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Messages - Power

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281
Min/Max 3.x / Re: Fun Pathfinds
« on: December 01, 2020, 04:23:49 PM »
Trade Items allows the old Beguiling Gifting a necklace of strangulation trick, at range, against anyone with a necklace. It's a lot higher level (+3 for wizard, +2 for partial casters) , but on the Wizard list.
PF doesn't have any rules for intentionally crafting Cursed Items though. I think you can intentionally fail crafting checks to force a random cursed item of the same type but that's about the extent of it.

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Goblet of Quenching is a really cheap magic item that provides the water needs of two characters (or one in desert). For a mere 180 GP it saves almost 24 pounds of weight between the water and waterskins that don't need to be carried. Not so useful if you have a divine caster casting Create Water whenever you want, but some party compositions will love it. It's a 3.5 item, but PFS legal without alteration which is essentially saying it's fine for PF.
Honestly Create Water is worth spending a Two-World Magic trait to obtain. There are some really ridiculous things you can do with Create Water spam, courtesy of PF's at-will cantrips system.

282
You can always use a pickaxe, especially if it's adamantine. People underestimate the power of mundane items.

283
D&D 3.5 and Pathfinder / Re: Power's Tier List for Pathfinder
« on: October 28, 2020, 06:07:43 AM »
You're right. Fixed.

284
D&D 3.5 and Pathfinder / Re: Pathfinder 1E is getting a spin-off
« on: October 07, 2020, 08:01:27 PM »
Sounds like steps in the right direction overall.

285
D&D 3.5 and Pathfinder / Re: Pathfinder Shadow Gambit Feat
« on: September 24, 2020, 03:08:52 PM »
Fetchling favored class bonus for Arcanists is explicitly capped at 100%. You can also do Shadowcaster Wizard 10 / Bloatmage 10 (drink a shadow conjuration for bloodline) to get +40% real shadow spells, and this way you can actually break 100%. Incidentally, casting on the shadow plane increases shadow conjuration/evocation spell reality by another 10%.

Generally speaking a Crook of Cildhureen and a Solid Shadows metamagic is all you need to make any spell that is 40% real become 110% real.

286
Generally Sleep and Color Spray are preferred at the lowest levels.

287
I really wonder where paizo gets editors so bad as to not recognize the pure fail in "As a standard action, you can shroud yourself in fire. Until the end of your turn, whenever a creature makes a successful melee attack against you..." It takes talent to be that incompetent. Maybe I'm just biased, but I feel like it should be their job to carefully look these things over.

288
3.5 Toughness maybe. PF Toughness is easily much, much better and more practical.

If you burn a standard action you only have move actions to trigger this. Once you are at 9th level, you can use a move action, but doing so leaves you with only a standard action to provoke a successful AoO where this might do something. Moreover at levels 9+ your odds of facing enemies with 5 fire resist or higher (or evasion) rise dramatically, further reducing the feat into worthlessness. The feat does virtually nothing. And in the event that your feat would actually cause any AoO you take to be better for you than your opponent, your opponent can simply choose not to take the AoO in the first place, since the feat is extremely unsubtle.

289
The magic words are "until the end of your turn." It's also worth noting that this ability uses a standard action.

290
Well, time for another failure of a feat:

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BLAZING AURA (CONDUIT)
Source Planar Adventures pg. 26
You cover yourself in coils of flame drawn from the Plane of Fire.

Prerequisites: Knowledge (planes) 3 ranks.

Benefit: As a standard action, you can shroud yourself in fire. Until the end of your turn, whenever a creature makes a successful melee attack against you, that creature takes a number of points of fire damage equal to 1d6 plus half your ranks in Knowledge (planes); attacks made using reach weapons ignore this effect. A creature can halve this fire damage with a successful Reflex save (DC = 10 + half your level + your Constitution modifier).

You can use this feat’s benefit a number of times per day equal to your ranks in Knowledge (planes). If you have at least 9 ranks in Knowledge (planes), activating this ability is a move action. If you have at least 15 ranks in Knowledge (planes), you can activate this ability as a move action or a swift action.

Another feat ruined by incompetent Paizo editors. This would not have been a good feat even if they didn't savage it.

291
Frankly, while going back through 3E stuff I've found plenty of crap comparable to stuff in this thread. I should make a thread for that next time I encounter one. Problem would be you've got entire subsystems that are poorly thought out.
Just because we haven't touched those doesn't mean Pathfinder doesn't have them.

Mythic is the most famously bad system PF has but Kingdom Building rules are a mess too and I'm rather certain there are messes in Ultimate Intrigue, Ultimate Combat, and more.

292
D&D 3.5 and Pathfinder / Re: Pathfinder Shadow Gambit Feat
« on: September 22, 2020, 06:59:39 PM »
If doing Shadow Evocation type damage is what you are hoping for, just prestige into Veiled Illusionist. Every level gives you a Wizard spell of the illusion school, among other perks. With just illusions you can help yourself to everything from Shadow Conjuration/Evocation/Enchantment/Transmutation to Simulacrum to Shadow Step/Shadow Walk to Subjective Reality to Create Mindscape and Psychic Asylum.

Remember to use a Shadow Stencil set, get a metamagic rod of Persistent Spell, and learn the Tenebrous Spell metamagic feat. There is also the Solid Shadows metamagic, but it costs a spell level so without a metamagic rod it's not as useful and you usually want to use Persistent Spell rods instead.

If you're looking to expand your spell list, you can also take the Loremaster PrC and use the Secret of Magical Discipline feat as many times as you want (which you should be able to gain as a bonus feat on Loremaster 1 with a high enough int score). You could also take the Stargazer PrC for all its various perks (including adding flight and planar binding spells to your spell list). And you can also use Pathfinder Savant to obtain any spell you want (at a 1 level penalty) and Daivrat to gain access to any spell on a temporary basis (at a 2 level penalty), but they cost you 1 dead spellcaster level (but you can use the Prestigious Spellcaster feat to cover them). The Runeguard PrC similarly has 1 dead level but adds all the symbol and glyph spells to your class list. It also allows you to use any metamagic feat with a level adjustment of 1 for free by spending swift actions.

You can also use the Magaambyan Arcana race trait (if you are not Human, the Adopted social trait can be used to take it anyway) to add any 1 Druid or Cleric spell with the good descriptor to your class list and the Two-World Magic magic trait to add a cantrip from another spellcaster to your Beguiler. That's a lot more flexible if you use the Additional Traits feat with the Paragon Surge spell to expand your spell list temporarily with the spell of your choice. You can also use a Ring of Spell Knowledge (use UMD to circumvent the spell level penalty, preferably with a Pragmatic Activator magic trait or Clever Wordplay social trait to make UMD int-based instead) to add just about any spell 4th level or lower to your repertoire. It's probably not supposed to let you cast divine spells though.

There are more stunts too.

293
D&D 3.5 and Pathfinder / Re: Pathfinder Shadow Gambit Feat
« on: September 22, 2020, 02:07:26 PM »
Pathfinder already has a ton of shadow evocation/conjuration/etc. spells for that kind of purpose though.

294
D&D 3.5 and Pathfinder / Re: Pathfinder Shadow Gambit Feat
« on: September 22, 2020, 01:54:20 PM »
It's honestly rather weak. All it does is let you end an ongoing figment spell as a standard action in exchange for 1d6 damage per spell level to a single enemy.

295
It has. Some of it was intentional (extra spells known favored class bonus, bonus bloodline spells for Sorcerers, Mnemonic Vestment, Page of Spell Knowledge, Arcanist class including the Blood Arcanist archetype which is essentially a Sorcerer Plus, Razmiran Priest Sorcerer, Expanded Arcana as a buffed Extra Spell feat, Skalds with their Spell Kenning class feature, etc.) and some of it was accidental (Paragon Surge spell, Mongrel Mage Sorcerer which can take a new Arcane bloodline every day, putting Ampoule of False Blood on and off to convert into an Arcane bloodline anew for different spells known, etc.). There are also stunts for prepared casters to cast a lot more spontaneously than the norm. Generally speaking Pathfinder design has been a love song to spellcasters and general disdain for non-casters. Or to be exact, it is a design that believes in cool powers for the cool magical classes, and realism taxes as well as half-baked notions of balance and "this is the way these things are done" to keep mundane classes down.

In 3.5 stunts also include dipping two levels of Chameleon PrC so you can get a different Extra Spell feat each day (but you don't progress Sorcerer for these 2 levels - still a decent way to spend levels 19 and 20 though), using a rechargeable advanced psionic tattoo of psychic reformation, and equipping a Ring of Theurgy (consider using summons to fill it up with spells you want).

296
Missed one of the more basic reasons to play spontaneous casters, and that's just having more spells per day. If your campaign forces you to do a lot of encounters per day, the added spells per day of spontaneous casters can make a considerable difference in effectiveness. That said, prepared casters usually end up with Pearls of Power to give them more spells at high levels.

In my experience, Wizard/Archivist is much more common than Wizard/Cleric, though that will of course vary by group.  Almost all of the [Arcanist]/Cleric builds I've seen have leaned heavily on Divine Metamagic (either metamagicking blasting/debuffing spells and using the arcane side for utility, or DMM: Persisting a bunch of buffs and using the arcane side for offense), so they wanted high Cha for that.  Not to mention that if Dragonlance feats are on the table, a Sorcerer/Cleric going Cha-SAD with Dynamic Priest has more synergy potential (diplomancy and such) than a Wizard/Cleric going Int-SAD with Academic Priest.
Interesting, although an Archivist can pretty much double as a Wizard by himself with enough domain spells and druid spells scribed into his spellbook. Sorcerer/Cleric though (in PF you can do something similar with an Empyreal bloodline Sorcerer which is wis-based) will put you behind an extra level of spell progression on both the arcane caster and the Cleric (because there is 1 more level of non-Cleric) when Mystic Theurge is already giving you massively delayed spell progression. I wouldn't really recommend it.

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I've run an all-wizard party before that got a ton of mileage out of free spell swapping, but that game started at level 7 or thereabouts so they could already use PrCs to differentiate their builds; I've never seen a multi-wizard party in a low-level-start and/or limited-scribing game, as using each other as the primary source of spells means lower-level wizards tend to be more same-y unless they have essentially opposed specializations (in which case spell swapping is of limited benefit).  If two players are fine with having basically the same capabilities, though, then it's definitely a good option.
Well, if you have generalist Wizards it's pretty easy. You do get fewer spells per day on both Wizards, but you also have two Wizards who can probably share a number of resources between them. In Pathfinder Wizards can cast their banned schools (they just have to pay 2 spells to prepare them, and they can burn their 5th level bonus feat to remove even that penalty from 1 of their schools) anyway so it's effortless to go down this road.

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It's not that they can't benefit from a cleric at all (because, again, adding a wizard or cleric to a party is never a bad thing), just that adding one to a party of full and partial manifesters with plenty of existing self-buffing gishiness is going to be much less of a comparative benefit than adding it to a party with no divine casters or less magic in general.  In that scenario, one might want to go for a bit more gap-filling variety and try out something like a face bard or an illusion-focused sorcerer (or of course something further afield like a stealth-focused swordsage).
I suppose, but I feel like the lack of comparative benefit is compensated for by simply not preparing spells the party no longer needs and preparing other spells that would be of good use to the party.

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The former is definitely true for high-op games, but not necessarily in low- or mid-op ones.  Playing a spontaneous caster for party dynamics reasons can still leave you with a perfectly functional character, just like a wizard can get a long in those games without a lot of spontaneous tricks.
Honestly in PF doing things like wearing Mnemonic Vestment or playing a Half-Elf so you can Paragon Surge into temporary extra spells known feats are more like mid-op at best nowadays. It's pretty much considered part and parcel of the spontaneous spellcaster kit.

297
Min/Max 3.x / Re: Fun Pathfinds
« on: September 21, 2020, 08:45:08 AM »
Until you run into an enemy with 5 fire resist and that's 10k gp down the drain.

298
You missed the part where it has ferocity as a prerequisite and doesn't even permit full attacks, just attacking. The feat does absolutely nothing for you.

299
Here is an incredible abomination of a feat:

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ANIMAL FEROCITY (COMBAT)
Source Ultimate Wilderness pg. 106
When cornered and wounded, you fight like a feral beast.

Prerequisites: Base attack bonus +3, ferocity racial ability.

Benefit: When your hit points are reduced below 0, you can make attacks, but you take a –5 penalty on each attack roll.

All downside, zero upside. Yep, Paizo has done it. They printed a feat where not having it is strictly better than having it. Definitely the result of a zealous editor nerfing a feat in multiple directions until it becomes worse than useless.

300
You Break it You Buy it / Re: [PF] Super Stats
« on: September 20, 2020, 12:15:12 PM »
No, the point of the Living Machine option is to have a constitution score so that you can get bonus hitpoints and fortitude saves from a positive constitution score like normal spellcasters. Also so you can get healed and resurrected by spells as normal, and drop unconscious at 0 hitpoints instead of instantly being destroyed, and if you want to use any feats with constitution prerequisites. Oddly enough the Living Machine option does not appear to remove the +10 hitpoints you get as a construct, so Living Machine Wyrwoods make for some rather tough Wizards.

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