If, for any reason, the wearer’s Wisdom is reduced to 0 while wearing the mantle, it swallows him whole and he disappears forever, unrecoverable even to effects such as reality revision.
Niiiiiiiice !It should be noted that Dominate effects cannot force the wearer of the Mantle to use it. That is explicitly spelled out.
Can I nominate this for PF Bunko's ?
Skill bonus and PsyRef parts are difficult to price,
and by themselves not worth the cost. However
death for all time , to nearly anything = Pricele$$
Perhaps a Contingency to pre-game the sacrifice part.
Wis damage via what, real Insanities, Rogue stuff, Poisons, 3.0e psi combat ...
Need to get rid of some item (or collection therof) forever?
Mantle of the Void is not the cheapest item (priced at just under 18.5k), but it's undeniably effective for this purpose. Normally, you're supposed to just use it to gain a +6 insight bonus on a single roll 1/day, with more uses gained by taking Wisdom burn. However:QuoteIf, for any reason, the wearer’s Wisdom is reduced to 0 while wearing the mantle, it swallows him whole and he disappears forever, unrecoverable even to effects such as reality revision.
So, for the cost of a sacrifice (doesn't have to be humanoid, a sheep probably works fine) and a way to inflict Wisdom damage/drain, you can send things off beyond the reach of Wish spells.
Now, this assumes that "swallows him whole" includes worn or carried items. The description doesn't mention other gear at all.
Animate Objects becomes a creature, which means it gains a Wisdom score (1, at least). It also doesn't work on magical items (which almost everything you want to get rid of like this is).Need to get rid of some item (or collection therof) forever?
Mantle of the Void is not the cheapest item (priced at just under 18.5k), but it's undeniably effective for this purpose. Normally, you're supposed to just use it to gain a +6 insight bonus on a single roll 1/day, with more uses gained by taking Wisdom burn. However:QuoteIf, for any reason, the wearer’s Wisdom is reduced to 0 while wearing the mantle, it swallows him whole and he disappears forever, unrecoverable even to effects such as reality revision.
So, for the cost of a sacrifice (doesn't have to be humanoid, a sheep probably works fine) and a way to inflict Wisdom damage/drain, you can send things off beyond the reach of Wish spells.
Now, this assumes that "swallows him whole" includes worn or carried items. The description doesn't mention other gear at all.
Rather than sacrificing a person, just use a casting of Animate Objects. Objects have no Wisdom. Insta-void~
Polymorph Any Object the Item of Doom into a squirrel. Place hat on Squirrel of Doom. Drain wisdom as appropriate*. No more doom.It doesn't matter how the wearer's Wisdom hits 0, only that it does hit 0.
*Without knowing the item's full text, I have no idea if other wisdom drain would work or not. Caviat Munchkin.
Need to get rid of some item (or collection therof) forever?
Mantle of the Void is not the cheapest item (priced at just under 18.5k), but it's undeniably effective for this purpose. Normally, you're supposed to just use it to gain a +6 insight bonus on a single roll 1/day, with more uses gained by taking Wisdom burn. However:QuoteIf, for any reason, the wearer’s Wisdom is reduced to 0 while wearing the mantle, it swallows him whole and he disappears forever, unrecoverable even to effects such as reality revision.
So, for the cost of a sacrifice (doesn't have to be humanoid, a sheep probably works fine) and a way to inflict Wisdom damage/drain, you can send things off beyond the reach of Wish spells.
Now, this assumes that "swallows him whole" includes worn or carried items. The description doesn't mention other gear at all.
Also, for a second fun find is the Map of the Mind. Psychic Reformation 1/week for 16k. This is explicitly tied to the item, so having a couple of these lets you use it more often. Regardless, it's perfect for picking up crafting feats or similar "downtime" abilities.
Where's mantle of the void from?
No wonder.... I've avoided 3pp PF stuff
Or simply the official pathfinder devs don't care about psionics, which is a sentiment I can symphatize with. Starfinder for example doesn't have any either.
I would even disagree with the "large" bit. Just look at how much psionic homebrew there is when compared to, say, Tome of Battle, that got exactly one book in all of 3rd edition and zero support in splats. There are psionic psionic fans I won't deny it, but they're a pretty small segment all in all. That Paizo does not bother doing it themselves is just bigger proof of how little of a crowd there actually is.Or simply the official pathfinder devs don't care about psionics, which is a sentiment I can symphatize with. Starfinder for example doesn't have any either.
I'm pretty sure of my interpretation, especially since there is a large group of people who will pay good money for psionics books and Paizo is a business if nothing else..
Also Starfinder only has one kind of magic so I assume psionics just gets rolled into that and I expect the system to never have psionics (also psionics are never part of the core books in any system I've read besides weird stuff with randomly rolled powers).
Also homebrewers aren't a good way of determining what is popular in my opinionThat extends up to a professional level at times, it's just publishers take calculated risks while forum posters do not.
Kineticist and Occultists use the craziest systems out there for official material, not to mention the Medium. Maybe that was enough official material for a majority of the crazies to satisfy their psionic urges.Yep, and I could have sworn I heard someone say they were doing magic-style not to insult "psionics", but to reduce the learning curve and allow "psionics" to easily be picked up on any table.
For whatever it's worth Paizo has explicitly said multiple times that "Psychic Magic" is not and has nothing to do with Psionics.Oh, it was probably some random dude on a forum then.
For whatever it's worth Paizo has explicitly said multiple times that "Psychic Magic" is not and has nothing to do with Psionics.Oh, it was probably some random dude on a forum then.
So what is Paizo's deal with psionics (in a quick nutshell)?
I wouldn't expect otherwise since that only has books published by Paizo.
I wouldn't expect otherwise since that only has books published by Paizo.
Well I've had a lot of people cite the d20psrd as "official" claiming psionics is official in pathfinder to me, so I find that I have to point this out a lot that the d20psrd is not, in fact, the official prd, even if it is a decent duplicate.
Replacement Power: The following granted power replaces the cold resistance power of the Water domain.
Sift (Su)
At 6th level, once per day you can reach into water as a standard action and pull out an object with a maximum gp value of up to 50 gp × your cleric level.
This object always has the broken condition upon being withdrawn from the water. The water you reach into must be at least deep enough to fully immerse yourself in it. At 12th level, objects you retrieve are not broken. At 20th level, you can retrieve objects worth up to 5,000 gp. If retrieving an object that would not normally float, assume it rests on top of or is entwined with debris that does float. Objects retrieved in this manner disappear after 24 hours, if not already used up or otherwise destroyed before then.
Replacement Domain Spells: 2nd—make whole, 5th—major creation, 6th—animate objects.
Unlimited Animate Dead fodder!At the very least, the onyx to cast it.
Corpses don't normally have a value, that's why the sculpted trophy thing was an attempt to skirt that barrier
Any spell or effect that targets the corpse (such as speak with dead or raise dead) treats it as if it still had its original appearance.
The wearer may command any weapon he wields to become a flaming weapon. This is in addition to whatever abilities the weapon may already have (unless the weapon already is a flaming weapon). The command takes 1 round to take effect.
So idk about PF's Helm but D&D's version has an overload effect, if you hit the wearer with 31 points of Fire damage and they fail a DC 15 Will Save every unused jewel is simultaneously used. That's up to ten randomly targeted Prismatic Sprays, one 230ft long Wall of Fire, and thirty 10d6 Fireballs centered on the wearer (1,050 avg dmg).
Not a bad ending after you buffed every sword to barstool with Flaming, just put it on a summoned animal and throw a Fireball at it.
Both games helms have that effect.1 & 3 maybe true but 3 is subjective since it says after the fire protection is taken into account. You could take it as a reminder of how Resistance works or you could take it as a way to avoid accidental detonation if it's inactive.
Both games helms only offer fire resistance when activated.
Both helms don't need to be active to blow up.
Both games helms have that effect.1 & 3 maybe true but 3 is subjective since it says after the fire protection is taken into account. You could take it as a reminder of how Resistance works or you could take it as a way to avoid accidental detonation if it's inactive.
Both games helms only offer fire resistance when activated.
Both helms don't need to be active to blow up.
You can pick what you want and your DM may pick something different. All I can say for me since you need to hit the creature, not the helm, with the fire damage it makes more sense the creature needs to be under the Helm's effects (ie setting the area/weapons on fire) to start the chain reaction rather than simply holding it with his head and burning his toe.
http://www.d20pfsrd.com/magic/all-spells/r/recorporeal-incarnation/
Well, this seems like it can be abused.
"Several of the Gentlemen's abilities involve either subverting the DM or undercutting his decisions, so it's unlikely no sane DM would ever allow this to actually be allowed in the game."Eh it's not that bad, the article was definitely made by someone who doesn't read the optimize related posts.
Strong Convictions (ex): Gentlemen are very confident in themselves and their abilities. Starting at 2nd level, if the Gentleman critically fails an intelligence or wisdom check, he is fed a falsehood that he will strongly believe no matter who tries to talk him out of it. Even if that person is a genie or something. At 9th level, once the Gentleman’s ego is in full bloom, if the Gentleman rolls a critical success on an intelligence check, the GM must share one very personal secret about themselves with the player.You know, it's so weird. Most teens & young adults paying D&D hate any form of authority but having a funny Class Feature that does things without the man's permission is immediately offensive and needs to be banned. >.>
Something Dumb (sn): The Gentleman possesses some amazing powers. This is not one of them. Starting at 3rd level, once per session, the Gentleman may change one thing in the game that has no effect on actual gameplay and the GM must allow it. If that’s confusing, here are some examples. The Gentleman may: put clown shoes on a party member, turn a troll’s hands into hard-shelled tacos, turn all the plants a beige color, etc. These effects last for the duration of the session.
New Haircut (ex): At 17th level, the Gentleman gets a new, more stylish haircut. Just to be clear, his previous haircut was top fantastic A+ fashionable, but this new haircut is on a whole different plane of style and fashion, ethereal or otherwise. If this is hard to imagine, think of it like this: all crocodiles are cool, but put a crocodile in a ghillie suit? That stuff is unheard of!!! Anyway, now that you understand just how fashionable the Gentleman’s previous haircut was and how this new haircut blows that older, fashionable haircut to smithereens (fashionably speaking), what does this new haircut do? Good question. Easy. When the Gentleman gets this new, level 17 haircut, all other characters in his party immediately gain an extra level, and there is nothing the GM can do about it. Capiche?
My favorite combo with Hybridization Funnel is Ghast Retch Flask and Burst Jar.
***
"A mixture cannot be combined with another mixture."
I believe a Paizo dev chimed in on this once on the Paizo forums. Something along the lines of adding the words " ... or substance" to the end of that rule sentence. But, as y'all know, Paizo has been substandard in the last few years on the official updates for errata & FAQ while quick to Stealth Errata and issue "fixes via dev forum posts". :huh
You can extend the 24 hr spoil time by mixing in a new alchemical item during that time frame.
Could get expensive, though.
Magma Furrow (Su): As a standard action, you can send
forth a 20-foot line of magma. Any creature in this line takes
1d6 points of fire damage + 1 point for every 2 wizard levels
you have. A successful Reflex save (DC = 10 + half your wizard
level + your Intelligence modifier) halves this damage.
In addition, the ground in this area remains molten for
another 1d4 rounds. Creatures that begin their turns in the
area can move out that turn without penalty, but those that
enter the area each take 1d6 points of fire damage. You can
use this ability a number of times per day equal to 3 + your
Intelligence modifier.
Lava Effects
Lava or magma deals 2d6 points of fire damage per round
of exposure, except in the case of total immersion (such as
when a character falls into the crater of an active volcano),
which deals 20d6 points of fire damage per round.
Damage from lava continues for 1d3 rounds after
exposure ceases, but this additional damage is only half
of that dealt during actual contact (that is, 1d6 or 10d6
points per round). Immunity or resistance to fire serves
as an immunity or resistance to lava or magma. A creature
immune or resistant to fire might still drown if completely
immersed in lava (see Drowning).
Quintessentialist (Spiritualist Archetype)
When the pressure to grow wars with a personal need
for simplicity, a mortal soul can split between extremes,
creating two half-beings that rely on one another to
survive. The quintessentialist learns to project her
best self—her exemplar—as an independent being,
but in doing so leaves only the weakest and basest
aspects behind in her body.
Unfocused Spellcasting: A quintessentialist’s sheared
mind has difficulty focusing on even the simplest spells.
All of her spells have a minimum casting time of 1
round, even if casting a spell would normally take less
time, such as a standard action.
Exemplar: Instead of bonding to the phantom of a
dead soul, a quintessentialist forges her best qualities
into a spiritual aspect called an exemplar, which
resides in her subconscious mind at
all times rather than on the Ethereal
Plane. An exemplar uses the
quintessentialist’s
ability scores when
fully manifested
rather than those of
a standard phantom,
but otherwise advances as a phantom. The exemplar can
cast any of the spiritualist’s spells while fully manifested,
sharing the same spells known and spell slots, and
does not suffer from the quintessentialist’s unfocused
spellcasting ability.
A quintessentialist can fully manifest her exemplar as
a full-round action rather than a 1-minute ritual, and she
can dismiss it back into her mind as a standard action.
When fully manifested, a quintessentialist can transfer
any equipment she is currently wearing or carrying to
her exemplar, allowing it to manifest with weapons,
armor, and other equipment, but doing so removes these
possessions from the quintessentialist. She can likewise
grant her exemplar any feats she knows, losing access to
those feats herself while the exemplar
remains fully manifested. Projecting
an exemplar is draining, however. A
quintessentialist cannot cast any spells
herself and she takes a –2 penalty to
all ability scores while her exemplar
is fully manifested. Every round the
exemplar remains fully manifested,
the quintessentialist takes 1d6
points of damage; this damage
cannot be reduced or prevented
in any way.
This alters phantom.
Merchant's Manifest
[...] a sustaining spoon. The spoon’s enchantments are unique, producing not flavorless mush but a rotating assortment of rich soups; this unique adaptation increases its value by 1,000 gp.
You restore temporary life to a body that has been dead for less than 48 hours. The spell lasts for 24 hours, after which the target dies again. The target gains 1 permanent negative level while under the effect of this spell; this negative level goes away when the target dies or is permanently raised from the dead (such as with raise dead). The target still counts as a dead corpse (but not undead) for the purpose of spells that revive dead creatures, so a cleric can cast raise dead or a similar spell on the target even while this spell is active. Once a creature has been revived with temporary resurrection, this spell cannot be used on it again until it is permanently raised from the dead.
Unlike other spells that heal damage, breath of life can bring recently slain creatures back to life. If cast upon a creature that has died within 1 round, apply the healing from this spell to the creature. If the healed creature’s hit point total is at a negative amount less than its Constitution score, it comes back to life and stabilizes at its new hit point total. If the creature’s hit point total is at a negative amount equal to or greater than its Constitution score, the creature remains dead. Creatures brought back to life through breath of life gain a temporary negative level that lasts for 1 day.
You can expend 10 uses of lay on hands to bring a single dead creature you touch back to life as a raise dead spell with a caster level equal to your paladin level. You must provide the material component for raise dead or choose to accept 1 temporary negative level; this level automatically goes away after 24 hours, never becomes a permanent negative level, and cannot be overcome in any way except by waiting for the duration to expire.Minimum level is only 5, though you'll more likely want to wait till level 10 due to how many LoH uses you have. You can get around that with items or (from level 7+) with Extra LoH if you want to really specialize in bringing people back.
Jealous/Trusting (opposes necromancy): A union of abjuration and enchantment magic, a jealous weapon functions as a bane weapon against necromancers and against undead created by necromancy spells (not against self-manifested undead or undead created by the create spawn special ability). As long as the weapon is carried, it can absorb up to 3 negative levels inflicted on the wielder per day.It can't be overcome, but it can be redirected.
On command, this semiprecious stone adheres to an object weighing not more than 100 pounds. As long as it is attached, the stone increases the object’s hardness by 5, its break DC by 5, and its hit points by 20. Like temporary hit points, these additional hit points are lost first when the object the stone is protecting is damaged, and once they are exhausted, the fortifying stone is destroyed. However, unlike temporary hit points, they can be completely restored by repairing the fortifying stone via a single casting of a make whole spell. Any effect that breaks or destroys the protected object also destroys any attached fortifying stones.While sundering is generally avoided by GM and player (except possible cheap, replaceable things like spell component pouches and holy symbols) this has plenty of uses as it's a mere 1000 GP
Oops, missed that part.
Though it can still work in naval combat. PF's naval combat rules (and I'm sure whatever alternate rules that aren't an HP bloat filled monstrosity) make parts of ships separate targets. Sails would benefit greatly from this.
Storm Of Blades (Combat)
Your technique unleashes a dizzying torrent of cuts. Prerequisites: Weapon Focus with slashing weapon, base attack bonus +6.
Benefit: As a standard action, you can make a single attack with your chosen weapon while setting up a vortex of cuts that lasts until the beginning of your next turn. Any creature that begins its turn threatened by this weapon takes damage equal to your Strength or Dexterity bonus, whichever is greater. When your base attack bonus reaches +11, you also add your base weapon damage. When your base attack bonus reaches +16, you gain the distraction universal monster rule for this damage, but a creature that fails its save is only sickened. You can use this feat’s benefits only once per minute.
Whirling Hold (Combat)
You lift your grappled foe from the ground and
violently spin and disorient him.
Prerequisites: Improved Grapple, Improved
Unarmed Strike.
Benefit: When you succeed at a combat
maneuver check to maintain a grapple,
instead of choosing to damage, move,
pin, or tie up your opponent, you can lift and rapidly spin
your opponent. At the end of the spin, you can place the
opponent in any square adjacent to you. The opponent is
sickened for a number of rounds equal to your Strength or
Dexterity modifier, whichever is higher.
This small copper lantern always glows with a faint green light equivalent to a candle flame. If its reservoir is filled with oil as a full-round action, it burns with the normal intensity of a lamp for 6 hours. A creature filling the lantern can attune the foxfire lantern to a specific creature type (such as aberrations or monstrous humanoids) with a successful DC 15 Knowledge check (appropriate to the creature type). Once the lantern is attuned, its green flame will change to red whenever creatures of that type approach within 50 feet. The creature filling the lantern can choose a more specific type of creature (such as green hags), but doing so increases the DC of the Knowledge check to 15 + the creature’s CR.
This fine, silver bullseye lantern is embossed with the image of a stoic sentinel. It functions as a bullseye lantern that doesn’t require oil to function. On command, the lantern floats alongside its user, shedding its light in whichever direction the user is looking.
Once per day on command, the lantern can be designated to stand guard for up to 8 hours. The lantern ceases to shed light and keeps watch over a 30-foot-radius area centered on itself.
The lantern acts as the alarm spell, except it is activated only by creatures that are Small or larger, and it cannot see invisible creatures. If the lantern detects a creature, it notifies the user that commanded the lantern with a mental alarm, waking the user if necessary. Once the lantern notifies its user, it shines its light on the intruder until commanded to stop.
Bloodline Arcana: Whenever a creature damages you, until the end of your next turn if you apply a metamagic feat to a spell that targets that creature, reduce the spell level increase of that metamagic feat by 1 (minimum 0).
When you cast this spell, horrible, fungal growths sprout forth all over your body. You develop 1d2+1 of these blisters per 2 caster levels. Each time you are dealt more than 5 points of bludgeoning, piercing, or slashing damage from a single attack, one of these blisters bursts, releasing a cloud of harmful spores in a 5-foot-radius burst centered on you.The trick is to cast Fungal Blisters and then don heavy armor. This can be done with Swift Girding, Folding Plate, Armiger's Panoply or Instant armor. At this point, you will deal .25CL2(1d2+1)(1d6+1), or an average of 2.8*CL2 to everyone within 5 feet who fails all their saves. At 20th, it's 1,125 damage on average! Doesn't work on plants, or things immune to disease. Thus, you should become an Evangelist of Apollyon, which lets you punch through many disease immunities.
These spores enter the lungs of all living creatures within the cloud that need to breathe and deal 1d6+1 points of damage for every 2 caster levels you have (Fort negates). This is a disease effect, and you and plants aren't affected by the spores. It is possible for more than one blister to burst in a single round. If you are reduced to 0 or fewer hit points, all remaining blisters burst, and the resulting spores deal the cumulative amount of damage.
You are not able to cast this spell while wearing heavy armor. If you don heavy armor during the spell's duration, all remaining blisters burst as if you had been reduced to 0 or fewer hit points.
o.OQuoteYou develop 1d2+1 of these blisters per 2 caster levels. ... deal 1d6+1 points of damage for every 2 caster levels you have (Fort negates)At 20th, it's 1,125 damage on average!
This dapper robe enables a sorcerer to add the effects of her 1st-level bloodline power to spells she casts. As a swift action before casting a spell, the wearer expends one use of her 1st-level bloodline power and selects one target of the spell to be affected by that bloodline power. If the spell allows a saving throw, a successful save against the spell means the bloodline power deals half damage (if it normally deals hit point damage) or is negated (if it does not). The robe can be used up to three times per day.
Wilderness Origins feats
WTF were they thinking when they made the Weapon Shift feat tree?
Weapon Shift When you wild shape, choose one proficient and wielded weapon. ALL your natural attacks get that weapons properties (not including double and fragile).
Scorpion whips get you slashing, 15 reach, disarm, and trip (grants +2 instead of normal drop ability).
Reach weapons or grapple weapons get fun too.
Ammo, if you can apply it, gets crazy when you look at the alchemical arrows. Check out the splintercloud arrows (http://www.aonprd.com/EquipmentMiscDisplay.aspx?ItemName=Arrow%20(splintercloud)) for some disgusting bullshit. You can change ammo types if you don't like piercing, like blunt arrows, or whistling arrows to mess w people.
Can you rev up some gnome ripsaw claws?
Do you need a thunderstone for each hoof using a gnome piston maul?
Syringe spear goo?
I assume weapon mods from Adventurer's Armory 2 work too.
Improved Weapon Shift allows you to apply the special qualities to the attack, like flaming or AGILE (excludes dancing and thrown/ranged abilities).
Greater Weapon Shift let's you add the enhancement bonus.
Chimeric Adept let's you add an additional minor form to your wild shape
Chimeric Master let's you add the major form abilities to your form instead of the bonus minor form (excluding additional natural attacks or movement bonus/types)
Wilderness Origins other
Parasite familiars can burrow into people's brain/spine and try to mind control them. Forced removal w a Heal v Stealth.
Both Oracle curses are.... interesting.
Putrid nauseated any drinking liquids w/in 10 feet of you.
Scourged is uncontrolled Lesser Curse Terrain w/in 300 feet.
... Carry Companion ...
Parasite familiars can burrow into people's brain/spine and try to mind control them. Forced removal w a Heal v Stealth.If you knock out enemies, the parasite is a good way to gain a powerful minion, since dominate lasts for days and can be reapplied daily.
Both Oracle curses are.... interesting.
Putrid nauseated any drinking liquids w/in 10 feet of you.
Scourged is uncontrolled Lesser Curse Terrain w/in 300 feet.
You treat your size as one category larger for the purposes of calculating CMB, CMD, carrying capacity, and any size-based special attacks you use or that are used against you (such as grab, swallow whole, and trample).
Both have prerequisite feats that make it work poorly for Paragon Surge (though Iron Will isn't the worst feat to be stuck with). Not that it matters, since changing archetype on a familiar is as simple as getting a new familiar. 1 week without a familiar and 200 GP per Wizard level to switch to it (expensive, but cheaper than the alternatives and not too huge a cost since you can only get the heighten ability at level 7). The cost to switch back can be avoided by taking Improved Familiar and getting your new one for free.I don't see anything stopping you from getting a temp Arcane Amplifier familiar with Blood Sentinel (https://www.d20pfsrd.com/magic/all-spells/b/blood-sentinel/).
Bloodline Arcana: Phoenix (Ex) When casting any spell that deals fire damage, you can instead heal affected creatures. The spell deals no damage, and living creatures affected by the spell instead regain a number of hit points equal to half the fire damage the spell would normally deal.
In a recent PFS scenario there's a minor enemy with the Sorcerer class template and as of yet unreleased phoenix bloodline (it's from Heroes of Golarion which isn't out till the 27th). The other unique abilities it has aren't explicitly called out as being from the bloodline, use the creature's name instead of you so it's not clear if they're directly from the bloodline and it's missing an ability it should have by its HD and sorcerer template, but they include self-inflammation that adds 1d6 fire damage to attacks and creatures next to you (meh) and flight with no duration. The one printed in full however is the arcanaQuoteBloodline Arcana: Phoenix (Ex) When casting any spell that deals fire damage, you can instead heal affected creatures. The spell deals no damage, and living creatures affected by the spell instead regain a number of hit points equal to half the fire damage the spell would normally deal.
There has to be some fun things to do with this. Shame there's no easy way to get Screaming Flames on a sorcerer (or to get an arcana short of dipping sorcerer) since this would make flames that heal wisdom damage with their screams.
Song-Bound (Blood of the Sea pg. 12): Whenever you speak, you are compelled to sing loudly, and you draw out even short utterances with vocal scales or simple melodies. You cannot speak in less than a loud voice, although you may choose not to speak. You can perform the countersong bardic performance (using Perform [sing] only) for a number of rounds per day equal to your oracle level. If you gain the bardic performance class feature, these rounds are in addition to any other bardic performance rounds you gain, but they can be used only for the countersong bardic performance. At 5th level, add command and suggestion to your list of spells known. At 10th level, add 1 to the difficulty class of saving throws against language-dependent spells you cast. At 15th level, add greater command and mass suggestion to your list of spells known.
In a recent PFS scenario there's a minor enemy with the Sorcerer class template and as of yet unreleased phoenix bloodline (it's from Heroes of Golarion which isn't out till the 27th). The other unique abilities it has aren't explicitly called out as being from the bloodline, use the creature's name instead of you so it's not clear if they're directly from the bloodline and it's missing an ability it should have by its HD and sorcerer template, but they include self-inflammation that adds 1d6 fire damage to attacks and creatures next to you (meh) and flight with no duration. The one printed in full however is the arcanaEven if you could get it on a Sorcerer, it still won't heal any Wisdom damage. That bloodline arcana only switches fire damage to healing. Ability damage is either not dealt or happens normally, depending on what "the spell deals no damage" gets ruled as.QuoteBloodline Arcana: Phoenix (Ex) When casting any spell that deals fire damage, you can instead heal affected creatures. The spell deals no damage, and living creatures affected by the spell instead regain a number of hit points equal to half the fire damage the spell would normally deal.
There has to be some fun things to do with this. Shame there's no easy way to get Screaming Flames on a sorcerer (or to get an arcana short of dipping sorcerer) since this would make flames that heal wisdom damage with their screams.
Decorum Band (https://aonprd.com/MagicWondrousDisplay.aspx?FinalName=Decorum%20Band) is useful on its own as intended, but can milk a lot of information about what subjects make an NPC uncomfortable.
Decorum Band (https://aonprd.com/MagicWondrousDisplay.aspx?FinalName=Decorum%20Band) is useful on its own as intended, but can milk a lot of information about what subjects make an NPC uncomfortable.
Decorum Band (https://aonprd.com/MagicWondrousDisplay.aspx?FinalName=Decorum%20Band) is useful on its own as intended, but can milk a lot of information about what subjects make an NPC uncomfortable.
" The wearer of a decorum band is aware of any action that could cause a creature’s attitude toward the wearer to shift negatively."
So this is referring to the NPC attitude that you'd make a Diplomacy attempt toward, Yes ??
That's actually a huge amount of behavior / pseudo-divination.
It's also a weird variant on 5e Take 10, where you "Take No Downward Attitude" whatever that # would be, while being able to dice a higher #.
The wearer of a phylactery of faithfulness is aware of any action or item that could adversely affect his alignment and his standing with his deity, including magical effects. He acquires this information prior to performing such an action or becoming associated with such an item if he takes a moment to contemplate the act.
The wearer of a A decorum band is aware of any action that could cause a creature’s attitude toward the wearer to shift negatively. He acquires this information prior to performing such an action.
There's no limit on how many times this can activate
Uncertain Fates (Su): You can keep the spirits of any intelligent creatures that die within 30 feet of you, which orbit you as moaning, disembodied forms. For every spirit you keep, you gain a cumulative +1 bonus to AC and caster level checks to overcome spell resistance, but you take a cumulative –1 penalty on Fortitude saving throws. You can keep a number of spirits equal to half your Hit Dice plus your Charisma modifier at one time, but they are released automatically to join the River of Souls if you are stunned, knocked unconscious, or sleeping. As long as you keep the soul of a creature, you can cast breath of life on it as if that creature had died in the previous round.Constructs and undead are immune to most effects requiring a fort save. They are immune to sleep, stunning and nonlethal damage. So, they barely feel the downside and can always keep their full swarm up, giving them amazing AC and letting them pretty much ignore SR.
Herald of Paradox (Su) You can tinker with probability as a swift action. This manifests as a swirling halo of protean symbols and grants you prescience for a number of rounds equal to half your character level. This prescience allows you to roll twice and use the better result on a single d20 roll each round.
Obedience Spend an hour in a dark space barely large
enough for you to fit and cast your thoughts out from
your body. Gain a +4 insight bonus on Perception checks
to spot portents and traps; this expanded insight also
allows you to disable magic traps as if you had the
rogue’s trapfinding ability.
Boon 3: Revise Reality (Sp) You can cast limited wish once per
day. This ability is equivalent to a 9th-level spell.
From "Plunder and Peril"
9k gold for a horn that grants a +6 to bardic music level, but only for already known uses. Also grants Resist 10 Sonic.
The horn is called the "Three Reasons to Live", page 46. It's a quest object, but it has construction requirements so it can be duplicated.
From "Plunder and Peril"
9k gold for a horn that grants a +6 to bardic music level, but only for already known uses. Also grants Resist 10 Sonic.
I.
Want.
What's the name of it?
Can you imagine my avatar with a gold horn going : "LA LA LA hear more evil, hear more evil."
(and it working)
The description says you can give it any first level spell of the right school. If you give it Unseen Servant you can do a lot of fun stuff (there's a thread on the official forums somewhere that worked out the numbers).
Andirifkhu
3 Killing Machine (Su): Once per day as a full-round action, you can transform yourself into a trap. The trap must have a CR equal to or less than your total Hit Dice (maximum CR 20), and the environment must be able to support your new form. When your trap form is triggered, or when a creature attempts to disable your trap form, you can instantaneously return to your normal form (appearing in the square or squares targeted by your trap form). This occurs after the trap has finished triggering and its effects are resolved (if appropriate), and it causes a surprise round in which only you and those who were aware of your true nature may act. This transformation otherwise lasts for 24 hours or until you dismiss it as a full-round action. This is a polymorph effect.
These spells are rare...
This +1 lamellar cuirass grants its wearer shapeshifting.
On command, the wearer of a shifting jerkin can change her appearance at will as per disguise self. If the wearer has a talents class feature (investigator talents, ninja tricks, rogue talents, or slayer talents), once per day she can spend 1 hour to swap out one talent for another for which she qualifies. She can’t swap a talent that is a prerequisites for other talents or feats she has.
Lunar Oracle Mystery (https://www.aonprd.com/MysteryDisplay.aspx?ItemName=Lunar)
Final Revelation: Upon reaching 20th level, you become an avatar of the primal world—part humanoid, part beast. Once per day, you can transform into a lycanthrope of your choice for a number of hours equal to your Charisma modifier, gaining all the powers of a natural lycanthrope of that type, including the ability to change shape between human, animal, and hybrid form. In addition, you become immune to mind-affecting and language-dependent effects, as well as effects that specifically target only humanoids.
Marksman’s Shot (Ex): Those who seek to slay with a single shot must have keen eyes and perfect poise. As an attack action, the slayer makes a single ranged attack at his highest attack bonus with a ranged weapon he wields. The target of the attack must be the slayer’s studied target. On a successful hit, the slayer doubles the number of sneak attack dice applied to the attack; if the attack was not a sneak attack, this benefit does not apply.
Whenever you use a bludgeoning weapon to deal nonlethal sneak attack damage, you gain a bonus on your damage roll equal to the number of sneak attack damage dice you rolled.
Whenever you use a bludgeoning weapon to deal nonlethal sneak attack damage to a flat-footed opponent, roll your sneak attack dice twice, totaling the results as your nonlethal sneak attack damage for that attack
A slayer with this talent does not take the normal –4 penalty when dealing nonlethal damage using a weapon that normally deals lethal damage. Attacks made this way can apply nonlethal sneak attack damage. The slayer must be at least 4th level to select this talent.Strictly better than Bludgeoner.
At 13th level, the eidolon can draw from its summoner’s power to cast spells. The spell must be a spell that the summoner knows, and the summoner must expend two spell slots of the same spell level or higher to allow the eidolon to cast the spell. Expending spell slots in this way does not take an action. The eidolon uses the summoner’s caster level, feats, and casting statistics for all spellcasting purposes. The eidolon must be able to meet all other requirements for casting the spell, such as being able to speak for spells requiring verbal components and providing any material components or focuses for spells that require them. The eidolon must be able to move its body to cast spells with somatic components, but it does not need to have the limbs (arms) evolution.
Craziest boon?QuoteAndirifkhu
3 Killing Machine (Su): Once per day as a full-round action, you can transform yourself into a trap. The trap must have a CR equal to or less than your total Hit Dice (maximum CR 20), and the environment must be able to support your new form. When your trap form is triggered, or when a creature attempts to disable your trap form, you can instantaneously return to your normal form (appearing in the square or squares targeted by your trap form). This occurs after the trap has finished triggering and its effects are resolved (if appropriate), and it causes a surprise round in which only you and those who were aware of your true nature may act. This transformation otherwise lasts for 24 hours or until you dismiss it as a full-round action. This is a polymorph effect.
At 7th level the eidolon can select evolutions even if it does not meet the subtype requirements for that evolution
Fey eidolons don’t have alignment subtypes.This implies no-archetype UC Eidolons normally have alignment subtypes. This doesn't normally do much except make them vulnerable to Favored Enemy (Meh, when's the last time you fought an enemy ranger with FE: Good Outsider?) but Book of the Damned has several feats that requires at being an Outsider with the Evil subtype, normally off limits to PCs. Less ambiguously the Nightmare Chain feat is legal for Eidolon of the Kyton subtype (I'm sure it's a different Kyton subtype than they intended, but it is a kyton subtype). This is a pretty good option for natural attacks, giving two chain attacks that do 2d4 damage (really good when size increases are involved) with 20 foot inclusive reach)
* If the stone’s normal power gives the same kind of
bonus, these effects stack.
As a full-round action, a sapphire ooze can transform into wearable armor. This armor can be sized for creatures of the ooze’s size or one size category smaller, and the subject must be willing to wear the ooze as armor. While in its armor form, the ooze cannot take actions other than to use its hero’s infusion ability or to return to its true form as a full-round action. While the shape of the armor created can vary, it always appears to be made of glittering sapphire crystals and provides protection as if it were a mithral breastplate.
While a sapphire ooze is worn, it takes 1d6 points of damage each time its host takes more than 5 points of damage from a single attack; this damage bypasses the sapphire ooze’s damage reduction and immunities. If this damage reduces the ooze to 0 hit points, it immediately reverts to its true form and falls to the ground.
Sapphire Ooze (https://www.d20pfsrd.com/bestiary/monster-listings/oozes/ooze-sapphire/) is a weird monster.QuoteAs a full-round action, a sapphire ooze can transform into wearable armor. This armor can be sized for creatures of the ooze’s size or one size category smaller, and the subject must be willing to wear the ooze as armor. While in its armor form, the ooze cannot take actions other than to use its hero’s infusion ability or to return to its true form as a full-round action. While the shape of the armor created can vary, it always appears to be made of glittering sapphire crystals and provides protection as if it were a mithral breastplate.
While a sapphire ooze is worn, it takes 1d6 points of damage each time its host takes more than 5 points of damage from a single attack; this damage bypasses the sapphire ooze’s damage reduction and immunities. If this damage reduces the ooze to 0 hit points, it immediately reverts to its true form and falls to the ground.
There's got to be a way to abuse this. It's a valid target for spells/class abilities that target armor, though none of them produce that interesting an effect except maybe Revenant Armor which turns the ooze into an animated object for a bit.
Advancing one might have potential. At the very least the increased HP renders the second paragraph much less of an issue. Giving it a level of Scaled Fist (un)Monk means it "adds hisWisdomCharisma bonus (if any) to his AC" and the system uses an armor's AC and the bonus to AC interchargably. That's a +5 bonus (15 natural charisma, +4 from giving it a class level under the monster advancement rules, +1 from 4 HD) equivalent. Might also make use of Deflect Arrows. Anything else that gives it interesting abilities?
Secret of Magical Discipline from Chronicle of Legend lets you expend a slot to cast ANY spell of that level once per day (take it multiple times for multiple uses) as a full round action. No class list restrictions. Requires a level in Loremaster, but that's not a bad prestige class at all (full casting, easy qualification, no heavy fluff).
Whenever a creature fails a saving throw and takes damage from one of your spells, it is shaken for a number of rounds equal to the spell’s level. Spells that do not allow saves do not cause creatures to become shaken. This does not stack with other fear effects.
Asmodeus’s Boon (Sp): Whenever a creature fails a saving throw and takes damage from one of your spells, it is shaken for a number of rounds equal to the spell’s level. Spells that do not allow saves do not cause creatures to become shaken. This does not stack with other fear effects.
So I was just looking over DSP's Vitalist and I found a nice combo. At 11th level, a Vitalist with the Soulthief method gets this ability: "any time a soulthief manifests a power or psi-like ability that deals hit point damage, it heals him for 50% of the damage dealt. If the power does hit point damage to multiple targets, the soulthief only heals 50% of the damage to the target dealt the highest damage."
Now, buy a Surge Crystal. This gives you an unimpressive wildsurge, but it also lets you use surge augments. Psionics Augmented: Wilders has the power Sympathetic Drain. This power allows you to spend up to half your max health to do that much damage to any target within close range. If you wildsurged while manifesting, the damage is doubled. It allows SR, and while there is a save, it doesn't reduce the damage, just prevents a 1-round sicken rider. Put these together, and you can spend 3PP to deal damage equal to your max health to any target within close range with no save. It's cheap enough that you can easily quicken it as well. Best of all, this costs so little, that you still have the amazing buffing and healing abilities of any other Vitalist.
For advanced mode, take the Sadist archetype and Unwilling Participant to add enemies to your collective and get temp PP for killing them. You might also be able to take Altered Life from Bloodforge to calculate HP based on Wisdom.
Reposition: The tactician directs each ally in his collective to take a 5-foot step as a free action immediately. The tactician may also immediately take a 5-foot step. This does not count against the number of 5-foot steps allowed in the tactician’s or each ally’s turn. If all directed allies take their 5-foot step, the tactician may immediately make a full attack against any target within range and gain a +1 competence bonus on the attack and damage rolls. Selecting this strategy requires the tactician to be at least a 13th level tactician. At 16th level and every four tactician levels thereafter, the competence bonus increases by 1.Strategies are swift actions. So, 3+Cha times per day (or 3+Int if you buy a charm of tactics for 2k from steelforge), you can make a full attack as a swift action. Thus, single-classed tacticians make amazing gishes at levels 13+.
Celebrity Perks (Ex): The vigilante is a celebrity in his area of renown, and adoring fans are all too eager to shower him with the fundamental necessities. While within his area of renown, he can always receive common meals or lodging (worth up to 1 gp per meal or night) for free, and can avoid paying taxes or bribes of 1 gp or less. If he wants a particular non-magical item worth 1 gp or less, he can spend 1d10 minutes interacting with people in his area of renown to receive the item from a fan (if he ever sells such a gift from a fan, he loses this social talent permanently). If he has the great renown social talent, he can receive gifts of up to 5 gp, receive fine food and lodgings (worth up to 10 gp per meal or night) for free, and avoid paying taxes or bribes of 10 gp or less. If he has incredible renown, he can receive gifts of up to 25 gp, receive exquisite food and lodgings (worth up to 100 gp per meal or night) for free, and avoid paying taxes or bribes of 100 gp or less. A vigilante must be at least 5th level and have the renown social talent to select this talent.
Companion to the Lonely (Ex): Whether religiously motivated, as are followers of Arshea, Calistria, or Shelyn, or for purely carnal reasons, physical intimacy helps the vigilante cope with the loneliness of his double life. Once per day, the vigilante can spend at least 1 hour engaged in acts of physical pleasure with a willing partner to gain a pool of morale points equal to his Charisma bonus or his partner’s Charisma bonus, whichever is higher. For the next 24 hours, the vigilante can spend a morale point as an immediate action to roll a Charisma-based skill check or a Will saving throw again after rolling the die but before learning the consequences; he must take the second result even if it is lower.
RING OF VENGEFUL BLOOD MAGICThe crafting cost being over triple the cost of the final ring is a bit curious. Seems like the editor didn't properly get a look at that. I reckon the original ring was meant for every spell level. At any rate, this ring is highly abusable by UMDing it into treating you as if you are bloodraging.
Price 5,400 gp; Slot ring; CL 11th; Weight —; Aura moderate abjuration
Source Advanced Class Guide
This claw ring is made of red metal tinged with orange, and a long nail made of obsidian extends from the tip. It allows its wearer to cast a spell as an attack of opportunity. Three time per day, if the wearer is bloodraging and a foe provokes an attack of opportunity from him, the wearer can cast a spell with a casting time of 1 standard action or less as the attack of opportunity. The spell must target the creature that provoked the attack or include it in the spell's area, and must be no higher than 3rd level. This counts as one of the wearer's attacks of opportunity for the round; casting this spell does not itself provoke an attack of opportunity.
CONSTRUCTION REQUIREMENTS
Cost 17,500 gp
Combat Reflexes, Forge Ring, Quicken Spell
RING OF POWERFUL BLOOD MAGICSimilarly abusable with UMD so you always count as bloodraging.
Price 3,000 gp; Slot ring; CL 9th; Weight —; Aura moderate evocation
Source Advanced Class Guide
When the wearer of this ring is bloodraging and casts a spell, as a swift action he can increase the save DC of the spell by 1. The wearer can do this a maximum of three times per day. This has no effect on spells that do not require saving throws.
CONSTRUCTION REQUIREMENTS
Cost 1,500 gp
Forge Ring, Spell Focus, creator must have the bloodrage class feature
Price 4,500 gp; Slot ring; CL 5th; Weight —; Aura faint conjuration and transmutation
DESCRIPTION
Created as an odd experiment to protect civil servants combating fires, a dozen or so of these rings were created and assigned to a fire brigade, but their use fell out of fashion after being implemented for only a little over a year.
This mithral ring is engraved with a pattern of rolling waves that encircles the entire band. The saltspray ring is immune to rust, both from natural oxidation and rust caused by magical effects.
EFFECTS
Upon command, the ring causes a thick vapor to continuously surround its owner as per obscuring mist, except the mist has a 10-foot radius from the wearer and the area of effect moves with the wearer. This mist is exceedingly wet and extinguishes all non-magical fires within its area. Magical fires and creatures with the fire subtype are not dispelled or adversely affected by the mist, though such creatures find being in the fog to be an uncomfortable experience. The mist does not permit aquatic creatures without the amphibious special quality to breathe out of water, but creatures that must remain wet or suffer a negative effect or condition have that requirement satisfied by the ring’s effect. This effect can be dismissed as a standard action. The ring has no effect whatsoever underwater.
CONSTRUCTION REQUIREMENTS
Cost 2,250 gp; Feats Forge Ring; Spells obscuring mist, quench
This mundane item is worn by students, veterans, and teachers of the Tiger’s Eye form of martial arts in Jalmeray. The mask uses up the “head” slot for magical items when worn by a PC and provides the wearer with a +2 circumstance bonus to Intimidate checks. Cost: 55 gp
Amalgam (ex, 2 cp) The object is made up of smaller but
similar objects. Its ability to constantly shift its form grants
it immunity to critical hits and flanking. It also does not
take additional damage from precision-based attacks like
sneak attacks. The object can move through spaces half its
size without squeezing, and receives a +10 racial bonus on
Stealth checks.
Guardian (ex, 1 cp) The object has been granted the ability
to follow basic orders and watch for enemies, changing
its Wisdom to 10 and giving it a +2 racial bonus on
Perception checks.
Smother (ex, 1 cp) The object may smother a creature with
a successful grapple check, dealing 1d8+10 points of
bludgeoning damage as it draws its victim into its body.
Toughness (ex, 2 cp) The object gains 2 additional hit points
for each Hit Die it possesses.
Prerequisites: Wis 15, Great Fortitude.
Benefit: Choose one ability. You ignore penalties from ability damage to that ability until you have taken an amount of ability damage equal to your score in that ability.
Circle one of the following skills: Bluff, Diplomacy, Disguise, or Knowledge (nobility). When you attempt a check using your chosen skill, you always receive a final result of at least 10 + the number of goals you have completed.(There's 7 possible goals, plus two more for GMing games. The Sovereign Court has the easiest faction missions by far since their goals are far less scenario dependent than others. If you had a character created before season 10 started you could have gotten more goals from an earlier seasons to power this)
Variant Bloodline Arcana: When selecting spells known, you can choose spells from the psychic class spell list. The psychic spells you select must normally be unavailable to your class. You can know only a number of psychic spells equal to the highest level spell you can cast from your class spell list, based on your current class level. When you’re casting these spells, they function as psychic magic instead of arcane. You use thought and emotion components instead of verbal and somatic components when casting these spells.Add a Paragon Surge spell and you have the entire psychic spell list at your disposal because as long as you haven't maxed out your psychic spells known you can use Expanded Arcana on an as-needed basis. And then just for kicks stack the Razmiran Priest archetype on top and dip into Cyphermage or whatever other Prestige Class or whatever that lets you cast scroll spells at full DC and caster level so you can cast all Cleric, Paladin, and Druid spells too to get an even more absurdly versatile spell selection.
Covetous (Legacy of Dragons pg. 8): You find yourself drawn to the luster of wealthy living. You must wear fine nonmagical clothing and jewelry worth at least 50 gp + 100 gp per character level you have beyond 1st. If you do not have sufficient wealth to purchase this additional equipment, you feel a strong desire (but are not compelled) to sell existing items or steal from others to obtain it. You are sickened whenever you do not meet this requirement; you are also sickened for 24 hours after anything worth 25 gp x your character level or more is taken from you against your will. Use Magic Device becomes a class skill for you. At 5th level, you gain a +4 insight bonus on Appraise checks, Spellcraft checks to identify magic items, and Use Magic Device checks. At 10th level, you add fabricate to your list of spells known. At 15th level, you add half your oracle level to your CMD against steal combat maneuvers and to the DC of Sleight of Hand checks to take items from you.Get UMD as a class skill on a cha-based class, get +4 insight to UMD (among other things), and get Fabricate on Oracles. Becoming sickened if someone steals your valuables is a shame but Remove Sickness (https://aonprd.com/SpellDisplay.aspx?ItemName=Remove%20Sickness) is a 1st-level Oracle spell that suppresses sickened for 10 min/lvl. Purify Body (https://aonprd.com/SpellDisplay.aspx?ItemName=Purify%20Body) will remove sickened as a 4th-level spell, and Cleanse (https://aonprd.com/SpellDisplay.aspx?ItemName=Cleanse) will remove it as a 5th-level spell.
DRACONIC ALLYLooks like it only gets the abilities and not the size modifications of the relevant spells, keeping it Tiny size. If your GM rules that it does get the size modifications, don't forget to first adjust the pseudodragon by +4 Str and -2 Dex before applying polymorph modifiers, owing to the polymorph rules (http://legacy.aonprd.com/coreRulebook/magic.html#polymorph) as applied to Tiny size creatures. The most important part of this spell though is that it gives you a loyal and intelligent companion with days/lvl duration for cheap. You can summon it as a standard action if you have a breath weapon, and you can summon it as a standard action for free using Shadow Conjuration (https://aonprd.com/SpellDisplay.aspx?ItemName=Shadow%20Conjuration). Given magic items this draconic ally can probably do a lot for you. Even without that it's got telepathy, a high stealth modifier, and you can give it a burrow speed for tunneling or dreamsight to spy on people's dreams.
Source Legacy of Dragons pg. 28
School conjuration (creation) [draconic]; Level antipaladin 3, arcanist 3, bloodrager 3, occultist 3, paladin 3, psychic 3, sorcerer 3, spiritualist 3, summoner 3, summoner (unchained) 3, wizard 3
CASTING
Casting Time 10 minutes
Components V, S, M (a scale from a dragon and 250 gp)
EFFECT
Range close (25 ft. + 5 ft./2 levels)
Effect one intelligent draconic servant
Duration 1 day/level (D)
Saving Throw none; Spell Resistance no
DESCRIPTION
You create a semi-living intelligent draconic servant that loyally obeys and serves you. Treat this servant as a pseudodragon (https://www.aonprd.com/MonsterDisplay.aspx?ItemName=Pseudodragon) with all of the abilities granted by one of the following spells: form of the alien dragon I (https://aonprd.com/SpellDisplay.aspx?ItemName=Form%20of%20the%20Alien%20Dragon%20I), form of the dragon I (https://aonprd.com/SpellDisplay.aspx?ItemName=Form%20of%20the%20Dragon%20I), or form of the exotic dragon I (https://aonprd.com/SpellDisplay.aspx?ItemName=Form%20of%20the%20Exotic%20Dragon%20I). Your draconic ally can use its breath weapon once per day. Once conjured, the creature is not limited to the spell’s range, and can go a considerable distance to carry out missions at your command. The draconic ally speaks one language of your choice that you know. You cannot have more than one draconic ally at a time. As long as a previous ally exists, you cannot successfully cast this spell again. If you have a breath weapon, you can cast this spell as a standard action by expending one use of your breath weapon as a free action when you cast the spell.
Clerics, inquisitors, oracles, and warpriests who worship Apsu (https://www.aonprd.com/DeityDisplay.aspx?ItemName=Apsu) or Dahak (https://www.aonprd.com/DeityDisplay.aspx?ItemName=Dahak) add draconic ally to their spell lists as a 3rd-level spell.
Faith Magic (Magic Tactics Toolbox pg. 3): Select one spell granted by a domain belonging to the god you worship. This spell must be at least 2 levels lower than the highest-level wizard spell you can cast. When you first prepare your spells for the day, you can prepare this spell once, using a spell slot 1 level higher than the spell’s actual level. This is cast as a divine spell.
BRACERS OF CELESTIAL INTERVENTION
Price 16,000 gp; Slot wrist; CL 13th; Weight 1 lb.; Aura strong conjuration
Source Monster Summoner's Handbook pg. 20
Prayers and engravings of celestial beings cover these golden bracers. A paladin can expend one or more of her uses of smite evil into these bracers as a standard action to call forth agathions, angels, or archons to aid her. This acts as a summon monster spell of a spell level equal to the number of smite evil uses the paladin expends. Outsiders summoned with the bracers must be from the list detailed in the summon monster spell (https://www.aonprd.com/SpellDisplay.aspx?ItemName=Summon%20Monster%201) or from the expanded summon monster list (https://www.aonprd.com/FeatDisplay.aspx?ItemName=Expanded%20Summon%20Monster) on pages 28–29.
CONSTRUCTION REQUIREMENTS
Cost 8,000 gp
Craft Wondrous Item, summon monster VII, creator must be lawful good
ROBE OF RUNESThis robe gives a +2 enhancement bonus to spell DCs up to 4 times per day and is also usable by prepared divine casters. It also allows you to recall spells as a free action, so if you were to put this on a Paladin or Ranger in particular, it will give them a spike in spellcasting ability. It's probably not as good if you have a Bard casting Arcane Concordance though (which gives a free metamagic and a +1 enhancement bonus to spell DCs).
Price 44,000 gp; Slot body; CL 13th; Weight 1 lb.; Aura strong transmutation
Source Rise of the Runelords Anniversary Edition pg. 422, Pathfinder #4: Fortress of the Stone Giants pg. 50
This robe is made of crimson silk and emblazoned with dozens of spindly Thassilonian runes, each symbolizing a different type of magical effect or syllable of power. Though favored by wizards, this robe can provide some benefit to any spellcasting creature. While worn, it grants a +4 enhancement bonus to Intelligence and allows the wearer to recall, as a free action, up to four levels of spells per day that he had prepared and then cast. Each time a spell is recalled and prepared again in this manner, the sudden rush of magical energy infuses the wearer with power. For 1 round after recalling a spell, the wearer’s spell save DCs and attack rolls made with spells gain a +2 enhancement bonus.
CONSTRUCTION REQUIREMENTS
Cost 22,000 gp
Craft Wondrous Item, fox's cunning, limited wish
This short metal rod is etched with the outlines of various weapons and is usually owned by strong-armed rulers who keep a tight rein on their nation’s military. A chastising baton adds 1 to the saving throw DC of any compulsion spell cast by the wielder and adds the pain descriptor to the spell. Creatures that succeed at a Will save against a compulsion spell cast by the wielder are racked with pain, taking 1d6 points of nonlethal damage and becoming sickened for 1 round.
Eastern Mysteries: Ever since you were a young child, you have studied the ancient arcane traditions of several Tian societies, and those studies have made your spellcasting ability difficult to resist. Once per day, you may select one single spell that you are casting that allows for a saving throw. You may increase the DC of that spell by +2.(lots of builds want to maximize a save DC)
Hunter’s Eye (Andoran Faction): Your parents had you blessed by Erastil as a youth, and you are a prodigy with a bow. You do not suffer a penalty for the second range increment when using a longbow or shortbow, and you are always considered proficient with one of these weapons (your choice).
Weapon Style: You gain proficiency with one weapon that has the monk special weapon quality (see page 145 of the Core Rulebook).(Many mid-BAB classes will want a better weapon option.)
Fortified: Some members of the Shadow Lodge aren’t completely convinced of the Decemvirate’s sincerity and fear potential reprisals. Through alchemical techniques and endurance training, you gain the ability to negate a critical hit or sneak attack scored against you once per day. This ability functions as the fortification armor special ability, with a 20% chance of success.(could save a character's life)
Beneficent Touch: Once per day, when you cast a spell or use a class ability that heals hit point damage, reroll any 1s that appear on the dice and take the new roll (even if it is another 1).
Force for Good: Your good-aligned spells are especially powerful, and they function at +1 caster level. This trait makes your aura more powerful (one step higher), as outlined in the detect evil spell.(Don't know which [good] spells this is good for, but the aura improvement is unique)
It does make the Familiar a legal target for all those killer buffs Doodads use on their Animal Companions. A few even target multiple animals. It doesn't even clear the raw stat bonuses from the Familiar leaving you with a smart rat with far too many hit points that doesn't detect as anything but a rat.
Mundanity Grease (https://www.aonprd.com/MagicWondrousDisplay.aspx?FinalName=Mundanity%20Grease) is extremely niche for its intended purpose, but it allows you to count familiars as animals (instead of magical beasts) for 1d4 minutes. I'm sure there's a way to abuse the hell out of this (no, Awakening isn't it).
Sacrificial Staff (Su) When wielding any magic staff
containing one or more charges, the magus can break the
staff for a retributive strike. Such an act must be purposeful
and declared by the magus, and can be performed as
a standard action. When making a retributive strike, all
charges currently in the staff are released in a 30-foot
spread. All creatures within 10 feet of the broken staff
take a number of points of damage equal to 10 times the
number of charges in the staff, those between 11 and
20 feet away take a number of points of damage equal
to 7 times the number of charges in the staff, and those
between 21 and 30 feet away take a number of points
of damage equal to 5 times the number of charges in
the staff. All affected targets can attempt a Reflex saving
throw to halve the damage (DC = 1/2 the magus’s level
+ her Intelligence modifier). If the broken staff contains
a spell that deals acid, cold, electricity, or fire damage,
the damage dealt by the retributive strike is also of this
energy type (if more than one energy type is present in
the staff, the magus can choose which the retributive
strike deals). A staff containing no spells that deal energy
damage instead deals an amount of force damage equal
to half the normal amount of damage. Prior to breaking
the staff, the magus can spend 1 or more points from her
arcane pool as a swift action to recharge the staff up to its
maximum number of charges. The magus must be at least
12th level before selecting this arcana.
Broken: Items that have taken damage in excess of half their total hit points gain the broken condition, meaning they are less effective at their designated task. The broken condition has the following effects, depending upon the item.
If the item is a weapon, any attacks made with the item suffer a –2 penalty on attack and damage rolls. Such weapons only score a critical hit on a natural 20 and only deal ×2 damage on a confirmed critical hit.
If the item is a suit of armor or a shield, the bonus it grants to AC is halved, rounding down. Broken armor doubles its armor check penalty on skills.
If the item is a tool needed for a skill, any skill check made with the item takes a –2 penalty.
If the item is a wand or staff, it uses up twice as many charges when used.
If the item does not fit into any of these categories, the broken condition has no effect on its use. Items with the broken condition, regardless of type, are worth 75% of their normal value. If the item is magical, it can only be repaired with a mending or make whole spell cast by a character with a caster level equal to or higher than the item’s. Items lose the broken condition if the spell restores the object to half its original hit points or higher. Non-magical items can be repaired in a similar fashion, or through the Craft skill used to create it. Generally speaking, this requires a DC 20 Craft check and 1 hour of work per point of damage to be repaired. Most craftsmen charge one-tenth the item’s total cost to repair such damage (more if the item is badly damaged or ruined).
Broken =/= destroyedForgot Pathfinder did that. :blushQuote from: Core 566Broken: Items that have taken damage in excess of half their total hit points gain the broken condition, meaning they are less effective at their designated task. The broken condition has the following effects, depending upon the item.
If the item is a weapon, any attacks made with the item suffer a –2 penalty on attack and damage rolls. Such weapons only score a critical hit on a natural 20 and only deal ×2 damage on a confirmed critical hit.
If the item is a suit of armor or a shield, the bonus it grants to AC is halved, rounding down. Broken armor doubles its armor check penalty on skills.
If the item is a tool needed for a skill, any skill check made with the item takes a –2 penalty.
If the item is a wand or staff, it uses up twice as many charges when used.
If the item does not fit into any of these categories, the broken condition has no effect on its use. Items with the broken condition, regardless of type, are worth 75% of their normal value. If the item is magical, it can only be repaired with a mending or make whole spell cast by a character with a caster level equal to or higher than the item’s. Items lose the broken condition if the spell restores the object to half its original hit points or higher. Non-magical items can be repaired in a similar fashion, or through the Craft skill used to create it. Generally speaking, this requires a DC 20 Craft check and 1 hour of work per point of damage to be repaired. Most craftsmen charge one-tenth the item’s total cost to repair such damage (more if the item is badly damaged or ruined).
If the location no longer has room for the item, the item takes 1d0 points of damage (bypassing hardness) and is teleported to the nearest location that has room for it.
ONE-PERSON ORCHESTRA
PRICE
14,000 GP
SLOT armor
CL 12th
WEIGHT 25 lbs.
AURA strong abjuration, evocation, and transmutation
This unusual-looking suit of +2 studded leather armor has been fitted with a set of drums on the back, a frame on the helm that holds a set of panpipes, and adjustable armatures on the side of the torso that hold a lute. These three instruments are fully integrated into the armor and cannot be removed without destroying the one-person orchestra. A character who wears the suit can use it to make Perform (percussion, string, or wind) checks without needing to expend any actions to stow or retrieve the instruments in question. In addition, the three instruments themselves can each be used to generate a specific magical effect once per day each.
Panpipes: Once per day as part of any action used to start a bardic performance, a bard using these panpipes treats the effects of that performance as if they were generated by a bard of five levels higher. This effect lasts as long as the bard maintains that particular performance.
Lute: Once per day as part of any action used to start a bardic performance, a bard can use the lute to gain the effect of a shield spell for the duration of her bardic performance.
Drums: Once per day as a swift action, a bard can cause any sonic or electricity spell she casts of 6th or lower level to become empowered, as if by the Empower Spell feat.
CONSTRUCTION REQUIREMENTS
COST 7,000 GP, Craft Magic Arms and Armor, Craft Wondrous Item, creator must have the bardic performance ability, heroism, shield, sound burst, summon instrument
Iron Spine (https://aonprd.com/SpellDisplay.aspx?ItemName=Iron%20Spine) is no save sickened and 1d6 damage against a foe if they move. That's meh. If used against something with DR beaten by cold iron however, the target is instead nauseated if they move. It's really limited so not an every day prep, but it absolutely destroys Linnorms. It completely ignores their freedom of movement.
Templates: *snip* The following simple template is extremely common in the First World, and affects all gnomes born within the First World.
First World Creature: Creatures with the First World template live on the First World, and can be summoned using spells such as summon monster, summon nature’s ally, and planar ally. A First World creature’s CR increases by 1 only if the base creature has 5 or more HIt Dice. A First World creature’s quick and rebuild rules are the same.
Rebuild Rules: Type the creature counts as both its base type as well as fey for any effects related to type; Senses gains low-light vision; Defensive Abilities gains DR and energy resistance as noted on the table below, +4 bonus against mind-affecting effects; SR gains SR equal to new CR + 5; Special a First World creature killed while on the First World does not travel to the Boneyard, but simply reappears elsewhere in the First World 1d10 days later as if raised by resurrection, save that the negative level and Constitution drain from that spell cannot force it below 1st level or a Constitution score of 1. At the GM’s option, the creature may be reincarnated (as per reincarnate) instead.
HD 1-4: cold and electricity resistance 5
HD 5-10: cold and electricity resistance 10; DR 5/cold iron
HD 11+: cold and electricity resistance 15; DR 10/cold iron
First World GnomesThe gnomes of Golarion are immigrants from the First
World, the primordial realm of the fey. While Golarion’s
gnomes have had generations to adapt to the realities of the
Material Plane, many gnomes remain in the First World to
this day. In addition to the First World creature template
(Pathfinder Campaign Setting: First World, Realm of the Fey 57),
most First World gnomes have the bond to the land alternate
racial trait, as well as the traits listed below.
Cyclical Reincarnation (https://aonprd.com/SpellDisplay.aspx?ItemName=Cyclic%20Reincarnation) + Racial Heritage (https://aonprd.com/FeatDisplay.aspx?ItemName=Racial%20Heritage) = customizable natural werecritters (https://aonprd.com/MonsterDisplay.aspx?ItemName=Werewolf%20(Hybrid%20Form)) and werebugs (https://aonprd.com/MonsterTemplates.aspx?ItemName=Entothrope)
Finally found a way to make a were-jellyfish :-p
Or a Teenage Mutant Ninja Turtle
Awakened from Stasis (https://www.aonprd.com/TraitDisplay.aspx?ItemName=Awakened%20from%20Stasis)
Although you were born and lived on Golarion, you recently awakened in a strange vault with no memory of how you got there, surrounded by sleeping creatures of every shape and size in smooth glass eggs, all watched over by uncommunicative crablike automatons. As a side effect of your stasis, you gain all the benefits of 8 hours of sleep in only 2 hours. This allows a spellcaster who must rest to prepare spells to do so after only 2 hours, but does not allow a spellcaster to prepare spells more than once per day.
A monk applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands.
That aside, two notable uses. Versatile Design for abuse with Sohei or Ascetic Style+Strike feats (use any melee weapon with monk abilities) and maybe something with Shield Brace (not really sure what though since spears and polearms have plenty of options already). It's also worth it for a lot of Path of War users who want their weapon to be from multiple disciplines. Tactically Adapted is both an alternative to the Bludgeoner feat (Even a full 3000 GP is way better than spending a feat) for Sap Master abuse and a way to get a reverse blade sword.The use with strike feats has a few great possibilities. School Strike on a void wizard makes for a great gish option because of this ability:
Reveal Weakness (Su)Now, note that this uses your caster level, not your wizard level. Thus, a 1-level dip or VMC wizard can give you this amazing rider effect. Slap it on a magus, or an occultist, or an alchemist. It's especially good with on-hit effects that call for saves, such as spell combat curses or a toxicant's poison.
When you activate this school power as a standard action, you select a foe within 30 feet. That creature takes a penalty to its AC and on saving throws equal to 1/2 your caster level (minimum –1) for 1 round. You can use this ability a number of times per day equal to 3 + your Intelligence bonus.
yes, it'd use your wizard caster level. but that also allows things that boost that CL to help. Where just using wizard class level, there's not much that can boost that.
Don't class abilities that reference caster level mean the caster level in THAT class?
winter witch is broken, since by RAW it advances your overall casting 19 levels over the course of a 10 level PrC (9 from the spellcasting progression on the table and 10 from one of the abilities). it advances your non-spellcasting witch class abilities all 10 levels.
Spells per Day
At the indicated levels, a winter witch gains new spells per day and patron spells as if she had also gained a level in the witch class. She does not, however, gain other benefits a character of that class would have gained except for additional spells per day and an increased effective level of spellcasting.
Winter Witchcraft
Levels of the winter witch prestige class stack with witch levels for determining when she learns new hexes, the effect of her hexes and other witch class abilities (including archetype abilities), the abilities of her witch’s familiar, and the level at which she can select major hexes or grand hexes.
The portable artificer's lab contains everything needed to create magic items, though many of the tools and implements are of only the most basic type. This lab allows the artificer to spend 4 hours crafting each night while out adventuring, and net 3 hours' worth of work (instead of 2). However, because the tools are all designed to fulfill multiple functions and the portable lab lacks the space and quiet that provide ideal circumstances for creating magic items, the skill check to complete a magic item that had any of its work done using a portable lab takes a –5 penalty.
CORSET OF DELICATE MOVES
Price 2,000 gp; Slot chest; CL 5th; Weight —; Aura faint transmutation
Source Melee Tactics Toolbox pg. 28
This tight-fitting garment of fine silk has thin bone ribbing sewn into it. Once per day as a move action, the wearer can take an additional swift action. This swift action can’t be used to cast a spell or spell-like ability. The shirt must be worn for 24 hours before this ability can be used.
CONSTRUCTION REQUIREMENTS
Cost 1,000 gp
Craft Wondrous Item, cat's grace, haste;
IMBUE WITH AURAThere are two things to note here: One, you can use this on enemies. Two, it actually causes your target to count as your cleric aura's alignment for the purposes of all spells and effects. I'm curious here: Can it be abused with Vestments of False Faith, which let you radiate a cleric's aura?
Source Ultimate Magic pg. 225
School transmutation; Level cleric 2, oracle 2, warpriest 2
CASTING
Casting Time 1 standard action
Components V, S, DF
EFFECT
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration 1 minute/level
Saving Throw Will negates (see text); Spell Resistance yes
DESCRIPTION
You infuse another creature with your divine aura, causing the target to radiate an aura identical to your own clerical aura. The target’s actual alignment is not changed, but spells like detect evil or detect good detect only the aura, not the creature’s actual alignment. For the duration of this spell, effects influenced by the target’s alignment function according to the imposed aura, not the creature’s actual aura. When the spell ends, the target’s aura returns to normal, and alignment-affecting magic affects it according to its actual alignment.
VESTMENTS OF FALSE FAITH
Price 27,000 gp; Slot body; CL 8th; Weight 5 lbs; Aura moderate illusion
Source Ultimate Intrigue pg. 251
This priestly garment can be commanded to alter its appearance as a standard action, able to reshape itself into ceremonial garb or the everyday habit of a religious functionary of any faith. Vestments of false faith are always emblazoned with the holy symbol and colors of the faith chosen by the wearer, and she can disguise an object held in a hand as a holy symbol, censer, candle, or similar item of religious paraphernalia. This change is a visual illusion (glamer) effect akin to disguise self.
The wearer of vestments of false faith gains a +10 bonus on Disguise checks to impersonate a member of the faith she has chosen (this doesn’t stack with disguise self and similar effects). She also gains a +5 competence bonus on Use Magic Device checks to activate items that duplicate divine spells or emulate a specific religion or alignment, provided they fit the religion she’s imitating. If she uses a magic item to produce the effect of a divine spell, she can make it appear to observers as though she were casting the spell, though a Spellcraft check to identify the spell being cast can identify it as coming from a magic item if the result exceeds the DC by 5 or more.
The wearer’s alignment is disguised while wearing vestments of false faith, so that it appears identical to that of the deity whose holy symbol she bears, and her aura is as strong as if she had a number of cleric levels equal to her Hit Dice. This primarily affects alignment detection; however, once per day as an immediate action, she can function as if she actually had that alignment when she would normally be affected by an alignment-based effect, such as blasphemy, chaos hammer, forbiddance, or an unholy magic weapon. This effect persists until the end of the wearer’s next turn, after which any non-instantaneous effects (such as smite evil) suddenly revert to having the effects they would normally have on a creature of her true alignment.
CONSTRUCTION REQUIREMENTS
Cost 13,500 gp
Craft Wondrous Item, bless, disguise self, misdirection
THE FORBIDDEN NAMEIt's a bit like a robe that offers you an extra contingency (https://www.aonprd.com/SpellDisplay.aspx?ItemName=Contingency). Also makes the Cleric's Spell Rune domain power rather useful.
Price 20,175 gp; Slot body; CL 9th; Weight 20 lbs; Aura moderate abjuration
Source Pathfinder #113: What Grows Within pg. 42
Each of the yellow ribbons that spill from the joints of this jaundiced suit of +3 studded leather armor bears one or more haunting runes. Three times per day, a cleric (or other class with cleric domains) with the Rune (https://www.aonprd.com/DomainDisplay.aspx?ItemName=Rune) domain can use her blast rune domain power to mark one of the ribbons rather than a square. Such blast runes last until the next time the cleric prepares spells and cannot benefit from other domain abilities such as spell rune. As a swift action while wearing this armor, the cleric can cause one of the ribbons to lash out and touch an adjacent creature, triggering the blast rune as if the target had entered the warded square. When marking a ribbon with a blast rune, the cleric can instead expend two daily uses of The Forbidden Name’s ability to also apply the benefits of another Rune domain (or subdomain) power such as spell rune or warding rune to the blast rune.
Alternatively, any wearer can expend two daily uses when casting glyph of warding (https://www.aonprd.com/SpellDisplay.aspx?ItemName=Glyph%20of%20Warding) or explosive runes (https://www.aonprd.com/SpellDisplay.aspx?ItemName=Explosive%20Runes)—or three uses when casting greater glyph of warding (https://www.aonprd.com/SpellDisplay.aspx?ItemName=Glyph%20of%20Warding,%20Greater)—on a ribbon to treat it much like a blast rune. As a swift action while wearing the armor, she can trigger the glyph as though she had stepped on it; however, she takes half damage from the effect on a failed Reflex saving throw or no damage if successful.
CONSTRUCTION REQUIREMENTS
Cost 10,175 gp
Craft Magical Arms and Armor (https://www.aonprd.com/FeatDisplay.aspx?ItemName=Craft%20Magical%20Arms%20and%20Armor), glyph of warding (https://www.aonprd.com/SpellDisplay.aspx?ItemName=Glyph%20of%20Warding), secret page (https://www.aonprd.com/SpellDisplay.aspx?ItemName=Secret%20Page), creator must possess the Rune (https://www.aonprd.com/DomainDisplay.aspx?ItemName=Rune) domain
Gifted Mesmerist (http://www.aonprd.com/FeatDisplay.aspx?ItemName=Gifted%20Mesmerist)
Your magic knows the pathways of the mind, and you have become so skilled at casting a certain mind-affecting spell that you can cast it as a spell-like ability.
Prerequisites: Successfully affect 25 different targets with charm or compulsion spells.
Benefit: Choose any one charm or compulsion spell you can cast. You can use this spell once per day as a spell-like ability. Your caster level and DC for this spell-like ability is the same as if you were casting the spell. Each time you gain a level in a spellcasting class, you may replace your current charm or compulsion spell-like ability with a new one.
Healer's Touch (http://www.aonprd.com/FeatDisplay.aspx?ItemName=Healer%27s%20Touch)
The magic of life flows through your body like a river.
Prerequisites: Cure a cumulative total of 1, 000 points of damage for other creatures using healing spells. Dealing damage slows progress toward this goal achievement; for every 1 point of damage you deal to another creature, reduce your cumulative healing total by 2.
Benefit: When you cast a healing spell to heal a target other than yourself, the spell is maximized as though using the Maximize Spell effect. This does not increase your casting time for the spell. When you cast a healing spell to damage a target, the spell is not maximized but its saving throw DC increases by +4.
Note: There may be an opposite version of this feat allowing casters using negative energy to heal undead.
Talmandor's Lifting (http://www.aonprd.com/FeatDisplay.aspx?ItemName=Talmandor%27s%20Lifting)
You felt the powerful wings of Talmandor surround you when you risked death from a fall, and somehow a tiny spark of his essence remains connected to your soul.
Prerequisites: Take at least 10d6 falling damage on three different occasions and survive.
Benefit: When you cast a healing spell on an unharmed creature, it briefly manifests as a pair of wings made of golden light. The spell’s duration becomes “1 hour or until discharged.” For the next hour, the spell remains on the target, triggering automatically as a swift action if the creature takes damage or experiences an effect that the spell could cure, mitigate, or remove (which causes the wings of light to appear briefly).
For example, if you cast lesser restoration on an ally who had no ability damage, the spell would trigger immediately if the target became fatigued, exhausted, or took ability damage, but not if the target suffered ability drain, energy drain, or hit point damage (none of which are affected by lesser restoration).
Weird how its a swift action, but triggers when the creature is affected by the appropriate condition.That should be a non-action.The short description says "Cast a healing spell on an undamaged person, allowing them to trigger it at a later time", which implies that it's the the target's swift.
Is it your swift? The target's swift? Shouldn't it be an immediate if anything?
How would that work with breath of life, since the creature is... dead
I just had a thought. Conductive weapons have always been a little lackluster, because it converts touch attacks to normal attacks and can only be used once per round. However, that would be once per round per weapon. So, you could make a kineticist with half a dozen +1 conductive javelins and a blinkback belt and deal more damage at 0 burn than you would maxing it out every round. Stick a conductive AoMF on a natural weapon build and hit your enemies with half a dozen touches of cruelty.
Conductive
Price +1 bonus; Aura moderate necromancy; CL 8th; Weight —
DESCRIPTION
A conductive weapon is able to channel the energy of a spell-like or supernatural ability that relies on a melee or ranged touch attack to hit its target (such as from a cleric’s domain granted power, sorcerer’s bloodline power, oracle’s mystery revelation, or wizard’s arcane school power). When the wielder makes a successful attack of the appropriate type, he may choose to expend two uses of his magical ability to channel it through the weapon to the struck opponent, which suffers the effects of both the weapon attack and the special ability. (If the wielder has unlimited uses of a special ability, she may channel through the weapon every round.) For example, a paladin who strikes an undead opponent with her conductive greatsword can expend two uses of her lay on hands ability (a supernatural melee touch attack) to deal both greatsword damage and damage from one use of lay on hands.
A given character can use this weapon special ability only once per round (even if she has several conductive weapons), and the power works only with magical abilities of the same type as the weapon (melee or ranged).
UNSACTIONED DETECTIONSo, it seems plain enough that someone came up with the bright idea of making a feat that lets you get solid bonuses to Perception and Sense Motive with your detect evil, and then it got decided by some imbecile that as a balance fix they should make it suck by turning it into an extremely limited duration bonus to Perception and Sense Motive that makes you burn precious class resources to use and just top it off with a higher bonus for the 1 round garbage duration. Of course, paizo, in their trademark ineptitude, out-stupided themselves, because a Paladin's detect evil is at-will (unlimited uses), so basically this is now a feat that gives you +10 to Perception and Sense Motive at all times so long as you burn swift actions, making the feat actually useful and rather strong at that. As far as I can tell, it's not a game-breaker though.
Source Ultimate Magic pg. 158
You can focus your ability to detect evil for more practical or mundane purposes
Prerequisites: Detect evil class feature.
Benefit: As a swift action, you can focus the clarity granted by your detect evil ability to heighten your awareness of other things. This gives you a +10 sacred bonus on Perception and Sense Motive checks for one round. This expends your use of the detect evil class ability for the next 24 hours.
PLANAR TRAVELER (STORY)
Source Quests and Campaigns pg. 12
The confines of the Material Plane cannot sate your wanderlust, and you walk between alternate spheres of reality unhindered.
Prerequisites: You must be related to an outsider or have been born on a plane other than the Material Plane.
Benefit: You gain a +2 bonus on Survival checks when outside your home plane. You can identify portals and other planar connections as well as where they lead by sight or touch with a successful DC 20 Perception check.
Goal: Spend at least 24 consecutive hours on three different planes of existence other than your home plane or more than a month on a single plane other than your home plane. Demiplanes do not count for the purposes of fulfilling this goal.
Completion Benefit: Whenever you cast a spell or use a magic item to travel to another plane, you always arrive exactly where you had intended. In addition, when identifying portals with the first benefit of this feat, you gain a glimpse of what you would see, hear, and smell upon arriving on the other end of the portal.
Nidalese Recluse: Some fetchlings learn how to deflect
unwanted attention. Fetchlings with this racial trait can use
sanctuary once per day as a spell-like ability. When such
a fetchling reaches 9th level in any combination of
classes, he gains nondetection (self only) as a spell-like
ability usable once per day, and at 13th level, he gains
veil (self only) usable once per day. A fetchling’s caster
level is equal to his total Hit Dice. This
racial trait modifies the fetchling’s spell-like
abilities racial trait.
Trade Items (https://aonprd.com/SpellDisplay.aspx?ItemName=Trade%20Items) allows the old Beguiling Gifting a necklace of strangulation trick, at range, against anyone with a necklace. It's a lot higher level (+3 for wizard, +2 for partial casters) , but on the Wizard list.PF doesn't have any rules for intentionally crafting Cursed Items though. I think you can intentionally fail crafting checks to force a random cursed item of the same type but that's about the extent of it.
Goblet of Quenching (https://aonprd.com/MagicWondrousDisplay.aspx?FinalName=Goblet%20of%20Quenching) is a really cheap magic item that provides the water needs of two characters (or one in desert). For a mere 180 GP it saves almost 24 pounds of weight between the water and waterskins that don't need to be carried. Not so useful if you have a divine caster casting Create Water whenever you want, but some party compositions will love it. It's a 3.5 item, but PFS legal without alteration which is essentially saying it's fine for PF.Honestly Create Water (https://www.aonprd.com/SpellDisplay.aspx?ItemName=Create%20Water) is worth spending a Two-World Magic (https://www.aonprd.com/TraitDisplay.aspx?ItemName=Two-World%20Magic) trait to obtain. There are some really ridiculous things you can do with Create Water spam, courtesy of PF's at-will cantrips system.
PF doesn't have any rules for intentionally crafting Cursed Items though.
(click to show/hide)
Worth noting that the more recent Horror Handbook has a somewhat contradictory set of rules for crafting cursed items where the cost reductions are basically only applied when attempting to sell the thing. It doesn't provide a price for specific items, so it's not super relevant to the Trade Items spell trick, but it does curb cost reduction curses.
If it doesn't take precedent due to being an optional rule or something though that'd be pretty cool, don't know how pathfinder handles conflicting rules.
Edit: Ah, guess I should link a source: https://aonprd.com/Rules.aspx?Name=Crafting%20Cursed%20Items&Category=Cursed%20Items (https://aonprd.com/Rules.aspx?Name=Crafting%20Cursed%20Items&Category=Cursed%20Items)
Looks like that's for the Drawbacks and Requirements, not DelusionI've, uh, never actually made an item with the delusional curse. HH prevents stuff like making a holy mace only useable by followers of your god here for 10% reduction, but I guess you can still slap unreliable on an out of combat wand of healing or something for a... 5.26% saving?
That's a limited list and at 95k gp you're not going to be making a Necklace of Strangulation. You also don't see prices for a Helm of Opposite Alignment and so on.PF doesn't have any rules for intentionally crafting Cursed Items though.
incorrect
pg16 Black Markets has a section for intentionally crafting cursed items. the chart is for the base price of the item
Necklace of Strangulation is 95k
Scarab of Death is 6k
LUTHIER'S RAPIER
Price 5,020 gp; Slot body; CL 11th; Weight 2 lbs; Aura strong transmutation
Source Second Darkness Player's Guide pg. 25;
Many stories feature Luthier, Knight of the Vineyard, champion of good and Cayden Cailean’s trusted ally. These legends often mention Luthier’s elegant rapier, and while the original Luthier’s rapier undoubtedly remains with its owner, copies surface from time to time—usually when a faithful follower of Cayden Cailean requires assistance.
Rose-hued steel forms the length of the blade, and gold flowers seem to blossom in the filigreed basket-hilt. A large ruby glimmers at the hilt’s center. Luthier’s rapier is a +1 holy rapier. Once per day, you can activate the power of the ruby embedded in the rapier’s hilt to gain a +4 sacred bonus to Charisma and a +4 morale bonus on saving throws against fear effects. These bonuses last for 10 minutes.
Also, once, you can command the gem to shatter in an explosion of red light. Every creature except you within 30 feet must make a DC 20 Will save or be dazed for 3 rounds. Once you shatter the gem in this fashion, the rapier becomes just a normal +1 rapier.
CONSTRUCTION REQUIREMENTS
Cost 2,510 gp
Craft Magic Arms and Armor, bless weapon, eagle's splendor, creator must be chaotic good
Hidden within dusty libraries and amid the ramblings of lunatics lie the mysteries of another form of spellcasting—occult ritual magic. These spells are rare, coveted by both those eager to gain their power and those wishing to hide their existence.
Since it is possible for those lacking the ability to cast arcane, divine, or psychic spells to cast rituals, variables that would normally rely on caster level (such as range and spell resistance) use the character level or total Hit Dice of the primary caster instead.
Components V, S, M, DF (oils worth 5,000 gp)
If the Components line includes F/DF or M/DF, the arcane version of the spell has a focus component or a material component (the abbreviation before the slash) and the divine version has a divine focus component (the abbreviation after the slash).
Is Pathfinder like 3.5, where a (divine) focus is not used up? IOW, after you cast the spell, do you still have your 5000gp worth of oils?
Yeah, its basically just a focusActually, no. A Divine Focus component is more specific than a focus.
Divine Focus (DF): A divine focus component is an item of spiritual significance. The divine focus for a cleric or a paladin is a holy symbol appropriate to the character’s faith. The divine focus for a druid or a ranger is a sprig of holly, or some other sacred plant.A Divine Focus is always a holy symbol or a sacred plant; when a divine spell requires a different kind of object, it is an F component, not a DF component. (For example, Imbue Army Special Ability is a divine spell, and it has F (a silver mirror worth 100 gp) as a component.)
Is Pathfinder like 3.5, where a (divine) focus is not used up? IOW, after you cast the spell, do you still have your 5000gp worth of oils?Yeah, its basically just a focusActually, no. A Divine Focus component is more specific than a focus.Quote from: Pathfinder Core Rulebook page 213Divine Focus (DF): A divine focus component is an item of spiritual significance. The divine focus for a cleric or a paladin is a holy symbol appropriate to the character’s faith. The divine focus for a druid or a ranger is a sprig of holly, or some other sacred plant.A Divine Focus is always a holy symbol or a sacred plant; when a divine spell requires a different kind of object, it is an F component, not a DF component. (For example, Imbue Army Special Ability is a divine spell, and it has F (a silver mirror worth 100 gp) as a component.)
As such, I don't think the argument holds that the 5000gp of oil pertains to the DF in the Components line, even though it is placed beside it. The brackets can only refer to the M component in this spell, RAW and RAI.
Prerequisites: Int 13, Spell Focus, Spell Specialization, able to prepare 5th-level spells.
Benefit: By sacrificing a prepared spell of the same or higher level than your specialized spell, you may spontaneously cast your specialized spell. The specialized spell is treated as its normal level, regardless of the spell slot used to cast it. You may add a metamagic feat to the spell by increasing the spell slot and casting time, just like a cleric spontaneously casting a cure or inflict spell with a metamagic feat.
Prerequisites: Int 13, Spell Focus.
Benefit: Select one spell of a school for which you have taken the Spell Focus feat. Treat your caster level as being two higher for all level-variable effects of the spell.
Every time you gain an even level in the spellcasting class you chose your spell from, you can choose a new spell to replace the spell selected with this feat, and that spell becomes your specialized spell.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a different spell.
New Spells Known: If I gain the ability to add a spell that is not on my spell list to my list of spells known, without adding it to my spell list, can I cast it?
No. Adding a spell to your list of spells known does not add it to the spell list of that class unless they are added by a class feature of that same class. For example, sorcerers add their bloodline spells to their sorcerer spell list and oracles add their mystery spells to their oracle spell list. The spell slots of a class can only be used to cast spells that appear on the spell list of that class.
That's a sharp observation regarding Spell Specialization (https://www.aonprd.com/FeatDisplay.aspx?ItemName=Spell%20Specialization) and Greater Spell Specialization (https://www.aonprd.com/FeatDisplay.aspx?ItemName=Greater%20Spell%20Specialization). I suspect, however, that most GMs will houserule in a restriction that Greater Spell Specialization should only apply to spells you are otherwise capable of casting regardless. On that note however, Preferred Spell (https://www.aonprd.com/FeatDisplay.aspx?ItemName=Preferred%20Spell) does not require the spell to be on your class list either.
Using the Headband of the Sage for early entry into Mystic Theurge (https://www.aonprd.com/PrestigeClassesDisplay.aspx?ItemName=Mystic%20Theurge) is not practical given its massive cost and you still need to be able to cast both divine and arcane spells at the 2nd level, which means that early entry is still limited at 4th level
From "Doom comes to Dustpawn"
Dream Crystal Toxin is very hard to get normally (requires access to dream crystals), but it forces a DC20 will save every hour for 6 hours. It deals 1d2 Int drain per hour. If the target loses 6 Int or reaches 1, they turn into an Id Mutant. Notably, the Id Mutant template lets you set your alignment to Chaotic Neutral and gives you a bunch of level-scaled buffs for CR+1. It wrecks your mental stats though and resets your societal affiliations, effectively making it a new character.
Runes of Wealth (https://www.aonprd.com/SpellbookDisplay.aspx?ItemName=Runes%20of%20Wealth) lets you use Emergency Attunement (https://www.aonprd.com/FeatDisplay.aspx?ItemName=Emergency%20Attunement) on any spell you castThat's a pretty solid trick. It also lets you use the Shapechanger (https://www.aonprd.com/BloodlineDisplay.aspx?ItemName=Shapechanger) bloodline's Mutable Flesh on any spell that targets you with a duration of 1 minute or greater (3rd level Sorc: makes spell 10min/CL duration, 9th level Sorc: 1 hour/CL duration).
what happens if you cast Restoration on the creature's Int drain.... does it keep the template?It does. The conditions for removing the template are spelled out and removing int drain isn't one of them.
Cosmic Mind (Ex) A Yaddithian gets a +2 racial bonus on Knowledge and Spellcraft checks. A yaddithian spellcaster who would store spells in a spellbook or familiar instead stores those spells in its mind (but must expend the normal resources to learn new spells).Yep, it's a PF race where your Wizard doesn't need a spellbook and your Witch doesn't need to jealously protect her familiar.
No Breath (Ex) A Yaddithian does not breathe and is immune to effects that require breathing (such as inhaled poison). This does not give it immunity to cloud or gas attacks that do not require breathing.This one's not that special in the scheme of things but should have some potential.
It's also worth noting that FCBs that give +1 spell level penalty can be exploited by using even levels to swap a spell known for another spell known of the same spell level, thereby letting you get a stupid spell at a +1 level only to instantly swap it for an Oracle spell known at your highest spell level.
EFFECT
Pick one of the following languages: Abyssal, Aklo, Aquan, Auran, Celestial, Ignan, Infernal, or Terran.
Whenever you are in combat, you can only speak and understand the selected language. This does not interfere with spellcasting, but it does apply to spells that are language dependent. You gain the selected language as a bonus language.
At 5th level, pick an additional language to speak in combat and add it to your list of known languages.
"You examine the skulls of intelligent creatures to analyze the subjects’ psychological attributes, since the shape of the brain influences the shape of the skull."
be a beatboxer
"Canto is a primitive language found in the Darklands. Communication is achieved though percussive hits on body parts, weapons, or cavern walls, and is designed to travel long distances through echoing tunnels."
....
Want to find out the exact birthday of that lich you just killed?
Just use the Phrenoligy psychic skill unlock.Quote from: Phrenology skull unlock"You examine the skulls of intelligent creatures to analyze the subjects’ psychological attributes, since the shape of the brain influences the shape of the skull."
WENDIFISA SPEAR
Price 10,453 gp; Slot none; CL 11th; Weight 3 lbs; Aura moderate necromancy
Source Inner Sea Combat pg. 57
Adorned with bone fetishes, feathers, leaves, and gnarled branches, each of which carries its own significance, this +1 shortspear is often found in the hands of the tribal Mwangi who serve the powerful spirits known as wendifa— the juju oracles. Each wendifisa spear (literally “spear of those who serve the wendifa”) is created alongside a specially crafted onyx gem. If this gem is within 100 feet of the wielder and the wielder’s hit points are reduced below 0, the gem shatters. When the gem shatters, the wielder of the wendifisa spear is immediately slain, and animates 1 round later as a juju zombie (https://www.aonprd.com/MonsterDisplay.aspx?ItemName=Juju%20Zombie) (Pathfinder RPG Bestiary 2 291).
If the gem is held by anyone other than the spear’s wielder when the wielder is slain (and the gem shatters), the creature holding the gem gains 1d8 temporary hit points, a +2 enhancement bonus to Strength, and a +1 bonus to its effective caster level. These bonuses last 1 hour.
After the onyx shatters, the weapon is treated as a +1 shortspear.
CONSTRUCTION REQUIREMENTS
Cost 5,877 gp
Craft Magic Arms and Armor (https://www.aonprd.com/FeatDisplay.aspx?ItemName=Craft%20Magic%20Arms%20and%20Armor), animate dead (https://www.aonprd.com/SpellDisplay.aspx?ItemName=animate%20dead), death knell (https://www.aonprd.com/SpellDisplay.aspx?ItemName=death%20knell), onyx worth at least 1,000 gp, creator must be an evil oracle
En-Nebi, Blade of the Leopard
Aura moderate transmutation CL 9th
Price 10,302 gp; Weight 1 lb.
Crafted in Katapesh some 300 years ago, En-Nebi is a katar some 15 inches in length. An embossed image of a ferocious Katapeshi leopard adorns the weapon’s hilt, while strange shadowy patterns writhe across its damascened blade, even in strong light.
In combat, En-Nebi is treated as a +1 vicious punch dagger. As it strikes, the extra damage from the vicious property manifests as if a great cat’s claws had cruelly raked the victim’s flesh. While this effect can be unnerving, the consequences for the katar’s wielder are even worse: if he confirms a critical hit with the weapon, he must make a DC 15 Fortitude save or contract a form of lycanthropy, becoming a Katapeshi wereleopard lycanthrope.
Easily twice the size of common leopards, Katapeshi leopards are infamous for their savagery. Now extremely rare, these massive creatures once ranged from Nex to Thuvia (same stats as tigers). Treat Katapeshi wereleopard lycanthropes as chaotic evil weretigers (MM 172).
ELECTRO-TEMPORAL BRACER
Price 32,000 gp; Slot wrists; CL 17th; Weight 1 lb; Aura strong transmutation
Source Pathfinder #122: Into the Shattered Continent pg. 74
This rune-carved bracelet is made of thick, bright gold and allows the wearer to manipulate time through electricity magic. As a swift action, the wearer can activate the bracer, creating a nimbus of crackling blue energy that surrounds the hand wearing the electro-temporal bracer for up to 3 minutes each day. This duration need not be continuous, but it must be used in 1-minute increments. While the nimbus is active, spells with the electricity descriptor cast by the wearer have an additional effect, chosen by the wearer as each spell is cast: the spell dazzles all targets of the spell for 1 round, the spell staggers a single target of the spell for 1 round, or the spell provides a single target of the spell the benefits of haste (https://www.aonprd.com/SpellDisplay.aspx?ItemName=Haste) for 1 round. The staggered and haste effects affect only one target selected by the caster as the spell is cast, even if the spell affects multiple targets. There is no saving throw for these additional effects, but a target that avoids the effects of the electricity spell entirely (such as by negating the effect with a successful save, or by having immunity to the spell’s damage) is not subject to the additional effect. (A target of an additional effect that successfully saves against the electricity spell but still takes partial damage is still subject to the additional effect.)
If the wearer takes at least 50 points of electricity damage from a single source (such as a trap or a spell), the wearer immediately benefits from the effects of time stop (https://www.aonprd.com/SpellDisplay.aspx?ItemName=Time%20Stop), and the electro-temporal bracer ceases functioning for 1 month.
CONSTRUCTION REQUIREMENTS
Cost 16,000 gp
Craft Wondrous Item (https://www.aonprd.com/FeatDisplay.aspx?ItemName=Craft%20Wondrous%20Item), haste (https://www.aonprd.com/SpellDisplay.aspx?ItemName=Haste), slow (https://www.aonprd.com/SpellDisplay.aspx?ItemName=Slow), time stop (https://www.aonprd.com/SpellDisplay.aspx?ItemName=Time%20Stop)
TROLLSKIN TOURNIQUET
Price 3,850 gp; Slot none; CL 11th; Weight -; Aura moderate conjuration
Source Healer's Handbook pg. 31
This roll of flexible green leather can be easily wrapped around the stump of a severed limb (a finger, toe, hand, foot, arm, leg, tail, or even neck—though the last works only in the case of multi-headed creatures). The body part regrows over a period of 24 hours as long as the trollskin tourniquet is not removed. While a creature wears a trollskin tourniquet, it does not need to remain entirely still. However, if it sustain an amount of hit points of damage equal to or greater than 3 × its Hit Dice, the tourniquet is jostled out of position and must be reset. This also resets the regrowth time period required; the tourniquet must remain on the stump for 24 hours from the time it was reset to regrow the limb.
While a trollskin tourniquet can’t restore a dead creature to life, it can repair a corpse to make it easier to resurrect. This requires at least a partially whole decomposed or skeletonized inanimate corpse, and the tourniquet must be placed around an intact limb, the chest, or some other portion of the corpse. The corpse regenerates over a period of 24 hours as long as the trollskin tourniquet is not removed (if the tourniquet is jostled, the regrowth time resets, as described above with regard to a living creature). At the end of this time, the corpse becomes whole and any missing parts are restored. The deceased creature is treated as having been dead for no more than 1 day for the purposes of resurrection magic. Each trollskin tourniquet is usable once.
CONSTRUCTION REQUIREMENTS
Cost 1,925 gp
Craft Wondrous Item (https://www.aonprd.com/FeatDisplay.aspx?ItemName=Craft%20Wondrous%20Item), regenerate (https://www.aonprd.com/SpellDisplay.aspx?ItemName=Regenerate), restore corpse (https://www.aonprd.com/SpellDisplay.aspx?ItemName=Restore%20Corpse)
School necromancy; Level sorcerer/wizard 7, witch 7
CASTING
Casting Time 10 minutes
Components V, S, M (diamond dust worth 500 gp)
EFFECT
Range touch
Target dead creature touched
Duration 24 hours
You restore temporary life to a body that has been dead for less than 48 hours. The spell lasts for 24 hours, after which the target dies again. The target gains 1 permanent negative level while under the effect of this spell; this negative level goes away when the target dies or is permanently raised from the dead (such as with raise dead). The target still counts as a dead corpse (but not undead) for the purpose of spells that revive dead creatures, so a cleric can cast raise dead or a similar spell on the target even while this spell is active. Once a creature has been revived with temporary resurrection, this spell cannot be used on it again until it is permanently raised from the dead.
School conjuration (healing); Level cleric/oracle 5, shaman 5; Domain healing 5; Mystery life 5
CASTING
Casting Time 1 standard action
Components V, S
EFFECT
Range touch
Target creature touched
Duration instantaneous
Saving Throw Will negates (harmless) or Will half, see text; Spell Resistance yes (harmless) or yes, see text
DESCRIPTION
This spell cures 5d8 points of damage + 1 point per caster level (maximum +25).
Unlike other spells that heal damage, breath of life can bring recently slain creatures back to life. If cast upon a creature that has died within 1 round, apply the healing from this spell to the creature. If the healed creature’s hit point total is at a negative amount less than its Constitution score, it comes back to life and stabilizes at its new hit point total. If the creature’s hit point total is at a negative amount equal to or greater than its Constitution score, the creature remains dead. Creatures brought back to life through breath of life gain a temporary negative level that lasts for 1 day. [...]
I think PF's default setting has a hard limit on res time (if their soul has been judged or otherwise sent to its fate) but relying on that to fix a broken item is dumb.Actually you can still resurrect souls that have been judged or sent onwards, I think. Pharasma's territory and judgment is basically just a waiting room before souls get sent on to whatever plane they go to upon death afaict, unless you qualify for an exotic fate at Pharasma's hands or become a permanent resident of Pharasma's territory somehow. Unless the soul refuses to be rez'd, has reincarnated somehow, or no longer has its soul in a resurrectible state, I'm pretty sure you can still rez souls that have been judged.
Also seems like a good time to remind people of combining Temporary Resurrection and Breath of Life. Not only can you revive tiny fragments of a millennia old corpse, but you can do it cheap.Well, on that note, worshiping Sivanah lets you use Shadow Conjuration spells to mimic Conjuration (healing) spells:
Sivanah (The Seventh Veil): Sivanah's illusionists may become priests of the church, and their shadow conjuration (https://www.aonprd.com/SpellDisplay.aspx?ItemName=shadow%20conjuration) spells can duplicate conjuration (healing) spells. Veiled witches of Irrisen have been seen in Razmiran, perhaps as envoys from Baba Yaga to the Living God or out of an interest in exchanging magic.
Familiar Service A mortal of 7th level or higher with the Improved Familiar feat can summon an impundulu to serve as her familiar; an impundulu familiar appears as a birdlike imp or quasit, has the normal statistics of an imp (https://www.aonprd.com/MonsterDisplay.aspx?ItemName=Imp) or quasit (https://www.aonprd.com/MonsterDisplay.aspx?ItemName=Quasit), and loses all of its own abilities except its subtypes, alignment, and damage reduction. If its master is slain, the impundulu seizes its former master’s soul, retreats to a hidden place, and consumes the soul, after which it metamorphoses over the next 24 hours into its natural form, regains all of its normal abilities, and becomes free; most aging masters pass on their impundulu familiars to younger family members rather than let the creatures turn on them.
Witchcraft An impundulu serving as a witch’s familiar gives its master additional spells known, just like a witch’s patron. The master must choose from one of the following patron themes (https://www.aonprd.com/WitchPatrons.aspx) when binding the impundulu, and this choice cannot be changed without dismissing and re-summoning the impundulu: Agility, Elements, or Transformation. These patron spells known are in addition to any granted by the witch’s actual patron.
Well, time for another entry: the Impundulu (https://www.aonprd.com/MonsterDisplay.aspx?ItemName=Impundulu) familiar, which seems to be a must-have for Witches (just be 7th level and have Improved Familiar (https://www.aonprd.com/FeatDisplay.aspx?ItemName=Improved%20Familiar) to qualify). Cannot be bothered to give the whole familiar description, but will cite the most interesting parts:QuoteFamiliar Service A mortal of 7th level or higher with the Improved Familiar feat can summon an impundulu to serve as her familiar; an impundulu familiar appears as a birdlike imp or quasit, has the normal statistics of an imp (https://www.aonprd.com/MonsterDisplay.aspx?ItemName=Imp) or quasit (https://www.aonprd.com/MonsterDisplay.aspx?ItemName=Quasit), and loses all of its own abilities except its subtypes, alignment, and damage reduction. If its master is slain, the impundulu seizes its former master’s soul, retreats to a hidden place, and consumes the soul, after which it metamorphoses over the next 24 hours into its natural form, regains all of its normal abilities, and becomes free; most aging masters pass on their impundulu familiars to younger family members rather than let the creatures turn on them.
Witchcraft An impundulu serving as a witch’s familiar gives its master additional spells known, just like a witch’s patron. The master must choose from one of the following patron themes (https://www.aonprd.com/WitchPatrons.aspx) when binding the impundulu, and this choice cannot be changed without dismissing and re-summoning the impundulu: Agility, Elements, or Transformation. These patron spells known are in addition to any granted by the witch’s actual patron.
Yep, bonus patron for a Witch, and these patrons (https://www.aonprd.com/WitchPatrons.aspx) are not bad. Transformation is pretty weak (If it'd given Beast Shape IV (https://www.aonprd.com/SpellDisplay.aspx?ItemName=Beast%20Shape%20IV) instead of Form of the Dragon I (https://www.aonprd.com/SpellDisplay.aspx?ItemName=Form%20of%20the%20Dragon%20I), it'd be a lot better), especially for the low levels, and generally outclassed by Agility (unless you want Form of the Dragon, which is not that bad as far as buffs go), but Agility and Endurance (mostly for the MIracle (https://www.aonprd.com/SpellDisplay.aspx?ItemName=MIracle) finisher) both have some real prizes there.
Use a Collar of Sacrifice (https://www.aonprd.com/MagicWondrousDisplay.aspx?FinalName=Collar%20of%20Sacrifice) and you should be fine. While a sulking familiar is probably not much use, Witches generally prefer the use of a familiar satchel (https://www.aonprd.com/EquipmentMiscDisplay.aspx?ItemName=familiar%20satchel) rather than risk their living spellbooks in combat anyway (unless they are level 10+ Beast-Bonded (https://www.aonprd.com/ArchetypeDisplay.aspx?FixedName=Witch%20Beast-Bonded) Witches, which do not need to worry about having their soul consumed by the Impundulu anyway, since their soul auto-possesses their familiars when they die, unless they're both dead).
Alternatively, you can Geas (https://www.aonprd.com/SpellDisplay.aspx?ItemName=Geas/Quest) your familiar into not consuming your soul, or use a Clone (https://www.aonprd.com/SpellDisplay.aspx?ItemName=Clone) to preempt the possibility at even higher levels. Whether or not Lesser Geas (https://www.aonprd.com/SpellDisplay.aspx?ItemName=Geas, Lesser) works would require GM adjudication, since the base form of the Impundulu has 14 HD, but the familiar forms it turns into have less than 8 HD. Familiars use their master's level as their HD if it is higher, however, so you would only be able to cast this at level 7 (when you get Lesser Geas) or lower (with a scroll or similar).
Constructed (Ex): For the purposes of effects targeting creatures by type (such as a ranger’s favored enemy and bane weapons), androids count both as humanoids and as constructs. Androids gain a +4 racial bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects. They are not subject to fatigue or exhaustion, and are immune to disease and sleep effects.
PLANAR INQUIRY
Source Adventurer's Guide pg. 125, Arcane Anthology pg. 14
School conjuration (calling); Level arcanist 3, cleric 3, druid 3, hunter 3, inquisitor 3, oracle 3, shaman 3, sorcerer 3, summoner 3, summoner (unchained) 3, warpriest 3, witch 3, wizard 3
CASTING
Casting Time 10 minutes
Components V, S, M (offerings worth 100 gp per HD of the creature called)
EFFECT
Range close (25 ft. + 5 ft./2 levels)
Effect one called outsider who answers questions
Duration instantaneous; see text
Saving Throw none; Spell Resistance no
DESCRIPTION
Although he was hardly the first to turn to the Outer Planes for answers, Jatembe’s dealings with outsiders in his pursuit of enlightenment are legendary, and the Magaambya credits the Old-Mage with the creation of this spell.
This spell calls a creature from another plane to your precise location, functioning like lesser planar ally (https://www.aonprd.com/SpellDisplay.aspx?ItemName=Planar%20Ally,%20Lesser) except as noted. When you call a creature using planar inquiry, the only task that you can ask of the creature is for it to answer questions or gather information regarding a specific topic (a person, a place, or a thing). After hearing your request, if the creature has an appropriate Knowledge skill, it can attempt a check to provide the information it has. If it lacks such a skill, the called creature leaves for 1d4 hours to gather this information. Upon its return, you roll 1d20 + your caster level, and use the result to determine what information the creature has gathered about the subject (as if using Diplomacy). The called creature stays for up to 10 minutes as it relays this information to you, after which it departs to its home plane. If the creature is attacked or damaged at any time during the spell’s duration, the spell ends and the creature returns to the plane from which you summoned it.
When you cast this spell, you can choose a specific kind of outsider to call, even calling an individual creature by name. The kind of outsider called doesn’t alter the effects of the spell, but when you use planar inquiry to summon a creature with an alignment or elemental subtype, the spell gains that descriptor. You cannot call an outsider whose Hit Dice exceed your caster level (maximum 18 HD) and you cannot use this spell to contact a unique outsider (such as a deity’s herald) or an outsider with mythic ranks.
Check out Ultimate Equipment pg 388-390 for Appendix 2: Gems and Jewelry.That's a random nerf out of nowhere. Well, it's pretty fun to Limited Wish (https://www.aonprd.com/SpellDisplay.aspx?ItemName=Limited%20Wish) for a Fabricate (https://www.aonprd.com/SpellDisplay.aspx?ItemName=Fabricate) with 1000 gp's worth of raw diamond as the material component generating 3k worth of diamond according to PF Core (2k according to Ultimate Equipment). Just balanced Pathfinder things. Presumably you can get the full 3k because that's how the Craft rules work and Fabricate can meld smaller, rough, cracked diamonds into pristine large ones with perfect cuts unlike a normal jeweler's work. Hell, with Fabricate you can probably turn graphite into diamonds, since they are both made of the same material (pure carbon), just in different structures. (Strictly speaking, you can just squeeze graphite into becoming diamond, but that requires a truly massive amount of pressure.)
What were they smoking when they wrote this? Its super convoluted, and has some weird chart stuff.
- When making simple jewelry w a tier 1 gem increases the value by ×5 (same w tier 3 and 5)
- Making simple jewelry w a tier 2 gem increases the value by only ×2 (same w tier 2, 4, and 6)
- But making ornate jewelry from any tier is a ×10 increase.
Why would you ever make simple jewelry w the even tiers?
- Working unworked gems doubles their value for a 50% profit, using simple rules.
- Making jewelry uses the Craft rules, costing 1/3 for the raw materials. But as w gems, they sell at full value, this is written in the early part of that Appendix. Which gives you a whopping 66% profit. Thats unless you have to also buy the jewelry or gem separately, very confusing.
- Other forms of mundane crafting is only a 16% and magical is a 0%, without tricks.
STONY RAMPART (COMBAT, CONDUIT)So, these walls are somewhat fragile (abnormally durable for its dimensions, but fragile on the whole), but they have interesting ramifications. First, it's a 3 foot high wall. Frankly, a wall of that height should give full cover by default, according to the low obstacle rules, but whatever. Special exception strikes and people can magically shoot you better from above this wall. But, if you are small size, this should count as cover anyway, because now most of your body is under that wall. Second, if you decide to drop prone (a free action), these walls give you total cover (and being prone is +4 AC vs ranged and -4 AC vs melee) and that is Very Fun (until they destroy or sidestep your wall, anyway). Third, they're terrain obstacles, so unless people can make their Acrobatics checks to jump over it (which is harder without a running start) or have a climb/burrow/earthglide speed, you can do some useful stunts to box in enemies so they can't maneuver well (they can still 5-foot step through obstacles, though).
Source Planar Adventures pg. 32
Stone rises up at your command, offering cover to allies.
Prerequisites: Knowledge (planes) 3 ranks.
Benefit: As a standard action, you can call forth a low wall of unworked stone along any side of a square within 30 feet. This wall is 5 feet long, 3 feet high, 2 inches thick, and acts as a low obstacle, except that it provides only partial cover. A single 5-foot section of stone created by this feat has hardness 8 and 30 hp. You can only have one such wall in existence at a time for every 5 ranks in Knowledge (planes) you have (minimum 1); walls last for a number of rounds equal to your ranks in Knowledge (planes) before crumbling to dust. If you have 10 or more ranks in Knowledge (planes), you can create multiple walls as a single standard action by expending an equivalent number of uses of this ability.
You can use this feat’s benefit a number of times per day equal to your ranks in Knowledge (planes).
The sun should be avoided by all but the most powerful
adventurers. In the face of the star’s nuclear fires, spells such
as resist energy, protection from energy, and planetary adaptation
are useless—only complete immunity to fire allows a
creature to survive the immense heat. Any
creatures or items not immune to fire are instantly and
utterly consumed down to the molecular level—only spells
such as wish or true resurrection can bring back such victims.
they would feel the oppressive heat, but take no damage?
Because figments and glamers are unreal, they cannot produce real effects the way that other types of illusions can. Figments and glamers cannot cause damage to objects or creatures, support weight, provide nutrition, or provide protection from the elements. Consequently, these spells are useful for confounding foes, but useless for attacking them directly.
{ . . . }
Creatures encountering an illusion usually do not receive saving throws to recognize it as illusory until they study it carefully or interact with it in some fashion.
A successful saving throw against an illusion reveals it to be false, but a figment or phantasm remains as a translucent outline.
A failed saving throw indicates that a character fails to notice something is amiss. A character faced with proof that an illusion isn’t real needs no saving throw. If any viewer successfully disbelieves an illusion and communicates this fact to others, each such viewer gains a saving throw with a +4 bonus.
Creatures that trigger this effect and those adjacent to the portable pit when it transforms must succeed a DC 20 Reflex save or fall into the pit, taking damage and suffering additional effects (see below). The extradimensional pit persists for 1 minute before collapsing (harmlessly expelling any trapped creatures into an adjacent space) and becoming inert for 24 hours. If the command word is spoken a second time, a portable pit transforms back into cloth and can be picked up, moved, or stored.
Quote from: Distant WorldsThe sun should be avoided by all but the most powerful
adventurers. In the face of the star’s nuclear fires, spells such
as resist energy, protection from energy, and planetary adaptation
are useless—only complete immunity to fire allows a
creature to survive the immense heat. Any
creatures or items not immune to fire are instantly and
utterly consumed down to the molecular level—only spells
such as wish or true resurrection can bring back such victims.
Weapon Juggle (Two-Weapon Fighting (https://www.aonprd.com/FeatDisplay.aspx?ItemName=Two-Weapon%20Fighting)): You can draw a weapon even while wielding two weapons. Doing so takes the same type of action as drawing that weapon normally would. As part of the action to draw the weapon, you must sheathe one of the two weapons you were wielding.So with a Quick Draw (https://www.aonprd.com/FeatDisplay.aspx?ItemName=Quick%20Draw) feat or similar, we can store weapons as free actions. Stranger still, we can store weapons as "not an action" by drawing Shurikens (https://www.aonprd.com/EquipmentWeaponsDisplay.aspx?ItemName=Shuriken%20(5)) which are drawn as ammunition. According to a Pathfinder FAQ (https://paizo.com/paizo/faq/v5748nruor1g1#v5748eaic9oku), you can draw ammunition as a free action with Snap Shot (https://www.aonprd.com/FeatDisplay.aspx?ItemName=Snap%20Shot) to make AoOs, which would also let you sheathe a weapon outside your turn as a free action.
PRAENOMEN
Price 64,200 gp; Slot chest; CL 11th; Weight 4 lbs; Aura strong abjuration and enchantment
Source Lost Treasures pg. 48
The Praenomen is a two-part amulet, comprising an oval plate that covers the wearer’s chest and a counterweight that hangs down the wearer’s back, joined by chains. The front plate is inscribed with the cartouche of the pharaoh who is the Praenomen’s master; the counterweight is shaped like a cobra to honor Wadjet, protector of Osirion and Osirion’s pharaohs. The Praenomen was traditionally worn by a pharaoh’s royal envoy to signify that the envoy acted in the pharaoh’s name and was under her protection. It grants its benefits only to loyal subjects of its master—the pharaoh whose cartouche is inscribed upon it.
The Praenomen grants its wearer a +4 bonus on Diplomacy and Intimidate checks. Once per day, the wearer can impose a geas on another creature, compelling the target to undertake a mission for the Praenomen’s master. The Praenomen also shields its wearer and other faithful subjects of the pharaoh from the pharaoh’s enemies. Its wearer gains a +2 deflection bonus to Armor Class, and three times per day, the wearer can activate the Praenomen to grant the benefits of heroism (https://www.aonprd.com/SpellDisplay.aspx?ItemName=Heroism) to all loyal subjects of its master within 30 feet.
The Praenomen can be rededicated to a new master by replacing the front plate and engraving the name of its new master on the cartouche, requiring a successful DC 21 Craft (jewelry) check.
CONSTRUCTION REQUIREMENTS
Cost 32,100 gp
Craft Wondrous Item (https://www.aonprd.com/FeatDisplay.aspx?ItemName=Craft%20Wondrous%20Item), eagle's splendor (https://www.aonprd.com/SpellDisplay.aspx?ItemName=Eagle%27s%20Splendor), geas/quest (https://www.aonprd.com/SpellDisplay.aspx?ItemName=Geas/Quest), heroism (https://www.aonprd.com/SpellDisplay.aspx?ItemName=Heroism), shield of faith (https://www.aonprd.com/SpellDisplay.aspx?ItemName=Shield%20of%20Faith)
Is it wild because the crafting cost in gold is like 2% the market price? Cause that's wild.No, that was just me fucking up. I reuse old posts for these kinds of quotes so I don't have to format it from scratch. The official crafting price is half the market value. Fixed it.