. So it would stack anyway. Nifty.
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on September 22, 2015, 09:41:08 PM
Kin Guardian (http://www.d20pfsrd.com/traits/combat-traits/kin-guardian) works well for PFS. You family is fellow Pathfinders. Now your aid another AC bonus is +6.
Title: Re: Interesting stuff in Pathfinder
Post by: MrWolfe on September 22, 2015, 09:48:55 PM
Does that actually fly in PFS? Strikes me as the kind of loose interpretation they tend to shut down.
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on September 22, 2015, 11:38:27 PM
Haven't tried in game or look on paizo, but it's legit
Title: Re: Interesting stuff in Pathfinder
Post by: MrWolfe on September 23, 2015, 04:43:34 AM
What I mean is, the rules for that trait specifically say it only applies when defending a member of your family--and nothing says you can declare a person or group "family" in order to benefit from it.

Now, if you had a regular PFS group, and all the players agreed on a common backstory that included each PC being related to each other, then it would kinda', maybe fly--but honestly I wouldn't be surprised if this trait is specifically banned from PFS. They've swung the banhammer on much more innocuous things.
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on September 23, 2015, 05:27:36 AM
Orphaned and adopted by the Society. Now the Society is your family. Doesn't mention how closely related the family member has to be.

As of July 29, nothing in the Additional Resources pdf.

Covering Fire (http://www.d20pfsrd.com/feats/combat-feats/covering-fire-combat-teamwork) is a great way to use this from a distance, even like 3 times/rnd for the 1 inspiration point.
Title: Re: Interesting stuff in Pathfinder
Post by: deadkitten on September 23, 2015, 09:57:31 AM
Orphaned and adopted by the Society. Now the Society is your family. Doesn't mention how closely related the family member has to be.

As of July 29, nothing in the Additional Resources pdf.

Covering Fire (http://www.d20pfsrd.com/feats/combat-feats/covering-fire-combat-teamwork) is a great way to use this from a distance, even like 3 times/rnd for the 1 inspiration point.

I actually see it as Mandatory for the concept. Along with Additional Traits as a maybe.

If you are going to spend your entire turn just aiding your allies, you may as well not do it where you can get hit.
Title: Re: Interesting stuff in Pathfinder
Post by: MrWolfe on September 23, 2015, 11:22:55 AM
Nifty combo to put on a cohort. Buffs the party from a distance while preserving their action economy.
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on September 23, 2015, 01:49:08 PM
since you're an investigator, which is extract-based. have the Potion Glutton (http://www.d20pfsrd.com/feats/general-feats/potion-glutton) feat for drinking as a swift on those rounds you don't aid that 3rd aid as a swift.
Title: Re: Interesting stuff in Pathfinder
Post by: deadkitten on September 23, 2015, 04:38:06 PM
since you're an investigator, which is extract-based. have the Potion Glutton (http://www.d20pfsrd.com/feats/general-feats/potion-glutton) feat for drinking as a swift on those rounds you don't aid that 3rd aid as a swift.

Not saying its a bad feat because it is REALLY good. However, a little fun fact about that fwat is the designers of paizo regret it ever being printed, mostly due to hate that the best Alchemists have  to worship specific dieties. They would rather options like that were acceptable to all character concepts.

Title: Re: Interesting stuff in Pathfinder
Post by: phaedrusxy on September 23, 2015, 10:42:06 PM
since you're an investigator, which is extract-based. have the Potion Glutton (http://www.d20pfsrd.com/feats/general-feats/potion-glutton) feat for drinking as a swift on those rounds you don't aid that 3rd aid as a swift.

Not saying its a bad feat because it is REALLY good. However, a little fun fact about that fwat is the designers of paizo regret it ever being printed, mostly due to hate that the best Alchemists have  to worship specific dieties. They would rather options like that were acceptable to all character concepts.
Well... maybe they should errata it or STFU? :shakefist
Title: Re: Interesting stuff in Pathfinder
Post by: MrWolfe on September 24, 2015, 04:10:12 AM
Yeah, as someone who's usually on the player side of the GM screen, I really hate it when they give the bad guys nice things without giving the other side something equivalent.
Title: Re: Interesting stuff in Pathfinder
Post by: linklord231 on September 24, 2015, 04:58:49 AM
since you're an investigator, which is extract-based. have the Potion Glutton (http://www.d20pfsrd.com/feats/general-feats/potion-glutton) feat for drinking as a swift on those rounds you don't aid that 3rd aid as a swift.

Not saying its a bad feat because it is REALLY good. However, a little fun fact about that fwat is the designers of paizo regret it ever being printed, mostly due to hate that the best Alchemists have  to worship specific dieties. They would rather options like that were acceptable to all character concepts.
Well... maybe they should errata it or STFU? :shakefist

I agree, but they probably won't because of Paizo's (rather stupid, in my opinion) errata policy: they don't issue errata until they do a new print run of the book.  And considering the book that it was printed in (Inner Sea Gods), changing it from a deity-specific feat to a general feat would be kind of weird since almost every feat in that book has a "Worshipper of X" prerequisite. 

See also Glorious Heat (http://www.d20pfsrd.com/feats/general-feats/glorious-heat).
Title: Re: Interesting stuff in Pathfinder
Post by: MrWolfe on September 24, 2015, 07:01:25 AM
Wait, Glorious Heat has a deity requirement?

That's what I get for looking up most of this stuff on the SRD, they strip out most of the setting specific stuff even when it means ditching rules material like prerequisites.
Title: Re: Interesting stuff in Pathfinder
Post by: Gazzien on September 24, 2015, 11:26:59 AM
Wait, Glorious Heat has a deity requirement?

That's what I get for looking up most of this stuff on the SRD, they strip out most of the setting specific stuff even when it means ditching rules material like prerequisites.
... and this is why playing via the SRD can be an advantage, at times.
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on September 24, 2015, 12:06:57 PM
unfortunately, PFS requires the books.

Quote from: ISG
GLORIOUS HEAT
When you cast divine fire spells, their heat empowers
nearby allies.
Prerequisites: Ability to cast divine spells, caster level
5th, worshiper of Sarenrae.
Benefit: Whenever you cast a divine spell with the fire
descriptor, choose a single ally within 30 feet that you
can see. That ally heals a number of hit points equal to
half your level and gains a +1 morale bonus on attack rolls
until the end of its next turn.

POTION GLUTTON
You gulp down potions with unsettling speed.
Prerequisite: Worshiper of Urgathoa.
Benefit: You can drink potions, elixirs, or other potables
as a swift action without provoking attacks of opportunity.
Normal: Drinking potions is a move action that
provokes attacks of opportunity.

Quote from: FoP (old version)
Glorious Heat
When you cast divine fire spells, their heat empowers
nearby allies.
Prerequisites: ability to cast divine spells, caster level 5th.
Benefit: When you cast a divine spell with the fire
descriptor, choose a single ally within 30 feet that you
can see. That ally heals half your level in hit points, and
gains a +1 morale bonus on attack rolls until the end of
its next turn.

Quote from: PFS errata
Glorious Heat grants a number of points of healing equal to the spell
level, not the caster level (ie. flame strike grants 5 points, while spark grants 0)
Title: Re: Interesting stuff in Pathfinder
Post by: MrWolfe on September 24, 2015, 02:41:30 PM
The irony is I actually have a lot of the books, it's just usually easier to look things up on the SRD so I rarely use them.
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on September 24, 2015, 02:57:24 PM
Same here, traits are the most effective search thing on there
Title: Re: Interesting stuff in Pathfinder
Post by: deadkitten on September 24, 2015, 06:08:58 PM
since you're an investigator, which is extract-based. have the Potion Glutton (http://www.d20pfsrd.com/feats/general-feats/potion-glutton) feat for drinking as a swift on those rounds you don't aid that 3rd aid as a swift.

Not saying its a bad feat because it is REALLY good. However, a little fun fact about that fwat is the designers of paizo regret it ever being printed, mostly due to hate that the best Alchemists have  to worship specific dieties. They would rather options like that were acceptable to all character concepts.
Well... maybe they should errata it or STFU? :shakefist

I agree, but they probably won't because of Paizo's (rather stupid, in my opinion) errata policy: they don't issue errata until they do a new print run of the book.  And considering the book that it was printed in (Inner Sea Gods), changing it from a deity-specific feat to a general feat would be kind of weird since almost every feat in that book has a "Worshipper of X" prerequisite. 

See also Glorious Heat (http://www.d20pfsrd.com/feats/general-feats/glorious-heat).

Yea, they only issue errata on the Core RPG line and ISG is part of their Campaign Setting line. They don't do errata for it and their Player Companion line of books because they "don't think it is right" to "perform errata on someone else's work" since both of those product lines are mainly made by freelancers.

The best way to find "errata" on either of those product lines is to find the products page on Paizo's site and comb through the product discussion.

The writers usually hang out there to answer questions about  their material since those lines of products tend to have numerous errors in them.

It's not anything official, but sometimes an ability can be pretty confusing and their input CAN help.
Title: Re: Interesting stuff in Pathfinder
Post by: Keldar on September 26, 2015, 03:58:46 AM
They really are consistently illogical.  :huh
Title: Re: Interesting stuff in Pathfinder
Post by: Amechra on September 27, 2015, 06:21:00 AM
Let's talk STORY FEATS. Or, at least, the good ones.

Artifact Hunter (http://www.d20pfsrd.com/feats/story-feats/artifact-hunter-story) is a crazy boost to Use Magic Device. Take 15 on UMD checks a few times per day? Nice.

Blessed (http://www.d20pfsrd.com/feats/story-feats/blessed-story) is a feat you can just plain take if you are, say, playing an Aasimar. The basic benefits is terrible, but the completion benefit is amazing. A permanent Protection from Evil effect is basically the bargain-bin equivalent of permanent Mindblank.

Hey, if you live in a city for at least a year, you too can take Dynasty Founder! (http://www.d20pfsrd.com/feats/story-feats/dynasty-founder-story) If you have both it and leadership, you have a +3 to your Leadership score. Even if you don't have Leadership, you attract Followers as if you do. The completion benefit is OK, but the basic benefit is where the real meat is.

Eldritch Researcher (http://www.d20pfsrd.com/feats/story-feats/eldritch-researcher-story) is amazing if your DM allows you to use the spell research rules. +1 CL with spells you've created yourself would be an OK feat on its own, but the completion benefit tacks on a +1 to the save DC and one level worth of Metamagic mitigation on top of it. The only restriction is that the spells you make have to be novel, but that shouldn't be too hard.

Glimpse Beyond (http://www.d20pfsrd.com/feats/story-feats/glimpse-beyond-story) is notable because of how easy it is to get the benefits at higher levels with the right background. Summon an evil outsider, have it kill you, and then have the party Cleric raise you to halve all ability damage you might take to mental ability scores, drive anyone attempting to read your mind insane, and roll twice and take the better on all saves vs. Mind-Affecting abilities. And all for the low, low cost of -2 to Will saves and a feat slot.

Nemesis (http://www.d20pfsrd.com/feats/story-feats/nemesis-story) can be pretty nice - I'm kinda curious if it can combine with that Fast Learner...

Actually, it looks like it should - Nemesis gives you two picks, while Fast Learner alters what your picks get you. I can see a potential for +2 HP and +2 skill points per level. Assuming, of course, that your DM allows you to chain Fast Learner off of Nemesis (Nemesis requires that one of your picks be +1 HP or +1 skill points; Fast Learner says you get both instead of picking one of them).

EDIT: A Human with the Finding Your Kin (http://www.d20pfsrd.com/traits/campaign-traits/legacy-of-fire/finding-haleen) trait, the Nemesis feat, and Fast Learner receives +2 HP and +2 skill points whenever they take a level in a Favored Class on top of whatever they picked as their Favored Class benefit. You can do this at first level if you have an appropriate backstory.

I'm hard pressed to think of a case where two copies of Toughness plus two copies of the Skilled racial trait plus the potential to get a +2 to an ability score later on down the line isn't a good use of two feats and a trait.
Title: Re: Interesting stuff in Pathfinder
Post by: MrWolfe on September 27, 2015, 02:23:44 PM
Huh, hadn't noticed those before. I may have to have a talk with my GM...
Title: Re: Interesting stuff in Pathfinder
Post by: stanprollyright on September 27, 2015, 05:02:08 PM

EDIT: A Human with the Finding Your Kin (http://www.d20pfsrd.com/traits/campaign-traits/legacy-of-fire/finding-haleen) trait, the Nemesis feat, and Fast Learner receives +2 HP and +2 skill points whenever they take a level in a Favored Class on top of whatever they picked as their Favored Class benefit. You can do this at first level if you have an appropriate backstory.

I'm hard pressed to think of a case where two copies of Toughness plus two copies of the Skilled racial trait plus the potential to get a +2 to an ability score later on down the line isn't a good use of two feats and a trait.

I could see a spontaneous caster going nuts over this. A half-elf could do it with two classes and a bunch more favored class options, since they technically count as both elf and human they have access to those favored class options as well. The trait would only work for one class, though.
Title: Re: Interesting stuff in Pathfinder
Post by: Amechra on September 27, 2015, 05:14:48 PM
Damnation feats can be pretty sweet; they all escalate in power based on how many you've taken.

However, taking too many of them moves your Alignment three steps towards whatever evil outside you've promised your soul to, and makes it anally difficult to resurrect you.

But anyway! The following is what each feat looks like if you've taken all four of them:

Fiendskin: Depending on your patron, you can be looking at immunity to two Energy types, as well as Resistance 5 for a third.

Maleficium: +2 DC, +2 CL, and a free level of Metamagic on all [Evil] spells you cast. Snazzy.

Mask of Virtue: Any effect that would reveal your alignment instead shows an alignment of your choice, and you get to know the name and alignment of the creature checking you out.

Soulless Gaze: +4 to Intimidate checks, your Demoralize attempts stack with each-other, and you can Demoralize as a Swift action.

If I can spare 4 feats on an evil spellcaster, I'll definitely be looking at these. Mostly for Maleficium; the rest is gravy, as far as I'm concerned.
Title: Re: Interesting stuff in Pathfinder
Post by: Gazzien on September 27, 2015, 05:18:42 PM
Soulless Gaze: +4 to Intimidate checks, your Demoralize attempts stack with each-other, and you can Demoralize as a Swift action.
What.

I know my next character.
Title: Re: Interesting stuff in Pathfinder
Post by: stanprollyright on September 27, 2015, 05:26:41 PM
Antipaladin with Cornugan Smash and Dazzling Display?
Title: Re: Interesting stuff in Pathfinder
Post by: Amechra on September 27, 2015, 05:51:20 PM
Soulless Gaze: +4 to Intimidate checks, your Demoralize attempts stack with each-other, and you can Demoralize as a Swift action.
What.

I know my next character.

The best part? That benefit is only two feats in. I suggest grabbing Fiendskin for some resistances.

Oh, and I forgot a [Story] feat! Innocent Blood (http://www.d20pfsrd.com/feats/story-feats/innocent-blood-story), the only feat that rewards you for burning down a town and then slaughtering anyone who comes to catch you!

Because you know you want that sweet, sweet +2 to Intimidate and doubled penalties for anyone you Shaken!

A spellcaster who has triggered Innocent Blood and who has Soulless Gaze and Maleficium can essentially give people a -5 to their saving throws against their [Evil] spells.
Title: Re: Interesting stuff in Pathfinder
Post by: Nytemare3701 on September 27, 2015, 06:20:02 PM
Maleficium: +2 DC, +2 CL, and a free level of Metamagic on all [Evil] spells you cast. Snazzy.

Oh man...Does PF still have a way to give all your spells the [Evil] descriptor?
Title: Re: Interesting stuff in Pathfinder
Post by: Amechra on September 27, 2015, 06:57:29 PM
Maleficium: +2 DC, +2 CL, and a free level of Metamagic on all [Evil] spells you cast. Snazzy.

Oh man...Does PF still have a way to give all your spells the [Evil] descriptor?

Not that I can find. Sadly.
Title: Re: Interesting stuff in Pathfinder
Post by: MrWolfe on September 27, 2015, 07:55:17 PM
Holy crap.

I need to get my hands of Champions of Corruption, apparently.

[edit]

Okay, here's an "interesting find," the SRD page for the Summon Monster (http://www.d20pfsrd.com/magic/all-spells/s/summon-monster) spells has this added to the callout at the bottom of the tables: "* This creature is summoned with the celestial template if you are good, the entropic template if you are chaotic, the fiendish template if you are evil, or the resolute template if you are lawful; you may choose any if you are neutral."

Anybody know where this came from? My copy of the core book just has the usual "celestial or fiendish" line, and it contradicts the main text even on the SRD page, but if there is some new rule that lets you summon entropic or resolute creatures, that could be interesting...

(click to show/hide)

[/edit]
Title: Re: Interesting stuff in Pathfinder
Post by: stanprollyright on September 27, 2015, 08:17:55 PM
(click to show/hide)

 :lmao That is the best thing I've read all day.
Title: Re: Interesting stuff in Pathfinder
Post by: MrWolfe on September 27, 2015, 11:46:14 PM
I know, right?

According to my GM the other alignment templates were added in Beastiary 2 or something, and they basically work the same as the fiendish and celestial ones. Seriously thinking of going with this, looking over the stats an eagle is a pretty good 1st level summon anyway.
Title: Re: Interesting stuff in Pathfinder
Post by: TiaC on September 28, 2015, 05:43:34 AM
I posted these feats a while back. They're as good as ever.
Maleficium: +2 DC, +2 CL, and a free level of Metamagic on all [Evil] spells you cast. Snazzy.

Oh man...Does PF still have a way to give all your spells the [Evil] descriptor?

Not that I can find. Sadly.

The best I've found is the diabolist (http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/c-d/diabolist), who can make a spell that deals energy damage evil Cha mod/day. (You'll need to use a scroll to meet prerequisites.) It also gives you a overleveled Imp animal companion.
Title: Re: Interesting stuff in Pathfinder
Post by: Amechra on September 28, 2015, 09:36:46 AM
I posted these feats a while back. They're as good as ever.
Maleficium: +2 DC, +2 CL, and a free level of Metamagic on all [Evil] spells you cast. Snazzy.

Oh man...Does PF still have a way to give all your spells the [Evil] descriptor?

Not that I can find. Sadly.

The best I've found is the diabolist (http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/c-d/diabolist), who can make a spell that deals energy damage evil Cha mod/day. (You'll need to use a scroll to meet prerequisites.) It also gives you a overleveled Imp animal companion.

But does it still have a way to make all of your spells deal energy damage?
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on September 28, 2015, 08:46:20 PM
"freedom eagle"

'merica!!
---
Penguins don't have anything to ignore difficult wintery terrain, despite assuming at least something w tobogganing. Also, no wintery protection.

Great options for the crazy 8ish bloodlines.... bloodline familiars (http://www.d20pfsrd.com/classes/core-classes/wizard/familiar#TOC-Bloodline-Familiars)

found the Psychanist class...... Blood Arcanist that gets the Psychic bloodline ;)
Title: Re: Interesting stuff in Pathfinder
Post by: TiaC on October 02, 2015, 04:28:18 PM
The vivisectionist build just got even better. The Toxicant archetype (http://www.d20pfsrd.com/classes/base-classes/alchemist/archetypes/paizo---alchemist-archetypes/toxicant-alchemist-archetype) allows an alchemist to secrete a poison that deals Int-mod damage and a number of harmful conditions, including Daze starting at level 6. Better yet, until level 14, the only cost of the archetype is a single discovery. The poison can be applied to weapons, but it also just poisons anyone who hits you with a natural attack or unarmed strike.

When this is combined with all the tools an alchemist has for poison, it becomes even better. Want to poison someone multiple times a round? Use Sticky Poison. DC's too low? Use Concentrate Poison, Malignant Poison or the Nagaji's FCB. Fighting undead or demons? Take Celestial Poisons.
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on October 02, 2015, 07:30:39 PM
That's def something I'll look at when I find out what is PFS legal in the book. I also want to make a dirty tricker
Title: Re: Interesting stuff in Pathfinder
Post by: Skandranonsg on October 03, 2015, 11:35:09 PM
Something interesting I noticed. If two people have Butterfly's Sting, Outflank, and Combat Reflexes, you can potentially get a TON of attacks in.
Basically both you and an ally get into flanking and start swinging. Preferably a dual-weilding high crit build. Once Player 1 confirms a crit, he uses Butterfly's Sting to give Player 2 an automatic crit on his next attack. He can also use Outflank to give Player 2 an attack of opportunity. Player 2 swings, and if he hits he gets an automatic critical hit. Player 2 can now use the effect of Butterfly's Sting to give player 1 an auto-crit and aoo. Repeat for as many attacks of opportunity you have. With high dex and sneak attack, I doubt you'll need too many.

http://www.archivesofnethys.com/FeatDisplay.aspx?ItemName=Butterfly%27s%20Sting

http://archivesofnethys.com/FeatDisplay.aspx?ItemName=Outflank

http://archivesofnethys.com/FeatDisplay.aspx?ItemName=Combat%20Reflexes
Title: Re: Interesting stuff in Pathfinder
Post by: MrWolfe on October 04, 2015, 12:23:43 AM
Yeah, somebody mentioned that combo in the old thread--but using Seize The Moment instead of Outflank. This version of the combo is a bit better though, because Outflank can be taken much sooner, lacks the two feat prereqs, and gives you an extra +2 to your flanking bonus in addition to doing everything Seize the Moment does.

Nice catch.
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on October 04, 2015, 12:30:42 AM
i used Disposable Weapon w fragile 18-20s for a super quick crit
Title: Re: Interesting stuff in Pathfinder
Post by: stanprollyright on October 04, 2015, 12:58:51 AM
Paired Opportunists to top it off. One guy with two kukris, one guy with a scythe.

I like Seize the Moment better though unless you have a Rogue buddy or an animal companion and Pack Flanking. If you're a "give teamwork feats to allies" kind of guy it seems like you'd get more mileage out of the one that doesn't require flanking.
Title: Re: Interesting stuff in Pathfinder
Post by: Skandranonsg on October 05, 2015, 12:31:56 AM
Paired Opportunists to top it off. One guy with two kukris, one guy with a scythe.

Since you're forgoing the extra damage from the crit every time you cycle, the extra damage from the scythe is pointless.
Title: Re: Interesting stuff in Pathfinder
Post by: Skandranonsg on October 05, 2015, 12:41:09 AM
Speaking of teamwork feats, I have another interesting thing right on the heels of my last post. I'm about to build a character with this very combo.

The 3rd level ability Battlefield Presence of the Holy Tactician Paladin allows you to spread Teamwork feats as a standard action to all allies with no limit on duration or number of times per day. Combine this with Martial Flexibility, and you give your team some very powerful options. Also, because you are considered your own ally for the purpose of effects, you get to keep the Teamwork feat after Martial Flexibility expires.

For something extra naughty, you can get Martial Flexibility via Warsighted Oracle. So you can be the classic Lay on Hands/Lifelink Oradin with the extra teamwork spreading abilities of Martial Flexibility/Battlefield presence. I doubt you'll be able to come up with a better heal/buffer build.

https://docs.google.com/spreadsheets/d/1Z3kyN4hDwbUqeJkQJN0OksgFJJntRUIZ3mXcnDWGEKc/edit
Title: Re: Interesting stuff in Pathfinder
Post by: Keldar on October 05, 2015, 05:06:14 AM
Spiffy.
Title: Re: Interesting stuff in Pathfinder
Post by: stanprollyright on October 05, 2015, 08:18:13 AM
Paired Opportunists to top it off. One guy with two kukris, one guy with a scythe.

Since you're forgoing the extra damage from the crit every time you cycle, the extra damage from the scythe is pointless.

What are you talking about? You have the choice whether or not to apply Butterfly's Sting.
Title: Re: Interesting stuff in Pathfinder
Post by: Skandranonsg on October 05, 2015, 11:18:12 AM
Paired Opportunists to top it off. One guy with two kukris, one guy with a scythe.

Since you're forgoing the extra damage from the crit every time you cycle, the extra damage from the scythe is pointless.

What are you talking about? You have the choice whether or not to apply Butterfly's Sting.

They point of the combo I posted is the fact that you can combo your butterfly sting/outflank as many times as you have opportunity attacks. With +5 dex and sneak attack, a pair of rogues could out-damage a scythe/sting combo.
Title: Re: Interesting stuff in Pathfinder
Post by: stanprollyright on October 05, 2015, 11:26:40 AM
Then what's the point of Butterfly's Sting? They might as well take their own crits.
Title: Re: Interesting stuff in Pathfinder
Post by: Keldar on October 05, 2015, 12:43:45 PM
Two people with those feats chain back and forth until they run out of AoOs.  Then the last hit sets up recurrence the next round when AoOs refresh.  Good for builds with many AoOs, like Kensai Magus who eventually add Int Mod to the number they get otherwise.  Though paring one person with those feats with an ally with a high crit multiplier requires less coordination and less Dex, it has far less potential for overkill.
Title: Re: Interesting stuff in Pathfinder
Post by: Jackinthegreen on October 05, 2015, 02:15:51 PM
It's a shame Butterfly's Sting says "forego the -effect- of the critical hit" instead of simply "forego the added damage" since the effect could be interpreted to be any other apply on crit things too.  Blinding Critical for example might not have its effect go off.
Title: Re: Interesting stuff in Pathfinder
Post by: Gazzien on October 05, 2015, 02:18:58 PM
Two people with those feats chain back and forth until they run out of AoOs.  Then the last hit sets up recurrence the next round when AoOs refresh.  Good for builds with many AoOs, like Kensai Magus who eventually add Int Mod to the number they get otherwise.  Though paring one person with those feats with an ally with a high crit multiplier requires less coordination and less Dex, it has far less potential for overkill.
Example:
High-threat, Keen, etc, lands a hit.
Weapon + STR + SA = ~ 6d6 + 10 (at, say, level 10.)
Passes the crit to a scythe fighter, specced for critting. (I'm just going off the top of my head. So. Yeah.)
(Weapon + STR + PA)*4 = 8d4+40.
Total of 8d4+6d6+50. Lots of damage, yeah...

Two high-threat, keen, etc rogues with DEX 20.
One lands a hit. (6d6+10) Passes it to the second as 2's AoO.
They land a hit. (12d6+20) Passes it back to 1's first AoO.
They land, of course. (18d6+30). Every pair of AoO adds 12d6+20.
Second set. (30d6+50)
Third set. (42d6+70)
Fourth set. (54d6+90)
Fifth set. (66d6+110). Now they're out of AoO's, but have done far more than double the original pair's damage.
And they still have a crit "stored" in order to do this the next round, whereas the keen/scythe pair needs to land another crit on their own.
Title: Re: Interesting stuff in Pathfinder
Post by: stanprollyright on October 05, 2015, 02:58:26 PM
You have to confirm a threat for Butterfly's Sting, and you have to actually score a critical hit to trigger Outflank. You can't just "pass the crit" back and forth. The conditions are not being met.
Title: Re: Interesting stuff in Pathfinder
Post by: Gazzien on October 05, 2015, 04:27:26 PM
You have to confirm a threat for Butterfly's Sting, and you have to actually score a critical hit to trigger Outflank. You can't just "pass the crit" back and forth. The conditions are not being met.
Quote from: Butterfly's Sting
Your attack only deals normal damage, and the next ally automatically confirms the hit as a critical.
Sounds like they confirmed it and scored a crit to me...
Title: Re: Interesting stuff in Pathfinder
Post by: Skandranonsg on October 05, 2015, 10:53:02 PM
You have to confirm a threat for Butterfly's Sting, and you have to actually score a critical hit to trigger Outflank. You can't just "pass the crit" back and forth. The conditions are not being met.

Butterfly's String doesn't negate the fact that you did confirm/score a crit, only the effects. If you used Magic Missile on a creature with magic immunity, are you still considered to have cast a spell?
Title: Re: Interesting stuff in Pathfinder
Post by: stanprollyright on October 06, 2015, 03:12:48 AM
Isn't Outflank an effect of scoring a critical hit?  Good luck ever getting a DM to go along with your interpretation.
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on October 06, 2015, 10:32:39 AM
that's rough.... but i can see both interpretations

which begs the question...

can you benefit from Critical feats on both your primary reduced crit and on the second auto crit? Butterfly only says it deals normal damage, not that it is no longer a crit.

----

Racial Heritage feat + Oracle

Quote from: DTT
Kitsune Oracle Curse
   The following new oracle curse is available only to kitsune
oracles, who most often take the nature mystery.
   Wrecking Mysticism: A divine entity has blessed you
with a source of eldritch power that erodes your fortitude,
increasing by 50% the duration of any poison, sickened
condition, or nauseated condition affecting you. Whenever
you would gain a mystery spell, you can gain Magical Tail
(Advanced Race Guide 193) as a bonus feat instead. Once this
choice has been made, it cannot be changed. You cannot
replace a bonus spell granted to you by an oracle archetype
with Magical Tail, even if it replaces a mystery spell. At 5th
level, add minor image and ventriloquism to your list of spells
known. At 10th level, add magic jar to your list of spells known.
At 15th level, add project image to your list of spells known.

---

early entry? couldn't find anything errata'ing/FAQing it  :twitch :twitch :twitch

Quote from: ULC
Voice of Monsters (Lamashtu): Your faith leads you
to see the power and wonder in even the most horrible
abominations. Once per day, you can cast speak with animals.
When you cast this spell, it can affect animals (as normal) as
well as aberrations and magical beasts with an Intelligence
of 2 or lower.

----

PFS additional resource update is out..... WOOOO! :birthday
Title: Re: Interesting stuff in Pathfinder
Post by: muktidata on October 14, 2015, 03:24:06 PM
http://www.d20pfsrd.com/magic-items/rings/ring-of-ferocious-action

http://www.d20pfsrd.com/feats/combat-feats/roll-with-it-combat-goblin

Negate the major drawback of Roll With It five times a day for 3k. Depending on how long your sessions usually go, you might want to wear two of them.
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on October 14, 2015, 03:55:12 PM
Buy a couple
Title: Re: Interesting stuff in Pathfinder
Post by: TiaC on October 15, 2015, 11:07:41 PM
So, let's say you're playing a rogue or other character with bonus damage on attacks, but you still have a hard time hitting.

Well, with Deliquescent Gloves or Demonic Smith's Gloves, this is no longer an issue. These 8k gloves, among other effects, allow you to make melee touch attacks dealing 1d6 acid or fire damage respectively. No longer will you have to suffer from miss after miss.

However, if that's not enough, buy an Amulet of the Blooded (Aberrant). For 15000 gp, this item grants light fortification and an additional 5ft of reach with melee touch attacks. Now you can stand back and slap people all day.
Title: Re: Interesting stuff in Pathfinder
Post by: Amechra on October 16, 2015, 12:28:42 AM
Winds of Vengeance (http://www.d20pfsrd.com/magic/all-spells/w/winds-of-vengeance) lets you fly through space.

Explicitly.

This is a thing that it does.

We need a way to make this last more than 20 minutes. Please.
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on October 16, 2015, 01:00:13 AM
Wow, yeah outer space

Extend.... Evocation? Yeah, ummm got nothing
Title: Re: Interesting stuff in Pathfinder
Post by: linklord231 on October 16, 2015, 02:31:39 AM
Winds of Vengeance (http://www.d20pfsrd.com/magic/all-spells/w/winds-of-vengeance) lets you fly through space.

Explicitly.

This is a thing that it does.

We need a way to make this last more than 20 minutes. Please.

Ring of Continuation?
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on October 16, 2015, 03:10:07 AM
Quote from: Eldritch Scion Magus
Improved Spell Combat (Ex):At 14th level, an eldritch
scion gains the improved spell combat class feature. This
ability alters improved spell combat.
Greater Spell Combat (Ex): At 18th level, an eldritch scion
gains the greater spell combat class feature. This ability
alters greater spell combat.

Umm, I switch out one ability for the exact same ability that's altered, but not actually altered?
Title: Re: Interesting stuff in Pathfinder
Post by: Gazzien on October 16, 2015, 12:53:26 PM
Quote from: Eldritch Scion Magus
Improved Spell Combat (Ex):At 14th level, an eldritch
scion gains the improved spell combat class feature. This
ability alters improved spell combat.
Greater Spell Combat (Ex): At 18th level, an eldritch scion
gains the greater spell combat class feature. This ability
alters greater spell combat.

Umm, I switch out one ability for the exact same ability that's altered, but not actually altered?
"Yes, you still get this. No, that doesn't mean you can use it with a different archetype."
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on October 16, 2015, 12:58:30 PM
Aaaah... sneaky sneaky

Are there any that just change imp/greater, but not normal?
Title: Re: Interesting stuff in Pathfinder
Post by: Gazzien on October 16, 2015, 02:20:25 PM
Aaaah... sneaky sneaky

Are there any that just change imp/greater, but not normal?
No idea, that was just my first thought of why they would do that. Second idea is that they changed the level it comes at, but I'm not sure.
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on October 16, 2015, 02:38:52 PM
wow, you're right.... Imp was pushed back from 8, and Greater from 14.

well i guess that solves the mystery of the "Not-So-Changed-Magus-Stuff" riddle
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on October 22, 2015, 03:32:19 AM
From Heroes of the Streets...

Wiscrani Ear is a social trait that allows you to take 10 on Perception checks!

The Education subdomain is interesting. Replacing Community or Knowledge's 8th level ability with the ability for all allies w/in 30ft reroll ALL attacks, skills, ability checks, and saves for 1 min. Only can use this ability when you or an ally roll a natural 1 or 20 on any attack, skill, ability check, or save. WTF?

Plague replaces Death or Evil 8th level ability to force nearby creature to make a Fort save. Failing causes the creature's disease to immediately onset and they auto fail that Fort. Basically increases the disease DC and resets a 'must succeed on x saves'

Alley Witch allows you to store a hex in a feather or other token. This allows another creature to drink it or touch it to activate it themselves.

Streets mystery allows you to 1/day sneak attack as a rogue your oracle level.

Slums spirit shaman has a hex that trips foes, dealing 1d6 and force them to Reflex or fall into an adjacent pit/cliff. Can be used more than 1/24 hrs on a creature.

Slums spirit ability allows you to enter a door and exit a different nearby door (max distance based on level).

Filthy Weapon feat allows you to, as a std action, poop on your weapon and the next attack applies filth fever. A crit makes the onset 1 round and makes the save 10 + 1/2 your level + Int.

Mud in Your Eye.allows you to blind people w poop - flinging as a std action.

Subtle Devices feat allows you to Stealth to hide the fact that you're triggering any magic device. How's this work w casting from scrolls?

Throat Slicer feat allows you to slashingly coup-de-grace bound, pinned, or unconscious foes as a std action.

--------------

From a.glance.at Inner Sea Races...

Intrepid Volunteer halfling trait allows you to select one Str skill or one combat maneuver and use Dex instead of Str. Did someone say... Adopted?

Gruff Watcher Ulfen trait grants +1 initiative and Perception.

Weapon Training Ulfen trait grants +1 damage when using a bastard sword, battleaxe, greataxe, greatsword, handaxe, light hammer, longbow, longsword, shortbow, short sword, throwing axe, and warhammer.

Disciplined Body Vuldrani traits 1/day, you can use your Wisdom modifier instead of either your Strength or Dexterity modifier on an attack roll, a combat maneuver check, a Strength or Dexterity-based skill check, a Strength check, a Dexterity check, or a Ref lex save. You  must choose to use this trait before rolling.

Unstoppable: Some dwarves train from a young age to
outlast orcs on the battlefield. They gain Toughness as a
bonus feat and a +1 racial bonus on Fortitude saves. This
racial trait replaces hardy.
Vivacious: Some gnomes retain a trace of the vitality of
the First World. These gnomes recover 50% more hit points
(minimum 1) whenever they recover hit points from rest.
Whenever they are healed of hit point damage by a spell,
they heal an additional amount equal to 1/2 the spell’s
caster level (minimum 0). The extra healing does not apply
to spells that grant fast healing or similar effects. This
racial trait replaces gnome magic and keen senses.

Kindred-Raised: While most think of people with
one human and one elven parent when they think of
half-elves, some half-elves are raised by two half-elven
parents. Such half-elves feel less like outsiders, making
them more confident, but less adaptable without the
exposure to a human parent. They gain a +2 bonus to
Charisma and one other ability score of their choice. This
racial trait replaces the half-elf ’s usual racial ability score
modifiers, as well as adaptability, elven immunities, keen
senses, and multitalented.

Orc Atavism: Some half-orcs have much stronger orc
blood than human blood. Such half-orcs count as only
half-orcs and orcs (not also humans) for any effect related
to race. They gain a +2 bonus to Strength and a –2 penalty
to one mental ability score of their choice. Finally, they
gain the ferocity universal monster ability. This racial trait
replaces the half-orc’s usual racial ability score modifiers,
as well as intimidating, orc blood, and orc ferocity.

Human Shadow: Half lings seem to pop up wherever
humans are found, in part because they actively support
and move with human explorers, settlers, and travelers
without drawing attention to themselves. These half lings
can use Stealth to hide behind creatures at least one size
category larger than themselves, without any other source
of concealment or cover. As long as the
half lings are within 30 feet of a human,
they gain a +2 racial bonus on Sleight of
Hand checks and Stealth checks. This racial
trait replaces keen senses and sure-footed.

Aasimars—Lost Promise: While many view aasimars’
beauty and celestial powers as a gift, in some communities
an aasimar might be persecuted for being different and
fall into darkness. The forces of evil delight in such a
perversion of their celestial counterparts’ gifts. As long
as the aasimar retains an evil alignment, she gains the
maw or claw tief ling alternate racial trait (Pathfinder RPG
Advanced Race Guide 169). This racial trait replaces the
spell-like ability racial trait.
Title: Re: Interesting stuff in Pathfinder
Post by: phaedrusxy on October 22, 2015, 12:18:21 PM
Wow... some neat stuff. I like the halfling ability to hide in a shadow.

... but what the hell is up with all the poop stuff?...

Quote
The Education subdomain is interesting. Replacing Community or Knowledge's 8th level ability with the ability for all allies w/in 30ft reroll ALL attacks, skills, ability checks, and saves for 1 min. Only can use this ability when you or an ally roll a natural 1 or 20 on any attack, skill, ability check, or save. WTF?
This looks amazing! What (if any) ways are there to get more uses on domain abilities?
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on October 22, 2015, 12:30:11 PM
Just throw in that cyclops oracle thing for the ability to choose a die number at that crucial time, like vs. BBEG

I don't know, it was late and that's what a lot of those things basically did (mud, garbage, filth, sewage)

----------------

they screwed up the racial trait for half-orcs.... losing Orc Blood means they aren't orcs anymore..... OOPS

   • Orc Atavism: Some half-orcs have much stronger orc blood than human blood. Such half-orcs count as only half-orcs and orcs (not also humans) for any effect related to race. They gain a +2 bonus to Strength and a –2 penalty to one mental ability score of their choice. Finally, they gain the ferocity universal monster ability.
   This racial trait replaces the half-orc’s usual racial ability score modifiers, as well as intimidating, orc blood, and orc ferocity.
Title: Re: Interesting stuff in Pathfinder
Post by: Prime32 on October 24, 2015, 05:33:47 PM
(click to show/hide)
Title: Re: Interesting stuff in Pathfinder
Post by: Amechra on October 24, 2015, 06:15:25 PM
Coin Shot is a sexy spell.

10gp for a Masterwork Adamantine thrown weapon that deals 1d10 damage and resolves as a touch attack?

Sign me up!
Title: Re: Interesting stuff in Pathfinder
Post by: Nytemare3701 on October 24, 2015, 07:27:22 PM
Coin Shot is a sexy spell.

10gp for a Masterwork Adamantine thrown weapon that deals 1d10 damage and resolves as a touch attack?

Sign me up!

Eh, it destroys the coin.

At levels where it matters, that's a huge cost.
At levels where it doesn't, you have better things to do with your actions.
Title: Re: Interesting stuff in Pathfinder
Post by: MrWolfe on October 24, 2015, 07:45:17 PM
Coin Shot is a sexy spell.

10gp for a Masterwork Adamantine thrown weapon that deals 1d10 damage and resolves as a touch attack?

Sign me up!

1d10 + half your level. :cool

As far as damaging spells go it's not that great, but it could be very handy for an assassin build. Nobody's going to demand you peace-bind a money pouch. Could be really effective paired with sneak attack/death attack. Add injury poison if you're feeling particularly mean, or just forgo sneak attack and use it as a way to deliver drugs, poisons, or (with Bottled Misfortune (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/a-b/bottled-misfortune)) witch hexes.

Eh, it destroys the coin.

At levels where it matters, that's a huge cost.
At levels where it doesn't, you have better things to do with your actions.

I don't think 10 gp is a particularly big cost. A 1st level wand is 15 gp a use and that's only going to give you around 1d6 damage. Add in the potential to slip "weapons" by people or combine it with poisons and it's a fairly nifty tool. Maybe a bit situational, but definitely exploitable if you put some thought into it.

[Edit] And it lasts for 10 minutes/level which means you can cast it somewhere out of sight and nobody will suspect you have a weapon until the moment you attack with it. You could even draw your "throwing coins" in front of a dozen guards and nobody would suspect unless they have detect magic up and can identify the aura. At worst they might suspect the coins are magical fakes since they'd radiate transmutation magic.
Title: Re: Interesting stuff in Pathfinder
Post by: stanprollyright on October 24, 2015, 09:47:42 PM
Coin Shot is a sexy spell.

10gp for a Masterwork Adamantine thrown weapon that deals 1d10 damage and resolves as a touch attack?

Sign me up!

1d10 + half your level. :cool

As far as damaging spells go it's not that great, but it could be very handy for an assassin build. Nobody's going to demand you peace-bind a money pouch. Could be really effective paired with sneak attack/death attack. Add injury poison if you're feeling particularly mean, or just forgo sneak attack and use it as a way to deliver drugs, poisons, or (with Bottled Misfortune (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/a-b/bottled-misfortune)) witch hexes.

Eh, it destroys the coin.

At levels where it matters, that's a huge cost.
At levels where it doesn't, you have better things to do with your actions.

I don't think 10 gp is a particularly big cost. A 1st level wand is 15 gp a use and that's only going to give you around 1d6 damage. Add in the potential to slip "weapons" by people or combine it with poisons and it's a fairly nifty tool. Maybe a bit situational, but definitely exploitable if you put some thought into it.

[Edit] And it lasts for 10 minutes/level which means you can cast it somewhere out of sight and nobody will suspect you have a weapon until the moment you attack with it. You could even draw your "throwing coins" in front of a dozen guards and nobody would suspect unless they have detect magic up and can identify the aura. At worst they might suspect the coins are magical fakes since they'd radiate transmutation magic.

I'd say that qualifies as sexy. :D
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on October 25, 2015, 03:19:55 AM
Make it hail on dem bitches
Title: Re: Interesting stuff in Pathfinder
Post by: Gazzien on October 25, 2015, 03:24:45 AM
Also, one spell = three missiles. That's one spell for three rounds of combat, right there! :D
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on October 25, 2015, 03:49:04 AM
Magical Wayang Lineage would let you maximize this as a 2nd level spell, or use a metamagic rod for a decent amount of damage. Seeking Spell would let your coins fly around corners.

Prob some other metamagic feats would help too
Title: Re: Interesting stuff in Pathfinder
Post by: MrWolfe on October 25, 2015, 12:44:24 PM
Make it hail on dem bitches

Well, with the 10 minute/level duration you could cast quite a few of these and build up a nice pile of weapon-coins before attacking. :D

Also, one spell = three missiles. That's one spell for three rounds of combat, right there! :D

The spell specifically says the coins count as ammunition, like shuriken, so IIRC you'd be able to draw and attack with all three as a full attack--provided you had enough iteratives.

Magical Wayang Lineage would let you maximize this as a 2nd level spell, or use a metamagic rod for a decent amount of damage. Seeking Spell would let your coins fly around corners.

Prob some other metamagic feats would help too

Would that actually work?

This isn't an evocation spell, it's a transmutation spell that targets the coins--not the person you attack with them. I suppose it makes sense to treat the damage as a "variable, numeric effect" of the spell, so empower/maximize would still work. But doesn't seeking spell specifically ignore cover between you and the target of the spell?

Not sure how much use that would be, since the target is the coins and it has a range of touch anyway.
Title: Re: Interesting stuff in Pathfinder
Post by: Gazzien on October 25, 2015, 12:57:14 PM
I figured that by the time you have high enough BAB for iterative attacks, you probably have better spells than this. I suppose if you were going for the whole assasin poison-coins thing that might not be true, though.
Title: Re: Interesting stuff in Pathfinder
Post by: MrWolfe on October 25, 2015, 01:54:34 PM
Well, also keep in mind that it's a first level spell--that makes it a pretty good candidate to pick up as a magic item. Honestly I think this spell works better for non-casters than full spellcasters anyway, since as you say they'll probably have better options.

Then again, since the party caster probably won't be using a lot of 1st level spells at that point, it could make a decent choice as a buff spell to cast outside of combat.

A regular throwing dart costs 5 sp, does 1d4 damage, and has a range of 20 ft
A shuriken costs 2 sp, does only 1d2 damage, and has a range increment of 10 ft
Both only do piercing damage.

By contrast, this spell can create weapons that are cheaper and significantly more effective.
Title: Re: Interesting stuff in Pathfinder
Post by: linklord231 on October 25, 2015, 10:12:58 PM
It's no Fire Shuriken, but not bad either.
Title: Re: Interesting stuff in Pathfinder
Post by: MrWolfe on October 26, 2015, 03:12:45 AM
Dunno, it actually looks better than Fire Shuriken to me.


Also, Coin Shot affects the coins, rather than the person you throw them at, so conceivably SR wouldn't be a thing--unlike with Fire Shuriken. You also get more projectiles per casting initially with Coin Shot, though Fire Shuriken catches up in this regard at 5th level and pulls ahead at 7th. On the other hand, the lower spell level and longer duration of Coin Shot means that multiple castings are much more viable. Instead of spending a 2nd level slot to get a max of 8 fire shuriken, you can use two 1st level slots to get six Coin Shot projectiles that outperform Fire Shuriken in almost every way.

The only real advantage Fire Shuriken has over coin shot is the ability to launch a three shuriken as a standard action or one as a free action. If you really need the mobility, that might be worth it.

* This is just the point at which cp enhanced with Coin Shot are guaranteed to out-damage a Fire Shuriken regardless of the die roll. Technically, Coin Shot's minimum damage surpasses a Fire Shuriken's at level 2, and the average damage (using a copper piece) surpasses Fire Shuriken's average at level 8.
Title: Re: Interesting stuff in Pathfinder
Post by: linklord231 on October 26, 2015, 06:14:00 AM
I think we're looking at different printings of Fire Shuriken.  Spell Compendium, pg 92.  It's an Instantaneous spell, so you can stack them up during downtime, meaning no actions required in or even shortly before combat.  They do 3d6 fire damage each, so average damage from using platinum coins doesn't equal it til level 10. 

Spell Resistance is not an issue, because the spell doesn't affect a creature (it creates an object), so there's nothing to resist.  Honestly the SR: Yes entry doesn't even make sense.

The damage type bit comes out to be a wash, because Fire Shuriken ignores all damage reduction anyway (though is effected by energy resistance, as you said), and a Lesser Rod of Energy Substitution is a thing. 

Really, the only thing that Coin Shot has going for it is the touch attacks, which I will readily admit is rather nice.
Title: Re: Interesting stuff in Pathfinder
Post by: MrWolfe on October 26, 2015, 12:24:09 PM
Ah, you must be talking about a 3.x version. I was going off of the entry for Fire Shiruken (http://www.d20pfsrd.com/magic/all-spells/f/fiery-shuriken) on the Pathfinder SRD. Though I see that one's actually called Firey Shuriken.

Looks like they seriously nerfed Fire Shuriken when porting it to Pathfinder--assuming that spell is a port. On the plus side, they also make it a range touch attack which is why I didn't mention that in my comparison.

Still, better to compare versions from the same edition, ne?
Title: Re: Interesting stuff in Pathfinder
Post by: deadkitten on October 26, 2015, 07:30:38 PM
So inner sea races makes me laugh sometimes.

Here we have this alternate racial trait for Half-Orcs:

Quote
Human-Raised: Some half-orcs raised as humans lack
their cousins’ ferocity and training in orc weapons, but
pick up a bit of their human parents’ skills. They gain the
human’s skilled racial trait. This racial trait replaces orc
ferocity and weapon familiarity

But wait there is more!! If you go back to Advanced Race guide you can find this racial trait:

Quote
Skilled: Second- and third-generation half-orcs often
favor their human heritage more than their orc heritage.
Half-orcs with this trait gain 1 additional skill rank per
level. This racial trait replaces darkvision.

So you can have one or the other or BOTH for an additional +2 skill ranks per level If your DM says that they stack together.

Every class could get behind that but you could do something like a Lore Warden Fighter with the equivalent of 6+INT skills.

Edit:

Quote
Comprehensive Education: Humans raised with
skilled teachers draw upon vast swathes of knowledge
gained over centuries of civilization. They gain all
Knowledge skills as class skills, and they gain a +1 racial
bonus on skill checks for each Knowledge skill that they
gain as a class skill from their class levels
. This racial
trait replaces skilled.

They REALLY could have worded that a bit better.
Title: Re: Interesting stuff in Pathfinder
Post by: stanprollyright on October 26, 2015, 08:01:23 PM
Quote
Comprehensive Education: Humans raised with
skilled teachers draw upon vast swathes of knowledge
gained over centuries of civilization. They gain all
Knowledge skills as class skills, and they gain a +1 racial
bonus on skill checks for each Knowledge skill that they
gain as a class skill from their class levels
. This racial
trait replaces skilled.

They REALLY could have worded that a bit better.

  :twitch :??? :huh

So...a Bard or Wizard gets +10 to all skills since they have all the knowledges as class skills already?

EDIT: OOOHHHH I think I know what they're going for.  You get all knowledges as class skills; you get +1 to the ones you already had as class skills.  So Bards and Wizards get +1 to all knowledge skills, Druids get +1 to nature and geography.  If your Druid later takes a level in Monk he also gets +1 to religion and history.
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on October 26, 2015, 09:52:56 PM
@Mr. Wolfe

Oops, guess Seeking wouldn't work since it targets the coins as mentioned before.
Title: Re: Interesting stuff in Pathfinder
Post by: Lokiyn on October 26, 2015, 10:38:19 PM
Source (http://paizo.com/pathfinderRPG/prd/ultimateEquipment/wondrousItems/slotless.html)

This is an entertaining little item, it has all the usefulness of shrink item, with none of the size or weight limitations, just "an object" which could be anthing from tiny to colossal. Store your party galleon in a tatoo if you feel like it. It also provides a way to actually acquire things in Society play if you get the item. Since their rules allow long term effects like this to carry over from society game to game (as of last i checked).
Quote from: Ultimate Equipment PG312
Needles of Fleshgraving
Price 8,000 gp; Aura faint transmutation; CL 5th; Weight 1 lb.
These tattooing needles can grant a +5 competence bonus on Craft (tattoos) checks. Once per day they can be used to transform an object into a tattoo on a willing creature. This takes 10 minutes. The object may resist with a DC 17 Fortitude saving throw. The transformed object radiates faint transmutation magic and looks like a miniature depiction of itself. The bearer of the tattoo may peel it off as a standard action, transforming it back into its object form. The tattoo automatically reverts back to its object form after 7 days, if dispelled (using the caster level of the needles), or upon the death of the tattooed creature.


Construction Requirements
Cost 4,000 gp; Craft Wondrous Item, shrink item, creator must have 5 ranks in Craft (tattoos)

Technically that reading of comprehensive education wouldn't work, as the same literal mindedness that allows you to read it that way would also mean that you are gaining multiple typed bonuses of the same sort ("I have x number of +1 Racial Bonuses to skill checks"), and since they wouldn't stack it'd grant you a +1 to all skills at the absolute most broken reading. Although it takes a little mental gymnastics to read it that way. If you say it out loud you can hear the pause in the phrase. It could probably use a comma, but it's more a matter someone reading more into it than is there.
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on October 26, 2015, 11:01:13 PM
Either way, prob the worst written thing I've seen in PF
Title: Re: Interesting stuff in Pathfinder
Post by: deadkitten on October 26, 2015, 11:35:17 PM
Source (http://paizo.com/pathfinderRPG/prd/ultimateEquipment/wondrousItems/slotless.html)

This is an entertaining little item, it has all the usefulness of shrink item, with none of the size or weight limitations, just "an object" which could be anthing from tiny to colossal. Store your party galleon in a tatoo if you feel like it. It also provides a way to actually acquire things in Society play if you get the item. Since their rules allow long term effects like this to carry over from society game to game (as of last i checked).
Quote from: Ultimate Equipment PG312
Needles of Fleshgraving
Price 8,000 gp; Aura faint transmutation; CL 5th; Weight 1 lb.
These tattooing needles can grant a +5 competence bonus on Craft (tattoos) checks. Once per day they can be used to transform an object into a tattoo on a willing creature. This takes 10 minutes. The object may resist with a DC 17 Fortitude saving throw. The transformed object radiates faint transmutation magic and looks like a miniature depiction of itself. The bearer of the tattoo may peel it off as a standard action, transforming it back into its object form. The tattoo automatically reverts back to its object form after 7 days, if dispelled (using the caster level of the needles), or upon the death of the tattooed creature.


Construction Requirements
Cost 4,000 gp; Craft Wondrous Item, shrink item, creator must have 5 ranks in Craft (tattoos)

Technically that reading of comprehensive education wouldn't work, as the same literal mindedness that allows you to read it that way would also mean that you are gaining multiple typed bonuses of the same sort ("I have x number of +1 Racial Bonuses to skill checks"), and since they wouldn't stack it'd grant you a +1 to all skills at the absolute most broken reading. Although it takes a little mental gymnastics to read it that way. If you say it out loud you can hear the pause in the phrase. It could probably use a comma, but it's more a matter someone reading more into it than is there.

Actually for some odd reason, racial bonuses stack with themselves just like doge and competence bonuses.
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on October 26, 2015, 11:56:56 PM
But still needs to follow the 'same source' rule
Title: Re: Interesting stuff in Pathfinder
Post by: Lokiyn on October 27, 2015, 12:22:25 AM
Interesting, i wonder if that's intentional. I couldn't find a single reference to that in the core book for pathfinder till i searched a pdf copy; It's not in the rules for Stacking or Bonuses in chapter 1 or the glossary, but in a blurb on special spell effects on page 208. I'm not sure if that only applies to racial bonuses from spells or its overriding the chapter 1, but there it is, I'll concede that pathfinder needs a better set of editors.

seriously, the core book is just a hatchet-ed glued together copy of the wotc srd with stuff cut out in the strangest places.
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on October 27, 2015, 12:24:06 AM
I looked at the PFSRD, since I remember that finding some things in the Core hard copy is neigh impossible
Title: Re: Interesting stuff in Pathfinder
Post by: MrWolfe on October 27, 2015, 03:17:28 PM
seriously, the core book is just a hatchet-ed glued together copy of the wotc srd with stuff cut out in the strangest places.

My impression was always that the mechanics ported over from 3.5 were transcribed from memory, rather than cut and pasted--explaining the odd dropped section or wording change. :rolleyes
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on October 27, 2015, 03:30:35 PM
Either way... it sucks
Title: Re: Interesting stuff in Pathfinder
Post by: deadkitten on November 03, 2015, 09:28:05 PM
Quote
Belt, Blinkback

Aura moderate conjuration; CL 7th
Slot belt; Price 5,000 gp; Weight 2 lbs.
DESCRIPTION

A set of clips is attached to this segmented belt constructed of metallic links.

Up to two one-handed melee weapons or up to four light melee weapons can be hung from the belt in straps or sheaths. When the wearer draws a weapon attached to this belt and throws it before the end of her next turn, the weapon teleports back to its strap or sheath immediately after the attack is resolved.

Quote
Throwing Magus (Ranged Tactics Toolbox pg. 13 (Amazon)): Whenever the magus enhances his weapon using his arcane pool, he can spend 1 additional point from his arcane pool to add the returning and throwing abilities to the list of available weapon special abilities. When the magus throws a weapon enhanced by his arcane pool and hits a foe, he regains 1 arcane pool point. The magus can regain a number of arcane pool points per day equal to his Intelligence modifier in this way. If he throws his held weapon and draws another in the same round, he can enhance the newly drawn weapon with his arcane pool as a free action instead of a swift action.

So this seem like a way to get Int Mod -1 extra Arcane Pool points per day. Kinda cool.
Title: Re: Interesting stuff in Pathfinder
Post by: Gazzien on November 03, 2015, 09:39:22 PM
Quote
Belt, Blinkback

Aura moderate conjuration; CL 7th
Slot belt; Price 5,000 gp; Weight 2 lbs.
DESCRIPTION

A set of clips is attached to this segmented belt constructed of metallic links.

Up to two one-handed melee weapons or up to four light melee weapons can be hung from the belt in straps or sheaths. When the wearer draws a weapon attached to this belt and throws it before the end of her next turn, the weapon teleports back to its strap or sheath immediately after the attack is resolved.

Quote
Throwing Magus (Ranged Tactics Toolbox pg. 13 (Amazon)): Whenever the magus enhances his weapon using his arcane pool, he can spend 1 additional point from his arcane pool to add the returning and throwing abilities to the list of available weapon special abilities. When the magus throws a weapon enhanced by his arcane pool and hits a foe, he regains 1 arcane pool point. The magus can regain a number of arcane pool points per day equal to his Intelligence modifier in this way. If he throws his held weapon and draws another in the same round, he can enhance the newly drawn weapon with his arcane pool as a free action instead of a swift action.

So this seem like a way to get Int Mod -1 extra Arcane Pool points per day. Kinda cool.
I was about to say it worked fine with just Throwing Magus, but the Blinkback belt gets you full attacks. So it's useful for 6th+ level.
Title: Re: Interesting stuff in Pathfinder
Post by: Lokiyn on November 03, 2015, 10:14:48 PM
Soulbound Mannequin (http://paizo.com/pathfinderRPG/prd/bestiary4/soulboundMannequin.html#construction), This is a Medium sized construct that costs ~16k, it is intelligent has five feats, and a spell like ability with a caster level of 10. Combined with Retraining (http://paizo.com/pathfinderRPG/prd/ultimateCampaign/campaignSystems/retraining.html) this allows you to purchase/have the construct made, then retrain out its 5 feats for the cost of roughly 2500 gp.

Have it take Cooperative crafting, and say, four item creation feats, and you may now craft at 2x the normal rate, or have the construct create the item on its own at normal speeds. This allows you to essentially half downtime for party crafters, or use it as an automated item shop. Bonus if you make two of them and let them aid each other. The most common use i can see for this is to have the wizard/whatever make it to level to make one teach it his craft feats, then retrain his feats away for more combat potential.

All for about the cost of +3 armor.
Title: Re: Interesting stuff in Pathfinder
Post by: MrWolfe on November 03, 2015, 10:27:09 PM
Or you could go for a familiar with the Valet archetype.

Actually, in a current game me and another player have plans to take the leadership feat and pick up spellcasting cohorts with valet familliars who's job will basically be: "Stay behind and craft items for the party."

Might look into this option as well, since it would free us of all feat requirements for item crafting, rather than just limiting it to one. (the leadership feat)
Title: Re: Interesting stuff in Pathfinder
Post by: Lokiyn on November 03, 2015, 10:47:55 PM
actually to me the more interesting thing was that you technically could make it from yourself if you were working with someone else, although the "good" method is to simply find some old grandmother who's about to die of old age and ask the family for permission to make an imprint for a fee, divination helps here. Although a CR7 Robot with the personality of an old women would cause some problems of its own (death by sugar cookies?) I really find the special quality of
Quote from: Soul Focus (Su)
The soul bound to the mannequin lives within a focus integrated into the doll or its apparel, typically a carved mask. As long as this soul focus remains intact, it can be used to animate another mannequin, at the same cost as creating a new soulbound mannequin. The new mannequin retains its personality and memories. A soul focus has hardness 8, 12 hit points, and a break DC of 20.
which makes me wonder what exactly does that mean.

For example, if you use magic jar to take over a mannequin and die outside of the spell range, are you imprinted on the soul focus, and can you then be rebuilt in a new body?

But yeah, to me it just seemed fairly fun that you can essentially "buy" crafter servants for such a cheap price, or even in a more extreme case, you could create a stable of immortal trainers and start collecting feats and skills.
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on November 05, 2015, 04:21:23 AM
Placebo Effect (http://www.d20pfsrd.com/magic/all-spells/p/placebo-effect) is such a strange spell name, but a pretty decent spell.
Title: Re: Interesting stuff in Pathfinder
Post by: MrWolfe on November 05, 2015, 12:11:07 PM
Well, they've got robots, nanites, and atomic ray guns now, I suppose a bit of technical terminology isn't that out of place.  :rolleyes
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on November 05, 2015, 12:19:35 PM
I'd expect it in Technology Guide, not Occult Adventures
Title: Re: Interesting stuff in Pathfinder
Post by: MrWolfe on November 05, 2015, 03:47:59 PM
Despite the name, Occult Adventures is like 90% psionics or psionic-flavored, so the use of psychologist terminology is pretty much to be expected.

(I had to try so hard to not make that rhyme: "Psychology Terminology." Sounds like a band name.  :rolleyes)
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on November 05, 2015, 04:10:12 PM
I guess I think of it as medicine, my wife is in pharmaceutics. Modern mdicine seems more it should be in the Tech Guide.

Found a way for your familiar to speak languages. Let it grab Additional Traits for a regional trait that grants Gnome or Orc as a bonus language. Now, just speak it yourself.
Title: Re: Interesting stuff in Pathfinder
Post by: MrWolfe on November 05, 2015, 08:14:50 PM
Or get a raven. They get Common for free.
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on November 05, 2015, 10:33:50 PM
But I'd prefer a + initiative familiar that can speak orc, over a boring raven
Title: Re: Interesting stuff in Pathfinder
Post by: Amechra on November 06, 2015, 01:02:39 AM
One of the... interesting things about the Soulbound Mannequin is that it mentions that some people use them as paramours.

There were some things I didn't want to know, Pathfinder...
Title: Re: Interesting stuff in Pathfinder
Post by: MrWolfe on November 06, 2015, 01:14:41 AM
But I'd prefer a + initiative familiar that can speak orc, over a boring raven

Blasphemy!

Ravens are only boring if you forget to actually play them, and instead treat them like just another magic item. That's what the other arcane bond option is for. :P
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on November 06, 2015, 01:18:16 AM
..... true true
Title: Re: Interesting stuff in Pathfinder
Post by: MrWolfe on November 06, 2015, 01:29:51 AM
Besides, the real benefit of a raven familiar isn't the situationally useful +3 to appraise checks, it's the fact that they can speak--something only two other basic familiars can do by default. (One of which is from a blog post, and thus not as likely to be allowed in-game.) Remember that familiars don't even get the Speak With Master ability until 5th level, and only the Parrot, Raven, and Thrush ever get the ability to speak with other people. The potential utility of this is immense, not the least of which because it makes them the only (non-improved) familiars capable of activating command word magic items. And they can do this from 1st level.

Also, my bad, according to the SRD (http://www.d20pfsrd.com/bestiary/monster-listings/animals/familiar) ravens can actually speak one language of their master's choice, rather than just common. So, Orcish is still on the table.
Title: Re: Interesting stuff in Pathfinder
Post by: linklord231 on November 06, 2015, 02:52:40 AM
Familiars are magical beasts with at least 6 Int.  That means by default, they understand at least 1 language automatically.  The only problem is convincing your DM that your particular familiar has the correct physiology to verbalize back. 

Quote from: http://www.d20pfsrd.com/classes/core-classes/wizard/familiar
Increasing an animal's Intelligence to 3 or higher means it is smart enough to understand a language. However, unless an awaken spell is used, the animal doesn't automatically and instantly learn a language, any more than a human child does. The animal must be taught a language, usually over the course of months, giving it the understanding of the meaning of words and sentences beyond its trained responses to commands like "attack" and "heel."

Even if the animal is taught to understand a language, it probably lacks the anatomy to actually speak (unless awaken is used). For example, dogs, elephants, and even gorillas lack the proper physiology to speak humanoid languages, though they can use their limited "vocabulary" of sounds to articulate concepts, especially if working with a person who learns what the sounds mean.
Title: Re: Interesting stuff in Pathfinder
Post by: Rejakor on November 15, 2015, 09:22:24 AM
Dunno if this has been mentioned, but Martial Charge (http://www.d20pfsrd.com/path-of-war/feats#TOC-Martial-Charge-Combat-) lets you use as many Strike maneuvers as you have attacks on a charge, unless i'm missing something.
Title: Re: Interesting stuff in Pathfinder
Post by: deadkitten on November 15, 2015, 11:42:46 AM

This just seems like a fun combo that could have some nifty uses

Infuse Poison (Item Creation)
You can infuse a poison with a magical effect.
Prerequisites: Brew Potion, Craft (alchemy) 5 ranks, caster
level 3rd.
Benefit: You can infuse an ingested poison with any spell of 3rd level or lower that you know and that targets one or more creatures and has a casting time of less than 1 minute. Infusing a poison takes 2 hours if its base price is 250 gp or less; otherwise, infusing a poison takes 1 day for each 1,000 gp in its base price. When you infuse a poison, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own caster level. To infuse a poison, you must use up raw materials costing half of its base price.
When you create an infused poison, you make any choices that you would normally make when casting the spell.
Whoever ingests the infused poison is the target of the spell.

Toxic Spell (Metamagic)
Source Dirty Tactics Toolbox pg. 9
You can infuse a spell with the power of a poison.

Prerequisites: Craft (poison) 5 ranks, ability to cast 2nd-level spells, poison use class feature.

Benefit: You can use 1 dose of contact, ingested, inhaled, or injury poison as an additional material component for a spell you cast. This spell gains the poison descriptor (Pathfinder RPG Ultimate Magic 138). Select a single creature affected by the spell. If that creature fails its saving throw against the spell, it must also attempt a saving throw against the poison used as a material component. If the target fails the save against the poison, the poison takes effect immediately, ignoring any onset time. The poison uses its save DC (rather than the save DC of the spell), but is modified by any effects that increase the spell’s DC (such as Spell Focus). This feat works only with spells whose effects can be negated by a successful Fortitude save. A toxic spell uses up a spell slot 1 level higher than the spell’s actual level.


Title: Re: Interesting stuff in Pathfinder
Post by: phaedrusxy on November 15, 2015, 11:53:37 AM
Dunno if this has been mentioned, but Martial Charge (http://www.d20pfsrd.com/path-of-war/feats#TOC-Martial-Charge-Combat-) lets you use as many Strike maneuvers as you have attacks on a charge, unless i'm missing something.
I guess if you have the ability to pounce somehow (I'm not as familiar with PF methods of this as 3.5 D&D), then using a literal reading you could make multiple strikes at the end of a charge. That's clearly not the intent, though.

Normally you can't make a strike at the end of a charge at all, because a strike isn't technically an attack. So you're limited to being able to move up to 1x your movement and then making a strike, when a "normal" martial character could move up to 2x their movement and make an attack. Many people already houseruled that you could make martial strikes as part of a charge (again, in the D&D games I've been in), so this basically just creates a legal way to do that.
Title: Re: Interesting stuff in Pathfinder
Post by: MrWolfe on November 15, 2015, 04:09:54 PM

This just seems like a fun combo that could have some nifty uses

Infuse Poison (Item Creation)
You can infuse a poison with a magical effect.
Prerequisites: Brew Potion, Craft (alchemy) 5 ranks, caster
level 3rd.
Benefit: You can infuse an ingested poison with any spell of 3rd level or lower that you know and that targets one or more creatures and has a casting time of less than 1 minute. Infusing a poison takes 2 hours if its base price is 250 gp or less; otherwise, infusing a poison takes 1 day for each 1,000 gp in its base price. When you infuse a poison, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own caster level. To infuse a poison, you must use up raw materials costing half of its base price.
When you create an infused poison, you make any choices that you would normally make when casting the spell.
Whoever ingests the infused poison is the target of the spell.

Toxic Spell (Metamagic)
Source Dirty Tactics Toolbox pg. 9
You can infuse a spell with the power of a poison.

Prerequisites: Craft (poison) 5 ranks, ability to cast 2nd-level spells, poison use class feature.

Benefit: You can use 1 dose of contact, ingested, inhaled, or injury poison as an additional material component for a spell you cast. This spell gains the poison descriptor (Pathfinder RPG Ultimate Magic 138). Select a single creature affected by the spell. If that creature fails its saving throw against the spell, it must also attempt a saving throw against the poison used as a material component. If the target fails the save against the poison, the poison takes effect immediately, ignoring any onset time. The poison uses its save DC (rather than the save DC of the spell), but is modified by any effects that increase the spell’s DC (such as Spell Focus). This feat works only with spells whose effects can be negated by a successful Fortitude save. A toxic spell uses up a spell slot 1 level higher than the spell’s actual level.

So basically, putting spells in your spells?
Title: Re: Interesting stuff in Pathfinder
Post by: deadkitten on November 15, 2015, 04:55:18 PM

This just seems like a fun combo that could have some nifty uses

Infuse Poison (Item Creation)
You can infuse a poison with a magical effect.
Prerequisites: Brew Potion, Craft (alchemy) 5 ranks, caster
level 3rd.
Benefit: You can infuse an ingested poison with any spell of 3rd level or lower that you know and that targets one or more creatures and has a casting time of less than 1 minute. Infusing a poison takes 2 hours if its base price is 250 gp or less; otherwise, infusing a poison takes 1 day for each 1,000 gp in its base price. When you infuse a poison, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own caster level. To infuse a poison, you must use up raw materials costing half of its base price.
When you create an infused poison, you make any choices that you would normally make when casting the spell.
Whoever ingests the infused poison is the target of the spell.

Toxic Spell (Metamagic)
Source Dirty Tactics Toolbox pg. 9
You can infuse a spell with the power of a poison.

Prerequisites: Craft (poison) 5 ranks, ability to cast 2nd-level spells, poison use class feature.

Benefit: You can use 1 dose of contact, ingested, inhaled, or injury poison as an additional material component for a spell you cast. This spell gains the poison descriptor (Pathfinder RPG Ultimate Magic 138). Select a single creature affected by the spell. If that creature fails its saving throw against the spell, it must also attempt a saving throw against the poison used as a material component. If the target fails the save against the poison, the poison takes effect immediately, ignoring any onset time. The poison uses its save DC (rather than the save DC of the spell), but is modified by any effects that increase the spell’s DC (such as Spell Focus). This feat works only with spells whose effects can be negated by a successful Fortitude save. A toxic spell uses up a spell slot 1 level higher than the spell’s actual level.

So basically, putting spells in your spells?

Exactly. Although it is made pointless by anything immune to poison.

Maybe use it as a way to perform multiple buffs at once?

I'm sure there is a poison it two it would be worth failing for action economy shenanigans.
Title: Re: Interesting stuff in Pathfinder
Post by: MrWolfe on November 15, 2015, 05:12:47 PM
Something with a long onset time? So you can deal with it after the fight? Not that familiar with poisons off the top of my head.
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on November 15, 2015, 05:28:52 PM
Damn, not usable in PFS
Title: Re: Interesting stuff in Pathfinder
Post by: deadkitten on November 15, 2015, 06:44:20 PM
I'm at work at the moment, but I want to say there is a way you can change the delivery method of a poison. If so, you could give a poison modified by infuse poison to either a rogue or a alchemist, since they get abilities that can extend the number of hits they can get with a weapon coated in poison by a number of hits equal to their INT or DEX mods respectively.

So you COULD use it as a way to get more milage out of a single casting of a spell.

I will try to give a better explanation later tonight when I have the time to work out shenanigans.
Title: Re: Interesting stuff in Pathfinder
Post by: Amechra on November 15, 2015, 07:19:52 PM
I lost my last post... so to summarize:

Yes, there is something that changes poison type (Poisoner Rogue (http://www.d20pfsrd.com/classes/core-classes/rogue/archetypes/paizo---rogue-archetypes/poisoner)) - and no, it doesn't change how you deliver spells through Infuse Poison.

On the plus side, Infuse Poison just requires that the other guy ingests it, so it'll still work if they're immune to poison. All the feat actually does is let you make potions that use a poison as the base instead of something like water or oil.
Title: Re: Interesting stuff in Pathfinder
Post by: deadkitten on November 15, 2015, 07:58:11 PM
I lost my last post... so to summarize:

Yes, there is something that changes poison type (Poisoner Rogue (http://www.d20pfsrd.com/classes/core-classes/rogue/archetypes/paizo---rogue-archetypes/poisoner)) - and no, it doesn't change how you deliver spells through Infuse Poison.

On the plus side, Infuse Poison just requires that the other guy ingests it, so it'll still work if they're immune to poison. All the feat actually does is let you make potions that use a poison as the base instead of something like water or oil.

I can definitely agree with you there that by RAW, you have to injest it.

It just seems like something that a DM would handwave if someone manage to change the delivery.

So if you change an infused poison to a contact poision, and you use the Alchemists sticky poison discovery, what happens if someone licks the blade? ;p
Title: Re: Interesting stuff in Pathfinder
Post by: Amechra on November 15, 2015, 08:53:19 PM
I lost my last post... so to summarize:

Yes, there is something that changes poison type (Poisoner Rogue (http://www.d20pfsrd.com/classes/core-classes/rogue/archetypes/paizo---rogue-archetypes/poisoner)) - and no, it doesn't change how you deliver spells through Infuse Poison.

On the plus side, Infuse Poison just requires that the other guy ingests it, so it'll still work if they're immune to poison. All the feat actually does is let you make potions that use a poison as the base instead of something like water or oil.

I can definitely agree with you there that by RAW, you have to injest it.

It just seems like something that a DM would handwave if someone manage to change the delivery.

So if you change an infused poison to a contact poision, and you use the Alchemists sticky poison discovery, what happens if someone licks the blade? ;p

You can apply it a number of times equal to your Intelligence modifier, but have to smack their tongue for it to work.  :lmao
Title: Re: Interesting stuff in Pathfinder
Post by: MrWolfe on November 16, 2015, 12:07:15 PM
So...

Bottled Misfortune (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/a-b/bottled-misfortune)
+
Healing Hex (http://www.d20pfsrd.com/classes/base-classes/witch/hexes---3rd-party-publishers/hexes/common-hexes/hex-healing-su) or some other beneficial single-target hex
+
Master Poisoner (http://www.d20pfsrd.com/classes/core-classes/rogue/archetypes/paizo---rogue-archetypes/poisoner) to change the type to Ingested
+
Infuse Poison (http://www.d20pfsrd.com/feats/item-creation-feats/infuse-poison-item-creation) to add a 1st level spell effect. (Anything over first would take too long and the Bottled Misfortune would expire.)
+
Toxic Spell (http://www.d20pfsrd.com/feats/metamagic-feats/toxic-spell-metamagic) to add yet another spell to the mix--though it has to be one that offers a fort save to negate, which might get tricky...
=
3 heals/buffs with one action.

Takes ~750 gold and three hours to set up, and your bottled "misfortune" only lasts for another 21 hours so you'd better be sure you're going to use it--but not bad really.
Title: Re: Interesting stuff in Pathfinder
Post by: Rejakor on November 17, 2015, 11:55:21 AM
Beauty of Youth (http://www.d20pfsrd.com/magic/3rd-party-spells/4-winds-fantasy-gaming---3rd-party-spells/beauty-of-youth) is third party, and also pretty weird.

It can be cast on you no more than 3 times per 10 year period, and grants a stacking +1 to all charisma-based skill checks.  It's also a permanent spell (not instantaneous, permanent).

So... cast it on yourself 3 times when you hit 7th level, hope you don't get dispelled?

Or start as a 7th+ cleric or oracle, be an old madman who looks like a teenager and has +20 to charisma based skill checks?  Start a rock band with the bard?

EDIT:  teleporting strike (http://www.d20pfsrd.com/magic/3rd-party-spells/4-winds-fantasy-gaming---3rd-party-spells/teleporting-strike) is pretty okay for Arcane Blades (initiators).  Most strikes are standard actions, and there's some that will rock your face and/or world, and are also full attacks.  Can make a sort of arcane chrono-legionnaire by using it.
Title: Re: Interesting stuff in Pathfinder
Post by: Rejakor on November 21, 2015, 02:10:24 AM
To add to the broken-ness of Samsarans, there's a favoured class option for summons that increases the extra summons you get from spells that summon more than one monster by 1/2.  That means at level 10, you can summon +5 creatures.  With superior summoning (the feat), +6.

At that point, just use a SMV to summon two Lightning Mephits (http://www.d20pfsrd.com/bestiary/monster-listings/outsiders/mephit/mephit-lightning) from the SMIV list, have them all use their lightning bolt 1/hour sla.  8 x 6d6 = 36d6, which isn't an awful amount of lightning damage (even if shock resistance will really screw them sideways) for a summoner.  Or summon a herd of rhinoceroses.  Whatever floats your boat.

This works really really well with group buffs and/or a bard.
Title: Re: Interesting stuff in Pathfinder
Post by: Amechra on November 21, 2015, 02:21:16 AM
To add to the broken-ness of Samsarans, there's a favoured class option for summons that increases the extra summons you get from spells that summon more than one monster by 1/2.  That means at level 10, you can summon +5 creatures.  With superior summoning (the feat), +6.

At that point, just use a SMV to summon two Lightning Mephits (http://www.d20pfsrd.com/bestiary/monster-listings/outsiders/mephit/mephit-lightning) from the SMIV list, have them all use their lightning bolt 1/hour sla.  8 x 6d6 = 48d6, which isn't an awful amount of lightning damage (even if shock resistance will really screw them sideways) for a summoner.  Or summon a herd of rhinoceroses.  Whatever floats your boat.

This works really really well with group buffs and/or a bard.

Fixed that for you.
Title: Re: Interesting stuff in Pathfinder
Post by: deadkitten on November 21, 2015, 07:22:16 AM
To add to the broken-ness of Samsarans, there's a favoured class option for summons that increases the extra summons you get from spells that summon more than one monster by 1/2.  That means at level 10, you can summon +5 creatures.  With superior summoning (the feat), +6.

At that point, just use a SMV to summon two Lightning Mephits (http://www.d20pfsrd.com/bestiary/monster-listings/outsiders/mephit/mephit-lightning) from the SMIV list, have them all use their lightning bolt 1/hour sla.  8 x 6d6 = 36d6, which isn't an awful amount of lightning damage (even if shock resistance will really screw them sideways) for a summoner.  Or summon a herd of rhinoceroses.  Whatever floats your boat.

This works really really well with group buffs and/or a bard.

I was actually surprised that this had never come up in summoner rantthreads before, then j noticed that the FCB is from a third party source, which is the main reason I tend to use Archives of Nethys over the PFSRD when I can help it.
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on November 26, 2015, 03:38:23 AM
Weapon Master's Handbook stuff that stood out
(click to show/hide)
Title: Re: Interesting stuff in Pathfinder
Post by: Prime32 on November 26, 2015, 03:27:10 PM
WMH is cram-packed with goodies for martial characters, fighters in particular, and even combines easily with DSP's Path of War. It's surprising.
I'm particularly fond of the feat chain that lets you use AoOs to parry ranged attacks, then use AoOs to parry spells and siege weapons, then 1/round use your BAB in place of your saving throw bonus. Or the fighter option that lets them give up one of their extra Weapon Training groups (or take a feat with Weapon Training 1 as a prereq) in exchange for using their BAB in place of their skill ranks for four skills.

On an unrelated note:
http://www.d20pfsrd.com/feats/general-feats/wasp-familiar
Besides being the easiest way to get a familiar in the game (alternatives being a 1~2-level dip, Variant Multiclassing, or the Improved Familiar Bond (http://www.d20pfsrd.com/feats/general-feats/improved-familiar-bond) feat chain), a greensting scorpion grants its master +4 initiative. It's particularly good if you want to take familiar archetypes (http://www.d20pfsrd.com/classes/core-classes/wizard/familiar/familiar-archetypes).
Title: Re: Interesting stuff in Pathfinder
Post by: Mogkiller on November 29, 2015, 11:14:09 AM
In Pages 36-37, you were talking about Butterfly Sting.
I wanted to add somethings :
- get pounce and a gore attacks (barbarian for spirits), on a ragebred (wereboar) with Boar's Charge (http://www.d20pfsrd.com/classes/core-classes/barbarian/rage-powers/paizo---rage-powers/boar-s-charge)
- get a cleric, destruction domain (http://www.d20pfsrd.com/classes/core-classes/cleric/domains/paizo---domains/destruction-domain) in order to automaticly confirm your crits

Now, charge with your gore attack and land a crit threat that will be automaticly confirmed by the cleric. Transform your normal full-attack to an AoE with whirlwind attack (http://www.d20pfsrd.com/feats/combat-feats/whirlwind-attack-combat---final).

Performance Combat, using mocking dance (http://www.d20pfsrd.com/feats/combat-feats/mocking-dance-combat-performance) and performance combattant (http://www.d20pfsrd.com/feats/combat-feats/performing-combatant-combat) let you get a free move whenever you confirm a critical hit. You may now move at your normal speed between every auto-crit-auto-confirmed crits (add CaGM or Taunting Stance and enjoy the AoO).
Here we are, Pathfinder-nature's way of getting a real cleaver feat that overpass any kind of AC and can be used up to your number of AoO/turn.

And while we are at it, use the "cohort with fine people genius trick" to get yourself a legion of minions with at least performance combat and butterfly sting in order to trample over anything you want.
Title: Re: Interesting stuff in Pathfinder
Post by: Mogkiller on November 29, 2015, 11:24:22 AM
The Magic section, Combining Magic Effects (http://paizo.com/pathfinderRPG/prd/magic.html#combining-magic-effects), says:

Stacking Effects: Spells that provide bonuses or penalties on attack rolls, damage rolls, saving throws, and other attributes usually do not stack with themselves. More generally, two bonuses of the same type don't stack even if they come from different spells (or from effects other than spells; see Bonus Types, above).

Meaning that you can stack any kind of spells that doesn't provide bonuses "on attack rolls, damage rolls, saving throws, and other attributes" (hint, range is not an attribute (http://www.d20pfsrd.com/magic/all-spells/l/long-arm), neither are evolution points (http://www.d20pfsrd.com/magic/all-spells/e/evolution-surge)). And that un-type bonuses stacks. By rules, you can overload your-self with courageous enhancement on any part you can over your body to get a lot of bonuses (if you have the money for it, that is).

By the way, it took me time to find it, so it can be worth notifying it here : the table of possible bonuses (http://paizo.com/pathfinderRPG/prd/ultimateMagic/magic/designingSpells.html#bonus-types) that can be applied on wondrous items. And the Warrior of the Holy Light (http://www.d20pfsrd.com/classes/core-classes/paladin/archetypes/paizo---paladin-archetypes/warrior-of-the-holy-light) will provide you the almighty morale bonus to AC.
Title: Re: Interesting stuff in Pathfinder
Post by: Mogkiller on November 29, 2015, 11:49:42 AM
Did you know that Siege weapons are special weapons, especially poorly designed?
They are categorized by item's description, not by size, meaning that a Ballista, Light (http://paizo.com/pathfinderRPG/prd/ultimateCombat/combat/siegeEngines.html#ballista), is Large Size by design, not by use.
When comparing siege weapons to any kind of other weapon, you will notice that the damages are only stated once instead of twice (for Medium and Small), just like bonuses or effect. That's because their damages are fixed and not based on their size (just like special ammunition, or sneak attack).

So, let's get to the point: with Shrink Item (http://paizo.com/pathfinderRPG/prd/spells/shrinkItem.html) you can get yourself a really, really small weapon doing a lot of damage.
Use your siege alchemist and get crazy!
Title: Re: Interesting stuff in Pathfinder
Post by: stanprollyright on November 29, 2015, 03:19:56 PM
Did you know that Siege weapons are special weapons, especially poorly designed?
They are categorized by item's description, not by size, meaning that a Ballista, Light (http://paizo.com/pathfinderRPG/prd/ultimateCombat/combat/siegeEngines.html#ballista), is Large Size by design, not by use.
When comparing siege weapons to any kind of other weapon, you will notice that the damages are only stated once instead of twice (for Medium and Small), just like bonuses or effect. That's because their damages are fixed and not based on their size (just like special ammunition, or sneak attack).

So, let's get to the point: with Shrink Item (http://paizo.com/pathfinderRPG/prd/spells/shrinkItem.html) you can get yourself a really, really small weapon doing a lot of damage.
Use your siege alchemist and get crazy!

Umm...I think it would just resort to the regular size chart (http://paizo.com/paizo/faq/v5748nruor1fm#v5748eaic9t3f) and go down 4 steps.
Title: Re: Interesting stuff in Pathfinder
Post by: Mogkiller on November 29, 2015, 03:48:02 PM
Umm...I think it would just resort to the regular size chart (http://paizo.com/paizo/faq/v5748nruor1fm#v5748eaic9t3f) and go down 4 steps.
Well, would you step down damage of SA or spells based on its user's size? Would you even change the damage described within the special ammunition (http://paizo.com/pathfinderRPG/prd/ultimateCombat/combat/siegeEngines.html#special-siege-engine-ammunition)? How would you even do that? The special ammunition text doesn't states any reference for base size, and the projectile will always be the same, with the same price, and the same quantity. Haven't you notice that weapon's damage are always describe using "Dmg (S)" and "Dmg (M)" because, officially, PC are considered S or M?

Don't get me wrong: stepping down the damage from 4 steps would be the thing to do. But it just isn't the same as any weapon. The chart you are linking is for "weapon size" which is, by rules, different from "item size" (http://paizo.com/pathfinderRPG/prd/equipment.html#weapon-size), and siege weapons don't have a "weapon size". They have a size which is stated in the description: you cannot make a Ballista, Light that isn't L whereas you can make a C sword.
Moreover, using the same rules that I linked, let's look over the:
"If a weapon's designation would be changed to something other than light, one-handed, or two-handed by this alteration, the creature can't wield the weapon at all."
Meaning that a M creature could not use the smallest siege weapon. Yet we can, and not because rules don't apply the same way but because a siege weapon's size is included within its description. Think of a crossbow (http://www.d20pfsrd.com/equipment---final/weapons/weapon-descriptions/crossbow-light) with only one "Dmg" column and specifying "This weapon's damage isn't affected by its size".
Actually, this little sentence is a tacit rule for any kind of bonus.
Title: Re: Interesting stuff in Pathfinder
Post by: MrWolfe on November 29, 2015, 05:05:58 PM
Honestly, I kind of like the idea of scaling spells up or down based on size. It's always bugged me that an enormous giant or a tiny pixie produces spells with the same area and damage as a regular Joe--especially when the reach and damage of their melee weapons is scaled to their size.

Granted, that would make pixie casters somewhat less dangerous and things like dragons or ogre magi a hell of a lot more frightening, but honestly I think that's more of a feature than a bug--especially when it helps preserve the suspension of disbelief. I mean, what giant would bother with "area" spells that don't even affect the entire space of a creature their size?
Title: Re: Interesting stuff in Pathfinder
Post by: stanprollyright on November 29, 2015, 05:50:11 PM
"Judge me from a size, do you?"  Magic is separate, and relates to the power of the caster rather than the size of the caster.  It makes sense that way to me.  I wouldn't want the small races to be utterly screwed on damage all the time for everything, nor would i want giants and dragons to do more magic damage from size when they already do more physical damage.

Siege weapons, however, are physical and mundane weapons.  Their damage obviously scales with size.  Think of them as a creature with a natural weapon.  The size of the object is the size of the creature, the damage is based on the creature having that natural weapon at that size.
Title: Re: Interesting stuff in Pathfinder
Post by: Mogkiller on November 29, 2015, 06:33:36 PM
"Judge me from a size, do you?"
I pledged to only judge by the math, never by the cover!

Magic is separate, and relates to the power of the caster rather than the size of the caster.  It makes sense that way to me.  I wouldn't want the small races to be utterly screwed on damage all the time for everything, nor would i want giants and dragons to do more magic damage from size when they already do more physical damage.
An RPG isn't about making sense, it's about following rules. How could we possibly teleport otherwise? Can you imagine the anatomic's horror of being a centaur? Have you consider that a centaur's brain, being the same as a regular human while having more body parts to manage, will have less room for potential, thus making invalid the "fact" that centaurs are wise?

Siege weapons, however, are physical and mundane weapons.  Their damage obviously scales with size.  Think of them as a creature with a natural weapon.  The size of the object is the size of the creature, the damage is based on the creature having that natural weapon at that size.
The damages of a weapon does scale with size. I never disagree this point. Well, that's not entirely true: the creature (the sword that is) will do the damage of a creature of the upper size: a M sword is actually an S item, just as written here (http://paizo.com/pathfinderRPG/prd/equipment.html#weapon-size).

My point was that siege weapon are actually miswritten and that the damages doesn't scale like they should do, by rules that is. If you disagree on that point and want to scale, you would have to scale special ammunitions too, and alchemist's bomb while we are at it.
Any houserule or errata would obviously correct that. And any normally functioning GM would put this errata right away. But this thread's name is "Interesting stuff in Pathfinder", and I think that pointing out that, still, by rules, siege weapons don't scale with size is an interesting thing. That also means that your now Very Small Balista, Light will still require the same amount of people to reload and aim than when it was a L item, because the "Load" requirement is written and doesn't depend of the size of the siege weapon, only of what is written in "Table: Ranged Siege Engines".

And if you are stil not convinced, just look at the table of siege weapon and the one for equipment: the siege weapons have only one "Dmg" column, and that is because those weapons aren't designed to be made in other size. You can now look absolutely everywhere in any Paizo stuff. When damages scales there will always be two "Dmg (X)" columns, while non-scalling will only have one. Same for the feats giving natural weapons.
If you want a G Ballista you will create a Gate Breaker, not a Ballista, Light. Whereas your crossbow is a crossbow, whatever its size. A player cannot, by any means, create a Ballista, Light that isn't a L item, otherwise he will design a completely new item, a new entry that is. The entry will have new values, scaled by the chart you linked and houserule for "Crew - Aim - Load" since there's no rule for that.

-- Edit:
Honestly, I kind of like the idea of scaling spells up or down based on size. It's always bugged me that an enormous giant or a tiny pixie produces spells with the same area and damage as a regular Joe--especially when the reach and damage of their melee weapons is scaled to their size.

Granted, that would make pixie casters somewhat less dangerous and things like dragons or ogre magi a hell of a lot more frightening, but honestly I think that's more of a feature than a bug--especially when it helps preserve the suspension of disbelief. I mean, what giant would bother with "area" spells that don't even affect the entire space of a creature their size?
Whoops, didn't saw you. Well, Dragons bother to cast AMF while the description stipulates that some parts of their body will be left out! That would also means that D or lesser creature are totally useless. That would also means that any alchemist can come to a pond, put the regular amount of reagents, create a ([lbs_pound]/[lbs_potion]) * [actual_bomb_dices] damage and then throw a monster in it, destroying its very core. I honestly thing that, at this point, even a god would be crushed by receiving an ocean of bomb in the face. Well, as a DM I would have a minute of silence for the poor boy. Can you imagine the weight of the Earth's ocean? Because I can't!
Ok, I did the math: it looks like there is 1.1*e(12) liter of water on Earth. A vial of potion (filled) is 1 lbs, while the same vial is considered 0 when empty. One liter of water is 1 kg = 2.2 lbs. So there is 1.1*e(12)*2.2 lbs of water. let's say the weight of the reagent is acceptably null.
With 1L of water, you can do 2.2 vials. So the total number of vials doable on Earth is: 2.2 * 1.1 * e(12) = 2.42 * e(12).
A lvl 20 alchemist does 1d6 + 10d6 by vials. If the damage scale you now have nd6 (I'm sorry, I have no data for a weapon of a size of 1.100 km long) + (2.42 * e(13))d6 damage!
Title: Re: Interesting stuff in Pathfinder
Post by: MrWolfe on November 29, 2015, 08:07:30 PM
"Judge me from a size, do you?"  Magic is separate, and relates to the power of the caster rather than the size of the caster.  It makes sense that way to me.  I wouldn't want the small races to be utterly screwed on damage all the time for everything, nor would i want giants and dragons to do more magic damage from size when they already do more physical damage.

Siege weapons, however, are physical and mundane weapons.  Their damage obviously scales with size.  Think of them as a creature with a natural weapon.  The size of the object is the size of the creature, the damage is based on the creature having that natural weapon at that size.

Honestly, I'm less concerned with damage scaling on spells as I am with area. The whole point of an area effect spell is that it can affect multiple targets, that's why area spells tend to be a higher level than a single target spell of comparable effect. But without scaling, you have titans and dragons creating spells that are needlessly inefficient. A fireball with a 20' radius burst is still a single target spell to a gargantuan or larger creature. It just offers a dex save for half rather than being a ranged touch attack. You don't see medium spellcasters creating many area spells that only effect a single 5-foot square, so why would larger beings do so? This leads to the implication that larger spellcasting races are either stupid (try calling a great wyrm that to it's face) or lazy, (again, good luck) copying spells from medium sized races without bothering to research versions that would be more practical for them.

I mean, you can always say "the gods (ie: the game designers) made all magic work this way, and the inherent medium-creature bias is just a fundamental property of the multiverse", but that just feels like excusing lazy and inconsistent world building to me.

"Judge me from a size, do you?"
I pledged to only judge by the math, never by the cover!

Magic is separate, and relates to the power of the caster rather than the size of the caster.  It makes sense that way to me.  I wouldn't want the small races to be utterly screwed on damage all the time for everything, nor would i want giants and dragons to do more magic damage from size when they already do more physical damage.
An RPG isn't about making sense, it's about following rules. How could we possibly teleport otherwise? Can you imagine the anatomic's horror of being a centaur? Have you consider that a centaur's brain, being the same as a regular human while having more body parts to manage, will have less room for potential, thus making invalid the "fact" that centaurs are wise?

Unless there's some biology splatbook I'm not aware of, we technically have no basis to assume that a centaur's central nervous system is anything like a regular human's. In fact it would make more sense if their internal physiology were radically different from both humans and horses, because how the hell would their cardiovascular and digestive systems work otherwise? :twitch

Besides, having less room for "potential" in their neural architecture would be more likely to limit Intelligence rather than Wisdom. Even a common bat (http://www.d20pfsrd.com/bestiary/monster-listings/animals/bat/bat) has more wisdom than the average (http://www.d20pfsrd.com/bestiary/npc-s/npc-0/barmaid) human (http://www.d20pfsrd.com/bestiary/npc-s/npc-0/farmer-human-commoner-1-expert-1) commoner (http://www.d20pfsrd.com/bestiary/npc-s/npc-0/townsfolk-human-commoner-2) in pathfinder--or the average city guard (http://www.d20pfsrd.com/bestiary/npc-s/npc-0/city-guard-human-warrior-2), for that matter. :lmao

Consider that my "interesting find" for this post--and sorry for helping to derail what was a very interesting and potentially exploitable quirk of the RAW.

[edit]
Whoops, didn't saw you. Well, Dragons bother to cast AMF while the description stipulates that some parts of their body will be left out! That would also means that D or lesser creature are totally useless. That would also means that any alchemist can come to a pond, put the regular amount of reagents, create a ([lbs_pound]/[lbs_potion]) * [actual_bomb_dices] damage and then throw a monster in it, destroying its very core. I honestly thing that, at this point, even a god would be crushed by receiving an ocean of bomb in the face. Well, as a DM I would have a minute of silence for the poor boy. Can you imagine the weight of the Earth's ocean? Because I can't!
Ok, I did the math: it looks like there is 1.1*e(12) liter of water on Earth. A vial of potion (filled) is 1 lbs, while the same vial is considered 0 when empty. One liter of water is 1 kg = 2.2 lbs. So there is 1.1*e(12)*2.2 lbs of water. let's say the weight of the reagent is acceptably null.
With 1L of water, you can do 2.2 vials. So the total number of vials doable on Earth is: 2.2 * 1.1 * e(12) = 2.42 * e(12).
A lvl 20 alchemist does 1d6 + 10d6 by vials. If the damage scale you now have nd6 (I'm sorry, I have no data for a weapon of a size of 1.100 km long) + (2.42 * e(13))d6 damage!

See, that's the kind of internally consistent logic I like to see. How awesome would it be for adventurers to be hired to slay some giant because they keep trying to brew a potion in the local fishing hole?

Makes a great evil plot for your BBEG: An ancient dragon plans to use the town lake for his latest potion experiment!
Title: Re: Interesting stuff in Pathfinder
Post by: deadkitten on November 29, 2015, 08:14:50 PM
Quote
Big creatures and centered effects: If a Large or larger creature has up an effect “centered on you,” does that mean that sometimes the emanation doesn’t even affect the creature’s entire space, let alone anything else?

Answer: No, when a creature uses an emanation or burst with the text “centered on you,” treat the creature’s entire space as the spell’s point of origin, and measure the spell’s area or effect from the edges of the creature’s space. For instance, an antimagic field cast by a great wyrm red dragon would extend 10 feet beyond her 30x30 foot space, for a total of a 50 foot diameter.

From what it is worth about the spells and creature size discussion, they released a FAQ not too long ago.
Title: Re: Interesting stuff in Pathfinder
Post by: Mogkiller on November 30, 2015, 12:54:07 AM
Quote
Big creatures and centered effects: If a Large or larger creature has up an effect “centered on you,” does that mean that sometimes the emanation doesn’t even affect the creature’s entire space, let alone anything else?

Answer: No, when a creature uses an emanation or burst with the text “centered on you,” treat the creature’s entire space as the spell’s point of origin, and measure the spell’s area or effect from the edges of the creature’s space. For instance, an antimagic field cast by a great wyrm red dragon would extend 10 feet beyond her 30x30 foot space, for a total of a 50 foot diameter.

From what it is worth about the spells and creature size discussion, they released a FAQ not too long ago.
Wooh, so the description in Way of the Wicked is wrong? Thanks for the intel!

Unless there's some biology splatbook I'm not aware of, we technically have no basis to assume that a centaur's central nervous system is anything like a regular human's. In fact it would make more sense if their internal physiology were radically different from both humans and horses, because how the hell would their cardiovascular and digestive systems work otherwise? :twitch
Well, this is based over the fact that a centaur is a human torso over a horse body. Alas, the theory isn't mine. I just happend to like it.

and sorry for helping to derail
You are right, I'm sorry. If anyone want to continue this conversation, I will gladly answer pm.
Title: Re: Interesting stuff in Pathfinder
Post by: Mogkiller on November 30, 2015, 01:18:21 AM
While talking on Alchemist's bomb, have you noticed the Fire bomber's Fiery Cocktail (http://paizo.com/pathfinderRPG/prd/advancedRaceGuide/featuredRaces/goblins.html#fiery-cocktail)?
It stipulates that :
"he can split the damage dice evenly between the bomb's primary damage type and 1d6 points of fire damage;" without limiting that to a bomb-based discovery.
Meaning it actually redefines the output of damage dices between your bomb and your bomb for any discovery dealing damages without your real bomb damage. Scrap Bomb (http://www.d20pfsrd.com/races/other-races/featured-races/arg-goblin/fire-bomber-alchemist-goblin/scrap-bomb-su) will now do a lot more than 1 damage per die of bomb damage.
Title: Re: Interesting stuff in Pathfinder
Post by: phaedrusxy on November 30, 2015, 07:23:49 AM
Quote
Big creatures and centered effects: If a Large or larger creature has up an effect “centered on you,” does that mean that sometimes the emanation doesn’t even affect the creature’s entire space, let alone anything else?

Answer: No, when a creature uses an emanation or burst with the text “centered on you,” treat the creature’s entire space as the spell’s point of origin, and measure the spell’s area or effect from the edges of the creature’s space. For instance, an antimagic field cast by a great wyrm red dragon would extend 10 feet beyond her 30x30 foot space, for a total of a 50 foot diameter.
From what it is worth about the spells and creature size discussion, they released a FAQ not too long ago.
That's awesome. It was one of the stupid rules quirks that always bugged me in 3.X.
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on November 30, 2015, 05:36:58 PM
- get a cleric, destruction domain (http://www.d20pfsrd.com/classes/core-classes/cleric/domains/paizo---domains/destruction-domain) in order to automaticly confirm your crits

Now, charge with your gore attack and land a crit threat that will be automaticly confirmed by the cleric. Transform your normal full-attack to an AoE with whirlwind attack (http://www.d20pfsrd.com/feats/combat-feats/whirlwind-attack-combat---final).

Cleric 8 is a HUGE investment just for auto-confirmation. Using Disposable Weapon feat and repairing fragile weapons is MUCH more efficient.

What are you trying to do w the charge and full attack thing? I'm confused.
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on November 30, 2015, 05:54:24 PM
Meaning that you can stack any kind of spells that doesn't provide bonuses "on attack rolls, damage rolls, saving throws, and other attributes" (hint, range is not an attribute (http://www.d20pfsrd.com/magic/all-spells/l/long-arm), neither are evolution points (http://www.d20pfsrd.com/magic/all-spells/e/evolution-surge)). And that un-type bonuses stacks. By rules, you can overload your-self with courageous enhancement on any part you can over your body to get a lot of bonuses (if you have the money for it, that is).

Yeaaahhh..... no. It doesn't work that way.

Since 'attribute' doesn't have a game defition, you have to go to the normal definition. Reach is an attribute, evolutions are attributes, size is an attribute... the list goes on. You can't stack long arm reach with itself.

Quote
at·trib·ute
noun
ˈatrəˌbyo͞ot/
1.
a quality or feature regarded as a characteristic or inherent part of someone or something.
"flexibility and mobility are the key attributes of our army"
synonyms:   quality, characteristic, trait, feature, element, aspect, property, sign, hallmark, mark, distinction; informalX factor
"he has all the attributes of a top player"
Title: Re: Interesting stuff in Pathfinder
Post by: Mogkiller on November 30, 2015, 06:59:43 PM
Yeaaahhh..... no. It doesn't work that way.

Since 'attribute' doesn't have a game defition, you have to go to the normal definition. Reach is an attribute, evolutions are attributes, size is an attribute... the list goes on. You can't stack long arm reach with itself.
Your point is interesting and most certainly valid. The only thing I could find is that in Getting Started (http://paizo.com/pathfinderRPG/prd/gettingStarted.html#table-1-2-ability-score-points), it is specified that "all attributes start at a base of 10", but it could be a simple mistake due to the fact they didn't want to repeat "his most basic attributes" once more.

That being said, if we consider every single characteristic of a character being an attribute we have to associate a type to the bonus granted. Since they don't have a defined type of bonus they are considered untyped, therefore they stack with themselves. You can then, by rules, overload yourself with the same effect.
"More generally, two bonuses of the same type don't stack even if they come from different spells"
"A bonus that doesn't have a type stacks with any bonus."
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on November 30, 2015, 10:56:32 PM
My 5th printing Core has "Each character has six ability scores that represent his
character’s most basic attributes."
as the first line of the ability score section pg 15. Also, the next 3 or so mentions of "attribute" said basically the same thing.

The part you seem to be quoting was about purchasing ability points through the point buy system. It's obvious that they used attribute instead of ability score for the point purchase chunk.

---

Umm, they really fucked up the Dimensional Pit item from Black Markets...

Quote from:  page 21
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.

The trapped creature's are only expelled when the pit collapses on its own, but you can command it to close up before then. Also, they failed to mention that items also pop out. They also failed to add that the pit ALSO goes inert if the command word is spoken before the 1 min mark. OOPS!

Great alternative Portable Hole for much cheaper.
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on December 03, 2015, 10:28:14 PM
Legalistic curse allows you to roll off the charts on a d100 chart roll
Title: Re: Interesting stuff in Pathfinder
Post by: Amechra on December 04, 2015, 01:05:45 AM
The Busker (http://www.d20pfsrd.com/classes/core-classes/bard/archetypes/paizo---bard-archetypes/busker-bard-archetype) archetype for the Bard is... well, it basically replaces Inspire Courage with "I experience the sweet, sweet benefits of Haste."

Too bad it doesn't really combo well with any other Bard archetype.



On the other hand, Lotus Geisha (http://www.d20pfsrd.com/classes/core-classes/bard/archetypes/paizo---bard-archetypes/lotus-geisha) is essentially Song of the Heart: Pathfinder Edition. Too bad it doesn't combo with Words of Creation: Pathfinder Edition (the Dervish, if I remember correctly.)

Edit: Forget your Familiar being smarter than the party Barbarian - a Scholar Familiar (http://www.d20pfsrd.com/classes/core-classes/wizard/familiar/familiar-archetypes/sage-familiar-archetype) has an Intelligence of level + 5. That means that it can potentially be smarter than you are.
Title: Re: Interesting stuff in Pathfinder
Post by: Mogkiller on December 04, 2015, 04:51:53 AM
Naah, made a mistake, can't find erase button, sorry
Title: Re: Interesting stuff in Pathfinder
Post by: MrWolfe on December 08, 2015, 08:12:25 PM
Okay, this is interesting: Conductive (http://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/conductive) is a +1 weapon ability that lets you expend two uses of a SLA or Supernatural ability that relies on a touch attack to channel it through the weapon on a successful hit. If the ability has an unlimited number of uses you can do this once per round. Only stipulation is that conductive melee weapons can only channel melee touch attacks, and conductive ranged weapons only channel ranged touch attacks.

So...

...build a character with an at-will ranged touch attack, firearms proficiency, and the conductive firearm of your choice. :devil

Off the top of my head, a kineticist (http://www.d20pfsrd.com/occult-adventures/occult-classes/kineticist) with EWP: Firearms could channel their simple and composite blasts though a conductive firearm. You get extra damage plus whatever other enchantments you've put on the gun, can potentially use feats and abilities that wouldn't ordinarily apply to a kinetic blast, and depending on the type of gun you can more than double your range or turn it into a cone.

I'll have to look into it more but it seems like there's great potential for shenanigans here. :smirk
Title: Re: Interesting stuff in Pathfinder
Post by: deadkitten on December 09, 2015, 01:46:02 AM
Okay, this is interesting: Conductive (http://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/conductive) is a +1 weapon ability that lets you expend two uses of a SLA or Supernatural ability that relies on a touch attack to channel it through the weapon on a successful hit. If the ability has an unlimited number of uses you can do this once per round. Only stipulation is that conductive melee weapons can only channel melee touch attacks, and conductive ranged weapons only channel ranged touch attacks.

So...

...build a character with an at-will ranged touch attack, firearms proficiency, and the conductive firearm of your choice. :devil

Off the top of my head, a kineticist (http://www.d20pfsrd.com/occult-adventures/occult-classes/kineticist) with EWP: Firearms could channel their simple and composite blasts though a conductive firearm. You get extra damage plus whatever other enchantments you've put on the gun, can potentially use feats and abilities that wouldn't ordinarily apply to a kinetic blast, and depending on the type of gun you can more than double your range or turn it into a cone.

I'll have to look into it more but it seems like there's great potential for shenanigans here. :smirk

Yea, bow Kineticists are probably the highest damaging ranged Kineticist build at the moment and are only eclipsed by the kinetic blade or whip users.
Title: Re: Interesting stuff in Pathfinder
Post by: MrWolfe on December 09, 2015, 03:14:56 AM
Yea, bow Kineticists are probably the highest damaging ranged Kineticist build at the moment and are only eclipsed by the kinetic blade or whip users.

A) How does the blade/whip build work? A conductive melee weapon can only channel SLA/SA's that use melee touch attacks, does the kineticist get a melee version of their kinetic blast?

B) I'm less enamored with the raw damage potential and more with the ability to effectively apply weapon enchantments to you spell-like or supernatural abilities.

For instance, I'm playing a 3.5 warlock in my group's current 3.X/Pathfinder mashup campaign. Say you channeled a Frightful Blast (will save or be shaken on a hit) through a +1 Conductive Cruel (http://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/cruel) ranged weapon?

You could do a crapton of damage and make the target sickened and shaken on a failed save for a total penalty of -4 to attack rolls, saving throws, skill checks, and ability checks, and -2 to weapon damage rolls. That's some serious debuffing to lay out, even without blasting at the same time--and you get 5 Temp HP if you drop somebody with it. Being able to do that every round at will is just nuts.

Use Distance (http://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/distance) to increase the range of your powers even further, or Dispelling (http://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/dispelling)/Dispelling Burst (http://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/dispelling-burst) to hose enemy buffs and spellcasters while still blasting. Use a weapon that deals piercing or slashing damage and you can effectively make your SLA/SA's Keen--and get a better threat range than you could achieve through Imp. Crit.

Honestly there's a ton of neat rider effects you can apply to your abilities this way that would either be very difficult or downright impossible to get any other way.
Title: Re: Interesting stuff in Pathfinder
Post by: deadkitten on December 09, 2015, 12:55:15 PM
Yea, bow Kineticists are probably the highest damaging ranged Kineticist build at the moment and are only eclipsed by the kinetic blade or whip users.

A) How does the blade/whip build work? A conductive melee weapon can only channel SLA/SA's that use melee touch attacks, does the kineticist get a melee version of their kinetic blast?

B) I'm less enamored with the raw damage potential and more with the ability to effectively apply weapon enchantments to you spell-like or supernatural abilities.

For instance, I'm playing a 3.5 warlock in my group's current 3.X/Pathfinder mashup campaign. Say you channeled a Frightful Blast (will save or be shaken on a hit) through a +1 Conductive Cruel (http://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/cruel) ranged weapon?

You could do a crapton of damage and make the target sickened and shaken on a failed save for a total penalty of -4 to attack rolls, saving throws, skill checks, and ability checks, and -2 to weapon damage rolls. That's some serious debuffing to lay out, even without blasting at the same time--and you get 5 Temp HP if you drop somebody with it. Being able to do that every round at will is just nuts.

Use Distance (http://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/distance) to increase the range of your powers even further, or Dispelling (http://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/dispelling)/Dispelling Burst (http://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/dispelling-burst) to hose enemy buffs and spellcasters while still blasting. Use a weapon that deals piercing or slashing damage and you can effectively make your SLA/SA's Keen--and get a better threat range than you could achieve through Imp. Crit.

Honestly there's a ton of neat rider effects you can apply to your abilities this way that would either be very difficult or downright impossible to get any other way.

A) Just using Kinetic blade/Whip by itself is likely to be the most damaging option. Although, there is some ambiguity that the kinetic blade/whip form infusions turn the blast into melee touch and allow you to use it with a melee conductive weapon, so you could grab an off hand weapon to use that way. But again, that's a grey area that hasn't really been discussed or clarified by developers.

B) Apparently with how Conductive works is that it turns your blast into a rider effect, so it would essentially be something like a big ass flaming or corrosive ability on one hit.

There is definitely some contention on weather you can apply any kind of infusion to a kinetic blast and use it through a conductive weapon, there is no clear answer at the moment over on the Paizo boards. It is definitely a hot topic on the Kineticist Handbook thread.

Also since the Blast from conductive is additional damage, it apparently will not share the benefit from the weapons threat range.
Title: Re: Interesting stuff in Pathfinder
Post by: MrWolfe on December 10, 2015, 02:32:39 PM
A) Just using Kinetic blade/Whip by itself is likely to be the most damaging option. Although, there is some ambiguity that the kinetic blade/whip form infusions turn the blast into melee touch and allow you to use it with a melee conductive weapon, so you could grab an off hand weapon to use that way. But again, that's a grey area that hasn't really been discussed or clarified by developers.

Ah, so there are abilities that turn it into a melee touch attack. Haven't taken a really good look at the Kineticist yet, so I wasn't sure.

B) Apparently with how Conductive works is that it turns your blast into a rider effect, so
 it would essentially be something like a big ass flaming or corrosive ability on one hit.

There is definitely some contention on weather you can apply any kind of infusion to a kinetic blast and use it through a conductive weapon, there is no clear answer at the moment over on the Paizo boards. It is definitely a hot topic on the Kineticist Handbook thread.

Why would there be contention? Conductive works with any SLA/SA you have. Going back to my warlock example (because I'm more familiar with blast shape and eldritch essence invocations than whatever equivalent the kineticist gets) even if you considered Eldritch Blast and Eldritch Chain or Beshadowed Eldritch Chain to be separate abilities, it doesn't matter because conductive doesn't require being keyed to a specific power. It works with whatever you choose to channel into it, provided it meets the requirement of using either a ranged or melee touch attack.

Now, if a warlock were to try and channel an Eldritch Cone or Hideous Blow through his ranged Conductive weapon, he'd be SOL--the first doesn't use a touch attack and the second uses a melee touch attack instead of a ranged one.

Also since the Blast from conductive is additional damage, it apparently will not share the benefit from the weapons threat range.

That's an...interesting way of interpreting it. Thing is, it isn't precisely extra damage. You are affected on a hit as though struck by the SLA/SA as well as the weapon. Basically, you're using one attack roll for both attacks. If that attack roll is a crit, then it should be a crit for both. You could argue that it only allows you to affect them as though struck normally (ie: not critted), but that seems like inferring a restriction that isn't actually present in the wording. Either way, it's definitely not "extra damage"--in fact it it doesn't have to be damage at all.

Conductive works with any touch attack SLA/SA--not just blasty ones. There are probably some much more interesting things one could do with the right abilities, I'm just not that familiar with the what and how of getting at-will SLA's outside of going Warlock.

Certainly a conductive melee weapon channeling Curse of Despair would be nifty.

Title: Re: Interesting stuff in Pathfinder
Post by: deadkitten on December 10, 2015, 04:21:48 PM
Quote
Critical Hits wrote:
Exception: Precision damage (such as from a rogue's sneak attack class feature) and additional damage dice from special weapon qualities (such as flaming) are not multiplied when you score a critical hit.

The effects from conductive are additional damage from the weapon ability, so you would not be able to crit with the blast channeled.


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. This weapon special ability can only be used once per round, and only works with magical abilities of the same type as the weapon (melee or ranged).

And on the infusion abilities, you apply infusions when you use your SLA Kinetic Blast, and the wording on conductive can be interpreted in a way that you.are not actually using your SLA in the normal sense, so you would not get the chance to apply infusions.

Honestly, the existence of Kineticists will probably cause conductive to get nerfed at some point, and that makes me sad.
Title: Re: Interesting stuff in Pathfinder
Post by: MrWolfe on December 10, 2015, 06:50:32 PM
Quote
Critical Hits wrote:
Exception: Precision damage (such as from a rogue's sneak attack class feature) and additional damage dice from special weapon qualities (such as flaming) are not multiplied when you score a critical hit.

The effects from conductive are additional damage from the weapon ability, so you would not be able to crit with the blast channeled.

The rules for the conductive property say the target "suffers the effects of both the weapon attack and the special ability." One of the effects of most damaging touch attacks is that they deal double damage on a crit. Specific trumps general, so the specific rules for conductive weapons trumps the general crit rules. This is why you can actually use the conductive property in the first place, when doing so requires expending two uses of a spell like or supernatural ability as a non-action following a successful melee attack--which breaks the hell out of the general rules for how your SLA/SA works and what you can normally do on your turn.

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. This weapon special ability can only be used once per round, and only works with magical abilities of the same type as the weapon (melee or ranged).

And on the infusion abilities, you apply infusions when you use your SLA Kinetic Blast, and the wording on conductive can be interpreted in a way that you.are not actually using your SLA in the normal sense, so you would not get the chance to apply infusions.

Honestly, the existence of Kineticists will probably cause conductive to get nerfed at some point, and that makes me sad.

I don't see the problem. You are using your Kinetic Blast--technically you're using it twice--you're just using it in a new way that wouldn't be possible without the conductive property. It's true that the wording could be interpreted differently, but that isn't much of an argument. Wording can always be interpreted wrong. :P

As for being nerfed, eh, it might happen. People flipped their shit in 3.5 when Warlocks came out and they'll probably do the same for the Pathfinder Kineticist. Always struck me as more of a knee jerk reaction that something that was actually warranted, though. At-will SLA's are cool, but they're really not any better than what the other classes can do. Besides, as long as your party has a healer (or any other caster) the at-will thing becomes moot pretty quickly, since you'll still be taking a break along with everyone else once the Vancian casters run out of slots.
Title: Re: Interesting stuff in Pathfinder
Post by: Eviltedzies on December 18, 2015, 03:16:40 PM
So I haven't really seen too much online regarding this so I thought I'd throw it up here for good measure. I've found Warlords to be one of the best party support classes ever and in some categories they even ecplise casters.

* Warlords use their Charisma modifiers in place of the usual Aid Another bonuses.
* Warlords can use Aid Another as a move action on allies up to 30ft away.
* Warlords use their Charisma modifiers in place of the usual Flanking bonuses.
* Warlords can share teamwork feats with allies.

You can do some crazy stuff with that.

* Harrying Partners (http://www.d20pfsrd.com/feats/combat-feats/harrying-partners-combat-teamwork) - Aid Another bonuses last an entire round. Sweet.
* Bodyguard (http://www.d20pfsrd.com/feats/combat-feats/bodyguard-combat) - Better Action Economoy for Aid Another at the cost of being forced to remain adjacent.
* Golden Commander Stance  (http://www.d20pfsrd.com/path-of-war/disciplines-and-maneuvers/golden-lion-maneuvers/golden-commander-stance) - Makes it much easier to flank and syngergizes with Bodyguard in needing to be adjacent.

So lets say a Warlord has a +5 Charisma modifier and the above feats and stance. He then shares Harrying Partners with his team at the start of battle. Any ally standing next to the Warlord who is attacked gets practically a free +5 to AC against one foe for the entire round. If the Warlord uses a move action then they also get a +5 to attack on ALL their attacks against that same foe for one round. Add to this, any ally adjacent to the Warlord fighting the same foe also get ANOTHER +5 to hit since the are considered flanking with the Warlord. All of this for relatively little action economoy on the Warlord's part and he and his melee allies are basically doing the same thing they would normally do in a fight.

The new Path of War Expanded  (http://www.giantitp.com/forums/showthread.php?444869-Dreamscarred-Press-Path-of-War-Expanded!-(Thread-VII)&p=19861604) stuff makes this even more crazy.

*New Warlord Tactical Presence, Gladiators Presence, available at level 9. Adds the Warlords Charisma modifier as a morale bonus to allies CMB and CMD checks. Also allows allies to perform combat maneuver without provoking AoOps. It's like what Marshal aura's should have been in 3.5. (This can get even stupider if you have a bard in the party cast Moment of Greatness)

*New class template for Warlord called Bushi. One of their abilities reads:
-
Quote
Respect: The bushi respects all life, and knows that the strength of his allies support his own strength. Whenever the bushi uses the Aid Another action in or out of combat, he adds his initiation modifier (min +1) to the bonus that he grants his allies.
That bonus, is an addition to Aid Another, not a replacement, which means it stacks with the Warlords Tactical Assistance ability. (Effectively add x2 Charisma to Aid Another bonuses)

So a Bushi Warlord toting a +5 Charisma modifier who has shared his Harrying Partner teamwork feat with his allies can basically use a move action to grant any ally within 30ft a +10 to attack against one foe for the entire round. He can do this twice per round if he chooses and can do this indefinately so long as the teamwork feat lasts. In addition, should he be adjacent to attacking allies, he grants them another +5 bonus to hit for flanking AND he can use his Attack of Opportunity pool to boost their AC's by 10 as well.
That is what I call teamwork.

Another class that syngergizes well with this Aid Another theme is the Zealot.
* Recovers maneuvers by Aiding Another as a standard action.
* When recovering maneuvers, grants allies a scaling bonus to attack
* Can use Aid Another on himself!!!!!! <------
* Can use Aid Another on his ranged attacks
* Can Aid Another on any member of his collective regardless of range
* At 9th level, a Zealot who has chosen the Mission of Protection automatically succeeds at Aid Another checks to grant allies bonuses to attack/damage.

If your playing Gestalt, a Bushi Warlord || Zealot would be the ultimate Self-Help Samurai. x2 Charisma to all skill checks, attack rolls, and AC yes please!

Oh wait, lets not forget, Aid Another Bonuses STACK!

So if you really wanted to go balls to the walls, you could grant allies x4 Charisma modifier to Attacks, AC, or Skill checks.
Title: Re: Interesting stuff in Pathfinder
Post by: phaedrusxy on December 18, 2015, 03:49:24 PM
Yeah, I briefly played a multiclassed bard (geisha/flamedancer, which works very well together BTW)/warlord and thought it was an awesome support character, and also decent combatant, as well as having a nice bag of tricks from spells and maneuvers.
Title: Re: Interesting stuff in Pathfinder
Post by: MrWolfe on December 21, 2015, 09:26:32 PM
Surprised this hasn't been brought up before, but maybe my search-fu is just weak:

So, the feat Summon Guardian Spirit (http://www.archivesofnethys.com/FeatDisplay.aspx?ItemName=Summon%20Guardian%20Spirit) is rather nifty:

(click to show/hide)

Interestingly, it doesn't say that you have to qualify to have the creature as an improved familiar, so nothing's stopping you from picking one that normally requires a higher CL than you have, or whose alignment doesn't match yours.
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on December 21, 2015, 09:51:50 PM
Nice.... damn not PFS legal
Title: Re: Interesting stuff in Pathfinder
Post by: MrWolfe on December 24, 2015, 02:07:39 AM
Hmm. So, does the damage from Life Link (http://www.d20pfsrd.com/classes/base-classes/oracle/mysteries/paizo---oracle-mysteries/life) or a similar effect that heals allies by transferring some of their damage to you count as an "attack" for the purposes of the Flesh Wound (http://www.d20pfsrd.com/classes/core-classes/barbarian/rage-powers/paizo---rage-powers/flesh-wound-ex) rage power?

If so, that could be a nifty combo:

1) Set up life link on your party.
2) When your turn comes up make a fort save against the damage to cut it in half and make it nonlethal damage instead.
3) Heal, which restores an equal amount of lethal and nonlethal damage simultaneously.

Standard 4-person group means a max of 15 damage transferred to you at the start of your turn, which is a ridiculously easy fort save for a raging 10th level barbarian. (You need barb 10 to get Flesh Wound.)

Admittedly, it's a rare build that's going to have access to Life Link and Flesh Wound--but if memory serves there are other spells/magic items that have similar effects.
Title: Re: Interesting stuff in Pathfinder
Post by: deadkitten on December 24, 2015, 01:18:03 PM
Hmm. So, does the damage from Life Link (http://www.d20pfsrd.com/classes/base-classes/oracle/mysteries/paizo---oracle-mysteries/life) or a similar effect that heals allies by transferring some of their damage to you count as an "attack" for the purposes of the Flesh Wound (http://www.d20pfsrd.com/classes/core-classes/barbarian/rage-powers/paizo---rage-powers/flesh-wound-ex) rage power?

If so, that could be a nifty combo:

1) Set up life link on your party.
2) When your turn comes up make a fort save against the damage to cut it in half and make it nonlethal damage instead.
3) Heal, which restores an equal amount of lethal and nonlethal damage simultaneously.

Standard 4-person group means a max of 15 damage transferred to you at the start of your turn, which is a ridiculously easy fort save for a raging 10th level barbarian. (You need barb 10 to get Flesh Wound.)

Admittedly, it's a rare build that's going to have access to Life Link and Flesh Wound--but if memory serves there are other spells/magic items that have similar effects.

Quote
the barbarian must elect to use this ability after the attack roll is made, but before the damage is rolled.

Quote
Each round at the start of your turn, if the bonded creature is wounded for 5 or more hit points below its maximum hit points, it heals 5 hit points and you take 5 hit points of damage

Seems to me that you need an attack roll to use Flesh Wound, and for damage to be rolled. So since Life Link provides neither of those circumstances, it would not trigger the rage power.
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on December 24, 2015, 08:18:59 PM
Agreed
Title: Re: Interesting stuff in Pathfinder
Post by: Snowbluff on December 24, 2015, 09:18:55 PM
Seems to me that you need an attack roll to use Flesh Wound, and for damage to be rolled. So since Life Link provides neither of those circumstances, it would not trigger the rage power.
The worst part about that is that this ruling precludes spells, which are attacks, but don't necessarily need an attack roll.

Or is that somehow different in PF? 
Title: Re: Interesting stuff in Pathfinder
Post by: MrWolfe on December 24, 2015, 10:16:56 PM
Nope. Most area damage spells like fireball use a reflex save rather than an attack roll. Quite a few single target spells work that way too, IIRC. Personally, I'd call shenanigans if a GM tried to interpret it that way, for exactly this reason.

That last line that Deadkitten quoted is a little out of context. The full text of the feat is:

Quote
Once per rage, the barbarian can try to avoid serious harm from an attack. The barbarian must make a Fortitude save with a DC equal to the damage that would be dealt by the attack. The barbarian’s armor check penalty applies on this saving throw. If the save succeeds, the barbarian takes half damage from the attack and the damage is nonlethal. The barbarian must elect to use this ability after the attack roll is made, but before the damage is rolled.

Poor wording, but it seems pretty clear that the intention was to force you to decide whether or not to use the ability before the damage is rolled--not to limit it to attacks that require attack rolls.

There are also some spells and attacks that do a set amount of damage, rather than making a roll. Personally, I'd say that you just need to declare that you're using Flesh Wound before the GM announces how much damage you take. My only concern is with whether or not damage transferred via Life Link counts as an "attack" or not.

[Edit]

Another interesting tidbit:

Weapon Focus + Dazzling Display + Hero's Display (http://www.archivesofnethys.com/FeatDisplay.aspx?ItemName=Hero%27s%20Display) = Use Dazzling Display as a swift action.

Intimidating Glare (http://www.d20pfsrd.com/classes/core-classes/barbarian/rage-powers/paizo---rage-powers/intimidating-glare-ex) + Terrifying Howl (http://www.d20pfsrd.com/classes/core-classes/barbarian/rage-powers/paizo---rage-powers/terrifying-howl-ex) = Force all shaken enemies within 30' to make a will save or be panicked.

So, with one turn you can make a group of enemies panicked, and still have a move action available. If you have Disheartening Display (http://www.archivesofnethys.com/FeatDisplay.aspx?ItemName=Disheartening%20Display) and can convince your GM to let you use another swift action in place of that move action, you can make everyone within 30' cower with a single turn.

I realize I may be preaching to the choir here but barbarian intimidate builds can get insane.
Title: Re: Interesting stuff in Pathfinder
Post by: deadkitten on December 25, 2015, 05:18:24 PM
[Edit]

Another interesting tidbit:

Weapon Focus + Dazzling Display + Hero's Display (http://www.archivesofnethys.com/FeatDisplay.aspx?ItemName=Hero%27s%20Display) = Use Dazzling Display as a swift action.

Intimidating Glare (http://www.d20pfsrd.com/classes/core-classes/barbarian/rage-powers/paizo---rage-powers/intimidating-glare-ex) + Terrifying Howl (http://www.d20pfsrd.com/classes/core-classes/barbarian/rage-powers/paizo---rage-powers/terrifying-howl-ex) = Force all shaken enemies within 30' to make a will save or be panicked.

So, with one turn you can make a group of enemies panicked, and still have a move action available. If you have Disheartening Display (http://www.archivesofnethys.com/FeatDisplay.aspx?ItemName=Disheartening%20Display) and can convince your GM to let you use another swift action in place of that move action, you can make everyone within 30' cower with a single turn.

I realize I may be preaching to the choir here but barbarian intimidate builds can get insane.

Ya don't need to ask your DM squat, you just have to be an angry Barbarian.in drag.
http://archivesofnethys.com/MagicWondrousDisplay.aspx?FinalName=Corset%20of%20Delicate%20Moves (http://corset of delicate moves)
Title: Re: Interesting stuff in Pathfinder
Post by: MrWolfe on December 25, 2015, 09:51:03 PM
Awesome. Totally have to run this character sometime.
Title: Re: Interesting stuff in Pathfinder
Post by: Garryl on December 27, 2015, 12:34:11 AM
Dunno if it's been mentioned already, as I haven't checked this thread in nearly a year, but PF's got a whole section on background skills (http://www.d20pfsrd.com/skills/background-skills) and non-adventuring skill uses. In addition to a variant to give PCs more skill points for background (non-adventuring) skill stuff, it includes a lot of expanded uses for Craft, Perform, and Profession. Also, there are a few uses that might be useful while adventuring, too, such as ignoring half the hardness of an object, noticing poison in a food or beverage, and aid another checks to other skills.
Title: Re: Interesting stuff in Pathfinder
Post by: MrWolfe on December 28, 2015, 12:12:36 AM
Intersting. Been meaning to get around to looking at the unchained stuff. If nothing else I like the part about having two extra skill points to cram a "day job" skill into your build. :D
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on December 31, 2015, 01:16:46 AM
Quote
Diplomacy skill unlock
With sufficient ranks in Diplomacy, you earn the following.
5 Ranks: The time required to inf luence a creature’s
attitude or gather information is halved.

Gladhanding: A street performer earns double the
normal amount of money from Perform checks. As a
standard action, he may use a Bluff check in place of a
Diplomacy check to improve a creature’s attitude for 1
minute, after which its attitude becomes one step worse
than originally.

Does this mean you get 2 half standard actions instead of 1 full?
Title: Re: Interesting stuff in Pathfinder
Post by: deadkitten on December 31, 2015, 02:16:34 AM
Quote
Diplomacy skill unlock
With sufficient ranks in Diplomacy, you earn the following.
5 Ranks: The time required to influence a creature’s
attitude or gather information is halved.

Gladhanding: A street performer earns double the
normal amount of money from Perform checks. As a
standard action, he may use a Bluff check in place of a
Diplomacy check to improve a creature’s attitude for 1
minute, after which its attitude becomes one step worse
than originally.

Does this mean you get 2 half standard actions instead of 1 full?

I believe that you would actually have to use the diplomacy skill in order to make use of its skill unlock, so substituting bluff would not work.
But that is my gut reaction, and skill unlocks interacting with things like this could definitely be interesting.
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on December 31, 2015, 03:16:55 PM
*looks again* hmmm... most seem to mention the skill needed in the gained bonus, but this does not. But I don't see any general rule that mentioned that it must be used for a particular skill. So why not gladhanding as a half-standard action?
Title: Re: Interesting stuff in Pathfinder
Post by: Ice9 on January 06, 2016, 08:10:10 PM
One I just came across -
Let's say you've got minions, from Simulacrum or whatever.  They're handy, but they clutter things up - if only there was a way to keep them in your pocket until you needed them.  Like Smoky Confinement, but in Pathfinder.

Well there is - Carry Companion lets you turn any animal or magical beast with a helpful attitude into a tiny statue that lasts permanently until you release it.  However, animals suck as minions.  Magical beasts are more promising - for example, there's the Aranea, if you want minions who can talk and have hands.  But maybe you want more flexibility.

Templates to the rescue!  Worm that Walks turns "any evil spellcaster" into a vermin.  Demonic Vermin turns any vermin into a magical beast.  Minions in a can, now available in many more flavors.
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on January 06, 2016, 10:20:51 PM
Or use the horribly written Portable Pit... close it before the minute duration and it doesnt spit out anything.
Title: Re: Interesting stuff in Pathfinder
Post by: Mogkiller on January 26, 2016, 05:52:50 AM
The feat Leadership let you have an outsider as a companion. You can then recruit your Eidolon as a companion.
Since your Eidolon is no longer summoned it won't "wink out" (thanks to Planar Binding) in an AMF.

I wonder if the Leadership part is required though. Calling your Eidolon with Planar Binding insted of the regular ritual should be enough.
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on January 29, 2016, 01:08:13 PM
The cestus (and others) seems to imply your non-hand unarmed strikes are also legal. Spiked gauntlet doesn't though.

(click to show/hide)
Title: Re: Interesting stuff in Pathfinder
Post by: deadkitten on January 31, 2016, 11:13:52 PM
Quote
Ears of the City
Source Heroes of the Streets pg. 30
School divination; Level arcanist 1, bard 1, cleric/oracle 1, inquisitor 1, shaman 1, skald 1, sorcerer/wizard 1, warpriest 1, witch 1
Casting
Casting Time 1 standard action
Components V, S, M/DF (a small piece of a brick)
Effect
Range touch
Target one creature
Duration 1 round/level
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
Description
The target of this spell sees and hears a stream of past scenes and pieces of conversations related to local people and events. The flashes are so brief that it is impossible to identify individual people or places, but when the target concentrates on a particular topic or individual, she can piece together a coherent narrative told in a multitude of changing voices in her mind.

Each round for the duration of the spell, the target can attempt a Diplomacy check to gather information as though she had spent 1d4 hours talking to local people. Since the information gathering doesn’t involve actual interaction with people, only observation, the target can use her Perception skill instead of her Diplomacy skill. While thus concentrating, the target is effectively blind and deaf.


This is kinda freaking awesome for a 1st level spell. It basically lets you replicate the end of THE DARK KNIGHT by using the Perception option.

Also:
"Are the rebels  in this city attempting a revolution?"
"Let me cast this spell then taste the sidewalk first and I will let you know."

Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on February 01, 2016, 08:58:47 PM
No ears for PFS :-(
Title: Re: Interesting stuff in Pathfinder
Post by: MrWolfe on February 01, 2016, 10:56:49 PM
Nice find though.
Title: Re: Interesting stuff in Pathfinder
Post by: TiaC on February 02, 2016, 12:25:14 AM
Blood Sentinel (http://www.dxcontent.com/SDB_SpellBlock.asp?SDBID=1862) is somewhat interesting when you take into account all the familiar archetypes. A Figment can pull out some evolution points, a Sage can make knowledge checks, a Protector can boost your AC and health, an Infiltrator makes a good scout, an Emissary has a number of buffs , and a Decoy gives you an alibi. While these effects are individually weak, there is an insane amount of flexibility in that one spell.
Title: Re: Interesting stuff in Pathfinder
Post by: deadkitten on February 02, 2016, 01:32:12 AM
Speaking of Familiars....

An Alchemist with the Tumor Familiar discovery or an Abyssal Bloodrager with the Aberrant Tumor feat can have a tiny or diminutive "Familiar" that can be a part of their body.
You can give the familiar the protector archetype and at fifth level you have a constant shield other affect between your familiar and you while the familiar benefits from Fast Healing 5 when its attached.

This gives a character  what is effectively +50%HP that slowly regenerates over time.
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on February 02, 2016, 05:53:20 AM
I dont see anything forcing you to only go w a Diminutive or Tiny familiar, only that the blob starts that size. It even mentiond a bat... but also, only animals can be chosen. No improved familiars like imps and dragons..... damn!

Like my little tumor is in the shape of a penguin, turning into a "Small penguin" when it toboggans out of my left butt cheek.

(click to show/hide)
Title: Re: Interesting stuff in Pathfinder
Post by: Jackinthegreen on February 04, 2016, 10:14:41 AM
Pull a Bruce Almighty and have a monkey pop out of your ass.
Title: Re: Interesting stuff in Pathfinder
Post by: Keldar on February 04, 2016, 10:42:59 AM
In D&D there is no such thing as an expression.  Monkeys can fly out of your butt.
Title: Re: Interesting stuff in Pathfinder
Post by: deadkitten on February 04, 2016, 03:26:54 PM
Yea when I told my DM about that combo and wanted to refluff it as a powerful dragonmark in an eberron game he just looked at me and said:

"If anyone wants to use that combo in my games, they don't get to refluff, THEY GET UGLY TUMOR!"

It actually made me laugh out loud.

Suffice it to say this particular combo won't actually come up in our games simply because the majority of characters that my group likes to play would not have an ugly tumor ever.
Title: Re: Interesting stuff in Pathfinder
Post by: TiaC on February 06, 2016, 01:01:46 AM
So the Arcane Anthology has a few interesting spells.

Jatembe's Ire is a 6th level version of Black Tentacles, but with a 120ft radius, CMB of CL+17, deals 4d6+13 damage, and only affects evil targets. There's some battlefield control for you.

Tears to Wine is a 1st level spell that makes wine that gives drinkers +2/+5/+10 (at CL 1/9/15) to all Int or Wis based skills for 10min/level. It's a pretty nice long-term buff.
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on February 13, 2016, 01:36:43 PM
(click to show/hide)

So....
a normal 6d6 bomb, while a confusion 6d6+4 bomb deals 4d6+4
but a psychonaut's version would be 6d4+4 add confusion for 6d4+4-2d6, not 4d4 since the confusion says 2d6 not 2 dice

Does that mean a 6d4+4-2d6 bomb when added to immolation bomb last for 8 rounds?
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on February 24, 2016, 08:13:40 PM
You can single class qualify for Arcane Archer at 6th level instead 8th w magus

(click to show/hide)
Title: Re: Interesting stuff in Pathfinder
Post by: deadkitten on February 26, 2016, 04:41:38 PM
So the Sanctified Slayer gets access to the Studied Target Class feature:

Quote
Studied Target (Ex): At 1st level, a sanctified slayer gains the slayer’s studied target class feature. She uses her inquisitor level as her effective slayer level to determine the effects of studied target. This ability replaces judgment 1/day.

Quote
Studied Target (Ex): A slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1.

Now , Im of the opinion that Spellcasting would count as a class feature for the Sanctified Slayer's studied target, thus you would get it's bonus on spell DC's.

And one of the Subdomain options of the Protection Domain is this little ability:

Quote
Taboo (Su): When a creature touches you or strikes you with a melee attack, you can activate this power as an immediate action. That creature takes a –1 penalty on saving throws for 1 minute. This penalty increases by 1 for every 5 levels you possess. When you use this ability, you lose your resistance bonus granted by the Protection domain for 1 minute. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

So at Level 10 that would be a +3 to the DC's of your Spells and a -3 to their saves if they hit you, which is not an unreasonable event.

However, the Inquisitor spell list is nice, but it does not lend itself well to save or die, or even save or suck spells.
Any way this could be alleviated besides the Samsaran's Mystic Past Life alternate racial trait?
Title: Re: Interesting stuff in Pathfinder
Post by: Amechra on February 26, 2016, 04:44:04 PM
Sadly, the bonus only applies to slayer class features, not the slayer's class features.
Title: Re: Interesting stuff in Pathfinder
Post by: deadkitten on February 26, 2016, 05:55:05 PM
Sadly, the bonus only applies to slayer class features, not the slayer's class features.

While I can agree that's a valid interpretation, if ran that way in game it can cause inconsiencies and trouble with a host of archetypes and clas abilities.  It's something g if have Faq'ed before but never got any traction on.

It's my beliefs it's just a wording issue.
Title: Re: Interesting stuff in Pathfinder
Post by: Eviltedzies on March 02, 2016, 01:50:40 PM
Not sure if these have been mentioned, but there are some really nifty magic containers (http://www.d20pfsrd.com/equipment---final/goods-and-services/containers-bags-boxes-more) available for nominal prices.

The Vial of Efficacious Medicine is basically a slightly more expensive healing belt, but it is reusable, multifunctional, AND you can carry more than one at a time!

(click to show/hide)
(click to show/hide)
(click to show/hide)
(click to show/hide)
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on March 02, 2016, 07:23:17 PM
At least in PFS, they changed the vial to 7k gp :-(
Title: Re: Interesting stuff in Pathfinder
Post by: Eviltedzies on March 07, 2016, 11:56:40 PM
Speaking of magic bottles.....

Quote from: Mythic Magic Items
Bountiful Bottle

Price 4,000 gp; Slot none; CL 6th; Weight 1 lb.; Aura moderate transmutation
DESCRIPTION

This oddly shaped, transparent bottle has one chamber nested inside the other and two separate spouts, one leading into the smaller inner bottle, and the other into the outer bottle. To use the bottle, the inner chamber is filled with a potion and the outer chamber filled with water.

When left alone for 24 hours, the water in the outer chamber slowly takes on the properties of the potion in the inner chamber, creating a second dose of the potion (though the bottle is unable to replicate potions with expensive material components). The second dose of created potion must be quaffed from the bountiful bottle to be effective, and loses its potency if transferred to another container. By expending one use of mythic power, the time it takes to transform a potion is shortened to a full-round action.

Even without being a Mythic Character, 4k gold to replicate any potions properties basically as often as you want but only one at a time? Fork over the cash for a 20th CL Potion of whatever and this thing pays for itself very quickly.
Title: Re: Interesting stuff in Pathfinder
Post by: TiaC on March 08, 2016, 12:53:42 AM
Yeah, there went one of the only reason to play an Alchemist. For 7k, you can get 20 hours a day of +5 equipment, 400 minutes a day of Barkskin or Heroism, 200 minutes a day of Magic Circle or Ward the Faithful...

The list goes on from there.
Title: Re: Interesting stuff in Pathfinder
Post by: Eviltedzies on March 08, 2016, 01:00:25 AM
Get yourself a Sipping Jacket and spread out those CL 20 Haste/Enlarge Person/ect...

Hell, buy yourself some CL 20 Remove Curse, Remove Disease, ect....

Swap them out as needed and nobody in the party should ever need to pay for healing.
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on March 12, 2016, 03:40:11 PM
Messed up my previous post about full pouch... but heres somthing else
.
.
.
You can single class qualify for Arcane Archer at 6th level instead 8th w magus

(click to show/hide)
.
.
.
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Did someone say super cheap guns that cost only 25%? The only primitive material that specifies melee is bone.
Title: Re: Interesting stuff in Pathfinder
Post by: sambojin on March 25, 2016, 06:15:40 AM
Sylph's are lovely, delicate, airy sorts of fellows, that make rather good Wizards. They are also hideous bloodsucking magic vampires that always get the loot.

As a Racial Archetype, you can be a Wind Listener Wizard. You basically get spontaneous casting for Divination spells at lvl1, slot for slot (or lesser) whenever you want, instead of your Arcane Focus. There's some other stuff, but focus on this. All well and good.

But then there's the two lvl 2 divination spells: Blood Transcription (evil spell, from Ultimate Magic) and Create Treasure Map (Advanced Players Guide).


Blood Transcription lets you drink a pint of blood of a recently deceased spellcaster (up to 24hrs dead) and learn a spell they knew. You can write it down, memorize it, prepare it, everything, for the next day. And forever, after you write it down (which you will). It takes one standard action to do this (plus writing/learning time). It doesn't say you can only do it once per dead body either. Pints of blood still available and lvl2+ slots seem to be the only limiting factors on how many times you can vamp spells from a corpse for this build.

You will do this to every vaguely decent magic user that you kill in your campaign, as long as you've got a level 2 or higher slot spare to spontaneously cast it with. Even for weird, campaign specific, DM only spells. If you know the name of the spell, you can vampire it out of them, spontaneously. You will very shortly have an awesome array of known spells, thusly:

"Hi, I was wondering if you could create a scroll of Spell-X and one of Spell-Y for me? Yes? Good."
STAB! Slurp! Slurp!


Create Treasure Map lets you do this, but for loot. It takes an hour, you have to cut stuff off them, but you find 1 treasure cache per 3 levels, accurately, at whatever map scale you want, for a spontaneous lvl2 slot. So you'll be rich and powerful. Think you missed some of the BBEG's loot? Check. On your handy-dandy flayed skin map.


Yep. Spontaneous divinations sound pretty crappy until you realize they'll save you a fortune in research costs for spell acquisition, all the while making you a millionaire from a pile of deceased enemies (or bystanders). Every.Single.Magical.BBEG gets this done to him, if he had the merest semblance of originality in his spells (or he just cast something you don't have before he dies). Or just make a map from him if he wasn't magical (saves you a slot for spontaneously scrying for traps and guards around his treasure horde later).

Hell, you'll probably start just killing random townsfolk to make treasure maps for fun (which is way better than that whole "gathering information in an urban environment" thing that other people do in downtime sessions). How do you know the baker's wife isn't rich? Better check.


You'll learn to always have a lvl2+ slot saved (or a few), just in case you've got to murder some magic or loot out of somebody. Mmmmm, divinations. So nice and helpful as a magical school. And Sylphs are just lovely, shy and a little misunderstood as a species.
Title: Re: Interesting stuff in Pathfinder
Post by: Keldar on March 25, 2016, 07:43:55 PM
 :clap
Title: Re: Interesting stuff in Pathfinder
Post by: sambojin on March 26, 2016, 02:15:22 AM
Strangely enough, a Lore Shaman can use Arcane Enlightenment to grab Blood Transcription and Create Treasure Map, transfer them to someone else using Imbue With Spell Ability, and start a little coven of magical leeching vamps and looters. Why not get your flunkies/cohorts/followers/other party members to do the dirty work sometimes? The Treasure/Hunters Guild, indeed.

It's good to have common interests with a group of like-minded people.

I doubt it'd work for Sorcs/spontaneous casters for getting extra new spells (except as a definite way of getting what you want at level-up for new ones and changing known spells), but it can't hurt to try it out on your DM. They know the spell. They can write it down and everything. They can probably still even taste it.......



Now, sort of a question/find in one.

The way that the Shaman's Heaven spirit companion hex "Heaven's Leap" reads, it seems like the 1 per 24hr limit only applies to allies. As in, you can do a Jester's Jaunt an unlimited amount of times per day, but only once a day to your allies. Is "allies" a generic PF term that includes you?

RAW it reads "have an unlimited amount of lvl3 30' teleport spells for a 2lvl dip. You can let your allies try it once a day too."  Surely this isn't the case?


It's a pretty good spirit/hex anyway (3rd lvl spell equivalents aren't exactly common as lvl2 class features, especially ones that are more than 1/day), and you get 5' flight on your companion as well as a free star-map, but that hex is pretty incredible if it is specifically giving you standard action 30' teleport an unlimited amount of times per day. It specifically calls out allies as once/24hrs, but says nothing about use on yourself.

Every other hex seems to.
Title: Re: Interesting stuff in Pathfinder
Post by: linklord231 on March 26, 2016, 04:09:03 AM
Quote from: http://www.d20pfsrd.com/basics-ability-scores/glossary
FAQ/Errata:
Do you count as your own ally?

You count as your own ally unless otherwise stated or if doing so would make no sense or be impossible. Thus, "your allies" almost always means the same as "you and your allies."

That being said, Hex Vulnerability (http://www.d20pfsrd.com/magic/all-spells/h/hex-vulnerability) might let you do it more often.  Depending on the definition of "harmful."  Though the example uses the Charm hex, so there's obviously some ambiguity on what exactly that constitutes. 
Title: Re: Interesting stuff in Pathfinder
Post by: awaken_D_M_golem on March 26, 2016, 02:58:43 PM
+1 Sambojin

the 1e Sylph pic was rather tweenage hormonal tasty back-in-the-day.
Title: Re: Interesting stuff in Pathfinder
Post by: phaedrusxy on March 27, 2016, 02:35:06 PM
Quote from: http://www.d20pfsrd.com/basics-ability-scores/glossary
FAQ/Errata:
Do you count as your own ally?

You count as your own ally unless otherwise stated or if doing so would make no sense or be impossible. Thus, "your allies" almost always means the same as "you and your allies."

That being said, Hex Vulnerability (http://www.d20pfsrd.com/magic/all-spells/h/hex-vulnerability) might let you do it more often.  Depending on the definition of "harmful."  Though the example uses the Charm hex, so there's obviously some ambiguity on what exactly that constitutes.
Wow, I never noticed that word "harmful" in there... That kind of shoots the idea of using a wand of Hex Vulnerability for cheap in-party healing... That stinks...
Title: Re: Interesting stuff in Pathfinder
Post by: sambojin on March 27, 2016, 10:06:31 PM
Perhaps you're insidiously healing them, whereby bolstering their confidence to the point that you can destroy them at a vital moment?

"I'll be fine. Got heaps of HP thanks to our shammy. I'll just tank the next encounter, even if it's the BBEG."

Minutes later........
STAB! Slurp! Slurp!

Harmful is such an imprecise term :)
Title: Re: Interesting stuff in Pathfinder
Post by: linklord231 on March 28, 2016, 02:50:28 AM
Wow, I never noticed that word "harmful" in there... That kind of shoots the idea of using a wand of Hex Vulnerability for cheap in-party healing... That stinks...

It looks like it might have been errata'd.  My pdf of the first printing doesn't mention any restrictions.

Quote
The targeted creature becomes susceptible to a repeat use of your hexes, even if you could not otherwise target that creature with a particular hex for a certain time period.  For example...



Ah yes, ACG Errata, page 7:  "Page 184 - in Hex Vulnerability, in the first sentence of the description, add "harmful" before "hexes." 
Title: Re: Interesting stuff in Pathfinder
Post by: phaedrusxy on March 31, 2016, 04:27:43 PM
Wow, I never noticed that word "harmful" in there... That kind of shoots the idea of using a wand of Hex Vulnerability for cheap in-party healing... That stinks...

It looks like it might have been errata'd.  My pdf of the first printing doesn't mention any restrictions.

Quote
The targeted creature becomes susceptible to a repeat use of your hexes, even if you could not otherwise target that creature with a particular hex for a certain time period.  For example...



Ah yes, ACG Errata, page 7:  "Page 184 - in Hex Vulnerability, in the first sentence of the description, add "harmful" before "hexes."
Douches.
Title: Re: Interesting stuff in Pathfinder
Post by: Amechra on April 14, 2016, 01:07:01 AM
Occult Skill Unlocks (http://www.d20pfsrd.com/occult-adventures/occult-rules/occult-skill-unlocks) are... interesting.

Basically, having access to Psychic Spells or the Psychic Sensitivity (http://www.d20pfsrd.com/feats/general-feats/psychic-sensitivity) feat gives you access to a bunch of Divination effects (plus a little mind control) with skill checks.

There are some feats that interact with the system, but none of them are all that good.

You know what are good (or at least hilarious)? Chakras (http://www.d20pfsrd.com/occult-adventures/occult-rules/chakras)!

Here's how you use 'em:

1. Have a ki pool.
2. Have Psychic Sensitivity OR levels in one of the Occult Classes.
3. Spend one ki per round as a swift action to progressively unlock more potent abilities (to a maximum Tier of HD/2) or maintain your powers.
4. Make a Will and Fort save each round; the DCs are 10 + the sum of the tiers of awakened Chakras. You do get your Charisma as an untyped bonus to these saves, though.
4a. Failing the Will save dazes you for a round and closes all your Chakras.
4b. Failing the Fort save causes you to take [number of awakened Chakras]d6 damage.
5. Pick one ability from the tiers you've unlocked so far each round.

What do you get for each of these?

Tier 1: DR [Awakened Chakras]/- for one round.
Tier 2: Fly (Average) at your base land speed.
Tier 3: Gain a Breath Attack that deals [Awakened Chakras - 1]d8 damage in a 30-ft cone.
Tier 4: Heal yourself or someone you touch for 1d8 + [2 * Awakened Chakras] damage and remove one of the following: confused, nauseated, sickened, staggered, or stunned.
Tier 5: One creature within 30ft must make a DC 10 + 1/2 HD + Cha Will save or be staggered for a round.
Tier 6: Freaky psychic eye opens, giving you True Seeing for that round.
Tier 7: You can use any two of the above at once, or just one and roll twice for all d20 rolls and take the better result.

There are 4 feats you can take that'll help with the above:
Chakra Mandala: Halve the damage from failing a Fort save; Prereqs: Ki Pool.
Chakra Initiate: You get a special pool of 3 Ki, which you may only use to open or maintain Chakras. Prereqs: Level 2+
Chakra Adept: You get +1 Ki to your special pool. When you maintain Chakras, you only have to attempt either the Will save or the Fort save. Plus, you can use your Chakras for a round after you stop spending Ki points. Prereqs: Level 8+
Chakra Master You get +1 Ki to your special pool; plus, you can spend +2 Ki points when opening/maintaining your Chakras to get the benefits of an extra Chakra that turn (so two normally, three once you've hit Tier 7). Prereqs: Level 14+

There's also the Serpent-Fire Adept (http://www.d20pfsrd.com/classes/core-classes/monk/archetypes/paizo---monk-archetypes/serpent-fire-adept-monk-archetype), a Monk archetype that boosts your Chakra use. It's not that bad, actually.

I might end up doing a mini-handbook for this thing.
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on April 14, 2016, 01:26:34 AM
I noticed the Enlightened Bloodrager [Arcane Anthology 16] has 2 alternate class features that replace the 1st level bloodline power..... DOH!!

(click to show/hide)

---

I love the fluff around the head reading occult skill unlock.... so strange and hilariously written.

------

Bad Paizo! Bad!

Stop writing things poorly...

Quote
Hide in Plain Sight (Ex): The vigilante can use Stealth to
hide even when being observed. As long as he is within 10
feet of dim light (his own shadow doesn’t count), he can hide
without anything to actually hide behind. Only a stalker
vigilante of at least 8th level can select this talent.

You know how easy it is to have ANY dim light w/in 10 feet? Dim light is inside my backpack or under that pile of leaves, or in that mostly closed beer bottle in my hand.

--------

Could you apply a Geisha Bard's Tea Ceremony to the Ringleader Bard's Inspired Plans? It appears the archetypes stack.
Title: Re: Interesting stuff in Pathfinder
Post by: Vladeshi on April 15, 2016, 02:44:18 AM
Bad Paizo! Bad!

Stop writing things poorly...

Quote
Hide in Plain Sight (Ex): The vigilante can use Stealth to
hide even when being observed. As long as he is within 10
feet of dim light (his own shadow doesn’t count), he can hide
without anything to actually hide behind. Only a stalker
vigilante of at least 8th level can select this talent.

You know how easy it is to have ANY dim light w/in 10 feet? Dim light is inside my backpack or under that pile of leaves, or in that mostly closed beer bottle in my hand.

I think they changed it from shadows to dim light because dim light exists within the rules and shadows do not.
Regardless, the ability was badly written even when it applied to shadows, the fighter casts a shadow, the enemy casts a shadow, the grass casts a shadow.
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on April 15, 2016, 09:49:42 AM
But you can make dim levels of light using backpacks. Just close it, now you have total darkness inside. Only want dim light? Drop a dancing lights in it. DM says there's too much chance of light getting in? How about a keg. Plug the hole and theres darkness in that. As i said there are lots of ways to make small amounts of dim light w/in 10 feet.

They needed to make sure the dim light area size was at least X minimum size.
Title: Re: Interesting stuff in Pathfinder
Post by: Keldar on April 15, 2016, 10:39:23 AM
And to make a shadow that isn't my own, I just drop my backpack.  The bad writing isn't new.  But Paizo sure is good at it.  And the moment someone tries this in a game expect Bullman to overreact and make HiPS worthless.  Because they've freaking mastered that!
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on April 15, 2016, 11:04:47 AM
Exactly

You can make Monty Python's Black Knight...

Quote from: UI 79
But a Scratch (Combat)
Your bravado convinces your enemies that their deadliest
attacks are mere trifles, making you seem nigh invulnerable.
Prerequisites: Cha 13, Bluff 4 ranks.
Benefit: When an opponent confirms a critical hit
against you with a melee weapon, you can attempt a special
Bluff check against that opponent as an immediate action.
The DC of this check is the same as the DC to demoralize
the opponent with the Intimidate skill. If you are
successful, the attacking opponent is shaken for 1 round
as if you had successfully demoralized it with Intimidate.
Exceeding the DC by 5 or more does not add to the shaken
condition’s duration. If you fail the special Bluff check
granted by this feat, you can attempt it against opponents
who saw you attempt the earlier check and fail, but you
take a –2 cumulative penalty on that Bluff check and any
subsequent Bluff checks attempted in conjunction with
this feat against those opponents for 24 hours.

---

one of the alchemist archetypes replaces mutagen... but then gives it back to you at the same 1st level   o.O

---

Quote
Blight (Su): The witch can curse an animal, plant
creature, or plot of land, causing it to wither and die.
Blighting an area takes 1 round, during which time the
witch and her familiar must be in contact with the target.
If it’s used on a plot of land, the land begins to wither the
following day, and over the next week all plants in the area
die. Nothing will grow in that area so long as the curse
persists.
A witch can affect an area with a radius equal to
her class level × 10 feet. Blighting a creature is a standard
action that requires a melee touch attack. If used on a
creature of the animal or plant type, the creature gains
the following curse: Blight Hex—type curse; save Will
negates; frequency 1/day; effect 1 Con damage. Both types
of curse can be removed with a remove curse or similar
magic, using the save DC as the DC to remove the curse.
A witch can only have one blight in effect at a time. If
another blight hex is made, the first immediately ends.

Wanna stay a baby, despite aging? Just live in a witch's blighted land
Title: Re: Interesting stuff in Pathfinder
Post by: deadkitten on May 01, 2016, 11:34:26 PM
Now that the Vigilante is out:

Quote
Returning Weapon (Ex): The vigilante has a signature type of thrown weapon that returns to him. Choose a type of thrown weapon, such as throwing axes. Whenever the vigilante uses that type of weapon, it automatically returns as if it had the returning property. At 14th level, if the vigilante chose a type of thrown weapon that is treated as ammunition, such as shuriken, and buys a set of 50 magic ammunition of that type, he automatically replenishes them at no cost and never runs out. If he chose a non-ammunition thrown weapon instead, he can apply the magical properties of the first weapon he throws in a round to any non-magical thrown weapons of that type he throws that round. This allows him to make a full attack with the benefits of his magical thrown weapon, even though it only returns next round.


I mean, it is all they way at 14th level, but I am sure there are some silly shit you can do with this.
Title: Re: Interesting stuff in Pathfinder
Post by: Keldar on May 02, 2016, 09:09:59 PM
Infinite Spell Storing shenanigans!  Now you really can have a tool for every job in your bat-utility belt.
Title: Re: Interesting stuff in Pathfinder
Post by: sambojin on May 03, 2016, 07:24:09 PM
It doesn't say the shuriken are returning, just that they're replenished. So you stand at one side of the bedroom, gently throw 45 million shuriken onto the bed, then go over and pick them up. You then sell them. You still have 50 shuriken. But you have infinite monies.

That's quite nice for a lvl14 ability.

Unless they auto-break after throwing. Which they might, no matter how soft the bed is. At worst, make them be silvered, magical shuriken. Scrap metal is still worth something, especially when it's got some silver in it.
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on May 03, 2016, 07:48:20 PM
Thats ridiculous. Doesn't specify that ammo needs to be the same magic-ness. Buy single adamantine splintercloud bolts, each w a different bane or elemental damage.
Title: Re: Interesting stuff in Pathfinder
Post by: deadkitten on May 04, 2016, 04:00:06 PM
It only affects thrown weapons that aree treated as ammunition unfortunately.

And ammunition is destroyed when it hits it's target and only has a %50 chance of being recovered when it misses.
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on May 04, 2016, 08:32:20 PM
Alchemical ammo can be made into some thrown weapons, like shuriken. But yeah, i guess that the splitting arrow wouldn't work
Title: Re: Interesting stuff in Pathfinder
Post by: Chemus on May 07, 2016, 12:11:18 PM
Regarding shadows in backpacks/barrels, Line of Effect should still be taken into consideration. Often this should prevent use of said darkness or shadow for a spell or ability.
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on May 08, 2016, 01:38:32 AM
Makes sense
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on June 06, 2016, 08:36:10 PM
(click to show/hide)

I noticed that Summon Minor Ally/Monster can summon swarms!

Throw in empowered, you can get 1, 4, or 6 swarms!

---

Ummm... Stylized Spell just got even crazier...


Just mimic a sharpness spell and the target must know or suspect a harmful spell to be able to even attempt a save.


Use a high Bluff to pretend you are charmed and cast nasty spells on your foes. Innocent aasimar Racial trait gives +5 Bluff since they usually believe it's true. That's some of what Thurman Merman used.

.

.
(click to show/hide)
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on July 09, 2016, 07:15:32 PM
(click to show/hide)

I'd love a laser that counts as a natural weapon, esp in 3.P. There's some ugly stuff you could download that, Feral Weapon Training + flurry being on the lower end of what you can do.

Amulet of might fists for a cheap way to add enhancement bonuses.
Title: Re: Interesting stuff in Pathfinder
Post by: deadkitten on July 09, 2016, 09:50:21 PM
(click to show/hide)

I'd love a laser that counts as a natural weapon, esp in 3.P. There's some ugly stuff you could download that, Feral Weapon Training + flurry being on the lower end of what you can do.

Amulet of might fists for a cheap way to add enhancement bonuses.

While its a neat idea to work off of, flurry would not work cause you specifically cannot get itteratives with them
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on July 10, 2016, 03:15:50 AM
I guess getting some increased dice stuff, like Improved Natural Attack and Strong Jaw could get crazy. The vortex gun starts at 10d6, so like 160d6 w just those two and 1 size increase?
Title: Re: Interesting stuff in Pathfinder
Post by: deadkitten on July 11, 2016, 09:48:39 AM
I guess getting some increased dice stuff, like Improved Natural Attack and Strong Jaw could get crazy. The vortex gun starts at 10d6, so like 160d6 w just those two and 1 size increase?

Vital strike would be good then. But that's just a result of the big pool of dice you can have rather than the strange rules regarding them.

The three aspects of them that make them interesting are:

1: You turn a manufactured technological weapon into a natural attack.

2: You do NOT get iteratives when attacking with them.

3: You can get a ranged natural attack, which is uncommon if not absent from Pathfinder.

So anything that you can get to trigger off of an attack action OR onto natural attacks specifically that will operate outside of a full attack is golden.

Actually, the vital strike idea could be rather terrifying considering you are able to make it with something that has a range increment. you become a very mobile big pool of dice.

 
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on July 15, 2016, 04:03:46 AM
Greater Vital Strike for a measly 640d6
Title: Re: Interesting stuff in Pathfinder
Post by: Mogkiller on July 20, 2016, 10:59:52 AM
According to this errata (http://paizo.com/paizo/faq/v5748nruor1fm#v5748eaic9t3f), damages per attack are capped at 16d6.

This also implies that the Vortex Gun (M) is 8d8.

If you want to increase your damage you could use a double-barreled gun which have their own rules and are not iteratives (it is even a standard [attack] action).
Using Vital (or Greater Vital) strike, you can actually use both shot since Vital Strike says : "When you use the attack action".
That would makes 2 * (4 * 16d6 + bonus_other) = 2 * (64d6 + bonus_other)
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on July 21, 2016, 12:44:56 AM
Definitely would not apply, since it's base damage is not even on the chart. Since that's the case, just use the normal damage progression

That's dumb as fuck

That hosed stegamonk
Title: Re: Interesting stuff in Pathfinder
Post by: Mogkiller on July 27, 2016, 04:34:16 AM
You could also get more than one weapon and make a super FoB with Feral Combat Training. Just grab as many weapon on any part of your body and then unleash your power.
Anyway, if you have more than 4 attacks it would be better to weaponize your body in order to make more damage.

Gosh, do you realize that if you install an infinite number of weapon on yourself, you will get an infinite (+1 +attacks by bab + haste) number of attack in a full attack ?
Title: Re: Interesting stuff in Pathfinder
Post by: Mogkiller on July 28, 2016, 05:58:18 PM
Found in "weapons" : (http://www.d20pfsrd.com/equipment---final/weapons)
Quote
A weapon's size category isn't the same as its size as an object. Instead, a weapon's size category is keyed to the size of the intended wielder. In general, a light weapon is an object two size categories smaller than the wielder, a one-handed weapon is an object one size category smaller than the wielder, and a two-handed weapon is an object of the same size category as the wielder.

Is there a size under Tiny? Because without that, it's illegal by rules for a Tiny (Edit:) Fine (thanks Nanshork, Phaedrusxy) to have weapons since they don't exists.
Title: Re: Interesting stuff in Pathfinder
Post by: phaedrusxy on July 28, 2016, 08:43:54 PM
Found in "weapons" : (http://www.d20pfsrd.com/equipment---final/weapons)
Quote
A weapon's size category isn't the same as its size as an object. Instead, a weapon's size category is keyed to the size of the intended wielder. In general, a light weapon is an object two size categories smaller than the wielder, a one-handed weapon is an object one size category smaller than the wielder, and a two-handed weapon is an object of the same size category as the wielder.

Is there a size under Tiny? Because without that, it's illegal by rules for a Tiny to have weapons since they don't exists.
Yes there are two under Tiny: Fine and Diminutive.
Title: Re: Interesting stuff in Pathfinder
Post by: Nanshork on July 28, 2016, 11:20:30 PM
Found in "weapons" : (http://www.d20pfsrd.com/equipment---final/weapons)
Quote
A weapon's size category isn't the same as its size as an object. Instead, a weapon's size category is keyed to the size of the intended wielder. In general, a light weapon is an object two size categories smaller than the wielder, a one-handed weapon is an object one size category smaller than the wielder, and a two-handed weapon is an object of the same size category as the wielder.

Is there a size under Tiny? Because without that, it's illegal by rules for a Tiny to have weapons since they don't exists.
Yes there are two under Tiny: Fine and Diminutive.

Here (http://www.d20srd.org/srd/combat/movementPositionAndDistance.htm#bigandLittleCreaturesInCombat) is a table of all size categories.
Title: Re: Interesting stuff in Pathfinder
Post by: Mogkiller on July 29, 2016, 01:41:11 AM
Oups, Oh yeah, I meant Fine, not Tiny.
Well, I will edit my question and then ask it again: is there a size under Fine or is it illegal by rules to have a weapon that isn't two handed for a Fine character?
Title: Re: Interesting stuff in Pathfinder
Post by: phaedrusxy on July 29, 2016, 10:29:15 AM
Everything under fine... is still fine. It includes everything from tadpoles down to viruses. I think it is kind of stupid to say that fine-sized creatures can't duel wield, though. There is no reason to interpret that particular rule in such a hyper-literal fashion. If you want a rules quote to back that up, here:

Found in "weapons" : (http://www.d20pfsrd.com/equipment---final/weapons)
Quote
A weapon's size category isn't the same as its size as an object. Instead, a weapon's size category is keyed to the size of the intended wielder. In general, a light weapon is an object two size categories smaller than the wielder, a one-handed weapon is an object one size category smaller than the wielder, and a two-handed weapon is an object of the same size category as the wielder.
Title: Re: Interesting stuff in Pathfinder
Post by: Mogkiller on July 29, 2016, 10:45:16 AM
So, a fine character wields a weapon that is as large as him? And a fine dagger is the same size as a fine bastard sword?

I think the "in general" is here to say that the size may vary and that a light weapon can be longer than a one hand weapon, or a two hand weapon may be shorter than a one hand weapon. Like a bec-de-corbin being two handed while a Trident is one-handed whereas a bec de corin is definitly smaller than a trident.

Where are you seeing that anything under fine... is still fine? It is obvious that there are things under fine. The problem is that it doesn't exists RAW, not that it doesn't exists RAI.
Title: Re: Interesting stuff in Pathfinder
Post by: Nanshork on July 29, 2016, 11:40:38 AM
Where are you seeing that anything under fine... is still fine? It is obvious that there are things under fine. The problem is that it doesn't exists RAW, not that it doesn't exists RAI.

The table that I linked to says that ANYTHING under six inches high/long and under 1/8th of a pound is size fine.  That's RAW.  So yes, anything under fine is size fine.  Period.  If you want RAI, what size category are things under fine?
Title: Re: Interesting stuff in Pathfinder
Post by: Nytemare3701 on July 29, 2016, 11:54:38 AM
If you want RAI, what size category are things under fine?

It's turtles all the way down man.
Title: Re: Interesting stuff in Pathfinder
Post by: Nanshork on July 29, 2016, 12:40:55 PM
If you want RAI, what size category are things under fine?

It's turtles all the way down man.

 :lmao
Title: Re: Interesting stuff in Pathfinder
Post by: Mogkiller on July 29, 2016, 01:18:36 PM
Where are you seeing that anything under fine... is still fine? It is obvious that there are things under fine. The problem is that it doesn't exists RAW, not that it doesn't exists RAI.

The table that I linked to says that ANYTHING under six inches high/long and under 1/8th of a pound is size fine.  That's RAW.  So yes, anything under fine is size fine.  Period.  If you want RAI, what size category are things under fine?

First, your link was for 3.5 whereas we are in a Pathfinder subject. But well, "Fine" is still the littlest size even in Pathfinder.
Second, that's exactly what I was asking in the first place!

Still: you were right from the beginning. It was big mistake from me.
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on August 10, 2016, 11:16:19 PM
Quote
FULL POUCH
School transmutation; Level alchemist 2, bard 2, druid 2,
inquisitor 3, occultist 3, ranger 3, sorcerer/wizard 2
Casting Time 1 swift action
Components V, S, M (alchemical reagents or herbs worth 1 gp)
Range touch
Target 1 object touched
Duration instantaneous
Saving Throw Fortitude negates (object); Spell Resistance no
You cast this spell as you draw out a consumable alchemical item
to use. The object must be an alchemical item, but not a dose of
disease, a poison, a magic potion, or another type of consumable
item. The item divides itself into two nearly identical copies
and the newly separated one is delivered into your hand. The
new item functions as the original in all ways except the copied
item suffers a slight reduction in quality. Saves against the new
alchemical item’s affects use the original item’s save DC or the
save DC of this spell, whichever is higher.

Pointed out, Heighten Spell (traits of course) and Spell Focus made this ridonkulous.
Title: Re: Interesting stuff in Pathfinder
Post by: Nytemare3701 on August 10, 2016, 11:35:49 PM
...the copied item suffers a slight reduction in quality...

Riiiiiiiight.
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on August 11, 2016, 05:03:20 AM
Mmm... tasty fluff that contradicts the crunch

-----

The Gingerbread Witch is HILARIOUS!! Gobble up child at 12th level, cursed Trick or Treats at 2nd?
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on August 31, 2016, 09:31:18 PM
Doh.... you can take leadership first

Quote
Vile Leadership
You rule over your own cabal of minions with a villainous
cohort as your lieutenant.
Prerequisites: Character level 7th, good standing with an
evil organization (see page 15 for examples).
Benefits: You can attract a loyal cohort and a number of
cowed followers to assist you in your journeys. This feat is
similar to Leadership, except Vile Leadership rewards—
rather than hinders—leaders who have cruel reputations
or who cause the deaths of their followers. Once you take
this feat, you cannot take the Leadership feat without
retraining your feat selection
(see Pathfinder RPG Ultimate
Campaign 191 for the rules on retraining feats).
In order to benefit from this feat, you must belong
to one of the evil organizations listed in this section
and also be in good standing with that organization.
This is most easily accomplished by performing a
weekly or monthly tribute for the organization. Each
organization requires a different kind of tribute; see
Evil Organizations on page 15 for example groups and
their appropriate tributes.
Numerous factors can affect your Vile Leadership score
(which acts as a Leadership score for the purpose of feats
and abilities that rely on a Leadership score, other than
Leadership itself ); work with your GM and use the tables
below to adjust your Vile Leadership score. The NPCs you
attract must be affiliated with the evil organization to
which you belong.[/quote
Title: Re: Interesting stuff in Pathfinder
Post by: phaedrusxy on August 31, 2016, 09:33:44 PM
Yeah, but is that possible? You typically only get one feat at 7th level.

Edit: DOH! Of course... you could delay taking this till 9th, etc... (Think, THEN POST  :banghead )

That's kind of nuts, lol. Of course... doing things to keep Vile Leadership maxed out will severely hinder/decrease your Leadership score. But for a while, you could get the full benefits of both...
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on September 01, 2016, 01:13:42 PM
Haha!

Concede the -2 cruelty penalty and never kill a buddy for its punishment, then you're golden.
Title: Re: Interesting stuff in Pathfinder
Post by: awaken_D_M_golem on September 06, 2016, 04:12:17 PM
Holy recharge "psionics" Batman !!
Found this one entirely by random, back on the Fun Finds 3 thread.
Shorter the list of spells known the better.


Quote from: Halinn on February 24, 2013, 09:12:09 PM

    Something interesting from Pathfinder, an intelligent item found in Ultimate Equipment.
    http://paizo.com/pathfinderRPG/prd/ultimateEquipment/artifactsAndOthers/intelligentItems.html
    Quote

        Shield of the Mage

        Price 14,500 gp; Aura moderate divination; CL 11th; Weight 5 lbs.
        Alignment neutral; Senses 30 ft.
        Intelligence 16; Wisdom 10; Charisma 10; Ego 6
        Language: telepathy (Common and six other languages)

        This caster's shield always has one arcane scroll and knows the same arcane spells as the wielder. When the spell on the scroll is cast, another scroll of a spell the wielder knows randomly manifests to replace it. The shield has no arcane spell failure. The shield can also read magic. It will often debate with its wielder for the most devastating course of action, but does what the wielder commands.

    Infinite spells, as long as you don't mind them being randomly selected from your known ones.

What the hell is wrong with those people? Who thought this was balanced, or a good idea?
Title: Re: Interesting stuff in Pathfinder
Post by: Chemus on September 07, 2016, 01:53:20 AM
Psh! It'll be fine! The character has way more low-level spells than high level ones. And anyway, the player won't use the scroll repeatedly out of combat until he gets a useful spell set up.
Title: Re: Interesting stuff in Pathfinder
Post by: Keldar on September 07, 2016, 07:44:41 PM
Its no big deal, its not like it lets a Rogue sneak attack or something powerful like that, its just spells.
Title: Re: Interesting stuff in Pathfinder
Post by: Sagroth on September 13, 2016, 02:05:25 PM
Check out the Cooperative Crafting feat from the Advanced Players Guide. Prereq is 1 rank in a Craft skill and one Item Creation feat. Anyone who has the feat and helps when making a magic item gives a +2 to Craft or Spellcraft to make an item, anyone involved can satisfy prereqs, etc. But the real gem is anyone using this to help you craft doubles the gold value of what you can craft that day.

Take the Leadership feat, and fill your ranks with level 1 Humans with this feat(or some other race with a flaw), and suddenly crafting takes no time at all. This should also work with a Dedicated Wright in 3.P, as it shares your feats and skills(so in this case you'd have to take the feat as well).

Edit: Any crafting Wizard should also take the Valet familiar archetype, as it acts as if it has the feat for purposes of crafting.
Title: Re: Interesting stuff in Pathfinder
Post by: deadkitten on September 15, 2016, 06:50:34 PM
Its been awhile so I figured I would post something. Forgive me if I have already shared this in the thread. It has been THAT long.

Heroes of the Streets has this little gem of a spell:

Quote
Ears of the City
Source Heroes of the Streets pg. 30
School divination; Level arcanist 1, bard 1, cleric/oracle 1, inquisitor 1, shaman 1, skald 1, sorcerer/wizard 1, warpriest 1, witch 1
Casting
Casting Time 1 standard action
Components V, S, M/DF (a small piece of a brick)
Effect
Range touch
Target one creature
Duration 1 round/level
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
Description
The target of this spell sees and hears a stream of past scenes and pieces of conversations related to local people and events. The flashes are so brief that it is impossible to identify individual people or places, but when the target concentrates on a particular topic or individual, she can piece together a coherent narrative told in a multitude of changing voices in her mind.

Each round for the duration of the spell, the target can attempt a Diplomacy check to gather information as though she had spent 1d4 hours talking to local people. Since the information gathering doesn’t involve actual interaction with people, only observation, the target can use her Perception skill instead of her Diplomacy skill. While thus concentrating, the target is effectively blind and deaf.


Yet another way for casters to make Skill checks insignificant, and this spell is a good canidate for a cheap wand, so never feel the need for gather information again.


Title: Re: Interesting stuff in Pathfinder
Post by: Keldar on September 16, 2016, 12:30:04 AM
And its only 1d4x600 times faster than using the skill! 
Title: Re: Interesting stuff in Pathfinder
Post by: Eviltedzies on September 20, 2016, 11:24:19 PM
So in Heroes of the Street, Dwarves get a new alternative racial ability:

Quote from: Heroes of the Street
Industrious Urbanite: Dwarves who have adapted to the expectations of their host cities make double the normal progress on checks to create nonmagical items and gain a +4 bonus on profession checks to earn money.

Doesn't actually reduce the cost of the item, but it sure as heck speeds up the time to make it.
Title: Re: Interesting stuff in Pathfinder
Post by: deadkitten on October 05, 2016, 05:40:42 PM
So here is a random assortment of fun.

The wasp familair familair feat:
(click to show/hide)

This feat can get rather interesting. It states that it functions as a normal familair so you can still give it familair archetypes.

Fun ones include the figment or mauler familiar options because at 5th or 7th level you can give it the statistics of an imp while still being s regular familiar.

Thus, for figment you could spend two evolution points on the limbs evolution to give it hands, and since part of the imps statistics is its outsider type, the wasp would be proficent in all martial weapons. Now you have a familiar with 1/4th the HP of a regular familiar, but in return you have the image of a two armed wasp weilding a reach weapon, which I find both disturbing and hillarious.

Alternatively, you could make it a mauler familiar and it would have the ability to turn into a MEDIUM SIZED FREAKING WASP, which is scary in its own right, and the imps str 10 is good for maulers anyways.

Be an eldritch gurdian figher and youcan even gice the thing all your combat feats as well. Fun times, fun times.

Title: Re: Interesting stuff in Pathfinder
Post by: awaken_D_M_golem on October 12, 2016, 04:45:51 PM
Golarion Cleric , I had a hard time finding references to it , as it's named over atdndtools.
I don't think this was really in dragmag, rather somebody got drifty.
"Holy Warrior" seems to be the ~acf , but I can't really find it on the PF sites.
Lots of mentions at giantitp + paizo.

+ 1 BAB , d10 hp , deity's favored weapon , traded for the 2 domains.

That's a very decent base (quick and dirty) for a Tier 2 Paladin.
Anybody have the original source for it ?
Title: Re: Interesting stuff in Pathfinder
Post by: Vladeshi on October 12, 2016, 05:51:36 PM
Golarion Cleric , I had a hard time finding references to it , as it's named over atdndtools.
I don't think this was really in dragmag, rather somebody got drifty.
"Holy Warrior" seems to be the ~acf , but I can't really find it on the PF sites.
Lots of mentions at giantitp + paizo.

+ 1 BAB , d10 hp , deity's favored weapon , traded for the 2 domains.

That's a very decent base (quick and dirty) for a Tier 2 Paladin.
Anybody have the original source for it ?

It is from Pathfinder Chronicles: Campaign Setting, pg. 43.
Back when Pathfinder was still a setting for 3.5 and not their own rules yet.
Title: Re: Interesting stuff in Pathfinder
Post by: awaken_D_M_golem on October 13, 2016, 05:01:32 PM
Thanks.


Now to start winnowing down all of the Cleric
Extravaganza, to things that work better with it.
Title: Re: Interesting stuff in Pathfinder
Post by: TiaC on October 15, 2016, 04:43:00 AM
The Alchemy Subdomain is great.

Quote
Replacement Power: The following granted power replaces the artificer’s touch power of the Artifice domain or the hand of the acolyte power
of the Magic domain. Divine Alchemy (Su): You can perform a 1-minute ritual that infuses a flask of water with one of your prepared spells, creating an improvised potion that lasts until consumed or the next time you prepare spells. You can use this ability only with spells that target one or more creatures, and the maximum spell level you can infuse in this way is equal to 1 + 1 for every 4 cleric levels you have. These potions are treated as alchemist extracts for the purpose of your domain spells. You can use this ability a number of times per day equal to 3 +your Wisdom modifier.
Replacement Domain Spells: 2nd—touch injection,4th—amplify elixir, 6th—delayed consumption

Even before you start adding all the Alchemist-only cheese this opens up, it's awesome.

Amplify Elixir allows you to extend most of your buffs and Delayed Consumption lets you pull off a buff as an immediate action.

Once you get to Potion Glutton, well, then it's just crazy.

Also, Divine Fighting Technique (Desna’s Shooting Star) lets you use Charisma for attack and damage with starknives. You must be CG and worship Desna. A CG, Desna-worshiping bard can get it instead of their 2nd-level versatile performance.
Title: Re: Interesting stuff in Pathfinder
Post by: Volche on October 19, 2016, 10:19:21 AM
Spy Handbook Vigilante / Teisatsu
"Ki Power (Su)

The teisatsu gains a single ki power of his choice from the list available to the unchained monk class."

Only one question does Teisatsu scale his levels as monk or only can get ,Unchained monk Ki power, without monk level prerequisite?
So if doesn`t it would be so great to take Abundant step...
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on October 21, 2016, 01:27:32 AM
Potion Glutton got nerfed hard

Ki Power would require the prerequisites, since it doesn't mention ignoring them
Title: Re: Interesting stuff in Pathfinder
Post by: TiaC on October 22, 2016, 04:02:44 AM
Potion Glutton got nerfed hard

How? All I can find is a Society-only document that nerfs it for PFS.
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on October 25, 2016, 04:09:59 AM
Doh, you're right! Up until last couple weeks, I've only been dealing with PFS. But found a home game as our PFS group is falling apart
Title: Re: Interesting stuff in Pathfinder
Post by: TiaC on December 19, 2016, 03:12:41 AM
Paths of the Righteous is pretty awesome.

It's full of PrCs from followers of good gods, and most of them could be worth taking.

It starts with two feats. One is meh, but it's a prerequisite for the second which is amazing.

First, Favored Prestige Class:
Quote
Benefit: Choose one prestige class and one skill that is a class skill for that prestige class. Whenever you gain a level in that prestige class, you receive +1 hit point or +1 skill rank. You gain a +2 bonus on checks using the skill you chose from that prestige class’s class skills. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill. This bonus stacks with the bonus granted by Skill Focus, but does not stack with a bonus granted by any other feat (such as Magical Aptitude or Persuasive).
The choice of favored prestige class cannot be changed once you make it. Levels in a favored prestige class are not the same as levels in a regular favored class, and as such levels in a favored prestige class can never be used to qualify or gain favored class options like those introduced in Pathfinder RPG Advanced Player’s Guide. You can have only one favored prestige class, but can still have a favored base class as well.
You can select this feat before you gain levels in your chosen favored prestige class, but the benefits of the feat do not apply until you actually gain at least 1 level in that prestige class.


Then, Prestigious Spellcaster:
Quote
Prerequisite: Favored Prestige Class with selected prestige class.
Benefit: The first time you gain a level in your favored prestige class and the spells per day class feature does not grant an increase in effective level for the purpose of casting spells, you gain new spells per day as if the prestige class did grant +1 level of spellcasting for that level. This effect is retroactive if you gain this feat at a level beyond the point where your favored prestige class would normally have not advanced your spellcasting.
The Prestigious Spellcaster feat does not have any effect if your favored prestige class does not have the spells per day class feature, or if it does have the spells per day class feature but already grants a level increase for every level of the prestige class (as do the arcane trickster and loremaster prestige classes).
Special: You can select the Prestigious Spellcaster feat multiple times. Each time you select the Prestigious Spellcaster feat, your effective caster level increases by 1. However, regardless of the number of times you choose this feat, the total increase to your effective caster level cannot exceed your actual prestige class level.
This feat also applies to prestige classes that grant extracts per day instead of spells per day.

So, that just made a few dozen PrCs viable.

Then, the PrCs: (If you want to know more about any of these, just ask.)
Ashavic dancer: Easy entrance, 9/10 casting, some mediocre bardic music effects, ignore undead mind-affecting immunity and versatile performance. It's decent, worth it in the right campaign.

Brewkeeper: Easy entrance, 9/10 casting, turn spells into potions that last 24 hours, free metamagic up to 3+class level levels/day, debuffs on touch spells or splash weapons, and can use own CL for potions. One of the best in the book. Take accelerated drinker or potion glutton and you can buff yourself without spending your standard action.

Crimson templar: Full BaB, 3d6 Sneak attack, three bonus feats, some flight and fire resistance, bonuses against evil outsiders. Pretty powerful for a martial character, if you are going to fight a lot of evil outsiders, it's great.

Darechaser: Easy entrance, Full BaB, Adrenaline rush gives skill bonuses +more at higher levels, can add a bonus exploding die to d20 rolls, if that die makes the difference, gets a minor bonus. Not that great.

Dawnflower anchorite: Easy entrance, 9/10 casting, bonus to attack and damage against evil creatures, can advance most divine class features, other minor buffs. If you enter this as a cleric, you don't have to lose anything. It's pretty great.

Devoted Muse: Full BaB, Cha-to-AC (up to level), Deeds, Panache, Feint can apply debuffs, bonuses when attacking targets debuffed by feints. Generally does a swashbuckler's schtick better than the swashbuckler.

Heritor knight: Full BaB, advances weapon training, Cha to Will saves, a number of nice standard action attacks that work with vital strike, Touch to heal or harm and stagger, and constant air walk. Pretty nice for a fighter.

Hinterlander: 9/10 casting, Favored enemy w/added benefit, Three bonus archery feats, bonuses in wilderness, and Imbue Arrow. Quite good for a Cleric Archer.

Rose warden: Easy entrance, 5d6 sneak attack, can gain 5 rogue talents/advanced talents, Freedom of movement, bonuses in cities, and a buffed sneak attack against evil or lawful enemies. Quite good for a chained rogue, still decent for an unchained one.

Runeguard: Easy entrance, 9/10 casting, a bunch of runes with decent effects (1 free level of metamagic, imbue friends with abjuration spells, negative energy immunity, and all-day telepathic bond). The effects are minor, but it's still worthwhile for a wizard.

Sacred sentinel: Full BaB, advances animal companion and some other abilities, and a bunch of not-great defensive abilities. It's pretty meh, I don't really see it getting used.

Scar Seeker: Easy entrance, Full BaB, 5/10 casting, scars give kinda masochistic buffs, advances Lay on hands and Smite. Not bad for a Paladin.

Sphere singer: 9/10 casting, 6 skills/level, decent bardic music, versatile Performance, ends up turning you into a fey with some nice buffs. Nice if you want a skilled caster.

Stargazer: Easy entrance, 10/10 casting, grants and advances familiar, two hexes, Stars subdomain, Coat of many stars and Star chart revelations, other minor buffs. This is awesome. It is pretty much a straight upgrade for a wizard. There's really no reason not to take it.

Other stuff:
Shield of wings is a divine spell that combines fly and resist energy (fire), still 3rd level. Probably better than Fly for them.
Flame Blade Dervish feat give Cha to damage with Flame Blade, penetrates fire resistance. If you want an oracle that fights with Flame Blade, now you can do that.
Bladed Brush feat makes glaives finesseable, lets you use it with precise strike or spell combat, can fight as if it doesn't have reach. Quite nice for magi.
Erastil's Blessing feat is Zen archery for bows, requires Weapon Focus (longbow). The cleric archer is back with a vengeance.
Uncanny ally feat give adjacent allies the benefits of your uncanny dodge.
Smite Evil Magic feat lets you spend a use of smite evil to use spell sunder against anything made by an evil creature.

This had the highest gems-to-chaff ratio I've seen in a Pathfinder product yet.
Title: Re: Interesting stuff in Pathfinder
Post by: Nanshork on December 19, 2016, 08:15:11 PM
I just finished going through the book, I added stuff to the X Stat to Y bonus thread.
Title: Re: Interesting stuff in Pathfinder
Post by: TiaC on December 29, 2016, 02:26:32 AM
So, Horror Realms has two ok Bardic masterpieces and an amazing one.

First, the ok ones. Banshee’s requiem forces a save vs 2 negative levels against everything within 30 each round. However, it's a full-round to use and only available at 17th level. I can see taking it, but it's not amazing.

Relentless reprise is an immediate action as you end a performance that forces a will save vs a minor debuff.

Music Beyond the Spheres is crazy good.
Quote
Music Beyond the Spheres (dance, sing, string)
You use your own life force to create a phantasmagorical impression of eldritch vibrations with your wild, flailing dance and erratic tones. The performance unravels and remakes the fabric of reality around you according to your designs.
Prerequisite: Perform (dance, sing, or string) 13 ranks. Cost: Feat or 5th-level bard spell known.
Effect: When you enact this unnerving bardic performance, you take 2 points of Constitution drain or 2 points of Wisdom drain (your choice) to create an effect similar to limited wish, except that the effect is interpreted by an alien entity of the Dark Tapestry. If you have at least 17 ranks in Perform (dance, sing, or string), and you destroy a magic or technological item worth at least 25,000 gp as a material component and take 4 points of Constitution drain or Wisdom drain, you can instead produce the effects of a wish with this performance. The GM interprets how precisely the effects of this bardic performance are granted by the entity that you contact. This performance has audible and visual components.
Use: 1 round of bardic performance. Action: 1 full round action.

Grab a Ring of Inner Fortitude to ignore the ability drain, and this gives you spontaneous casting of all Sorc/Wiz spells of 6th level or less and all other spells of 5th level or less, lets you ignore components costing less than 1k, and the spells are all Su. Your bard is now a better caster than the Sorcerer.
Title: Re: Interesting stuff in Pathfinder
Post by: awaken_D_M_golem on December 29, 2016, 04:51:52 PM
TiaC ... "Prestigious Spellcaster" feat.
Niiice.

That fixes lots of problem prcs.
Plus you could justify having a custom Bloodline of that prc, consisting of the prereq feat and 5 or more PS feats, y'know because of all the npcs that died trying to be that (previously cruddy) prc.
Title: Re: Interesting stuff in Pathfinder
Post by: phaedrusxy on December 29, 2016, 06:08:28 PM
Stargazer: Easy entrance, 10/10 casting, grants and advances familiar, two hexes, Stars subdomain, Coat of many stars and Star chart revelations, other minor buffs. This is awesome. It is pretty much a straight upgrade for a wizard. There's really no reason not to take it.
Wow... it is pure awesome (http://archivesofnethysbeta.com/PrestigeClassesDisplay.aspx?ItemName=Stargazer). One of the abilities is to not be flat-footed before you act in combat, and you can get it as early as level 2.
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on December 30, 2016, 01:40:50 PM
Was looking at Pathfinder a couple days ago, but you beat me to it.

Stargazer is probably the most unbalanced PrC in PF.

Thoughtful Wish-Maker works nicely with Music Beyond the Spheres

---------

First World Realm has some bizarre stuff, like jacking off on some plants to get mental protections or a death moth or a forced reincarnation caterpillar

They added a couple dozen monsters to both Summon Monster and Ally

(click to show/hide)

-------------------

Haunted Heroes Handbook has some strange stuff too..

Wizard that gets an Oracle curse and fast studying
Fighter gets an intelligent weapon
Autonomous hand feats

(click to show/hide)

------------------

Stupid copy+paste failed from here down

------------------

Legacy of Dragons

A trait that grants 1/day take 10 on saves vs. another's spell
Half-elf alt trait that makes you not human or elf but a dragon instead
Wyrmwitch Witch gets a tiny treasure hoard instead of a familiar that you sleep on to prep spells.

------------------

Magic Tactics Toolbox

Havocker Witch gets kinetic blast and some infusions instead of hexes.
Questioner Investigator gets bard spells instead of alchemy

------------------

Divine Anthology

Petrification subdomain temporarily grants hardness 2, but staggers you
Self-Realization subdomain grants access to Paragon Surge as a non-half-elf

Divine Fighting Technique
Desna grants Cha to attack and damage with a starknife.
Torag grants Wis to AoOs/round, counts as but doesn't stack with Combat Reflexes.
Urgathoa grants to ability to match a scythe attacks damage as temp hp for 1 minute.

------------------

Not sure if these books had been checked out...

Inner Sea Intrigue
Spymaster's Handbook
Planes of Power
Path of the Hellknight
Hell/Heaven Unleashed
Blood of Shadows
Blood of the Beast
Title: Re: Interesting stuff in Pathfinder
Post by: Kerrus on January 05, 2017, 03:48:09 PM
The Strange Aeons adventure path has a number of interesting campaign traits, some of which are quiet useful.

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Former Mindswapped in particular is pretty interesting, given the boost to untrained knowledges. I know there's some untrained skill builds floating around that might benefit from that.

Pugnacious meanwhile is just straight up gravy for a melee combatant.



Inner Sea Intrigue has a number of interesting rules- from being a comicbook superhero (or villain)-  to spreading rumors- to additional stylized spell stuff (via a 'greater' feat). Most of the stylized spell options are 'pick a trait of the spell, the spell appears to have a different one- so stuff like 'descriptor' 'type (ray/burst/whatever)' 'origin point' (entirely cosmetic but potentially useful).

But down at the end there's an option for suppressing the visual or auditory effects of a spell. Enemies can make a perception check vs (10 + highest of either bluff or spellcraft ranks + highest of your mental ability modifiers)- if they succeed they notice the suppressed effects, but if they fail they basically don't see or hear anything.

So yes, you could make an invisible fireball with this. Or nearly so.


Some new Inquisitor domains. One lets you go invisible a number of times per day, with a decent duration. My favourite, though, is the Seduction Inquisition. Granted powers are a hoot. The first lets you basically flirt with someone. Charisma check vs a piss easy DC (10 + the target's wis mod) if successful they let you talk with them for a minute when they wouldn't otherwise. Useful on guards and prisoners or the like. You can use it in combat to feint, too!

The second though, is where it's at. By fucking for an hour ("engaging in acts of physical pleasure with a willing partner") you can use a diplomacy check to improve that partner's attitude, improve your influence with them, or decrease a rival's influence with them, with no maximum on the number of steps by which you change that disposition.


There's an investigator archetype based around getting a familiar, and that familiar using your class features. Also picks up improved familiar later on. There's an alchemist archetype that works similarly, except the familiar you pick is actually clockwork, and gets improved familiar later (but clockwork) and some other stuff.

Various gear of note- ranging from poison antidotes to the glider staves from Avatar.

There's a +2 magic weapon effect called Obliviating. This does basically what you think it would do. It only works on a bludgeoning weapon, but when you crit or deal sneak attack damage to a target, they have to make a DC 16 fort save or lose all memory of the past 1d6 minutes (and become flat footed until the start of their next turn).

There's a +1 weapon effect called training that grants one combat feat while the weapon is held/wielded. The feat can't be used for prereqs, and you have to meet its prereqs to use it, but it's still effectively a free feat.

There's a hat of infinite disguises, costing 12,500 gp which uses Veil, rather than disguise/alter self.

There's a 7th level spell that lets a target wear a corpse as a meat suit. Ever wanted to impersonate the king? Now you can.

Various other stuff, but I'm not familiar enough with the classes to say if they're useful or not.
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on January 06, 2017, 12:37:57 PM
To me, from those traits, True Devotion and Twitchy stood head and shoulders above the rest.
Title: Re: Interesting stuff in Pathfinder
Post by: phaedrusxy on January 06, 2017, 01:24:04 PM
No kidding. Both are arguably worth feats.
Title: Re: Interesting stuff in Pathfinder
Post by: Kerrus on January 07, 2017, 04:36:04 AM
Not sure if this has been suggested before, but when a Healing Hand Monk hits level 20, they get a capstone that lets them explode, irrevocably being destroyed, rezzing all allies in 50 ft, various other things- and then are basically wiped from the timeline, with all instances of their name removed from existence, to the point where nobody- neither man, god, or anything in between, can speak their or write their name.

This is... pretty horrible from a character perspective- but that's why you use it as a tool to permanently alter the setting.

To start with, you name your monk after a deity you don't particularly like. Asmodeus, for example. Then you get to level 20 and use the power.

Forevermore, the name Asmodeus is stricken from all reality, and nobody can ever speak that name. Not even godly power can change this.

So if it turns out that there's someone floating around that also has that name (ie: Asmodeus) they're kinda fucked. Especially when they're a god because nobody can pray to them anymore.
Title: Re: Interesting stuff in Pathfinder
Post by: Kremlin K.O.A. on January 10, 2017, 01:39:08 PM
Or you could just name the PC 'No."
Title: Re: Interesting stuff in Pathfinder
Post by: Nanshork on January 10, 2017, 06:17:36 PM
Not sure if this has been suggested before, but when a Healing Hand Monk hits level 20, they get a capstone that lets them explode, irrevocably being destroyed, rezzing all allies in 50 ft, various other things- and then are basically wiped from the timeline, with all instances of their name removed from existence, to the point where nobody- neither man, god, or anything in between, can speak their or write their name.

This is... pretty horrible from a character perspective- but that's why you use it as a tool to permanently alter the setting.

To start with, you name your monk after a deity you don't particularly like. Asmodeus, for example. Then you get to level 20 and use the power.

Forevermore, the name Asmodeus is stricken from all reality, and nobody can ever speak that name. Not even godly power can change this.

So if it turns out that there's someone floating around that also has that name (ie: Asmodeus) they're kinda fucked. Especially when they're a god because nobody can pray to them anymore.

Just pray to "He who cannot be named". :p
Title: Re: Interesting stuff in Pathfinder
Post by: phaedrusxy on January 10, 2017, 06:29:06 PM
I know, right? Sounds like a great plot device to me.  :lmao
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on January 15, 2017, 03:44:42 AM
Pretty ingenious use of a weird ability
Title: Re: Interesting stuff in Pathfinder
Post by: TC X0 Lt 0X on January 15, 2017, 10:24:24 AM
A reddit user claims the Sensei archetype can be used with Monk of the Healing Hands for true shenanigans.

I have my reservations, I guess it depends on how much you want to read into that first line of the ability making the ability cost Ki =P

Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on January 15, 2017, 11:03:36 PM
I can see using it to blow up one or more allies (no save), but the trigger is still you dying. It doesn't really seem to limit your abilities to just those listed abilities, or even ki related ones.

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------------

Divine Anthology
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Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on January 23, 2017, 05:33:28 AM
Threw that concept up on paizo  (http://paizo.com/threads/rzs2u4xc?Monk-20-game-changer#1)
Title: Re: Interesting stuff in Pathfinder
Post by: Kremlin K.O.A. on January 31, 2017, 11:31:51 AM
You know, with Scarred Lands coming to Pathfinder... a party of 8 fanatical titanspawn monks...
Title: Re: Interesting stuff in Pathfinder
Post by: Rejakor on March 01, 2017, 03:01:49 AM
I just found this, it's worse hide-in-plain-sight in feat form.

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http://www.d20pfsrd.com/feats/general-feats/hellcat-stealth/
Title: Re: Interesting stuff in Pathfinder
Post by: ketaro on March 01, 2017, 03:49:41 AM
Heh, I used that feat on a heavily stealth focused animal companion for a druid and accompanied it with Sow Terror (http://www.d20pfsrd.com/feats/monster-feats/sow-terror-monster/) for shits & giggles. Luckily it wasn't a combat oriented game so messing with npcs like that was a lot more fun without worry about how much the overall build sucked :p
Title: Re: Interesting stuff in Pathfinder
Post by: Rejakor on March 02, 2017, 09:58:10 AM
3.P Darkstalker.  Path of War: Expanded, but that's one of the most accepted 3pp sources, so.


Lurker in Darkness
Your training allows you to foil even magical and unusual senses.

Prerequisites
: Stealth 6 ranks.

Benefit: Creatures using unusual forms of sensory perception such as blindsight, greensight, or tremorsense cannot automatically foil your use of Stealth; such creatures must make a Perception check as normal to detect you when you make use of the Stealth skill. This feat foils indirect detection (such as a creature using detect magic to search for your magical items while you are using Stealth) in the manner described above, but has no effect on psi-like abilities, powers, spells, spell- like abilities, and/or supernatural abilities specifically used to uncover information about you rather than enhancing the user’s perception, such as the augury spell.
Title: Re: Interesting stuff in Pathfinder
Post by: Nanshork on March 02, 2017, 08:24:29 PM
Psionics Augmented - Host of Heroes has an Aegis achetype which is basically a PF version of Factotum/Master of Masks (can try to fill in for any major type of class).  It's actually pretty interesting.
Title: Re: Interesting stuff in Pathfinder
Post by: TC X0 Lt 0X on March 02, 2017, 09:53:55 PM
3.P Darkstalker.  Path of War: Expanded, but that's one of the most accepted 3pp sources, so.


Lurker in Darkness
Your training allows you to foil even magical and unusual senses.

Prerequisites
: Stealth 6 ranks.

Benefit: Creatures using unusual forms of sensory perception such as blindsight, greensight, or tremorsense cannot automatically foil your use of Stealth; such creatures must make a Perception check as normal to detect you when you make use of the Stealth skill. This feat foils indirect detection (such as a creature using detect magic to search for your magical items while you are using Stealth) in the manner described above, but has no effect on psi-like abilities, powers, spells, spell- like abilities, and/or supernatural abilities specifically used to uncover information about you rather than enhancing the user’s perception, such as the augury spell.

You can also pick it up as a bonus feat by joining the Lords of the Wheel Martial Tradition (along with some skill bonuses)
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on March 05, 2017, 11:07:24 PM
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Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on April 13, 2017, 03:27:23 AM
Some fun stuff I found in Adventures Paths

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Title: Re: Interesting stuff in Pathfinder
Post by: Ice9 on April 13, 2017, 05:22:29 PM
This one is a little specialized (requiring a bunch of minions), but here’s a method for charging yourself up with a very large number of 3rd level spells prepared:
1) Have a Holy Tactician Paladin or a Strategist Cavalier with the Bonded Mind teamwork feat.
2) Have another with the Share Spells teamwork feat.
3) Have as many Wizard minions as you can fit within touch range.
4) The teamwork guys share those two feats with all the Wizards and you.
5) The Wizards all cast Mnemonic Enhancer on you.
6) Repeat as desired; each round of enhancement takes ten minutes, so there is a limit, but it’s a pretty high one.
Title: Re: Interesting stuff in Pathfinder
Post by: TC X0 Lt 0X on April 29, 2017, 09:20:07 PM
So in the Healers Handbook Druids get the Druidic Herbalism option as an alternative Nature Bond. It allows you to make herbal concoctions, which fuction like potions, and is effectively Brew Potion using exclusively the Druid Spell List.

But of note, starting at first level you can make a number of concoctions equal to your Wisdom modifier FOR FREE. The Druid even has the option to sell these concoctions as potions (with a side note of people maybe doubting they are actually potions). This is pretty damn potent at first level, for adventuring and gold.

Of course you are limited to how many potions you can make later on with a 1000gp daily cap, but wait, at 4th level the time to create potions is cut in half, and at 7th you can make one in a minute.

On top of that they can make their potions look like different potions, and can make concoctions above 3rd level, though those concoctions act as alchemist extracts (still decently potent for passing buffs around or other uses).

It is detailed on the pfsrd druid page HERE (http://www.d20pfsrd.com/classes/core-classes/druid/#TOC-Nature-Bond-Ex-). I might be misreading somewhere here, but if not this is a really strong option, which given it is a trade out for Animal Companion you would expect something worthwhile.
Title: Re: Interesting stuff in Pathfinder
Post by: Ice9 on May 01, 2017, 05:43:45 PM
Holy crap!  So, unlimited free potions of anything 3rd level and below? 
At 4th level it can even be from other class lists if you have access to it!

Somewhat odd thematically, but a Druid 7 with the Dreamed Secrets feat can make potions herbal concoctions of any Sor/Wiz spell.

Expect nerfs incoming, I would guess.
Title: Re: Interesting stuff in Pathfinder
Post by: TC X0 Lt 0X on May 01, 2017, 11:17:18 PM
Oh damn I missed that last line for 4th level. Normally PF tries to avoid letting other classes get in on other class goodies with direct multiclassing =P
Title: Re: Interesting stuff in Pathfinder
Post by: Fadier on May 03, 2017, 11:44:30 PM
I don't know how useful this is but according to the wording

Quote
... and she can create concoctions of spells from any spell list, as long as she can cast the spell.

If another class has a lower level version of a druid spell you could lower its level in the concoction.

e.g. Dispel Magic (http://www.d20pfsrd.com/magic/all-spells/d/dispel-magic/) is a 4th level Druid spell but 3rd level for everyone else. You could make a 3rd level concoction of Dispel Magic with no shenanigans (if you are 7th level).



Edit

Has Pathfinder removed the limit of working on 1 magical item per day? If so that Wis/day free potions might misleading.

Edit Edit

Quote from: http://www.d20pfsrd.com/magic-items/#TOC-Magic-Item-Creation
Regardless of the time needed for construction, a caster can create no more than one magic item per day.

So the Wis/day free concoctions is false. You get 1 free concoction per day.
Title: Re: Interesting stuff in Pathfinder
Post by: TC X0 Lt 0X on May 04, 2017, 12:06:05 AM
Specific rules would trump General rules in this case though wouldnt it?

The class feature states it can make a number of concoctions equal to Wis mod for free per day, so I would imagine that trumps the general of only crafting 1 magic item per day. It can probably be argued they cant craft any other magic items for the day after that though.
Title: Re: Interesting stuff in Pathfinder
Post by: Fadier on May 05, 2017, 02:54:01 AM
Specific rules would trump General rules in this case though wouldnt it?

Probably but it's more likely that the writers did not know about the magic item per day limits. It's not a big deal really, its just more ineptitude on the writers part.


I wonder if they intend that when you can craft concoctions in 1 minute if you can spend the whole day making potions?
Lets say you are limited to 8 hours of crafting a day (as normal), 8*60 = 480 potions. Do you think that they thought it was fine to create 480 potions (7th level ability says this is free if its level 4+) a day?

That's pretty nuts.
Title: Re: Interesting stuff in Pathfinder
Post by: TC X0 Lt 0X on May 05, 2017, 04:19:31 AM
Specific rules would trump General rules in this case though wouldnt it?

Probably but it's more likely that the writers did not know about the magic item per day limits. It's not a big deal really, its just more ineptitude on the writers part.


I wonder if they intend that when you can craft concoctions in 1 minute if you can spend the whole day making potions?
Lets say you are limited to 8 hours of crafting a day (as normal), 8*60 = 480 potions. Do you think that they thought it was fine to create 480 potions (7th level ability says this is free if its level 4+) a day?

That's pretty nuts.

Well it is crazy if/when you need a mass number of potions for whatever reason, but after those free potions the normal cost of crafting potions is expensive as hell =P
Id agree that they probably looked over the normal limit.
Title: Re: Interesting stuff in Pathfinder
Post by: Fadier on May 05, 2017, 05:39:52 AM
Specific rules would trump General rules in this case though wouldnt it?

Probably but it's more likely that the writers did not know about the magic item per day limits. It's not a big deal really, its just more ineptitude on the writers part.


I wonder if they intend that when you can craft concoctions in 1 minute if you can spend the whole day making potions?
Lets say you are limited to 8 hours of crafting a day (as normal), 8*60 = 480 potions. Do you think that they thought it was fine to create 480 potions (7th level ability says this is free if its level 4+) a day?

That's pretty nuts.

Well it is crazy if/when you need a mass number of potions for whatever reason, but after those free potions the normal cost of crafting potions is expensive as hell =P
Id agree that they probably looked over the normal limit.


Quote from: http://www.d20pfsrd.com/classes/core-classes/druid/#TOC-Nature-Bond-Ex-
Additionally, at 7th level, a druid can create any herbal concoction in 1 minute. She can also create a special concoction of any spell higher than 3rd level that she can cast, but to do so, she must expend a spell slot of the same level. These special concoctions do not cost her anything to create and function like extracts created by an alchemist with the infusion discovery.

Actually they cost nothing to create but somehow function as the infusion discovery (https://www.d20pfsrd.com/classes/base-classes/alchemist/discoveries/paizo---alchemist-discoveries/infusion/)

The infusion discovery limits you to "daily extract slots" which druids have none. So RAW this is a class ability you cannot use.

As a random guess this might be intended to take up spell slots, which gets weird once you start lowering the levels of the concoctions (as I posted before).


Do I need to state that Piazo sucks at DnD mechanics?
Title: Re: Interesting stuff in Pathfinder
Post by: TC X0 Lt 0X on May 05, 2017, 07:04:31 PM
Specific rules would trump General rules in this case though wouldnt it?

Probably but it's more likely that the writers did not know about the magic item per day limits. It's not a big deal really, its just more ineptitude on the writers part.


I wonder if they intend that when you can craft concoctions in 1 minute if you can spend the whole day making potions?
Lets say you are limited to 8 hours of crafting a day (as normal), 8*60 = 480 potions. Do you think that they thought it was fine to create 480 potions (7th level ability says this is free if its level 4+) a day?

That's pretty nuts.

Well it is crazy if/when you need a mass number of potions for whatever reason, but after those free potions the normal cost of crafting potions is expensive as hell =P
Id agree that they probably looked over the normal limit.


Quote from: http://www.d20pfsrd.com/classes/core-classes/druid/#TOC-Nature-Bond-Ex-
Additionally, at 7th level, a druid can create any herbal concoction in 1 minute. She can also create a special concoction of any spell higher than 3rd level that she can cast, but to do so, she must expend a spell slot of the same level. These special concoctions do not cost her anything to create and function like extracts created by an alchemist with the infusion discovery.

Actually they cost nothing to create but somehow function as the infusion discovery (https://www.d20pfsrd.com/classes/base-classes/alchemist/discoveries/paizo---alchemist-discoveries/infusion/)

The infusion discovery limits you to "daily extract slots" which druids have none. So RAW this is a class ability you cannot use.

As a random guess this might be intended to take up spell slots, which gets weird once you start lowering the levels of the concoctions (as I posted before).


Do I need to state that Piazo sucks at DnD mechanics?

I was generally referring to the normal Herbal Concoctions (3rd or lower). The "Special" Herbal Concoctions are different, though I do see where you are going with the wording on the Infusion Discovery. The class feature does say you expend a spell slot to create them, which seems to be by RAW count as the extract slot it occupies, but yeah by RAW it will disappear immediately if it has no extract slot to fill.

Really though there isn't many game developers on either Paizo, WotC, or most 3rd party that do d20 Mechanics well anyways. There is a lot of reading between the lines expected and general bad assumptions.
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on May 13, 2017, 01:46:10 AM
Bestiary 6 has the return of the were-bug template, Entothrope.

You can now play a were-starfish
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on July 05, 2017, 05:43:18 AM
A couple things from Legacy of the First World

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From First World Realm of the Fey

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From Adventurer's Armory 2...
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From Adventurer's Guide

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Aquatic Adventures

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Healers Handbook
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Haunted Heroes Handbook

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Heroes of the High Court

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Heroes of the Darklands

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Horror Realms

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Paths of the Righteous has an amazing prestige class, the Stargazer (http://www.archivesofnethys.com/PrestigeClassesDisplay.aspx?ItemName=Stargazer)
Title: Re: Interesting stuff in Pathfinder
Post by: Garryl on July 08, 2017, 03:01:09 PM
A bunch of the story feats (http://www.d20pfsrd.com/feats/story-feats/) are really interesting.

Want to make constructs but don't want to spend a ton of feats on it? Protector Of The People (http://www.d20pfsrd.com/feats/general-feats/protector-of-the-people-story/) gives you Craft Construct without meeting its prerequisites, but you have to build a CR 5+ golem for someone else, first. The cheapest I've found are the rope (http://www.d20pfsrd.com/bestiary/monster-listings/constructs/golem/golem-rope-tohc/) (7200 gp), tallow (http://www.d20pfsrd.com/bestiary/monster-listings/constructs/golem/golem-tallow-tohc/) (6750 gp), and wood (http://www.d20pfsrd.com/bestiary/monster-listings/constructs/golem/golem-wood/) (8800 gp) golems, depending on which sets of books are in play (rope and tallow are 3rd party, but wood is from a Paizo book). As an extra bonus, you get a 10% discount on making constructs cheaper than your first, donated golem.
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on July 10, 2017, 09:57:41 PM
LG Paladin of Asmodeus? Here you go...

Quote from: Distant Stores
Pact Servant (Faith): The faith of Holomog focuses on
finding the good in unusual places and appreciating the
nuances of virtue in the world. You may treat Asmodeus
as if he were a lawful neutral deity for the purposes of
determining your own alignment as a cleric, inquisitor, or
other divine spellcaster. You may not select the evil domain
unless your own alignment also contains an evil aspect.
Title: Re: Interesting stuff in Pathfinder
Post by: TC X0 Lt 0X on July 11, 2017, 12:07:30 AM
LG Paladin of Asmodeus? Here you go...

Quote from: Distant Stores
Pact Servant (Faith): The faith of Holomog focuses on
finding the good in unusual places and appreciating the
nuances of virtue in the world. You may treat Asmodeus
as if he were a lawful neutral deity for the purposes of
determining your own alignment as a cleric, inquisitor, or
other divine spellcaster. You may not select the evil domain
unless your own alignment also contains an evil aspect.

Adapt for the Burning Hate.
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on July 11, 2017, 10:51:46 PM
 :cool
Title: Re: Interesting stuff in Pathfinder
Post by: Powerdork on July 15, 2017, 09:21:40 AM
Has Pathfinder removed the limit of working on 1 magical item per day? If so that Wis/day free potions might misleading.

Edit Edit

Quote from: http://www.d20pfsrd.com/magic-items/#TOC-Magic-Item-Creation
Regardless of the time needed for construction, a caster can create no more than one magic item per day.

So the Wis/day free concoctions is false. You get 1 free concoction per day.

No, you've just got to take 10 levels of witch on the side for Witch's Brew, the major hex that lets you pay brew potions in double or triple batches. (And have a lenient enough GM.)
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on September 21, 2017, 02:15:51 AM
AP55
Quote
BESMARAN FAMILIARS
A cleric of Besmara may give up one domain in exchange
for a bird, blue-ringed octopus (Ultimate Magic 117), king
crab (Ultimate Magic 119), monkey, or any of the familiars
presented in the Core Rulebook. The cleric uses her cleric
level as her effective wizard level for this purpose. A ranger
who worships Besmara may select any of the creatures
listed above as a familiar instead of choosing an animal
companion. The ranger’s effective wizard level for this
ability is equal to his ranger level – 3.

Infinite $$$ combo
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Title: Re: Interesting stuff in Pathfinder
Post by: TiaC on October 22, 2017, 02:36:40 AM
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 a unimpressive wildsurge, but it also lets you use surge augments. Psionics Augmented: Wilders has the power Sympathetic Drain. This power allows you to 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.
Title: Re: Interesting stuff in Pathfinder
Post by: Nytemare3701 on October 22, 2017, 03:04:14 AM
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 a unimpressive wildsurge, but it also lets you use surge augments. Psionics Augmented: Wilders has the power Sympathetic Drain. This power allows you to 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.

Holy...
Title: Re: Interesting stuff in Pathfinder
Post by: awaken_D_M_golem on October 22, 2017, 03:55:11 PM
Ha.
Psionics "is" Broken.

It's right for once.
No need for errata, people can't be that  fubar'd.

Methods to increase max health, just as an obvious improver ?
Title: Re: Interesting stuff in Pathfinder
Post by: TC X0 Lt 0X on October 22, 2017, 04:20:57 PM
So how do we get this thing to chain/multitarget/aoe? It doesnt sound like it deals any kind of element damage to qualify for chain power
Title: Re: Interesting stuff in Pathfinder
Post by: zook1shoe on October 22, 2017, 11:34:31 PM
Page 50!

here (http://minmaxforum.com/index.php?topic=18239.0) is the new thread