EDIT: That's supposed to be a thumbs up. Why's this forum gotta be so negative? There's a thumbs down emoticon, but no thumbs up. Boo! :tdown:thumb
This feat is really cool, looking forward to using it a bunch w/ my goblin vivvisectionist beastmorph alchemist.
http://www.d20pfsrd.com/feats/combat-feats/roll-with-it-combat-goblin
Negate all the damage from a hit w/ acrobatics check and move away from the foe before he can finish his full attack. Once I get wings at 6, I'll use it to propel myself airborne. Once I hit level 10, I'll laugh at the staggered condition and pounce back into melee w/ a full attack on a partial charge.
Holy crap!Hmm? It doesn't SEEM so bad, in that I think my PF group would crush it like a bug.
Check out the PF Roper (http://www.d20pfsrd.com/bestiary/monster-listings/aberrations/roper) versus the 3E Roper (http://www.d20srd.org/srd/monsters/roper.htm)! And they're the same CR!
Well, it's more useful as an immediate action to throw up something that blocks line of effect for spells. The most devastating of which don't do hp damage anywway and thus have no chance of breaking it.You can always place the hemisphere so that it leaves you with a way to leave it, such as placing it vertically rather than horizontally. Then you can simply take your move action to establish line of effect when you want to cast.
Even for physical attacks, the hardness and hp basically ensure it will hold up as an ablative defense long enough. If the enemy manages to destroy it before your turn comes up...awesome. Now it's no longer blocking your line of effect!
Call of the Void (http://www.d20pfsrd.com/magic/all-spells/c/call-the-void) seems rather useful.You can hold your breath fro a fairly long while, so that spell won't be killing anyone by suffocation, possibly unless you catch them by surprise (unlikely with a spell with a range of five feet). The inability to make noises is useful for shutting down casters, yeah, but they can just five-foot step out of it.
Even if they make the save they still cannot breathe and cannot speak.
I don't know about you but being able to make an adjacent creature suffocate AND be unable to make noise even if they make their saves seems a little powerful.
Shut down casters by making them mute.
Anything that breathes better no stand next to you long or it's lights out.
You can hold your breath fro a fairly long while, so that spell won't be killing anyone by suffocation, possibly unless you catch them by surprise (unlikely with a spell with a range of five feet). The inability to make noises is useful for shutting down casters, yeah, but they can just five-foot step out of it.
You can hold your breath for a number of rounds equal to twice your Constitution score, but only if you do nothing other than take move actions or free actions. If you take a standard action or a full-round action (such as making an attack), the remainder of the duration for which you can hold your breath is reduced by 1 round.
Call of the Void may be somewhat limited in power, but I could see this working well if you partnered with someone to keep the foe close to you.If you're partnered up with someone and can keep the target immobile for 20+ rounds, it would likely be more expedient to just kill them outright. And, more importantly, you're talking about a matter of minutes. The spell has a duration measured in rounds.
It also makes for a very handy assasination tool. Get in close to your target and no matter what they cannot cry out.This, on the other hand, is correct, if fairly niche.
Just noticed something about the Generation focused Evoker (found here: http://paizo.com/pathfinderRPG/prd/advanced/coreClasses/wizard.html). Lingering Evocations keeps your evocation spells in place for 1/2 CL rounds, IF they already have a duration greater than instantaneous. How about combining this with the Lingering Spell metamagic?That's brilliant :)
All of a sudden, Evocation is all about battlefield control! A Lingering Lingering ( :eh) Fireball is 40' of burning death for the whole combat, as a 4th level spell - much, much better than Wall of Fire. Lingering Lingering Pyrotechnics is half a football field of blinding. Lingering Lingering Prismatic Spray is pure, unadulterated fun for the chaos-loving mage. Lingering Lingering Stormbolts fills the battlefield with an allied-friendly zone of lightning damage plus stunlock possibility. Lingering Lingering Caustic Eruption is sure death for anything not immune to acid. And so on.
Grace is also a cleric/oracle spell. And there's bladed dash for magus and arcanists. And a bunch of other no AoO movement spells. And teleport wizard has the Su teleport thingy.but Stream but Stream
Basically, rogue and monk are about the only classes in PF w/o the ability to move without provoking AoOs reliably. Cause...fuck those guys.
Ninjas can also go Swift-Invisible and its essentially Rogue But Better in every aspect anyway.At 10th level, they can upgrade it to swift action greater invisibility.
A level 12 barbarian gets a good way to move without the opponents taking their AoO's. The Come and Get Me (http://www.d20pfsrd.com/classes/core-classes/barbarian/rage-powers/paizo---rage-powers/come-and-get-me-ex) rage power is akin to karmic strike, and quite ably dissuades opponents from attacking a barbarian.
So, my Alchemist is looking forward to using this trick once he has a lot of 2nd level slots for extracts (but Alchemical Allocation is level 2...man, that level is tight). It's both grotesquely awesomely stylish, and "no save, just lose."
Touch Injection (http://www.d20pfsrd.com/magic/all-spells/t/touch-injection) + Skinsend (http://www.d20pfsrd.com/magic/all-spells/s/skinsend)
Make a melee touch, and wrench your foe's skin from his body w/ no save or SR! Whether he or you gets to control the new skin puppet, the enemy's toast. Either the body is helpless and gets coup de grace'd, then you run away till the duration expires, or if the foe is in his body, then the skin is destroyed and he remains helpless for...weeks, it would seem.
So, my Alchemist is looking forward to using this trick once he has a lot of 2nd level slots for extracts (but Alchemical Allocation is level 2...man, that level is tight). It's both grotesquely awesomely stylish, and "no save, just lose."
Touch Injection (http://www.d20pfsrd.com/magic/all-spells/t/touch-injection) + Skinsend (http://www.d20pfsrd.com/magic/all-spells/s/skinsend)
Make a melee touch, and wrench your foe's skin from his body w/ no save or SR! Whether he or you gets to control the new skin puppet, the enemy's toast. Either the body is helpless and gets coup de grace'd, then you run away till the duration expires, or if the foe is in his body, then the skin is destroyed and he remains helpless for...weeks, it would seem.
I'm missing something here... you cannot make potions from personal spells, right (http://www.d20pfsrd.com/magic-items#TOC-Creating-Potions)?
Racial Heritage (http://www.d20pfsrd.com/feats/general-feats/racial-heritage)+Fast Learner [advanced race guide]
Get two alternate favored class bonuses at once.
Can you use that first thing (Racial Heritage + Fast Learner) to get the optional racial favored class benefits (+1 Sorc spell, +1/5 Rogue Talent, etc.) of two races at once?
Can you use that first thing (Racial Heritage + Fast Learner) to get the optional racial favored class benefits (+1 Sorc spell, +1/5 Rogue Talent, etc.) of two races at once?
Demon Mother's Mask
Aura faint transmutation; CL 3rd
Slot Head; Price 3,600 gp; Weight 1 lb.
Description:
This primitive hyena-like mask is usually made of leather, but some are made of soft metal like copper or even carved out of the skull of an animal. You gain a +2 competence bonus on Handle Animal and Heal checks. You can smell when nearby creatures are in heat or otherwise especially fertile (creatures such as humans that can breed any time of year always smell fertile unless they are barren).
If Lamashtu is your patron, the mask counts as a holy symbol and a hole for a third eye appears in the mask’s forehead. You may use summon monster II once per day to summon a fiendish hyena, which obeys you as if you shared a common language. You may interbreed with animals that are within one size category of your size, usually creating (if you are a humanoid) animal-humanoid creatures such as gnolls or lizardfolk, or sometimes natural lycanthropes prone to live in hybrid form.
Construction
Requirements: Craft Wondrous Item, detect animals or plants, polymorph, summon monster II, creator must have at least 5 ranks in Handle Animal and Heal; Cost 1,800 gp
I... :??? :o What..?Quote from: Gods and Magic, page 56Demon Mother's Mask
Aura faint transmutation; CL 3rd
Slot Head; Price 3,600 gp; Weight 1 lb.
Description:
This primitive hyena-like mask is usually made of leather, but some are made of soft metal like copper or even carved out of the skull of an animal. You gain a +2 competence bonus on Handle Animal and Heal checks. You can smell when nearby creatures are in heat or otherwise especially fertile (creatures such as humans that can breed any time of year always smell fertile unless they are barren).
If Lamashtu is your patron, the mask counts as a holy symbol and a hole for a third eye appears in the mask’s forehead. You may use summon monster II once per day to summon a fiendish hyena, which obeys you as if you shared a common language. You may interbreed with animals that are within one size category of your size, usually creating (if you are a humanoid) animal-humanoid creatures such as gnolls or lizardfolk, or sometimes natural lycanthropes prone to live in hybrid form.
Construction
Requirements: Craft Wondrous Item, detect animals or plants, polymorph, summon monster II, creator must have at least 5 ranks in Handle Animal and Heal; Cost 1,800 gp
Is snapleaf a single use item?
Yes.
According to the Pathfinder FAQ (http://paizo.com/pathfinderSociety/faq#v5748eaic9qy9), snapleaf is a one-use item.QuoteIs snapleaf a single use item?
Yes.
http://www.d20pfsrd.com/traits/regional-traits/thoughtful-wish-maker-plane-of-fire (:twitch)Well, GG guys. That's it. Wish does anything. "Man, I wish I could with ten times a round without paying the cost."
http://www.d20pfsrd.com/traits/regional-traits/thoughtful-wish-maker-plane-of-fire (:twitch)Well, GG guys. That's it. Wish does anything. "Man, I wish I could with ten times a round without paying the cost."
DM: "HAHAHAHA!"
"I made a DC 30 sense motive."
DM: "Sure thing, bro."
What would be a "partial fulfillment" of that wish? You can cast wish once per round without paying the cost? Anything less than that is just non-fulfillment, not partial.
DM: Granted. Now you can with ten times a round without paying the cost. Just think of what would have happened if you wished to wish that often!http://www.d20pfsrd.com/traits/regional-traits/thoughtful-wish-maker-plane-of-fire (:twitch)Well, GG guys. That's it. Wish does anything. "Man, I wish I could with ten times a round without paying the cost."
DM: "HAHAHAHA!"
"I made a DC 30 sense motive."
DM: "Sure thing, bro."
What would be a "partial fulfillment" of that wish? You can cast wish once per round without paying the cost? Anything less than that is just non-fulfillment, not partial.Maybe someone else would have to pay. After a couple, one of the other party members finds out I've been emptying his gold pouch. :tongue
As a full-round action, you can use a melee weapon to deliver a coup de grace (pronounced "coo day grahs") to a helpless opponent. You can also use a bow or crossbow, provided you are adjacent to the target.
We've already obliquely discussed the Cleromancy spell over in the Sacred Geometry thread. But to be specific about this spell ..... it rocks.Have we mentioned Maximizing it so that every d4 you just rolled came up a 4?
http://www.d20pfsrd.com/magic/all-spells/c/cleromancy
Being able to apply up to a +4 Luck bonus (multiple times, even - at higher levels) to Caster Level Checks makes Cleromancy a terrific counterspell support spell. And keep in mind, all d20 rolls can benefit from the rolls. Attack rolls, skill checks, etc.
Other Caster Level checks benefit from Cleromancy luck bonuses as well. I'm gonna backport this spell back to 3.5.
Oh my god I can only imagine the look on many DM's faces as this is cast! :lmaoWe've already obliquely discussed the Cleromancy spell over in the Sacred Geometry thread. But to be specific about this spell ..... it rocks.Have we mentioned Maximizing it so that every d4 you just rolled came up a 4?
http://www.d20pfsrd.com/magic/all-spells/c/cleromancy
Being able to apply up to a +4 Luck bonus (multiple times, even - at higher levels) to Caster Level Checks makes Cleromancy a terrific counterspell support spell. And keep in mind, all d20 rolls can benefit from the rolls. Attack rolls, skill checks, etc.
Other Caster Level checks benefit from Cleromancy luck bonuses as well. I'm gonna backport this spell back to 3.5.
Get a CL*4 bonus on CL things over the next CL rounds? Sure! Why not?Oh my god I can only imagine the look on many DM's faces as this is cast! :lmaoWe've already obliquely discussed the Cleromancy spell over in the Sacred Geometry thread. But to be specific about this spell ..... it rocks.Have we mentioned Maximizing it so that every d4 you just rolled came up a 4?
http://www.d20pfsrd.com/magic/all-spells/c/cleromancy
Being able to apply up to a +4 Luck bonus (multiple times, even - at higher levels) to Caster Level Checks makes Cleromancy a terrific counterspell support spell. And keep in mind, all d20 rolls can benefit from the rolls. Attack rolls, skill checks, etc.
Other Caster Level checks benefit from Cleromancy luck bonuses as well. I'm gonna backport this spell back to 3.5.
I think it would be more like this: (http://2.bp.blogspot.com/-dHfqXVskPYc/UDf0aLfhkqI/AAAAAAAAGuY/fNGub_Of6zw/s1600/media-head_explode.jpg)Get a CL*4 bonus on CL things over the next CL rounds? Sure! Why not?Oh my god I can only imagine the look on many DM's faces as this is cast! :lmaoWe've already obliquely discussed the Cleromancy spell over in the Sacred Geometry thread. But to be specific about this spell ..... it rocks.Have we mentioned Maximizing it so that every d4 you just rolled came up a 4?
http://www.d20pfsrd.com/magic/all-spells/c/cleromancy
Being able to apply up to a +4 Luck bonus (multiple times, even - at higher levels) to Caster Level Checks makes Cleromancy a terrific counterspell support spell. And keep in mind, all d20 rolls can benefit from the rolls. Attack rolls, skill checks, etc.
Other Caster Level checks benefit from Cleromancy luck bonuses as well. I'm gonna backport this spell back to 3.5.
... Correct me if I'm wrong, but can't you Empower it as well? I mean, doesn't synergize well with Maximize (you probably won't roll many more fours), but still.I think it would be more like this: (http://2.bp.blogspot.com/-dHfqXVskPYc/UDf0aLfhkqI/AAAAAAAAGuY/fNGub_Of6zw/s1600/media-head_explode.jpg)Get a CL*4 bonus on CL things over the next CL rounds? Sure! Why not?Oh my god I can only imagine the look on many DM's faces as this is cast! :lmaoWe've already obliquely discussed the Cleromancy spell over in the Sacred Geometry thread. But to be specific about this spell ..... it rocks.Have we mentioned Maximizing it so that every d4 you just rolled came up a 4?
http://www.d20pfsrd.com/magic/all-spells/c/cleromancy
Being able to apply up to a +4 Luck bonus (multiple times, even - at higher levels) to Caster Level Checks makes Cleromancy a terrific counterspell support spell. And keep in mind, all d20 rolls can benefit from the rolls. Attack rolls, skill checks, etc.
Other Caster Level checks benefit from Cleromancy luck bonuses as well. I'm gonna backport this spell back to 3.5.
Correct me if I'm wrong, but can't you Empower it as well? I mean, doesn't synergize well with Maximize (you probably won't roll many more fours), but still.Yes, but due to the odd nature of the spell, you might actually be worse off than if you'd only Maximized it. :lmao
How do you figure? I'm not seeing that.Correct me if I'm wrong, but can't you Empower it as well? I mean, doesn't synergize well with Maximize (you probably won't roll many more fours), but still.Yes, but due to the odd nature of the spell, you might actually be worse off than if you'd only Maximized it. :lmao
It's sheer overkill, but since that spell gives a luck bonus....Hahaha! Nice.
http://www.d20pfsrd.com/traits/faith-traits/fate-s-favored
It's sheer overkill, but since that spell gives a luck bonus....Hahaha! Nice.
http://www.d20pfsrd.com/traits/faith-traits/fate-s-favored
How do you figure? I'm not seeing that.Correct me if I'm wrong, but can't you Empower it as well? I mean, doesn't synergize well with Maximize (you probably won't roll many more fours), but still.Yes, but due to the odd nature of the spell, you might actually be worse off than if you'd only Maximized it. :lmao
Cleromancy involves casting bones and interpreting the results. Those able to arrive at the proper interpretation are granted knowledge of coming events. Roll 1d4 per caster level. Group the dice by like results, and choose one of the groups. For the duration of cleromancy, you can apply a luck bonus equal to the result of the selected dice to any d20 roll.A maximized Cleromancy only has one group. If you also empower it, you're going to have different groups again (only two, instead of four, though), because you apply Maximize and Empower separately (you'd roll 4+1d2 for each die, then separate the results into two piles depending on the rolls).
You can apply this bonus to a number of rolls equal to the number of dice in the group. If cleromancy expires before you are able to allocate the total number of allotted bonuses, the remaining bonuses are lost.
How do you figure? I'm not seeing that.Correct me if I'm wrong, but can't you Empower it as well? I mean, doesn't synergize well with Maximize (you probably won't roll many more fours), but still.Yes, but due to the odd nature of the spell, you might actually be worse off than if you'd only Maximized it. :lmaoQuoteCleromancy involves casting bones and interpreting the results. Those able to arrive at the proper interpretation are granted knowledge of coming events. Roll 1d4 per caster level. Group the dice by like results, and choose one of the groups. For the duration of cleromancy, you can apply a luck bonus equal to the result of the selected dice to any d20 roll.A maximized Cleromancy only has one group. If you also empower it, you're going to have different groups again (only two, instead of four, though), because you apply Maximize and Empower separately (you'd roll 4+1d2 for each die, then separate the results into two piles depending on the rolls).
You can apply this bonus to a number of rolls equal to the number of dice in the group. If cleromancy expires before you are able to allocate the total number of allotted bonuses, the remaining bonuses are lost.
I had always thought it just meant "maximize the normal number of dice, then add half the normal number of dice." :???How do you figure? I'm not seeing that.Correct me if I'm wrong, but can't you Empower it as well? I mean, doesn't synergize well with Maximize (you probably won't roll many more fours), but still.Yes, but due to the odd nature of the spell, you might actually be worse off than if you'd only Maximized it. :lmaoQuoteCleromancy involves casting bones and interpreting the results. Those able to arrive at the proper interpretation are granted knowledge of coming events. Roll 1d4 per caster level. Group the dice by like results, and choose one of the groups. For the duration of cleromancy, you can apply a luck bonus equal to the result of the selected dice to any d20 roll.A maximized Cleromancy only has one group. If you also empower it, you're going to have different groups again (only two, instead of four, though), because you apply Maximize and Empower separately (you'd roll 4+1d2 for each die, then separate the results into two piles depending on the rolls).
You can apply this bonus to a number of rolls equal to the number of dice in the group. If cleromancy expires before you are able to allocate the total number of allotted bonuses, the remaining bonuses are lost.
Slightly incorrect. Empower + Maximize doesn't mean you roll a die 0.5 times the size, it means you roll the die then multiply by 0.5. So the results would be {4, 5, 5, 6} after rounding (as opposed to {5, 5, 6, 6} with 1d2+4). So three piles (one of which is ~twice the size), not two.
It's... interesting. Not useful at all. Practically detrimental, actually.
Ostentatious Display (http://www.d20pfsrd.com/feats/general-feats/ostentatious-display)
I had always thought it just meant "maximize the normal number of dice, then add half the normal number of dice." :???How do you figure? I'm not seeing that.Correct me if I'm wrong, but can't you Empower it as well? I mean, doesn't synergize well with Maximize (you probably won't roll many more fours), but still.Yes, but due to the odd nature of the spell, you might actually be worse off than if you'd only Maximized it. :lmaoQuoteCleromancy involves casting bones and interpreting the results. Those able to arrive at the proper interpretation are granted knowledge of coming events. Roll 1d4 per caster level. Group the dice by like results, and choose one of the groups. For the duration of cleromancy, you can apply a luck bonus equal to the result of the selected dice to any d20 roll.A maximized Cleromancy only has one group. If you also empower it, you're going to have different groups again (only two, instead of four, though), because you apply Maximize and Empower separately (you'd roll 4+1d2 for each die, then separate the results into two piles depending on the rolls).
You can apply this bonus to a number of rolls equal to the number of dice in the group. If cleromancy expires before you are able to allocate the total number of allotted bonuses, the remaining bonuses are lost.
Slightly incorrect. Empower + Maximize doesn't mean you roll a die 0.5 times the size, it means you roll the die then multiply by 0.5. So the results would be {4, 5, 5, 6} after rounding (as opposed to {5, 5, 6, 6} with 1d2+4). So three piles (one of which is ~twice the size), not two.
(for example, a 10d6 fireball would become (10*6)+5d6)... oops.
Maybe I'm just dumb, but I can't find those examples..?Slightly incorrect. Empower + Maximize doesn't mean you roll a die 0.5 times the size, it means you roll the die then multiply by 0.5. So the results would be {4, 5, 5, 6} after rounding (as opposed to {5, 5, 6, 6} with 1d2+4). So three piles (one of which is ~twice the size), not two.I had always thought it just meant "maximize the normal number of dice, then add half the normal number of dice." :???
(for example, a 10d6 fireball would become (10*6)+5d6)... oops.
That's how it worked in 3.5, but PF handles it differently. According to provided examples by designers.
FAQ for 3.5Maybe I'm just dumb, but I can't find those examples..?Slightly incorrect. Empower + Maximize doesn't mean you roll a die 0.5 times the size, it means you roll the die then multiply by 0.5. So the results would be {4, 5, 5, 6} after rounding (as opposed to {5, 5, 6, 6} with 1d2+4). So three piles (one of which is ~twice the size), not two.I had always thought it just meant "maximize the normal number of dice, then add half the normal number of dice." :???
(for example, a 10d6 fireball would become (10*6)+5d6)... oops.
That's how it worked in 3.5, but PF handles it differently. According to provided examples by designers.
So from People of the River there is this interesting tidbit:Well there's support for them...
Call Out http://www.archivesofnethys.com/FeatDisplay.aspx?ItemName=Call%20Out
If you read up on Dueling in Ultimate Combat you find that with this you can gain Immediate action counterspells, among other minor benefits.
At least they printed a way to force someone else to uses those variant rules. :P
... Okay, Pummeling Style/ Charge doesn't say it has to be unarmed attacks... Rise of the Charger!Monks can get it from lv1/8, rather than lv6/12 like everyone else though. At that point you might as well pick up Pounce from barbarian, catfolk or synthesist.
I'm confused by Pummeling Style. Is it supposed to be like Clustered Shots but for melee attacks?Yeah, except you can crit with the entire combined attack.
Well there's support for them...
http://www.d20pfsrd.com/feats/combat-feats/dueling-disciple-combat
http://www.d20pfsrd.com/feats/combat-feats/duelist-of-the-roaring-falls-combat
http://www.d20pfsrd.com/feats/combat-feats/duelist-of-the-shrouded-lake-combat
http://www.d20pfsrd.com/feats/combat-feats/falling-water-gambit-combat
(Duel rules here (http://www.d20pfsrd.com/gamemastering/other-rules/duels))
I Guess that does help support the variant, but those are so feat intensive relative to their benefit that they don't seem worthwhile.
... Okay, Pummeling Style/ Charge doesn't say it has to be unarmed attacks... Rise of the Charger!Mhm. It will probably be fixed, though. They don't want people using good weapons to also have good feats. It doesn't help you have to invest in crummy monk classes.
Pummelling Style, Bludgeoner, Sap Adept, Sap Master on a Rogue / Gunslinger with a Master of Many Styles dip? Idea popped into my head and it works by RAW...... Okay, Pummeling Style/ Charge doesn't say it has to be unarmed attacks... Rise of the Charger!Mhm. It will probably be fixed, though. They don't want people using good weapons to also have good feats. It doesn't help you have to invest in crummy monk classes.
I suggest getting a really good crit weapon. I wonder how medusa's wrath, ranged weapons, and twf work with it...
Then again, it might turn out really bad, like that one gunslinger dead.
Posted this thread on the Paizo site, not even sure if I am along the right track in thinking but if it works it does qualify as interesting.
http://paizo.com/threads/rzs2re1v?Do-Aid-Another-Attempts-from-the-same-person (http://paizo.com/threads/rzs2re1v?Do-Aid-Another-Attempts-from-the-same-person)
As completely stupid as it sounds, a Human Ranger with Racial Heritage(Kasatha) can dual wield bows.What's the tl;dr on the actual benefit of this versus just using Hand Crossbows? I get that you have an option for a bigger damage die (if you have enough hands or your DM doesn't care about you one-handing longbows), but is there really anything else? Or is this just about the silliness factor?
Twin Bows (Ex): At first level, a bow nomad can simultaneously wield a combination of two of any of the following ranged weapons: shortbow, longbow, and their composite versions. When a bow nomad makes a full attack with two bows, two-weapon penalties apply and can be offset with Two-Weapon Fighting feats. Since bows aren't light weapons, a bow nomad with Two-Weapon Fighting takes a -4 penalty on attacks with each of her bows. Extra attacks from other sources, such as those granted by Manyshot or Rapid Shot, can be applied to only one of the wielded bows per round. This ability replaces wild empathy.
prob just silliness... since normally a bow takes two hands ;)Holy crap that's a lot of prereqs! It might be easier to just get cover or total concealment. :P
armor spikes + Sword and Pistol (http://www.d20pfsrd.com/feats/combat-feats/sword-and-pistol-combat) = avoid AoO when close-combating xbows and guns
As completely stupid as it sounds, a Human Ranger with Racial Heritage(Kasatha) can dual wield bows.What's the tl;dr on the actual benefit of this versus just using Hand Crossbows? I get that you have an option for a bigger damage die (if you have enough hands or your DM doesn't care about you one-handing longbows), but is there really anything else? Or is this just about the silliness factor?
Twin Bows (Ex): At first level, a bow nomad can simultaneously wield a combination of two of any of the following ranged weapons: shortbow, longbow, and their composite versions. When a bow nomad makes a full attack with two bows, two-weapon penalties apply and can be offset with Two-Weapon Fighting feats. Since bows aren't light weapons, a bow nomad with Two-Weapon Fighting takes a -4 penalty on attacks with each of her bows. Extra attacks from other sources, such as those granted by Manyshot or Rapid Shot, can be applied to only one of the wielded bows per round. This ability replaces wild empathy.
I wonder what a Zen archer build could do with a dip there.As completely stupid as it sounds, a Human Ranger with Racial Heritage(Kasatha) can dual wield bows.What's the tl;dr on the actual benefit of this versus just using Hand Crossbows? I get that you have an option for a bigger damage die (if you have enough hands or your DM doesn't care about you one-handing longbows), but is there really anything else? Or is this just about the silliness factor?
Twin Bows (Ex): At first level, a bow nomad can simultaneously wield a combination of two of any of the following ranged weapons: shortbow, longbow, and their composite versions. When a bow nomad makes a full attack with two bows, two-weapon penalties apply and can be offset with Two-Weapon Fighting feats. Since bows aren't light weapons, a bow nomad with Two-Weapon Fighting takes a -4 penalty on attacks with each of her bows. Extra attacks from other sources, such as those granted by Manyshot or Rapid Shot, can be applied to only one of the wielded bows per round. This ability replaces wild empathy.
I posted it just for the silliness factor.
However, I guess for noting any real benefit, someone on the Paizo forums said that because of the way it was worded that it might let you wield oversized bows. :P
Its just a weird cocktail of silliness.
I wonder what a Zen archer build could do with a dip there.As completely stupid as it sounds, a Human Ranger with Racial Heritage(Kasatha) can dual wield bows.What's the tl;dr on the actual benefit of this versus just using Hand Crossbows? I get that you have an option for a bigger damage die (if you have enough hands or your DM doesn't care about you one-handing longbows), but is there really anything else? Or is this just about the silliness factor?
Twin Bows (Ex): At first level, a bow nomad can simultaneously wield a combination of two of any of the following ranged weapons: shortbow, longbow, and their composite versions. When a bow nomad makes a full attack with two bows, two-weapon penalties apply and can be offset with Two-Weapon Fighting feats. Since bows aren't light weapons, a bow nomad with Two-Weapon Fighting takes a -4 penalty on attacks with each of her bows. Extra attacks from other sources, such as those granted by Manyshot or Rapid Shot, can be applied to only one of the wielded bows per round. This ability replaces wild empathy.
I posted it just for the silliness factor.
However, I guess for noting any real benefit, someone on the Paizo forums said that because of the way it was worded that it might let you wield oversized bows. :P
Its just a weird cocktail of silliness.
Animal Soul + Hunter's Animal Focus = infinite duration enhancement bonus to a stat
The Instrument of Agony (http://www.d20pfsrd.com/magic/all-spells/i/instrument-of-agony) spell is quite a nasty debuff for 2nd level, and it is on the cleric list and can be pre-cast into your weapon up to 1 min/lvl ahead of time.
Martial Flexibility (Ex)
A brawler can take a move action to gain the benefit of a combat feat she doesn't possess. This effect lasts for 1 minute. The brawler must meet all the feat's prerequisites. She may use this ability a number of times per day equal to 3 + 1/2 her brawler level (minimum 1).
The brawler can use this ability again before the duration expires in order to replace the previous combat feat with another choice.
If a combat feat has a daily use limitation (such as Stunning Fist), any uses of that combat feat while using this ability count toward that feat's daily limit.
At 6th level, a brawler can use this ability to gain the benefit of two combat feats at the same time. She may select one feat as a swift action or two feats as a move action. She may use one of these feats to meet a prerequisite of the second feat; doing so means that she cannot replace a feat currently fulfilling another's prerequisite without also replacing those feats that require it. Each individual feat selected counts toward her daily uses of this ability.
At 10th level, a brawler can use this ability to gain the benefit of three combat feats at the same time. She may select one feat as a free action, two feats as a swift action, or three feats as a move action. She may use one of the feats to meet a prerequisite of the second and third feats, and use the second feat to meet a prerequisite of the third feat. Each individual feat selected counts toward her daily uses of this ability.
At 12th level, a brawler can use this ability to gain the benefit of one combat feat as an immediate action or three combat feats as a swift action. Each individual feat selected counts toward her daily uses of this ability.
At 20th level, a brawler can use this ability to gain the benefit of any number of combat feats as a swift action. Each feat selected counts toward her daily uses of this ability.
Couldn't Undersized Mount be used for egregious mount-stacking?If you're running 3.5 with Pathfinder + Dragonlance material, it's possible to have a psion who rides his own psicrystal. Kobold (w/ Slight Build) + Undersized Mount + Heroic Steed.
Egregious mount stacking?
Like, Barbarian 1 rides Barbarian 2 rides Barbarian 3...
Heroic Steed.Slight correction unless it's been reprinted under a different name elsewhere, but Knightly Orders of Ansalon (Dragonlance) has it as "Mighty Steed."
As completely stupid as it sounds, a Human Ranger with Racial Heritage(Kasatha) can dual wield bows.What's the tl;dr on the actual benefit of this versus just using Hand Crossbows? I get that you have an option for a bigger damage die (if you have enough hands or your DM doesn't care about you one-handing longbows), but is there really anything else? Or is this just about the silliness factor?
Twin Bows (Ex): At first level, a bow nomad can simultaneously wield a combination of two of any of the following ranged weapons: shortbow, longbow, and their composite versions. When a bow nomad makes a full attack with two bows, two-weapon penalties apply and can be offset with Two-Weapon Fighting feats. Since bows aren't light weapons, a bow nomad with Two-Weapon Fighting takes a -4 penalty on attacks with each of her bows. Extra attacks from other sources, such as those granted by Manyshot or Rapid Shot, can be applied to only one of the wielded bows per round. This ability replaces wild empathy.
I posted it just for the silliness factor.
However, I guess for noting any real benefit, someone on the Paizo forums said that because of the way it was worded that it might let you wield oversized bows. :P
Its just a weird cocktail of silliness.
Which probably makes the incessant 'Will my Inquisitor of Sarenrae lose his powers if he tortures somebody' threads even more irritating. I mean, they're already examples of everything wrong with internet arguments, but worse.The Instrument of Agony (http://www.d20pfsrd.com/magic/all-spells/i/instrument-of-agony) spell is quite a nasty debuff for 2nd level, and it is on the cleric list and can be pre-cast into your weapon up to 1 min/lvl ahead of time.
You know, when Inquisitor came out, I said I liked that there was a rogue/cleric type hybrid class mechanically, but I hated it due to the name and the fact that it wasn't an evil-only class and it was in fact glorifying some of the most repugnant crimes against humanity committed in history. And everyone told me I was crazy, I was reading too much into it, it was just a name w/ no connection to the actual Inquisition....
And then Paizo keeps putting out spells and such for the class that are blatant call backs to torturing people, one even involves hurting them for information.
I know this is off-topic, but it really genuinely pisses me off.
You know, when Inquisitor came out, I said I liked that there was a rogue/cleric type hybrid class mechanically, but I hated it due to the name and the fact that it wasn't an evil-only class and it was in fact glorifying some of the most repugnant crimes against humanity committed in history. And everyone told me I was crazy, I was reading too much into it, it was just a name w/ no connection to the actual Inquisition....Wow why does that spell not have an [evil] tag attached to it but deathwatch does?
And then Paizo keeps putting out spells and such for the class that are blatant call backs to torturing people, one even involves hurting them for information.
I know this is off-topic, but it really genuinely pisses me off.
There is a difference - sure, crusader, knight, and samurai are strongly linked with brutality, violence, and oppression, there are lots of positive connotations to those as well. Sure, the word 'crusader' is linked with atrocities committed in the middle east, but it's also still connected to people who give all for a cause. For every black knight you have a shining knight.You know, when Inquisitor came out, I said I liked that there was a rogue/cleric type hybrid class mechanically, but I hated it due to the name and the fact that it wasn't an evil-only class and it was in fact glorifying some of the most repugnant crimes against humanity committed in history. And everyone told me I was crazy, I was reading too much into it, it was just a name w/ no connection to the actual Inquisition....Wow why does that spell not have an [evil] tag attached to it but deathwatch does?
And then Paizo keeps putting out spells and such for the class that are blatant call backs to torturing people, one even involves hurting them for information.
I know this is off-topic, but it really genuinely pisses me off.
Excepting that thing it is kinda wierd that inquisitor is where you put you foot down for offensiveness. Do you have a similar problem with crusader, knight, and samurai? Given that the Crusades and the Inquisition were pretty much the same crime of Europe and that feudalism as a system is probably the most damaging thing to happen to humans.
There is a difference - sure, crusader, knight, and samurai are strongly linked with brutality, violence, and oppression, there are lots of positive connotations to those as well. Sure, the word 'crusader' is linked with atrocities committed in the middle east, but it's also still connected to people who give all for a cause. For every black knight you have a shining knight.You know, when Inquisitor came out, I said I liked that there was a rogue/cleric type hybrid class mechanically, but I hated it due to the name and the fact that it wasn't an evil-only class and it was in fact glorifying some of the most repugnant crimes against humanity committed in history. And everyone told me I was crazy, I was reading too much into it, it was just a name w/ no connection to the actual Inquisition....Wow why does that spell not have an [evil] tag attached to it but deathwatch does?
And then Paizo keeps putting out spells and such for the class that are blatant call backs to torturing people, one even involves hurting them for information.
I know this is off-topic, but it really genuinely pisses me off.
Excepting that thing it is kinda wierd that inquisitor is where you put you foot down for offensiveness. Do you have a similar problem with crusader, knight, and samurai? Given that the Crusades and the Inquisition were pretty much the same crime of Europe and that feudalism as a system is probably the most damaging thing to happen to humans.
But Inquisitors really don't have any connotation except to torture & oppressive orthodoxy.
There is a difference - sure, crusader, knight, and samurai are strongly linked with brutality, violence, and oppression, there are lots of positive connotations to those as well. Sure, the word 'crusader' is linked with atrocities committed in the middle east, but it's also still connected to people who give all for a cause. For every black knight you have a shining knight.You know, when Inquisitor came out, I said I liked that there was a rogue/cleric type hybrid class mechanically, but I hated it due to the name and the fact that it wasn't an evil-only class and it was in fact glorifying some of the most repugnant crimes against humanity committed in history. And everyone told me I was crazy, I was reading too much into it, it was just a name w/ no connection to the actual Inquisition....Wow why does that spell not have an [evil] tag attached to it but deathwatch does?
And then Paizo keeps putting out spells and such for the class that are blatant call backs to torturing people, one even involves hurting them for information.
I know this is off-topic, but it really genuinely pisses me off.
Excepting that thing it is kinda wierd that inquisitor is where you put you foot down for offensiveness. Do you have a similar problem with crusader, knight, and samurai? Given that the Crusades and the Inquisition were pretty much the same crime of Europe and that feudalism as a system is probably the most damaging thing to happen to humans.
But Inquisitors really don't have any connotation except to torture & oppressive orthodoxy.
Given that 3.5 had multiple prestige classes with the word Inquisitor in the title as well as a Dragonlance base class called Inquisitor I think that that was enough precedent for Paizo to go off of.
When you attempt to perform a combat maneuver,So a plain old True Strike applies as well.
make an attack roll and add your CMB in place of your
normal attack bonus. Add any bonuses you currently have
on attack rolls due to spells, feats, and other effects. These
bonuses must be applicable to the weapon or attack used to
perform the maneuver.
So it would have been significantly better then if Paizo had just done the actually logical thing; given inquisitors the same spell alignment restriction as clerics and marked all the torture themed spells as [evil]?
An Arrow Magnet (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/a-b/arrow-magnet) appears to be free to be made from Mithral. This would increase its hardness and decrease the chance to get broken.Or make it out of adamantine. I mean... free, right? It has no weight...
Wasp Nest (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/wasp-nest-of-swarming) doesn't appear to be single use.
Chose mithral because adamantine has no option i saw for normal items made from it.... Huh. I thought there was. My mistake.
Merciless Butchery: (http://www.d20pfsrd.com/feats/combat-feats/merciless-butchery-combat) Coup De Grace as a swift action, against more targets.
Studied Target is from the new Hybrid classes - and IIRC, both of the classes that get Studied get SA.Merciless Butchery: (http://www.d20pfsrd.com/feats/combat-feats/merciless-butchery-combat) Coup De Grace as a swift action, against more targets.
Would be cool, but it requires a bunch, including a 9th level feat and sneak attack. And some obscure class feature....who gets that "studied target" thing? Does it even get 1d6 SA every other level? At least they remembered Coup de Grace provokes AoOs, unlike whoever wrote 3E's Deathblow.
Only the Slayer does. So its a feat aimed at one lone class.Like Natural Spell? Or Extra Smite? Or Extra Rage? Or... :P
To be fair, 3.5 ended up having a bunch of ACFs, PrCs and Templates and other stuff that could use those feats.Only the Slayer does. So its a feat aimed at one lone class.Like Natural Spell? Or Extra Smite? Or Extra Rage? Or... :P
To be fair, 3.5 ended up having a bunch of ACFs, PrCs and Templates and other stuff that could use those feats.Only the Slayer does. So its a feat aimed at one lone class.Like Natural Spell? Or Extra Smite? Or Extra Rage? Or... :P
So it would have been significantly better then if Paizo had just done the actually logical thing; given inquisitors the same spell alignment restriction as clerics and marked all the torture themed spells as [evil]?
That would certainly have been better. I still wouldn't like the idea of a varying alignment PC class called Inquisitor that can pick up torture-themed abilities in a game that isn't particularly grimdark, but it'd be a hell of an improvement.
I really like the Maneuver Master. Look real close at Flurry of Maneuvers and compare it to Flurry of Blows. In addition to the free combat maneuver check, look real close. It includes a penalty to the manuever, but not to the attacks. Even better, there is no limitation written in for weapons - you don't need a monk weapon to use Flurry of Maneuvers.Exactly! And you can take Improved Dirty Trick as your 1st level bonus feat without needing the prereqs (int 13 and Combat Expertise)!
You can even make a strong argument that you can wear armor and use the Flurry - the Monk class can't flurry of blows with armor, it says nothing about flurry of maneuvers. And the flurry of maneuvers doesn't have any of the 'otherwise, this works like flurry of blows' language that comes with the other archetypes that alter Flurry of Blows.
Now, consider what you can do with a single level dip. :)
I really like the Maneuver Master. Look real close at Flurry of Maneuvers and compare it to Flurry of Blows. In addition to the free combat maneuver check, look real close. It includes a penalty to the manuever, but not to the attacks. Even better, there is no limitation written in for weapons - you don't need a monk weapon to use Flurry of Maneuvers.Exactly! And you can take Improved Dirty Trick as your 1st level bonus feat without needing the prereqs (int 13 and Combat Expertise)!
You can even make a strong argument that you can wear armor and use the Flurry - the Monk class can't flurry of blows with armor, it says nothing about flurry of maneuvers. And the flurry of maneuvers doesn't have any of the 'otherwise, this works like flurry of blows' language that comes with the other archetypes that alter Flurry of Blows.
Now, consider what you can do with a single level dip. :)
I found this while putting together a gestalt druid. Slapping this on the other side looked pretty sick. Sadly, I never got to use it...
There's a FAQ clarification that shows off that it means that your monk level counts as your base attack bonus for your monk levels; the given example is a Fighter 19 / Monk 1, IIRC.I really like the Maneuver Master. Look real close at Flurry of Maneuvers and compare it to Flurry of Blows. In addition to the free combat maneuver check, look real close. It includes a penalty to the manuever, but not to the attacks. Even better, there is no limitation written in for weapons - you don't need a monk weapon to use Flurry of Maneuvers.Exactly! And you can take Improved Dirty Trick as your 1st level bonus feat without needing the prereqs (int 13 and Combat Expertise)!
You can even make a strong argument that you can wear armor and use the Flurry - the Monk class can't flurry of blows with armor, it says nothing about flurry of maneuvers. And the flurry of maneuvers doesn't have any of the 'otherwise, this works like flurry of blows' language that comes with the other archetypes that alter Flurry of Blows.
Now, consider what you can do with a single level dip. :)
I found this while putting together a gestalt druid. Slapping this on the other side looked pretty sick. Sadly, I never got to use it...
The maneuver master uses his monk level in place of his base attack bonus to determine his CMB for the bonus maneuvers, though all combat maneuver checks suffer a –2 penalty when using a flurry.
Strictly RAW, I believe it would be a terrible dip cause your bonus on the maneuver is stuck at -1 I believe. Flurry of Maneuvers does not have the wording on BAB from other classes that Flurry of Blows has, they are two different abilities.
I could very well be wrong though. :tongue
Maneuver Master is a nice dip, all the way up to level 6 even (if you want to get a Greater maneuver feat w/o pre-reqs), just make sure you get out after that. Level 7 gives nothing, and 8 is a horrible nerf. By RAW, those maneuver penalties STACK. I can't even imagine a high level MM Monk with the 3 maneuvers and such huge penalties.Saw your dipping guide on another site. :) I'm putting together a crazy level 15 gestalt druid that I plan to pair with 3 levels of the maneuver master monk, 3-4 levels of Fighter (Lore Warden) along with 9+ levels of Magus with the Broad Study arcana. So I'll be able to use both combat maneuvers and spells as part of a full attack (though not likely the same full attack...), while wildshaped into something enormous...
Saw your dipping guide on another site. :)
There's a FAQ clarification that shows off that it means that your monk level counts as your base attack bonus for your monk levels; the given example is a Fighter 19 / Monk 1, IIRC.I really like the Maneuver Master. Look real close at Flurry of Maneuvers and compare it to Flurry of Blows. In addition to the free combat maneuver check, look real close. It includes a penalty to the manuever, but not to the attacks. Even better, there is no limitation written in for weapons - you don't need a monk weapon to use Flurry of Maneuvers.Exactly! And you can take Improved Dirty Trick as your 1st level bonus feat without needing the prereqs (int 13 and Combat Expertise)!
You can even make a strong argument that you can wear armor and use the Flurry - the Monk class can't flurry of blows with armor, it says nothing about flurry of maneuvers. And the flurry of maneuvers doesn't have any of the 'otherwise, this works like flurry of blows' language that comes with the other archetypes that alter Flurry of Blows.
Now, consider what you can do with a single level dip. :)
I found this while putting together a gestalt druid. Slapping this on the other side looked pretty sick. Sadly, I never got to use it...
The maneuver master uses his monk level in place of his base attack bonus to determine his CMB for the bonus maneuvers, though all combat maneuver checks suffer a –2 penalty when using a flurry.
Strictly RAW, I believe it would be a terrible dip cause your bonus on the maneuver is stuck at -1 I believe. Flurry of Maneuvers does not have the wording on BAB from other classes that Flurry of Blows has, they are two different abilities.
I could very well be wrong though. :tongue
The FAQ is for flurry of blows, not flurry of maneuvers. All I am saying is that one cannot say that it is not actually flurry of blows to ignore the armor restriction on flurry of maneuvers and then say that the FAQ on flurry of blows works for it.When it says that his BAB is equal to his monk level, of course it means that "his BAB from his monk levels is equal to his monk levels". BAB always stacks for multiclassed characters. If you need a FAQ to tell you that, you're just being obstinate and intentionally interpreting the rules in the most narrow and punitive way possible, at the expense of logic and common sense.
Agreed, which is why I only say you've got an argument. It remains an argument that might be best to drop. :) Using any weapon still works, as the weapon limitations are written into the text of the flurry, but armor limitations (and BAB/Level interaction) are written into other class features. If you argue that Flurry of Maneuvers is different entirely than Blows, then you may well be stuck with all the implications.There's a FAQ clarification that shows off that it means that your monk level counts as your base attack bonus for your monk levels; the given example is a Fighter 19 / Monk 1, IIRC.I really like the Maneuver Master. Look real close at Flurry of Maneuvers and compare it to Flurry of Blows. In addition to the free combat maneuver check, look real close. It includes a penalty to the manuever, but not to the attacks. Even better, there is no limitation written in for weapons - you don't need a monk weapon to use Flurry of Maneuvers.Exactly! And you can take Improved Dirty Trick as your 1st level bonus feat without needing the prereqs (int 13 and Combat Expertise)!
You can even make a strong argument that you can wear armor and use the Flurry - the Monk class can't flurry of blows with armor, it says nothing about flurry of maneuvers. And the flurry of maneuvers doesn't have any of the 'otherwise, this works like flurry of blows' language that comes with the other archetypes that alter Flurry of Blows.
Now, consider what you can do with a single level dip. :)
I found this while putting together a gestalt druid. Slapping this on the other side looked pretty sick. Sadly, I never got to use it...
The maneuver master uses his monk level in place of his base attack bonus to determine his CMB for the bonus maneuvers, though all combat maneuver checks suffer a –2 penalty when using a flurry.
Strictly RAW, I believe it would be a terrible dip cause your bonus on the maneuver is stuck at -1 I believe. Flurry of Maneuvers does not have the wording on BAB from other classes that Flurry of Blows has, they are two different abilities.
I could very well be wrong though. :tongue
Monk: The monk rules for flurry state, "For the purpose of these attacks, the monk's base attack bonus is equal to his monk level." How does this interact with BAB from class levels and racial Hit Dice? Does a multiclassed fighter 19/monk 1 flurry as if his BAB were only +1?
A monk using flurry treats his BAB from monk levels as equal to his monk level. He still adds BAB from other sources (such as other classes or racial Hit Dice) normally to this total.
So a fighter 19/monk 1 has a normal BAB of +19. When he flurries, he treats his monk BAB as +1 (for his 1 level of monk) and still gets BAB +19 from his fighter levels, for a total flurry BAB of +20.
The FAQ is for flurry of blows, not flurry of maneuvers. All I am saying is that one cannot say that it is not actually flurry of blows to ignore the armor restriction on flurry of maneuvers and then say that the FAQ on flurry of blows works for it.
I like the idea and would probably use it, but I was just pointing out the RAWtardedness of Pathfinder and how the FAQ doesn't always help the case.
Stunning Interruption (Combat)
When you smash your way into a room, you gain more than just the element of surprise.
Prerequisites: Str 15, Power Attack, base attack bonus +5.
Benefit: Before starting combat, you can attempt to break through a door, window, or wall to enter a room. If you succeed, the violence of your arrival is so great that all characters within 20 feet of your entry point must succeed at a Fortitude saving throw (DC = 10 + your base attack bonus) or be stunned instead of acting in the surprise round (if there is one) plus 1 round thereafter. Characters who succeed at this save are instead shaken for 1d4 rounds.
The new book Champions of Corruption is out, and it's got an awesome feat:It's fun, too bad it risks stunning yourself and possibly your party.QuoteStunning Interruption (Combat)[/center]
When you smash your way into a room, you gain more than just the element of surprise.
Prerequisites: Str 15, Power Attack, base attack bonus +5.
Benefit: Before starting combat, you can attempt to break through a door, window, or wall to enter a room. If you succeed, the violence of your arrival is so great that all characters within 20 feet of your entry point must succeed at a Fortitude saving throw (DC = 10 + your base attack bonus) or be stunned instead of acting in the surprise round (if there is one) plus 1 round thereafter. Characters who succeed at this save are instead shaken for 1d4 rounds.
:lmaoThe new book Champions of Corruption is out, and it's got an awesome feat:It's fun, too bad it risks stunning yourself and possibly your party.QuoteStunning Interruption (Combat)[/center]
When you smash your way into a room, you gain more than just the element of surprise.
Prerequisites: Str 15, Power Attack, base attack bonus +5.
Benefit: Before starting combat, you can attempt to break through a door, window, or wall to enter a room. If you succeed, the violence of your arrival is so great that all characters within 20 feet of your entry point must succeed at a Fortitude saving throw (DC = 10 + your base attack bonus) or be stunned instead of acting in the surprise round (if there is one) plus 1 round thereafter. Characters who succeed at this save are instead shaken for 1d4 rounds.
Half-orcs (http://www.d20pfsrd.com/races/core-races/half-orc) and orcs (http://www.d20pfsrd.com/races/other-races/featured-races/arg-orc) can uses torches as martial weapons.
Because they have the word "orc" in their name.
PF's got a sci-fi sourcebook (http://www.amazon.com/gp/product/1601256728/ref=as_li_qf_sp_asin_il_tl?ie=UTF8&camp=1789&creative=9325&creativeASIN=1601256728&linkCode=as2&tag=httpwwwd20pfs-20&linkId=I4WRDI766XR3RCYQ) in its SRD (http://www.d20pfsrd.com/equipment---final/technological-equipment) now. I've been skimming through the equipment, a large part of which seems to be so expensive as to be impractical. I get the impression that it's designed for inserting a bit of lost future tech in a fantasy environment than as the basis for a sci-fi setting.
Master Tactician (Ex)
A divine strategist can always act in a surprise round even if she fails to make a Perception check to notice enemies, though she is considered flat-footed until she acts. In addition, the divine strategist gains a bonus on initiative checks equal to 1/2 her cleric level. At 20th level, a divine strategist’s initiative roll is automatically a natural 20. Allies able to see and hear the divine strategist gain a bonus on initiative checks equal to 1/4 the divine strategist’s level. This is a language-dependent ability.
This ability replaces channel energy.
Replacement Power: The following granted power replaces the speak with animals power of the Animal domain.
Eyes of the Hawk (Ex): You gain a racial bonus on Perception checks equal to 1/2 your cleric level (minimum +1). In addition, if you can act during a surprise round, you receive a +2 racial bonus on your Initiative check.
Lookout (Combat, Teamwork)
Your allies help you avoid being surprised.
Benefit: Whenever you are adjacent to an ally who also has this feat, you may act in the surprise round as long as your ally would normally be able to act in the surprise round. If you would normally be denied the ability to act in the surprise round, your initiative is equal to your initiative roll or the roll of your ally –1, whichever is lower. If both you and your ally would be able to act in the surprise round without the aid of this feat, you may take both a standard and a move action (or a full-round action) during the surprise round.
Another surprise round exploit available is the Brawler Exemplar. He can take a move action during the surprise round that makes all his allies within 30' stop being flatfooted. It's kinda like uncanny dodge for everyone. Assuming the brawler gets to act.
But if the Divine Strategist with Feather domain gets to act in the surprise round, and he and the brawler have Lookout, then together they can leave the party essentially immune to ambush.
Another surprise round exploit available is the Brawler Exemplar. He can take a move action during the surprise round that makes all his allies within 30' stop being flatfooted. It's kinda like uncanny dodge for everyone. Assuming the brawler gets to act.
But if the Divine Strategist with Feather domain gets to act in the surprise round, and he and the brawler have Lookout, then together they can leave the party essentially immune to ambush.
Immune to the effects of a surprise round sure, but I wouldn't call it immune to ambush. The ambusher still controls where the battlefield is taking place, and while they are not getting the surprise round, they have that going for them. But that is me being nitpicky. :D
Is Tiger Pounce (http://www.d20pfsrd.com/feats/combat-feats/tiger-pounce-combat) a better version of Shock Trooper or what?
That's where samsaran comes in. IIRC, Inquisitor can't actually benefit from Litany of Righteousness, anyway.
looks like Inquisitor spells, not Cleric
Is Tiger Pounce (http://www.d20pfsrd.com/feats/combat-feats/tiger-pounce-combat) a better version of Shock Trooper or what?
Not to mention adding Dungeoncrasher after knockback. That's just serious pain.Is Tiger Pounce (http://www.d20pfsrd.com/feats/combat-feats/tiger-pounce-combat) a better version of Shock Trooper or what?
I'll go with "or what." Shock Trooper doesn't require 3 worthless feats on top of power attack, nor being level 9. And it comes with two other criminally overlooked tactical maneuvers that are amazing as well with Knockback.
Not to mention adding Dungeoncrasher after knockback. That's just serious pain.Is Tiger Pounce (http://www.d20pfsrd.com/feats/combat-feats/tiger-pounce-combat) a better version of Shock Trooper or what?
I'll go with "or what." Shock Trooper doesn't require 3 worthless feats on top of power attack, nor being level 9. And it comes with two other criminally overlooked tactical maneuvers that are amazing as well with Knockback.
1 level dip grants it at 1st level.Is Tiger Pounce (http://www.d20pfsrd.com/feats/combat-feats/tiger-pounce-combat) a better version of Shock Trooper or what?
I'll go with "or what." Shock Trooper doesn't require 3 worthless feats on top of power attack, nor being level 9. And it comes with two other criminally overlooked tactical maneuvers that are amazing as well with Knockback.
Also, if playing PF, power attack is a fixed amount. -1 to hit, and another -1 per 4 BAB. Part of the appeal of shock trooper was being able to go full power and take massive AC penalties for massive damage bonuses. In PF, the amount you can trade is strictly limited. The ratio is better, but no one who used shock trooper cared about their AC anyway, whether it was -6 or -12.
EDIT: It's still a good martial feat, don't get me wrong. It's a worse cost-benefit than Shock Trooper, but PF massively nerfed martials especially in the feats dept., so Tiger Pounce still ends up looking nice.
What's the one-level dip? Master of Many Styles would need to have the Style first, wouldn't it?1 level dip grants it at 1st level.Is Tiger Pounce (http://www.d20pfsrd.com/feats/combat-feats/tiger-pounce-combat) a better version of Shock Trooper or what?
I'll go with "or what." Shock Trooper doesn't require 3 worthless feats on top of power attack, nor being level 9. And it comes with two other criminally overlooked tactical maneuvers that are amazing as well with Knockback.
Also, if playing PF, power attack is a fixed amount. -1 to hit, and another -1 per 4 BAB. Part of the appeal of shock trooper was being able to go full power and take massive AC penalties for massive damage bonuses. In PF, the amount you can trade is strictly limited. The ratio is better, but no one who used shock trooper cared about their AC anyway, whether it was -6 or -12.
EDIT: It's still a good martial feat, don't get me wrong. It's a worse cost-benefit than Shock Trooper, but PF massively nerfed martials especially in the feats dept., so Tiger Pounce still ends up looking nice.
And again, unless you play PFS or something like that, you can use 3.5 Power Attack.
I agree with the sentiment. THe major issue is that under PF, you have a much smaller change to kill the other guy with PF PA, which is why shock trooper worked; the other guy was dead, so a poor AC (to the point of being 5% and hoping you were lucky with your concealment) didn't matter.
Otherworldly Kimono (UE 216) in addition other stuff, allows your to Maze someone w no save
Again, the other nice thing about Shock Trooper was the synergy w/ knockback. It's *also* much harder for them to retaliate upon you when you've hit them far enough away that they can't full attack you on their turn. That's how my shock troopers survive the AC hit generally.Hm... indeed. Knockback is just generally pretty good, too. Even when I was not charging, I could use knockback to push enemies around for better positioning.
Again, the other nice thing about Shock Trooper was the synergy w/ knockback. It's *also* much harder for them to retaliate upon you when you've hit them far enough away that they can't full attack you on their turn. That's how my shock troopers survive the AC hit generally.Hm... indeed. Knockback is just generally pretty good, too. Even when I was not charging, I could use knockback to push enemies around for better positioning.
People often underestimate push effects. My 4e Drow Sorceress could push people back with her Mark of the Storm. People sniping from trees were never safe. Treacherous terrain was often an ally. The same will soon be true for my 5e warlock.
Whirlwind Dance (Ex) At 7th level, a whirling dervish can sweep through her opponents' lines like a cyclone. As a full-round action, she can spend 1 panache point to move up to her speed. She can make attacks against creatures with her reach during this movement, up to the number of attacks she's entitled to with a full attack. Each attack is made at her highest attack bonus, and must target a different creature. This movement provokes attacks of opportunity as normal. This deed replaces superior feint and targeted strike.
Is there an actual rule in Pathfinder that prevents you from using a different weapon than the one that gives you an attack in a full-attack?
If not, just get a few natural attacks and replace them in Whirlwind Dance with whatever weapon you want.
any ways to gain additional actions during surprise round, like getting a full turn r something?Rogue archetype Bandit gives Ambush at 4th level, which gives you a move, standard and swift action in surprise round (instead of just a move OR standard). So basically a full-round action. Dunno if you can replace it for a full-round action, though.
You can also pick up the Improved X combat maneuver feats as monk bonus feats, meaning you can ignore the prereqs.I know it's stupid, but apparently by RAW you can select but you can't use those feats, because the Monk's Bonus Feat ability's description doesn't say you can.
You can also pick up the Improved X combat maneuver feats as monk bonus feats, meaning you can ignore the prereqs.I know it's stupid, but apparently by RAW you can select but you can't use those feats, because the Monk's Bonus Feat ability's description doesn't say you can.
Whirlwind Dance (Ex) At 7th level, a whirling dervish can sweep through her opponents' lines like a cyclone. As a full-round action, she can spend 1 panache point to move up to her speed. She can make attacks against creatures with her reach during this movement, up to the number of attacks she's entitled to with a full attack. Each attack is made at her highest attack bonus, and must target a different creature. This movement provokes attacks of opportunity as normal. This deed replaces superior feint and targeted strike.
Is there an actual rule in Pathfinder that prevents you from using a different weapon than the one that gives you an attack in a full-attack?
If not, just get a few natural attacks and replace them in Whirlwind Dance with whatever weapon you want.
I don't know. 'the number of attacks she's entitled to with a full attack' seems clear, but will probably get murky in a hurry. It could just refer to iterative attacks, and possible extra attacks from Haste. Which would mean you don't get extra attacks from Natural weapons or TWF.
The more plain text reading is that you would simply take all the attacks you could take as a full attack, bump them up to your highest attack mod, then parcel them out among various enemies.
The problem is the murky nature of 'full attack.' TWF modifies it, various Flurries modify it, Spell combat modifies it. Paizo has been a bit schizo in their understanding of the 'full attack' action.
when you have a feat and meet all the prereqs (if any), you can use unless something says otherwise (like in the special text r something).Yes, I know. The rules say if you meet the prereqs you can "select or use" a feat. Monk's Bonus Feat ability's description says only "select". Nothing about allowing to use it. You can ignore the prereqs to select a feat, you can't use it. I said it's stupid, but that's the RAW.
People at Paizo are already talking about using weapons to substitute natural attacks during the action. I'm honestly not sure how they get there*. A plain reading could easily lead me to think a level 6 fighter could get 'weapon attack, weapon attack, claw, bite' if applicable; they're saying 'weapon attack, weapon attack, weapon attack (substituting claw), weapon attack (substituting bite); or even 'bite (substituting weapon),' etc.Whirlwind Dance (Ex) At 7th level, a whirling dervish can sweep through her opponents' lines like a cyclone. As a full-round action, she can spend 1 panache point to move up to her speed. She can make attacks against creatures with her reach during this movement, up to the number of attacks she's entitled to with a full attack. Each attack is made at her highest attack bonus, and must target a different creature. This movement provokes attacks of opportunity as normal. This deed replaces superior feint and targeted strike.
Is there an actual rule in Pathfinder that prevents you from using a different weapon than the one that gives you an attack in a full-attack?
If not, just get a few natural attacks and replace them in Whirlwind Dance with whatever weapon you want.
I don't know. 'the number of attacks she's entitled to with a full attack' seems clear, but will probably get murky in a hurry. It could just refer to iterative attacks, and possible extra attacks from Haste. Which would mean you don't get extra attacks from Natural weapons or TWF.
The more plain text reading is that you would simply take all the attacks you could take as a full attack, bump them up to your highest attack mod, then parcel them out among various enemies.
The problem is the murky nature of 'full attack.' TWF modifies it, various Flurries modify it, Spell combat modifies it. Paizo has been a bit schizo in their understanding of the 'full attack' action.
Seems like they managed to reprint the hot mess of the targeteer fighter all over again. Kinda sorta not really. :(
Being limited to once per enemy is already enough; let them squeeze out as many attacks as they can. Hell, a 3E Binder by 3rd level can move and attack every enemy he goes past once once every 5 rounds with NO attack limit other than that. And that's just one of half a dozen of mostly awesome stuff Paimon grants you.In general I agree with you. The problem isn't that someone actually gave a melee class an ability that might actually be useful for crowd control. The problem is that a war over the definition of a poorly worded ability is already starting; at Paizo those wars inevitably come down on the side of the most restrictive and least powerful interpretation. Assuming they just don't hit it with the nerf bat and rewrite the whole thing to suck.
What are they afraid of? The Fighter becoming like a living, weaker version of fireball, moderately damaging all the enemies?
Being limited to once per enemy is already enough; let them squeeze out as many attacks as they can. Hell, a 3E Binder by 3rd level can move and attack every enemy he goes past once once every 5 rounds with NO attack limit other than that. And that's just one of half a dozen of mostly awesome stuff Paimon grants you.In general I agree with you. The problem isn't that someone actually gave a melee class an ability that might actually be useful for crowd control. The problem is that a war over the definition of a poorly worded ability is already starting; at Paizo those wars inevitably come down on the side of the most restrictive and least powerful interpretation. Assuming they just don't hit it with the nerf bat and rewrite the whole thing to suck.
What are they afraid of? The Fighter becoming like a living, weaker version of fireball, moderately damaging all the enemies?
If your DM says Werewolves cannot contract lycanthropy, chomp a bro (party member, or your familiar), then have him chomp you.
Werewolf Shape (http://www.d20pfsrd.com/classes/core-classes/wizard/arcane-discoveries/arcane-discoveries-paizo/werewolf-shape) is a way to break the XP barrier in PF, just chomp yourself after turning into a werewolf form
Does Pathfinder allow afflicted lycanthropes to pass it on? If not, I think the only way is to share it with your Familiar and have them chomp you.If your DM says Werewolves cannot contract lycanthropy, chomp a bro (party member, or your familiar), then have him chomp you.
Werewolf Shape (http://www.d20pfsrd.com/classes/core-classes/wizard/arcane-discoveries/arcane-discoveries-paizo/werewolf-shape) is a way to break the XP barrier in PF, just chomp yourself after turning into a werewolf form
Mud Witch (http://www.d20pfsrd.com/classes/base-classes/witch/hexes/common-hexes/mud-witch-su) is a very unique hex... A goblin witch can change in an ooze
Werewolf Shape (http://www.d20pfsrd.com/classes/core-classes/wizard/arcane-discoveries/arcane-discoveries-paizo/werewolf-shape) is a way to break the XP barrier in PF, just chomp yourself after turning into a werewolf form
While I like the Arcane Discoveries, which I was led to via this thread (thanks), I can't help but feel this is more of Pathfinder giving casters all the nice things it can possibly conceive of.Rangers and Paladins can actually be quite good. And barbarians remain one of the toughest melee classes around, with lots of options (they get to choose from various rage powers similar to the way Wizards get to pick among discoveries). Fighters and monks still suck (though they both have some archetypes that are well worth dipping, depending on the build).
I mean, do Fighters (not to mention Rangers, Paladins, etc.) have anything on par with these things available to them?
Dervish dancers gain the inspire courage, inspire greatness, and inspire heroics bardic performance types as battle dancesSince they also don't tell you how many uses you get, you pretty much have to use it as at least an addition to Bardic Performance. Otherwise, you have no uses.
Community Minded (http://www.d20pfsrd.com/traits/regional-traits/community-minded): a trait that is the equivalent of Lingering Performance (and should stack with it), which is considered by many to be a "must have" PF feat for bards.
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did they errata Double Slice (http://www.d20pfsrd.com/feats/combat-feats/double-slice-combat---final) to increase your offhand damage to full Str? Because as I read it, you would add your Str mod to the 1/2 Str mod already added.
@Amechra
a half-elf w Racial Heritage could count has Elf, Human, and Tiefling
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Looks like failing to cast defensively itself now provokes an AoO. Plus the "casting a spell" AoO. At least, that's the only way I can read it that makes any sense as to why it's a benefit to take the feat.
Looks like failing to cast defensively itself now provokes an AoO. Plus the "casting a spell" AoO. At least, that's the only way I can read it that makes any sense as to why it's a benefit to take the feat.
If that's the case, I'm never playing a Magus again.... EVER.
Looks like failing to cast defensively itself now provokes an AoO. Plus the "casting a spell" AoO. At least, that's the only way I can read it that makes any sense as to why it's a benefit to take the feat.what? where do you read that?
Well, "failing to cast defensively" usually means that the spellcasting provokes an attack of opportunity. This feat says that failing to cast defensively provokes an AoO.Looks like failing to cast defensively itself now provokes an AoO. Plus the "casting a spell" AoO. At least, that's the only way I can read it that makes any sense as to why it's a benefit to take the feat.what? where do you read that?
Where is that stated? As linklord... well, linked, I don't see that in the SRD. It says you lose the spell (as in D&D).Well, "failing to cast defensively" usually means that the spellcasting provokes an attack of opportunity.Looks like failing to cast defensively itself now provokes an AoO. Plus the "casting a spell" AoO. At least, that's the only way I can read it that makes any sense as to why it's a benefit to take the feat.what? where do you read that?
I dont see in the last several pages that I mentioned this here, but...
a Human Adopted Bred for War Halfling is at least 6' tall, despite being Small size.
was gonna make Yao Ming the Halfling for PFS
As written Potion Glutton (http://www.d20pfsrd.com/feats/general-feats/potion-glutton) seems to be Battle Blessing for Alchemists. Let's see if that moves them up a tier.
Coordinated Charge is the reason every remotely optimized Cavalier build dips a level in a full BAB class before hitting Cav level 9.totally agree
I'll let you read their Tactician and Greater Tactician class features for yourself to discover paizo's stupidity that forces them to do this. :P
Wait... drinking potions is normally a move action in PF? Or is the "Normal" section of that feat in error?As written Potion Glutton (http://www.d20pfsrd.com/feats/general-feats/potion-glutton) seems to be Battle Blessing for Alchemists. Let's see if that moves them up a tier.
Wow, even if it doesn't work with extracts in the end, it's basically a version of Accelerated Drinker that doesn't suck.
EDIT: And I am continually annoyed with how much pathfinder loves religion. Warriors can't hardly do anything cool in combat w/o paying lip service to the right deity. :shakefist
Coordinated Charge is the reason every remotely optimized Cavalier build dips a level in a full BAB class before hitting Cav level 9.I like to think of this as them finally making various archetypes worth using rather than "stupidity." This, for instance, might make me even look at either Teamwork feats or the Cavalier class.
I'll let you read their Tactician and Greater Tactician class features for yourself to discover paizo's stupidity that forces them to do this. :P
Haha! No, still a std actionIf only there some easily searchable source of Pathfinder rules somewhere ...
It's pretty amazing that someone who is getting paid to write rules for an RPG can't even be bothered to look up how the rules that they're modifying normally work, isn't it?...Haha! No, still a std actionIf only there some easily searchable source of Pathfinder rules somewhere ...
Coordinated Charge is the reason every remotely optimized Cavalier build dips a level in a full BAB class before hitting Cav level 9.
I'll let you read their Tactician and Greater Tactician class features for yourself to discover paizo's stupidity that forces them to do this. :P
As written Potion Glutton (http://www.d20pfsrd.com/feats/general-feats/potion-glutton) seems to be Battle Blessing for Alchemists. Let's see if that moves them up a tier.
Wow, even if it doesn't work with extracts in the end, it's basically a version of Accelerated Drinker that doesn't suck.
EDIT: And I am continually annoyed with how much pathfinder loves religion. Warriors can't hardly do anything cool in combat w/o paying lip service to the right deity. :shakefist
Yea I think Mark Seifer said in the Occult adventures playtest that they kinda regret printing feats such as that because it forces optimized builds to worship specific or a narrow selections of dieties or even be from a specific area. I'm not 100% sure on that though .
Coordinated Charge is the reason every remotely optimized Cavalier build dips a level in a full BAB class before hitting Cav level 9.I like to think of this as them finally making various archetypes worth using rather than "stupidity." This, for instance, might make me even look at either Teamwork feats or the Cavalier class.
I'll let you read their Tactician and Greater Tactician class features for yourself to discover paizo's stupidity that forces them to do this. :P
It's ok. I hope someone said that, cause it's true. That feat, the Squash Flat feat line, the Blade of Mercy and Defensive Strategist traits, etc... Why are all of these interesting and important mundane combat abilities all tied to religions? It's infuriating.Because faith is the only thing that keeps a Pathfinder mundane warrior warm at night?
My personal theory is that it has all been SKR's fault. I'll know for sure when we see the new occult book. If they manage to let the Kineticist be an actually useful class beyond its single trick, then I can have hope for the future.It's ok. I hope someone said that, cause it's true. That feat, the Squash Flat feat line, the Blade of Mercy and Defensive Strategist traits, etc... Why are all of these interesting and important mundane combat abilities all tied to religions? It's infuriating.Because faith is the only thing that keeps a Pathfinder mundane warrior warm at night?
@Cavaliers
Wow, yup, you're right, I did miss that completely. Call it an error due to subconsciously giving Pathfinder way too much credit. That is pretty fucking stupid. Especially since bonus feats is one of the key abilities martial types get.
In a way, this encapsulates my whole issue with Pathfinder. The game seems to do a lot of "here's this cool ability, but also here's this annoying limitation you're saddled with." It's like they are allergic to handing you actual abilities, no matter that you spent feats, levels, etc. on them.
I guess, unless you're a spellcaster ...
Pathfinder had that problem before SKR was even hired. Don't hold your breath for it to change anytime.Don't burst my hopes! I'm already stuck with it, as that's all that anyone around me plays. Let me dream! :bigeyes
I feel for you, man. It's all PF around here.Pathfinder had that problem before SKR was even hired. Don't hold your breath for it to change anytime.Don't burst my hopes! I'm already stuck with it, as that's all that anyone around me plays. Let me dream! :bigeyes
http://www.d20pfsrd.com/feats/general-feats/proxy-summoning
Human + Racial Heritage (http://www.d20pfsrd.com/feats/racial-feats/racial-heritage) + Bow Nomad (http://www.d20pfsrd.com/classes/core-classes/ranger/archetypes/paizo---ranger-archetypes/bow-nomad-kasatha-ranger-archetype) = dual-wield one-handed bows?
is it just me, or are several of the aquatic animal companions missing their 'aquatic' SQ? Ex. Octopus (http://www.d20pfsrd.com/classes/core-classes/druid/animal-companions#TOC-octopus) doesn't have it, but Crab (http://www.d20pfsrd.com/classes/core-classes/druid/animal-companions#TOC-Crab-Giant) does?
This is one of the best snarky replies I have seen in a while. Thank you for brightening my evening. :clap[...]
Duel weilding bows is SOOOO pg.6 of this thread ago. Ya even thought it was crazy then too. :P
This is one of the best snarky replies I have seen in a while. Thank you for brightening my evening. :clap[...]
Duel weilding bows is SOOOO pg.6 of this thread ago. Ya even thought it was crazy then too. :P
Best Regards
Yirrare
Gold (http://www.d20pfsrd.com/equipment---final/special-materials#TOC-Gold) armor, shields, and weapons can create a HUGE profit. its 50 gold coins per pound (http://www.d20pfsrd.com/equipment---final#TOC-Wealth-And-Money), so take items that are cheap and weigh a bunch. Nothing mentions the actual weight factors in, or that it must be 100% metal, just some metal.
ex. Buy a pure gold harpoon, 16 lbs x (50gp x 1/2 sale) - 50gp original cost = 350gp profit
ex. Buy a pure gold tower shield, 45 lbs x (50gp x 1/2 sale) - 300gp original cost = 850gp profit
Typically only used for ceremonial weapons and armor, metal equipment made from gold is fragile, heavy, and expensive. Often golden armor is gold-plated rather than constructed entirely from gold.
The rules shown are for the rare item constructed entirely of gold rather than being gold-plated. Gold-plated items triple the base cost of weapons and armor and have the same properties as the item the gold is plating. Items constructed purely of gold cost 10 times the normal cost for items of their type.
So the dirty trick maneuver can be pretty potent with the right support...To build on the good work that Prime32 put into showing us what can be done with the dirty trick combat maneuver, I present this little beauty: lhttp://www.archivesofnethys.com/MagicTattooDisplay.aspx?FinalName=Serpentine%20Tattoo (http://lhttp://www.archivesofnethys.com/MagicTattooDisplay.aspx?FinalName=Serpentine%20Tattoo)
- Dirty Trick (http://www.d20pfsrd.com/gamemastering/combat#TOC-Dirty-Trick): Requires a standard action to use. For 1 round, +1 for every 5 points you exceed the CMD, your opponent gains the blinded, dazzled, deafened, entangled, shaken or sickened condition. They may remove this condition by taking a move action to do so. The Improved Dirty Trick feat grants +2 CMB/CMD for dirty tricks and lets you do it without an AoO.
- Greater Dirty Trick (http://www.d20pfsrd.com/feats/combat-feats/greater-dirty-trick-combat) feat: At BAB +6 a dirty trick lasts 1d4 rounds, +1 per 5 points you exceed the CMD. Removing the condition is a standard action rather than a move action.
- Quick Dirty Trick (http://www.d20pfsrd.com/feats/combat-feats/quick-dirty-trick-combat) feat: At BAB +6, make a dirty trick in place of your first attack in a full attack.
- Dirty Trick Master (http://www.d20pfsrd.com/feats/combat-feats/dirty-trick-master-combat) feat: At BAB +11, hitting a dirty tricked opponent with another dirty trick upgrades their condition. The upgraded conditions include things like dazed and pinned.
- Underhanded Teamwork (http://www.d20pfsrd.com/feats/combat-feats/underhanded-teamwork-combat-teamwork) feat: When your ally succeeds on a dirty trick attempt against a target you both threaten, and you both have this feat, spend an immediate action to increase its duration by 1 round.
- Improved Underhanded Teamwork (http://www.d20pfsrd.com/feats/combat-feats/improved-underhanded-teamwork-combat-teamwork) feat: At BAB +6 when your ally succeeds on a dirty trick attempt against a target you both threaten, and you both have this feat, spend an immediate action to make your own dirty trick against that target. Taking an action to remove one condition removes both.
- Dirty Fighter (http://www.d20pfsrd.com/races/other-races/featured-races/arg-orc/dirty-fighter-fighter-orc) fighter archetype (orc): Make dirty tricks in place of attacks at lv9. At lv13 when you succeed on a dirty trick you inflict two different conditions which must be removed seperately. At lv17 this increases to three.
- Skulking Slayer (http://www.d20pfsrd.com/races/core-races/half-orc/skulking-slayer-rogue-half-orc) rogue archetype (half-orc): In place of a sneak attack you can make a dirty trick with a bonus on the combat maneuver check equal to your sneak attack damage dice.
- Bounty Hunter (http://www.d20pfsrd.com/classes/hybrid-classes/slayer/archetypes/paizo---slayer-archetypes/bounty-hunter) slayer archetype: As above, but the dirty trick replaces the bonus damage rather than the attack itself. Works only on studied targets, but does not provoke AoOs.
- Wildcat (http://www.d20pfsrd.com/classes/core-classes/monk/archetypes/paizo---monk-archetypes/wildcat) monk archetype: At lv4, adds a scaling bonus to dirty trick checks. At lv6/10, adds Improved/Quick Dirty Trick to bonus feats. At lv19, succeeding on a dirty trick also inflicts unarmed strike damage.
- Huntmaster (http://www.d20pfsrd.com/classes/base-classes/cavalier/archetypes/paizo---cavalier-archetypes/huntmaster) cavalier archetype: At lv3 your animal companion can make a free dirty trick (limited to certain types) after it hits with a melee attack, without provoking AoOs. Also gets enhancements to flanking later on, which synergise with Underhanded Teamwork.
- Pit Fighter (http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/n-r/pit-fighter) PrC: Can be entered at lv5. At lv3 gains Improved Dirty Trick as a bonus feat, can make dirty tricks with performance weapons (due to dev rulings it's unclear if this still does anything), and 1/round can inflict weapon damage to dirty tricked opponents if he has a free hand. At lv6 gains Quick Dirty Trick as a bonus feat. At lv9 gains Greater Dirty Trick as a bonus feat, and taking an action to remove the condition provokes an AoO from him.
- Savage Dirty Trick (http://www.d20pfsrd.com/classes/core-classes/barbarian/rage-powers/paizo---rage-powers/savage-dirty-trick-ex) rage power: Available at barbarian lv6. 1/round make a dirty trick in place of an attack, inflict a second more severe penalty for 1 round which must be removed separately (Fort negates), and inflict damage equal to your Str modifier.
Haha! Have a pair of octopi 'ride' you w a saddle, strapped on. They wouldn't need to actually make any checks.
use handle animal to force them to jet when needed.
would the octopus or squid still need to be able to carry your weight as up to a max load while jetting?
Now I need to make some kind of rapid-summoning octo-jet. It goes on your shoulders and summons an octopus for 1 round, who jets, despawns, and another fresh one is summoned.
How would you keep them alive while land borne?Ask this guy.
found aquariums in animal gear, but they are heavy. But even when they're encumbered, you could get 2 good 180ft jets/rnd
Harrowed Spellstrike (Su): Beginning at 2nd level, a card caster can invest a single thrown weapon with a single touch or ranged spell as part of the spell’s normal casting time. The spell must target a single creature, and the spell’s range changes to match the thrown weapon’s range increment. This ability otherwise functions identically to spellstrike, except it can only be applied to thrown ranged weapons instead of melee attacks. This ability replaces and modifies spellstrike.
Spellstrike (Su): At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon's critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.
The Juggler (http://www.d20pfsrd.com/classes/core-classes/bard/archetypes/paizo---bard-archetypes/juggler-bard-archetype) grants 1-5 additional held slots.
works great for those pesky magic weapons that only are in effect when held or wielded.
ex. Sizing Trident of Serenity (3.5)
would it work for magic shields? Would counting as held/wielded apply their magic?
ex. Shield of the Severed Hand relic (3.5)
It's also an interesting option to let a Magus use rods. Some people dislike the concept of a vestigial arm, after all.The Juggler (http://www.d20pfsrd.com/classes/core-classes/bard/archetypes/paizo---bard-archetypes/juggler-bard-archetype) grants 1-5 additional held slots.
works great for those pesky magic weapons that only are in effect when held or wielded.
ex. Sizing Trident of Serenity (3.5)
would it work for magic shields? Would counting as held/wielded apply their magic?
ex. Shield of the Severed Hand relic (3.5)
Its also a 2 level dip that let's gunslingers dual weild guns. Which is completely worth the dip in a class that loses steam past level 11.
It also would arguably allow the swashbuckler to dual weild and benefit from their precise strike deed. TWF Daring Champion Juggler bard: +32 damage per hit by level 20.
What is kinda silly though is it MIGHT allow someone to TWF with only a single weapon. All you have to do is catch it in your off hand and switch it between attacks.
Any wooden or mostly wooden item (such as a bow or spear) made from darkwood is considered a masterwork item and weighs only half as much as a normal wooden item of that type.
Threefold Aspect (http://www.d20pfsrd.com/magic/all-spells/t/threefold-aspect) is pretty neat; a Druid 5, Witch 4 that lets you swap between the following forms as a Standard action; it lasts 24 hours. All the bonuses are Enhancement.
• Young Adult: +2 Dex and Con, -2 Wis
• Adult: +2 Wis and Int, -2 Dex
• Elderly: +4 Wis and Int, -2 Dex and Str
It also supplies you with a neat disguise; it's a DC 20 Perception check to connect the different forms. It all stacks with the actual benefits of your age category.
EDIT: Spell Hex is also a pretty decent feat; it gives you one 1st-level Witch, Magus, or Shaman spell (depending on what class you met the prereqs with) as a spell-like ability.
Some fun choices are stuff like Recharge Innate Magic (http://www.d20pfsrd.com/magic/all-spells/r/recharge-innate-magic), Beguiling Gift (http://www.d20pfsrd.com/magic/all-spells/b/beguiling-gift), Spirit Call (http://www.d20pfsrd.com/magic/all-spells/s/spirit-call), Infernal Healing (http://www.d20pfsrd.com/magic/all-spells/i/infernal-healing), Lock Gaze (http://www.d20pfsrd.com/magic/all-spells/l/lock-gaze)...
Nice!This sounds useful for the Druid Stegosaurus Vital Strike build.
---
Wanna rage-cycle early? Apply some Allnight (AdA 17), for 75gp, you are immune to fatigue for 8hrs! Downside -2 to skills during and exhausted afterwards.
Alchemical Preserves (ARG) allows halflings to remove fatigue as a standard action.
Shoanti Barbarian Chew (AdA 18) for 1 go, you can chew an extra round of rage out of this goop (doesn't list an action)
Holy shit! That build is disgustingly OP!So you could pummeling style/charge with it instead?
easily could add Feral Combat Training to allow it to become an unarmed strike on top of being a natural attack.
Threefold Aspect (http://www.d20pfsrd.com/magic/all-spells/t/threefold-aspect) is pretty neat; a Druid 5, Witch 4 that lets you swap between the following forms as a Standard action; it lasts 24 hours. All the bonuses are Enhancement.
• Young Adult: +2 Dex and Con, -2 Wis
• Adult: +2 Wis and Int, -2 Dex
• Elderly: +4 Wis and Int, -2 Dex and Str
It also supplies you with a neat disguise; it's a DC 20 Perception check to connect the different forms. It all stacks with the actual benefits of your age category.
EDIT: Spell Hex is also a pretty decent feat; it gives you one 1st-level Witch, Magus, or Shaman spell (depending on what class you met the prereqs with) as a spell-like ability.
Some fun choices are stuff like Recharge Innate Magic (http://www.d20pfsrd.com/magic/all-spells/r/recharge-innate-magic), Beguiling Gift (http://www.d20pfsrd.com/magic/all-spells/b/beguiling-gift), Spirit Call (http://www.d20pfsrd.com/magic/all-spells/s/spirit-call), Infernal Healing (http://www.d20pfsrd.com/magic/all-spells/i/infernal-healing), Lock Gaze (http://www.d20pfsrd.com/magic/all-spells/l/lock-gaze)...
Spell Hex :http://www.archivesofnethys.com/FeatDisplay.aspx?ItemName=Spell%20Hex (http://www.archivesofnethys.com/FeatDisplay.aspx?ItemName=Spell%20Hex)
Is pretty good friends with Hex Vulnerability:
http://www.archivesofnethys.com/SpellDisplay.aspx?ItemName=Hex%20Vulnerability (http://www.archivesofnethys.com/SpellDisplay.aspx?ItemName=Hex%20Vulnerability)
A wand of hex vulnerability and a witch with the healing hex is actually one of the best out of combat healing options right now.
Sadly, Recharge Innate Magic requires the spell-like in question to be a racial ability.
Just have your partyb buy wands of hex vulnerability.
Catch Off Guard (http://www.d20pfsrd.com/feats/combat-feats/catch-off-guard-combat) is awesome against monksWhat about most monsters that don't wield weapons?
Catch Off Guard (http://www.d20pfsrd.com/feats/combat-feats/catch-off-guard-combat) is awesome against monksI don't think it is, because characters with IUS are considered armed.
At 1st level, whenever an honor guard issues a challenge, he can select one ally as his ward for the duration of the challenge. Whenever the honor guard is adjacent to his ward, he takes a –1 penalty to Armor Class, and the ward receives a +1 dodge bonus to AC.
This modifies the challenge ability.
Ally: Do you count as your own ally?You have to explain how "the cavalier runs away, around, and then towards his opponent that just smacked him for a free attack" makes any goddamn sense in the original concept of a Cavalier charging across the battle field to protect his ward.
You count as your own ally unless otherwise stated or if doing so would make no sense or be impossible. Thus, "your allies" almost always means the same as "you and your allies."
Maybe you do, maybe you don't. Point is you seen outcome A and are now defending it rather than looking at the validity of it.The text doesn't say it has to be in reaction to a melee attack?
Question, are you your own ally?
In English you are not. All through it is acceptable to include your self in "allies" it is not when discussing the singular form.
In D&D the argument for is in the Glossary, with a most cases and "allies" hang up, against direct FAQ/Sage precedence of no.
In Pathfinder...Quote from: http://paizo.com/paizo/faq/v5748nruor1fm#v5748eaic9ndaAlly: Do you count as your own ally?You have to explain how "the cavalier runs away, around, and then towards his opponent that just smacked him for a free attack" makes any goddamn sense in the original concept of a Cavalier charging across the battle field to protect his ward.
You count as your own ally unless otherwise stated or if doing so would make no sense or be impossible. Thus, "your allies" almost always means the same as "you and your allies."
...a pseudodragon is not legal for purchase unless you’re a wizard with the Improved Familiar feat...
Flagbearer (Combat)
When brandishing a flag adorned with the standard of
an organization you owe allegiance to, you inspire nearby
members of the same allegiance.
Prerequisites: Cha 15.
Benefit: As long as you hold your clan, house, or party’s
f lag (see page 293), members of that allegiance within 30
feet who can see the f lag (including yourself ) gain a +1
morale bonus on attack rolls, weapon damage rolls, and
saving throws against fear and charm effects. You must
hold the f lag in one hand in order to grant this bonus.
If the standard is taken by the enemy or destroyed, this
bonus becomes a penalty, affecting all creatures that the
bonus previously affected for 1 hour (or until you reclaim
the lost flag).
the Juggler (http://www.d20pfsrd.com/classes/core-classes/bard/archetypes/paizo---bard-archetypes/juggler-bard-archetype) could use a flag to inspire morale, while juggling a weapon and a potion, and wearing a buckler.QuoteFlagbearer (Combat)
When brandishing a flag adorned with the standard of
an organization you owe allegiance to, you inspire nearby
members of the same allegiance.
Prerequisites: Cha 15.
Benefit: As long as you hold your clan, house, or party’s
f lag (see page 293), members of that allegiance within 30
feet who can see the f lag (including yourself ) gain a +1
morale bonus on attack rolls, weapon damage rolls, and
saving throws against fear and charm effects. You must
hold the f lag in one hand in order to grant this bonus.
If the standard is taken by the enemy or destroyed, this
bonus becomes a penalty, affecting all creatures that the
bonus previously affected for 1 hour (or until you reclaim
the lost flag).
TWF w 3 heavy shields :P
does Enhance Weapons still count as Inspired Rage for the purposes of other abilities?
yeah, if it did, the rage powers thing could get UGLY
Mastermind's InspirationA mastermind can use inspiration on any Intimate, Diplomacy, Knowledge, or any skill checks without spending a use of inspiration. This ability alters the inspiration.
Would it the double up your spellcasting?I doubt it, since you'd have no separate divine spellcasting class to advance. But it would let you advance the spellcasting of some other class you had just dipped into. That being said, without accelerated spellcasting classes, and I don't know of any in PF (though my knowledge of PF is quite limited), I don't know if it's that big a boon.
The retraining rules basically mean you can maximize your hit dice for a few grand in cash.Wow, that's silly. At that point, why bother rolling for hit points at all? Let's just set everyone to max per hit die and make our lives easier.
http://www.d20pfsrd.com/basics-ability-scores/more-character-options/retraining (http://www.d20pfsrd.com/basics-ability-scores/more-character-options/retraining)
Since spell-like abilities count as "ability to cast Xth-level spells" in Pathfinder, and given the rules for determining whether an SLA is arcane or divine (http://paizo.com/paizo/faq/v5748nruor1fm#v5748eaic9qt6), it's possible to meet the prereqs for Mystic Theurge (other than the skill ranks) at lv1 by being a tiefling or aasimar with option 100 on the table of special abilities ("roll twice").Would it the double up your spellcasting?I doubt it, since you'd have no separate divine spellcasting class to advance. But it would let you advance the spellcasting of some other class you had just dipped into. That being said, without accelerated spellcasting classes, and I don't know of any in PF (though my knowledge of PF is quite limited), I don't know if it's that big a boon.
Since spell-like abilities count as "ability to cast Xth-level spells" in Pathfinder, and given the rules for determining whether an SLA is arcane or divine (http://paizo.com/paizo/faq/v5748nruor1fm#v5748eaic9qt6), it's possible to meet the prereqs for Mystic Theurge (other than the skill ranks) at lv1 by being a tiefling or aasimar with option 100 on the table of special abilities ("roll twice").Would it the double up your spellcasting?I doubt it, since you'd have no separate divine spellcasting class to advance. But it would let you advance the spellcasting of some other class you had just dipped into. That being said, without accelerated spellcasting classes, and I don't know of any in PF (though my knowledge of PF is quite limited), I don't know if it's that big a boon.
How dare they make an arcane trickster that doesn't suck! Well, one that sucks less, anyways.That casts spells, therefor its totally balanced. Balanced! The Arcane Archer doesn't suck all the eggs either.
For the record, it was a waste of time.Since spell-like abilities count as "ability to cast Xth-level spells" in Pathfinder, and given the rules for determining whether an SLA is arcane or divine (http://paizo.com/paizo/faq/v5748nruor1fm#v5748eaic9qt6), it's possible to meet the prereqs for Mystic Theurge (other than the skill ranks) at lv1 by being a tiefling or aasimar with option 100 on the table of special abilities ("roll twice").Would it the double up your spellcasting?I doubt it, since you'd have no separate divine spellcasting class to advance. But it would let you advance the spellcasting of some other class you had just dipped into. That being said, without accelerated spellcasting classes, and I don't know of any in PF (though my knowledge of PF is quite limited), I don't know if it's that big a boon.
They reversed that ruling in the most recent FAQ.
Kybwa’ka War Mask
Aura faint necromancy; CL 4th
Slot head; Price 3,700 gp; Weight 5 lbs.
Descr iption
This oversized wooden mask covers the
face and extends down to a point at the
wearer’s waist, covering most of his chest
and abdomen. It is simplistically carved as
a stylized, bestial face distorted with
rage or nightmarish styles. The light
wood provides little protection, yet
is magically reinforced to grant a +1 armor
bonus. In addition, once per day as a free
action, the wearer can cause the mask to
warp and contort ferociously, causing a
single creature within 15 feet to make a DC 14
Will save or become frightened. This is a mind-affecting
fear effect.
You mean if you stack it with itself? Yes, although you can't do it at 1st level because you only have one rank in the skill, therefore can't hit a number higher than 6 on the Sacred Geometry roll. Once you have ... 4-5 ranks, maybe, then you can hit the higher numbers on an ideal roll, enough to qualify for prerequisites.You can't get it until you have 2 ranks... and then you will have to wait until you're level 3 to have the feat slot. Obviously, I don't mean to say that it will stack with itself and it is limited by ranks. However, you need a level to enter EK for the martial prof, and a second level of your casting class give a BAB, so it hardly matter.
If not stacked with itself (an option more likely to fly), then it just doubles the metamagic reduction, so 1st level spells -> 5th level spells with both traits.
The Optimistic Gambler (http://www.d20pfsrd.com/traits/campaign-traits/second-darkness/optimistic-gambler) trait from Second Darkness increases the duration of any effect that gives you a morale bonus by 1d4 rounds.It also helps you save rounds of Inspire Courage.
.
Community-Minded and Memorable do 2 and 1 respectively
The Optimistic Gambler (http://www.d20pfsrd.com/traits/campaign-traits/second-darkness/optimistic-gambler) trait from Second Darkness increases the duration of any effect that gives you a morale bonus by 1d4 rounds.Any potential exploits with stuff like Rage Powers or other things that usually just last a single round? I don't know of any off-hand, though my PF expertise is decidedly weak (although light years ahead of everyone else I play with ... don't fucking rely on HeroLab, read some stuff :shakefist). But, it seems like there'd be a potentially big upside to taking a powerful ability that usually has a 1 round or other short duration and adding Optimistic Gambler to it.
That means your Rage lasts an additional 1d4 rounds after you stop spending your actual rounds; same thing holds for Inspire Courage.
...
What makes something a fear effect? What about a morale effect?.
Fear effects include spells with the fear descriptor, anything explicitly called out as a fear effect, anything that causes the shaken, frightened, or panicked condition, and all uses of the Intimidate skill. Intimidate, in particular, is a mind-affecting fear effect, so fearless and mindless creatures are immune to all uses of Intimidate.
Morale effects, unlike fear effects, so far have not had a descriptor or a call-out. Anything that grants a morale bonus is a morale effect. For example, the rage spell grants a morale bonus, so a creature immune to morale effects would be immune to the entire spell, including the –2 penalty to AC.
If it gives you a morale bonus, it automatically gets the +1d4 round duration boost.Yes, but if the duration is already "as long as this fight's going to be anyway" then it's not worth investing in the trait. Just trying to figure out what arbitrage the trait offers.
Boots of the Earth (http://www.archivesofnethys.com/MagicWondrousDisplay.aspx?FinalName=Boots%20of%20the%20Earth) give you out of combat Fast Healing 1 for 5k on any character.Wow... that's really good for the price. Unlimited healing seems a bit harder to come by in PF than 3.5, also.
Weaponwand
School transmutation; Level bard 1, cleric 1, inquisitor 1, magus 1
CASTING
Casting Time 1 round
Components V, S, F (a magic wand)
EFFECT
Range touch
Target one weapon
Duration 1 minute/level
Saving Throw Will negates (harmless, object); Spell Resistance yes (harmless, object)
DESCRIPTION
When you cast this spell on a weapon, you cause a portion of the weapon to open like the skin of a partially peeled apple, revealing a space large enough to insert a single wand within. As part of the spell’s casting, you can insert a single wand into the weapon, at which point the weapon returns to its original form with the wand held inside of it without negatively impacting the weapon’s integrity. For the spell’s duration, a character who wields the transmuted weapon is also considered to be wielding the wand as well. You can attack normally with the weapon or use the weapon as if it were the encased wand. If the effect created by the wand requires an attack roll to successfully strike a foe, you may make the attack roll as if you were making an attack with the weapon at its highest bonus (including any bonuses the weapon would normally receive) rather than just a normal attack with the wand—doing so does not allow you to add the weapon’s damage to the wand’s attack roll, but instead allows you to use your skill with the weapon to boost your chance of hitting with the spell.
At the end of the spell’s duration, the encased wand is ejected from the weapon. If you have a free hand, you may catch the weapon as a free action; otherwise, the wand drops to the ground. If the weapon housing the wand is broken or destroyed during the duration of weaponwand, the encased wand is similarly broken or destroyed.
You can attack normally with the weapon or use the weapon as if it were the encased wand. If the effect created by the wand requires an attack roll to successfully strike a foe, you may make the attack roll as if you were making an attack with the weapon at its highest bonus (including any bonuses the weapon would normally receive) rather than just a normal attack with the wand—doing so does not allow you to add the weapon’s damage to the wand’s attack roll, but instead allows you to use your skill with the weapon to boost your chance of hitting with the spell.
Could you use a gunslinger's Dead eye Shot To make ranged touch attacks w the spell? would a (Pistolero's) Up Close still trigger a 'wand hit' on a miss? (Prob not)If it affects the weapon's hit probability, it should work for the wand's spell in the same fashion. Remember, you're attacking with the spell in the wand, but modifying the attack as if you're attacking with the bound weapon. You're not actually attacking with the weapon, just modifying a spell attack with weapon attack modifiers.
A great way to wield a bunch of wands simultaneously... Cast it on Boulder Helmet, Armor Spikes, Shield Spikes, Shield Bash, Ward Cestus, Brass Knuckles, and several other items.Damage is unaffected; no PA, since it's not a weapon dealing the damage, but a spell. Cleave might just trigger off of a spell anyway; you kill a critter, you get 1 melee attack against a creature you can reach. Says nothing about it being adjacent to the creature killed, or that you must have used a melee attack to drop it.
Yeah good point, what happens to non-weapon based damage, like Power Attack, etc. What about things like Cleave... get spells to affect several?
You can hide wands in super small items, like pixie arrows and bullets.Missiles are destroyed on a hit, so you should only use the wand strike and not fire them, lest you destroy the wand as well as the weapon.
What happen(s) when you attack with wanded trip arrows? Still get your trip and trigger the wand? What about weapons that hit multiple creatures,.like splinter cloud arrows or flamethrowers?The weapon is not making the attack; you merely get the same attack modifiers on spells from the wand as fot the weapon. You can't AoE with the flamethrower, just target the same way the spell in the wand targets, and get the weapon's attack (but not damage) modifiers.
So, let's say you use weaponwand to stick a wand of some touch spell or another into a whip. Can you use the touch spell on anyone within the 15 feet a whip can attack into?Yes - the attack action is the same.
Do you provoke an attack of opportunity like you would when normally attacking with a whip?Yes, again the attack action is the same.
(For an opponent with combat reflexes, would this be considered a separate opportunity from the attack of opportunity you provoke for activating a wand?)No, a single action can only provoke one AoO (like how moving through multiple threatened squares will only provoke once).
A whip normally can't deal damage to an armored foe, but can the spell from the wand deal damage to an armored foe when delivered through a whip?No, the spell effect replaces the weapon effect.
Touch spells can critically hit. If I use weaponwand with a kukri, does the touch spell get the 18-20 critical threat range?Again, the only change is the bonuses of the attack, not the damage. You get to apply weapon finesse, weapon focus, dex or str, enhancement bonuses, etc. to the attack roll. Once the attack lands, it behaves just like the spell. (This is assuming that the spell in question uses an attack roll; if you're casting fireball or whatever then it works just like you were holding the wand normally).
If so, how about a similar option for weaponwand? You'd deal the weapon's damage on top of delivering the spell, but the whole thing would become a regular attack roll.The option does exist. It is called a Magus. It requires the Wand Wielder arcana to work with wands though.
Do you guys think that weaponwand would let you use class features and feats that rely on attacking with a specific weapon?So... lets leave aside the question of whether or not the Monk's unarmed strike is a valid target of the weaponwand spell. (Probably not, but if I was GM in a non-PFS game I'd let it slide, it's not as though Monks don't need some help). We can pretend you cast it on nunchucks or something.
like for example:
1:Cast weaponwand on a monks unarmed strike.
2: Insert wand of say... Produce Flame into monk. (be mature here guys.. ;) )
3: Standard action activate wand.
4: the following round attack with all of produce flame while flurrying, since you are now kinda considered to be attacking with an unarmed strike?
You can attack normally with the weapon or use the weapon as if it were the encased wand.So, you can flurry, or full attack, or whatever, or you can take a standard action to use the wand as part of the weapon. If you take that standard action then you can use whatever modifiers would have ordinarily applied to the attack - but it won't affect action economy at all.
Damage Reduction (Ex): At 9th level, a skald gains damage reduction. Subtract 1 from the damage the skald takes each time he is dealt damage from a weapon or a natural attack. At 14th and 19th levels, this damage reduction increases by 1. Damage reduction can reduce damage to 0, but not below 0. Additionally, the skald grants this DR to all allies affected by his inspired rage.
Increased Damage Reduction (Ex): The barbarian's damage reduction increases by 1/—. This increase is always active while the barbarian is raging. A barbarian can select this rage power up to three times. Its effects stack. A barbarian must be at least 8th level before selecting this rage power.
Rage Powers (Ex): At 3rd level and every 3 levels thereafter, a skald learns a rage power that affects the skald and any allies under the influence of his inspired rage. This cannot be a rage power that requires the creature to spend a standard action or rounds of rage to activate it. For example, the skald cannot choose terrifying howl (which requires a standard action to activate), but can choose knockback (which is made in place of a melee attack).
Is it just me or is the Kraken Throttle (http://www.d20pfsrd.com/feats/combat-feats/kraken-throttle-combat-style) too powerful?If it drops them to zero on the first round, that is crazy good. If they can hold their breath, it's not very impressive. It means you're doing that instead of pinning them, so unless it's a one on one fight where you reliably out-grapple them, you could just pin them instead and have your team-mates stab them.
Suffocating kills creatures in 3 rounds.
Artful Dodge (Combat)
You are practiced at avoiding attacks when outnumbered.
Prerequisite: Int 13.
Benefit: If you are the only character threatening
an opponent, you gain a +1 dodge bonus to AC against
that opponent.
Special: The Artful Dodge feat acts as the Dodge feat for
the purpose of satisfying prerequisites that require Dodge.
You can use Intelligence, rather than Dexterity, for feats
with a minimum Dexterity Prerequisites.
Wyroot (http://www.d20pfsrd.com/equipment---final/special-materials#TOC-Wyroot) is pretty nice, especially if you have ways of increasing your chance of a critical.I just noticed this myself, while working on a magus with the Dervish Dance feat (+dex to hit and damage with scimitars). Since it says you can make the haft out of it, it seems it should work with pretty much any weapon. When combined with the Spell Recall ability the Magus gets at 4th, I expect this to be a bit nuts... It sure should greatly help out in the endurance department.
Elysian Bronze appears to be able to make items fully metal, nothing says it's restricted to previously metal items.
Can this be used to somehow make adamantine quarterstaves, because it is now fully metal?
---------------------------------
Mounted Blade (http://www.d20pfsrd.com/feats/local-feats/mounted-blade) seems like a great way to get multiple attacks on a charge, w the right tools anyway (TWF lances)
---------------------Quote from: Melee Tactics ToolboxArtful Dodge (Combat)
You are practiced at avoiding attacks when outnumbered.
Prerequisite: Int 13.
Benefit: If you are the only character threatening
an opponent, you gain a +1 dodge bonus to AC against
that opponent.
Special: The Artful Dodge feat acts as the Dodge feat for
the purpose of satisfying prerequisites that require Dodge.
You can use Intelligence, rather than Dexterity, for feats
with a minimum Dexterity Prerequisites.
Hmm.... that's unusual
If you successfully grapple a creature that is not adjacent to you, move that creature to an adjacent open space (if no space is available, your grapple fails).
Elysian Bronze appears to be able to make items fully metal, nothing says it's restricted to previously metal items.
Can this be used to somehow make adamantine quarterstaves, because it is now fully metal?
---------------------------------
Mounted Blade (http://www.d20pfsrd.com/feats/local-feats/mounted-blade) seems like a great way to get multiple attacks on a charge, w the right tools anyway (TWF lances)
---------------------Quote from: Melee Tactics ToolboxArtful Dodge (Combat)
You are practiced at avoiding attacks when outnumbered.
Prerequisite: Int 13.
Benefit: If you are the only character threatening
an opponent, you gain a +1 dodge bonus to AC against
that opponent.
Special: The Artful Dodge feat acts as the Dodge feat for
the purpose of satisfying prerequisites that require Dodge.
You can use Intelligence, rather than Dexterity, for feats
with a minimum Dexterity Prerequisites.
Hmm.... that's unusual
Stealth even-more-than-previous Wizard Supremacy? Are there any good feats with a minimum Dex requirement?
Aura of Putrefaction (Su): At 8th level, a rough rampager radiates an aura that causes the wounds of enemies within 10 feet to weep blood. Injured enemies in the area take 1 point of bleed damage per round. This ability functions only while the antipaladin is conscious. This ability replaces aura of despair.
Runeward Tattoo
Source Magical Marketplace pg. 5 (Amazon)
Aura faint divination CL 1st
Slot none; Price 1,000 gp; Weight —
Description
Each of these tattoos is keyed to a single school of magic. The bearer can use detect magic at will, but only to sense auras of that school. The bearer gains a +1 insight bonus on saving throws against spells and spell-like abilities of the keyed school and knows when such a spell or spell-like ability has been cast within 60 feet.
Construction Requirements Inscribe Magical TattooISM, detect magic, guidance; Cost 500 gp
A Fortuitous weapon (http://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/fortuitous) appears to not require it to be the AoO weapon, only needs to wielded (perfect for armor spikes)
Once per round, when the wielder of a fortuitous weapon hits with an attack of opportunity, he can make a second attack of opportunity with this weapon against that foe at a –5 penalty.
Sniper Goggles (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/e-g/goggles-sniper-goggles) allow sneak attack at any range w +2 circumstance to attack roll.
The Damnation Feats (http://www.d20pfsrd.com/feats/damnation-feats) are pretty nice for evil spellcasters, especially necromancers. There are four of them, and each gives scaling bonuses based on how many you have.
By the end, the first makes you a native outsider with immunity to two elements and resistance to a third. The second gives +2 DC, +2 CL and -1 metamagic cost on all [evil] spells. The third lets you know who and when someone tries to detect your alignment and give any result you want as well as allowing you to count as any alignment for items. THe last gives +4 intimidate, allows fear from demoralize to stack and lets you demoralize as a swift action.
Yeah... that's just downright nasty. There was a rogue archetype and feat combo with a sap that could do something similar, IIRC, and with a DC based on damage or something insane... Wish I could remember the names... It's probably in this thread somewhere, lol.The Damnation Feats (http://www.d20pfsrd.com/feats/damnation-feats) are pretty nice for evil spellcasters, especially necromancers. There are four of them, and each gives scaling bonuses based on how many you have.
By the end, the first makes you a native outsider with immunity to two elements and resistance to a third. The second gives +2 DC, +2 CL and -1 metamagic cost on all [evil] spells. The third lets you know who and when someone tries to detect your alignment and give any result you want as well as allowing you to count as any alignment for items. THe last gives +4 intimidate, allows fear from demoralize to stack and lets you demoralize as a swift action.
Let's see...Cornugon Smash
http://www.d20pfsrd.com/feats/combat-feats/cornugon-smash-combat (http://www.d20pfsrd.com/feats/combat-feats/cornugon-smash-combat)
And Souless Gaze
http://www.d20pfsrd.com/feats/damnation-feats/soulless-gaze-damnation (http://www.d20pfsrd.com/feats/damnation-feats/soulless-gaze-damnation)
:plotting
The problem I found with Sap Master and Enforcer is that a lot of common foes are immune to nonlethal damage. Those same foes are also probably immune to fear, too, though, so I guess that's just an issue for a build that relies on them.So don't be a 1 trick pony. It doesn't take very many resources to pick this combo up, and it will be absolutely devestating to anyone who is vulnerable to it.
You need Shatter Defenses. Which requires BAB +6 and two worthless feats.Why do I need any of that? The combo works exactly as stated. Enforcer + Thug rogue = intimidate anyone you hit with a sap for at least 4 damage and make them Frightened for one round. One feat and one level. It's quite powerful against the things not immune to it. For those that are, pull out something other than a sap.
Then you need Sap Adept and Sap Master.
And Enforcer or Cornugon Smash to reliably trigger intimidate on your attacks (you could go Rake Rogue, but then you're not going Thug for the enhanced fear).
And then you need Bludgeoner or improved unarmed strike if not actually using saps.
Is that your idea of not "very many resources"?
Gauntlets of thrones Twisting Vines (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/e-g/gauntlets-of-twisting-vines) is a great way to grapple, pin, and move on items for grapplers.
Anorexic Sasquatch is gonna love it (my PFS Dex-based grappler)
CHEETAH’S SPRINT
School transmutation; Level bloodrager 1, druid 1, ranger 1,
shaman 1, witch 1
Casting Time 1 swift action
Components V
Range personal
Target you
Duration 1 round
A wild surge of energy courses through your body and propels you into a sprint. If you take a charge or run action before the end of your turn, you can move a total distance of up to 10 times your base land speed. This adjustment is an enhancement bonus. There is no effect on other modes of movement, such as burrow, climb, fly, or swim. As with other effects that increase your speed, this spell affects your jumping distance.
Be nice :-p
RAW matters for PFS though.
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PF jumping doesn't appear to be height restricted like 3x
Are their any weapons with a wide crit range that can use this feat? :l
Bladebound Magus's (http://www.d20pfsrd.com/classes/base-classes/magus/archetypes/paizo---magus-archetypes/bladebound) Black Blade works great with Disposable Weapon (http://www.d20pfsrd.com/feats/general-feats/disposable-weapon) since it is immune to being broken.
Bladebound Magus's (http://www.d20pfsrd.com/classes/base-classes/magus/archetypes/paizo---magus-archetypes/bladebound) Black Blade works great with Disposable Weapon (http://www.d20pfsrd.com/feats/general-feats/disposable-weapon) since it is immune to being broken.You make it broken to automatically confirm the crit, but it can't be broken. This doesn't even sound like it works RAW, much less RAI.
And now for a truly fun find for all ages, the Cyclops Helm (http://www.archivesofnethys.com/MagicWondrousDisplay.aspx?FinalName=Cyclops%20Helm)!!!!!Well great, now Cyclopes are going to go extinct as everyone hunts their heads for cheap dice manipulation.
This thing is crazy good.
And now for a truly fun find for all ages, the Cyclops Helm (http://www.archivesofnethys.com/MagicWondrousDisplay.aspx?FinalName=Cyclops%20Helm)!!!!!
This thing is crazy good.
Propitious Metumbe [Faiths and Philosophies 31; 8,000 gp, 1 lb]
This polished talisman of darkwood inscribed with the pictogram of a specific wendo hangs from a loop of twine. The wearer gains a +2 luck bonus on saving throws against witch hexes, spells and abilities with the curse descriptor, and any spells or effects that would force the wielder to reroll a die or roll multiple dice and take the worst result.
Once per day when the wearer is targeted by such a spell or effect that doesn't normally grant a saving throw, she can make a Will saving throw to negate the effect. If she attempts the save against a spell, the save DC is equal to 10 + the spell's level + the caster's primary casting ability bonus (Cha for sorcerers, Int for wizards, Wis for clerics, and so forth). If she attempts the save against a non-spell effect, the save DC is equal to 10 + half the HD of the effect's source + the source's Charisma modifier.
Damn Cyclops Helm isn't PFS legalIs this one (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/h-l/jingasa-of-the-fortunate-soldier)? Maybe not quite as good, but still one of my favorites. :D
Fetish of the Frog Queen (http://www.archivesofnethys.com/MagicWondrousDisplay.aspx?FinalName=Fetish%20of%20the%20Frog%20QueenLesser) from the new Daughters of Fury module. Its design is from an open call "design a wondrous item" thread here (http://paizo.com/threads/rzs2qghc?Fetish-of-the-Frog-Queen) where developer Patrick Renie commented, "it's not by any means broken." :lolUm... how? Does it lose the mind-affecting tag?
It's basically a metamagic rod to convert mind-affecting will saves into fortitude saves with the poison descriptor.
If it keeps [Mind-Affecting], does it even do much? Good for mind controlling Wizards, I guess? But for foes in general, Fort is usually higher than Will, and [Poison] just adds another way to be immune.Yeah, these are pretty much my thoughts exactly.
Now if it gets rid of [Mind-Affecting], that could make for some fun times. Most of the "unique" monsters are protected against mind control, but there may be a few that aren't immune to poison.
This has probably been posted before, but I was just looking at Simulacrum and noticed that the Pathfinder version doesn't require any hair/blood/whatever from the creature, just an ice sculpture of it. So now even without cheesing around components, you can make one of (at least) any creature you know the appearance of, or that you know anyone who knows the appearance of. :twitchSo much for "more balanced"! :lmao
Also, Simulacrum is a 5th level spell for Summoners. Which makes a self-growing Simulacrum army possible without extrapolating hypothetical 26th level casters to copy.
1) Staff of Simulacrum (10 charges) and Detect Magic (1 charge), CL 10th. 28.5K gp.
2) The staff's "target" is a 20th level Sorcerer, therefore creating a 10th level Sorcerer simulacrum.
3) The simulacrum can recharge and use the staff, generating another copy every ten days.
When you get enough money, upgrade the staff to make copies faster.
Edit: Also, since crafting doesn't cost XP, and is much less reliant on knowing specific spells, Simulacra can do that for you also.
This has probably been posted before, but I was just looking at Simulacrum and noticed that the Pathfinder version doesn't require any hair/blood/whatever from the creature, just an ice sculpture of it. So now even without cheesing around components, you can make one of (at least) any creature you know the appearance of, or that you know anyone who knows the appearance of. :twitchSo much for "more balanced"! :lmao
Also, Simulacrum is a 5th level spell for Summoners. Which makes a self-growing Simulacrum army possible without extrapolating hypothetical 26th level casters to copy.
1) Staff of Simulacrum (10 charges) and Detect Magic (1 charge), CL 10th. 28.5K gp.
2) The staff's "target" is a 20th level Sorcerer, therefore creating a 10th level Sorcerer simulacrum.
3) The simulacrum can recharge and use the staff, generating another copy every ten days.
When you get enough money, upgrade the staff to make copies faster.
Edit: Also, since crafting doesn't cost XP, and is much less reliant on knowing specific spells, Simulacra can do that for you also.
This has probably been posted before, but I was just looking at Simulacrum and noticed that the Pathfinder version doesn't require any hair/blood/whatever from the creature, just an ice sculpture of it. So now even without cheesing around components, you can make one of (at least) any creature you know the appearance of, or that you know anyone who knows the appearance of. :twitchUh huh. You can cast Blood Money to ignore the pricy cost of the spell, too.
Also, Simulacrum is a 5th level spell for Summoners. Which makes a self-growing Simulacrum army possible without extrapolating hypothetical 26th level casters to copy.
1) Staff of Simulacrum (10 charges) and Detect Magic (1 charge), CL 10th. 28.5K gp.
2) The staff's "target" is a 20th level Sorcerer, therefore creating a 10th level Sorcerer simulacrum.
3) The simulacrum can recharge and use the staff, generating another copy every ten days.
When you get enough money, upgrade the staff to make copies faster.
Edit: Also, since crafting doesn't cost XP, and is much less reliant on knowing specific spells, Simulacra can do that for you also.
One that I just came across recently:And if you have all of your targets marked with a Scar, you can do it from a mile away so you don't drive them insane from all the Cackling. :lol
Witches, excellent for armies.
1) Take a Witch with the Fortune and Cackle hexes; possible at 1st level with the Extra Hex feat.
2) Gather as big a group as you want, that will fit in a 30' radius.
3) Use Fortune on them, one at a time, using Cackle each round so none of that expires.
4) Now just use both actions to Cackle for however long - let's say eight hours.
5) The Fortune buff now lasts for however long you Cackled, beyond when you stopped Cackling. So if that was eight hours, the group now has eight more hours to kick ass.
6) But wait - it gets even better. Cackle extends the duration of any Fortune effect, not just one you created personally. So with multiple Witches, you can extend the duration a lot more.
7) For example, if ten (1st level) Witches spend an hour, the Fortune effect will last for 19 hours! Or if those same Witches spent eight hours, it would last for 144 hours (6 days)!
This applies to the negative hexes too, but you'd need to have the victim restrained/asleep/whatever, so you could just CdG them instead. But if you're very spiteful, you can give someone a temporary pseudo-curse that's hard (maybe impossible) to get rid of. Might be useful for Charm, in fact.
Shaman can do this too, if you want to be more dignified about it (chanting instead of cackling). But they do need to be a level higher.
Always wanted to play a big brute that is sneaky? Now you can (http://www.d20pfsrd.com/feats/monster-feats/nightstalker). :D... what is this? XD
looks more like an ettin ninja :P
Always wanted to play a big brute that is sneaky? Now you can (http://www.d20pfsrd.com/feats/monster-feats/nightstalker). :DCrom!
Cackle doesn't seem to impede spellcasting, so Cackle + Fortune + Scar = daylong good fortune for your buddies, without impeding your normal spellcastingYeah, I noticed that too. Get a mount (or other way to move as a free action) and Cackle is basically "free". If only there were a way to do it silently... :lmao
In Pathfinder, all combat maneuvers are melee attacks. The maneuver check is like an attack roll and auto-fails on a 1. It auto-succeeds on a 20 too, but if you can't win on your own merits w/ a 20, you had no business attempting the maneuver in the first place. But! Hey, if you get a nat 20, you threaten a crit....oh wait, the maneuvers don't do damage, so you get all the downsides of being an attack roll and none of the benefit. :banghead
hmm... is this right? If so then a magus is the real maneuver master.In Pathfinder, all combat maneuvers are melee attacks. The maneuver check is like an attack roll and auto-fails on a 1. It auto-succeeds on a 20 too, but if you can't win on your own merits w/ a 20, you had no business attempting the maneuver in the first place. But! Hey, if you get a nat 20, you threaten a crit....oh wait, the maneuvers don't do damage, so you get all the downsides of being an attack roll and none of the benefit. :banghead
At least true strike will work for them.
hmm... is this right? If so then a magus is the real maneuver master.In Pathfinder, all combat maneuvers are melee attacks. The maneuver check is like an attack roll and auto-fails on a 1. It auto-succeeds on a 20 too, but if you can't win on your own merits w/ a 20, you had no business attempting the maneuver in the first place. But! Hey, if you get a nat 20, you threaten a crit....oh wait, the maneuvers don't do damage, so you get all the downsides of being an attack roll and none of the benefit. :banghead
At least true strike will work for them.
Kinda sad you can't combine the orc scarred witch doctor archetype (which uses Con for casting) with the familiar stuff since the witch's familiar gets replaced by a mask.
Sadly, an Improved Familiar gives up the same ability every Familiar archetype gives up, Speak with Animals.rules quote? So you're saying improved familiars can't take archetypes?
Those are nice finds. Now I feel bad.... I've kind of stopped keeping up w/ Pathfinder the past year or so, because I've been fortunate enough to find 3E games and PF is a plainly worse 3E, so I was only keeping up w/ it on the bleak prospects of it being the only 3E-like system I could find games for (for quite a while, it really was like that). So I doubt I'll be updating my Witch handbook again.Kinda sad you can't combine the orc scarred witch doctor archetype (which uses Con for casting) with the familiar stuff since the witch's familiar gets replaced by a mask.
Arguably, since it's a different name from the typical familiar class feature, an Alchemist's Tumor Familiar can be combined w/ Scarred Witch Doctor. A two level dip is harsh, though. Might be other avenues...
Those are nice finds. Now I feel bad.... I've kind of stopped keeping up w/ Pathfinder the past year or so, because I've been fortunate enough to find 3E games and PF is a plainly worse 3E, so I was only keeping up w/ it on the bleak prospects of it being the only 3E-like system I could find games for (for quite a while, it really was like that). So I doubt I'll be updating my Witch handbook again.Just get a regular familiar. Dip wizard, sorcerer (Arcane bloodline), arcanist or fighter (eldritch guardian), or use the Bloodline Familiar (http://www.d20pfsrd.com/classes/core-classes/wizard/familiar#TOC-Bloodline-Familiars) option (available to sorcerer, bloodrager, dragon disciple, and characters with Eldritch Heritage (http://www.d20pfsrd.com/feats/general-feats/eldritch-heritage) or a Variant Multiclass), or take the Familiar Bond (http://www.d20pfsrd.com/feats/general-feats/familiar-bond) feat.Kinda sad you can't combine the orc scarred witch doctor archetype (which uses Con for casting) with the familiar stuff since the witch's familiar gets replaced by a mask.
Arguably, since it's a different name from the typical familiar class feature, an Alchemist's Tumor Familiar can be combined w/ Scarred Witch Doctor. A two level dip is harsh, though. Might be other avenues...
Going by the SRD (http://www.d20pfsrd.com/classes/core-classes/wizard/familiar) Witches with the Animal Patron can give their familiar the ability to Speak with Animals of their type. No clue if it works for Improved Familiars or not. But it could induce shenanigans.Sadly, an Improved Familiar gives up the same ability every Familiar archetype gives up, Speak with Animals.rules quote? So you're saying improved familiars can't take archetypes?
Edit: saw it. You're right... Ah well umd + wand of shield other. ..
Going by the SRD (http://www.d20pfsrd.com/classes/core-classes/wizard/familiar) Witches with the Animal Patron can give their familiar the ability to Speak with Animals of their type. No clue if it works for Improved Familiars or not. But it could induce shenanigans.Sadly, an Improved Familiar gives up the same ability every Familiar archetype gives up, Speak with Animals.rules quote? So you're saying improved familiars can't take archetypes?
Edit: saw it. You're right... Ah well umd + wand of shield other. ..
The Possessed Shaman (http://www.d20pfsrd.com/classes/hybrid-classes/shaman/archetypes/paizo---shaman-archetypes/possessed-shaman) Archetype makes a terrific skill monkey, as long as you don't multiclass.On a similiar note, the Catfolk Alternate Favored Class Bonus gives you another 10 points in Knowledge checks over your usual Bardic Knowledge. Know everything on a budget!
By 6th level, it basically works out to having 3 extra skill points/level, with the ability to reassign 1 skill point/level each day.
Also, you get to use your Wisdom bonus instead of the normal ability bonus, which can be a sizeable bonus.
So, here's a nice trick for summoner wizards:
Cast Heightened Mount. Then, cast Alter Summoned Monster (http://www.d20pfsrd.com/magic/all-spells/a/alter-summoned-monster). You now have a summon that lasts 2 hours/level. Communal mount requires multiple castings of Alter Summoned Monster, but probably works better at higher levels.
Add metamagic reducers, Rod of Giant Summoning and a Summon Slave Crystal (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/summon-slave-crystal) to walk around all day in a big summoned body.
Good thing Pathfinder curb-stomped all those cheesy monk exploits, right?:lmao
Summon Slave Crystal (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/summon-slave-crystal)You can theoretically apply the effects of that item to trap the soul (http://www.d20pfsrd.com/magic/all-spells/t/trap-the-soul).
WTF, doesn't just the existence of the Inscribe Magical Tattoo feat (http://www.d20pfsrd.com/feats/item-creation-feats/inscribe-magical-tattoo-item-creation) basically double the number of magic item slots available for Wonderous Items?
Wait, but.... yeah, that's ridiculously amazingRemember to punch things so you can get Monk's nerfed again instead. :smirk
Found my next PFS build
No rod, but the rest is legal
WTF, doesn't just the existence of the Inscribe Magical Tattoo feat (http://www.d20pfsrd.com/feats/item-creation-feats/inscribe-magical-tattoo-item-creation) basically double the number of magic item slots available for Wonderous Items?
Not quite, because they "are treated as slotless magical items for pricing purposes" - that is, for the same cost, you could have just gotten a slotless item. I think their benefit is largely that they can't be lost, stolen, or sundered, and even if you are helpless they take some effort to destroy. (Of course, you also can't sell them or loan them to a friend.)
Wait, but.... yeah, that's ridiculously amazingRemember to punch things so you can get Monk's nerfed again instead. :smirk
Found my next PFS build
No rod, but the rest is legal
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Did someone say Iron Flask (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/h-l/iron-flask)?
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Did someone say Iron Flask (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/h-l/iron-flask)?...
Except it's not a spell, so it doesn't matter what it's based off for the purposes of Alter Summons
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I think they forgot the speeds grant a +8 racial bonus
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Did someone say Iron Flask (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/h-l/iron-flask)?
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WTF is up with the Monstrous Graft (http://www.d20pfsrd.com/classes/base-classes/alchemist/discoveries/paizo---alchemist-discoveries/monstrous-graft-ex)? (Racial Heritage [derro] = jackpot)
Can a kitsune in fox animal form choose all four legs? What happens in human/fox human form?
Doomsaying (Su): As a standard action, you can pronounce doom on a creature within 30 feet. The target takes a penalty equal to your oracle level on either all skill checks, all savings throws, or all attack rolls (your choice) for 1 minute or until he fails one such roll. You can use this ability a number of times per day equal to your Charisma bonus. This is a curse effect.
Once the target is used to attack the selected creature, successfully or not, this spell is discharged.
Walk into hell, use "89–92: Friends Become Enemies". You've just created a small army of Lawful Good demons. Grab immunity to Death Effects and then use "100: Death" for a Wail of the Banshee every round.
^ umm, how couldn't it be? It's a die roll. You're rolling percentiles. That you're using two physical dice for this does not change this fact. A damage roll is still considered "one roll" regardless of how many dice you pick up.
Walk into hell, use "89–92: Friends Become Enemies". You've just created a small army of Lawful Good demons.
PFS just banned the gold exploit, in case any of you were using it
here (http://paizo.com/threads/rzs2st9g?Gold-Exploit#1)
Turns out it was me that actually got the thing changed. I feel like I've accomplished a mission to fix horrible loopholes
the answer to is there a gold exploit in PFS is no. Always. Unless you have campaign documentation, you only have an amount of gold equal to the amount earned on all your chronicle sheets plus your day jobs plus other boons. If you think you've found a way around that you're wrong.
You guys are coming across as not playing PFS, which is what the ruling was for, and in which context it's ... entirely by the rules and reasonable. It actually isn't a pathfinder-in-general ruling.I don't play PFS at all. So, I defer to others on that. I'm not annoyed by the ruling. I already noted some ready responses to it other than the obvious one, which amounts to "cute, but let's not do that." I'm annoyed by the tenor of the responses, though, which include an air of smugness and moral high grounding which I think is both unwarranted and lets the game designers off the hook for doing their job. If this was the only silly rule in Pathfinder, I'd probably feel differently. I'd also probably feel differently if I didn't believe that min/maxing was, overall, something of a positive endeavor.
Ehm, PFS wouldn't let you sell the tapestry you found in the red dragon's lair, no. You'd get it accounted for in the gold pieces of your chronicle sheet, and possibly have them as an option for something you could buy with those gold pieces to abstract finding it / having access to it.This seems just like semantics to me. You get some value for the loot you find in the course of the adventure, right? I mean, it's still D&D (Pathfinder, whatever, you know what I mean). If you can't sell things at all, then Zook's exploit wouldn't even get off the ground. It'd be a very short rules discussion.
PFS just banned the gold exploit, in case any of you were using it
here (http://paizo.com/threads/rzs2st9g?Gold-Exploit#1)
Turns out it was me that actually got the thing changed. I feel like I've accomplished a mission to fix horrible loopholes
Man, that thread is harsh. If they think reddit is bad, please never let them find us.
JUDGMENT SUBDOMAIN
The balance of law is paramount to you, and you ensure
that transgressions are punished appropriately.
Associated Domain: Law.
Replacement Power: The following granted power
replaces the touch oflaw ability of the Law domain.
Chastisement (Su): As a standard action, you can cast a
strengthened spell against a creature that damaged you
since your last turn. This spell must target the creature
that damaged you, and is cast at +1 caster level. Area of
effect spells cannot be used in conjunction with this
ability, but other spells that target multiple creatures may
be. You can use this ability a number of times per day equal
to 3 + your Wisdom modifier.
Replacement Domain Spells: 2nd-castigate, 4th-rebuke,
5th-mark of justice.
not sure if this has come up before, but...
using the Chastisement ability, you can cast any targeting spell as a standard action. it appears that you can use this w spells with a longer casting time.Quote from: Inner Sea Gods pg226JUDGMENT SUBDOMAIN
The balance of law is paramount to you, and you ensure
that transgressions are punished appropriately.
Associated Domain: Law.
Replacement Power: The following granted power
replaces the touch oflaw ability of the Law domain.
Chastisement (Su): As a standard action, you can cast a
strengthened spell against a creature that damaged you
since your last turn. This spell must target the creature
that damaged you, and is cast at +1 caster level. Area of
effect spells cannot be used in conjunction with this
ability, but other spells that target multiple creatures may
be. You can use this ability a number of times per day equal
to 3 + your Wisdom modifier.
Replacement Domain Spells: 2nd-castigate, 4th-rebuke,
5th-mark of justice.
...but what happens if an ally hits you in the last round of combat?
This sounds useful for the Druid Stegosaurus Vital Strike build.
Effortless Aid (Ex): The investigator can use an aid another action as a move action instead of as a standard action. An investigator can expend one use of inspiration to instead perform an aid another action as a swift action.
some of the dirty tactics stuff is up on PFSRD
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so you can fire your bow a bunch of times to aid buddies, using Covering Fire (http://www.d20pfsrd.com/feats/combat-feats/covering-fire-combat-teamwork) as an investigatorQuote from: Investigator TalentEffortless Aid (Ex): The investigator can use an aid another action as a move action instead of as a standard action. An investigator can expend one use of inspiration to instead perform an aid another action as a swift action.
Yeah, was looking at making a crazy aider... Seen ways to get like +10 AC aid, just do that 3 times round, and at crazy range too.Would your own aids stack on one target, so aid as std, move, and swift for +30 AC?oops, you just said that
1 level animal companion class gets you a baby roc, just ride that 50ft up. A bow or xbow still gives you good range
+4 (helpful) +2 (kin guardian trait?) +1 (Benevolent armor) x3 = +21 AC at 3rd level
... can you aid another yourself, since you are your own ally?
Harrying Partners (Combat, Teamwork)]/b]
Source Melee Tactics Toolbox pg. 10 (Amazon)
Your movements perfectly synchronize with your ally’s to greater effect.
Prerequisites: Any teamwork feat, base attack bonus +6.
Benefit: When you successfully use the aid another action to improve the Armor Class or attack roll of an ally who also has this feat, the benefit from aid another lasts until the beginning of your next turn.
Normal: The bonus granted by aid another either grants your ally a +2 bonus on her next attack roll against an opponent or grants your ally a +2 bonus to AC against that opponent’s next attack made before the beginning of your next turn.
Bloodline Arcana: You count as a hag for the purpose of joining a hag's coven. The coven must contain at least one hag. In addition, whenever you are within 30 feet of another sorcerer with this bloodline or a witch with the coven hex, you can use the aid another action to grant a +1 bonus to the other spellcaster's caster level for 1 round.
Saw that feat while hunting PFSRD for aids to aid.
Just being a helpful 'witch' nets +4-12 CL. That's fucking amazing.
Do you have to use that aid on that spellcaster in particular?
Weapons made of noqual weigh half as much as normal, and gain a +1 enhancement bonus on damage
rolls against constructs and undead created by feats or spells.
If you can get your DM to think that you can attack a Magic Missile, and that it's a Construct or Undead. :P (It deals +1 damage against [Construct or Undead], if and only if that [Construct or Undead] was created by a feat or spell. Or that's how I read it.)QuoteWeapons made of noqual weigh half as much as normal, and gain a +1 enhancement bonus on damage rolls against constructs and undead created by feats or spells.
Does this apply to stuff that doesn't even include the weapon, like Magic Missile?
Secrets of the Grave (Ex): At 2nd level, a dirge bard gains a bonus equal to half his bard level on Knowledge (religion) checks made to identify undead creatures and their abilities. A dirge bard may use mind-affecting spells to affect undead as if they were living creatures, even if they are mindless (though spells that affect only humanoids do not affect them, even if they were humanoids in life). In addition, he may add one necromancy spell from the spell list of any arcane spellcasting class to his list of spells known at 2nd level and every four levels thereafter.
This ability replaces versatile performance.
Saw that feat while hunting PFSRD for aids to aid.
Just being a helpful 'witch' nets +4-12 CL. That's fucking amazing.
Do you have to use that aid on that spellcaster in particular?
Bloodline Arcana: You count as a hag for the purpose of joining a hag's coven. The coven must contain at least one hag. In addition, whenever you are within 30 feet of another sorcerer with this bloodline or a witch with the coven hex, you can use the aid another action to grant a +1 bonus to the other spellcaster's caster level for 1 round.
+1 -》+4 × 3 = +12
Aid another stacks
An arcanist can get an indestructible spellbook... downside? Witch spells instead of sorcerer/wizard spells(click to show/hide)
"a figment can never serve as a witch’s familiar"RAW, yes... RAI... I can't think of anyone who would let you do this. At least, not from the people I know in person.
I guess part of what threw me was that you said "Just being a helpful 'witch' nets +4-12 CL." Not "being a witch, plus an investigator, plus whatever is making it a +1d4 instead of a flat +1 bonus."Helpful (http://www.d20pfsrd.com/traits/race-traits/helpful) is the name of a trait, and it makes it be +4, not +1d4. I'm not 100% certain it works, since it's phrased as "+4 instead of the normal +2", but if it does it would give that result.
This flame lasts for 1 round for every d6 of damage or healing the channeling normally provides.
Emulate a Class Feature: Sometimes you need to use a class feature to activate a magic item. In this case, your effective level in the emulated class equals your Use Magic Device check result minus 20. This skill does not let you actually use the class feature of another class. It just lets you activate items as if you had that class feature.
For everyone trying to get a nice bonus from Aid Another, may I present the following:They were getting +12s from applying a +4 bonus three times (as a standard, move, and finally swift action).
• The Inheritor trait (+1 Trait bonus to the bonus you give through Aid Another.)
• The Minor Community Blessing from the Warpriest (Set your Aid Another bonus to +4.)
For a +5 bonus to CL.
That's the best I can get; I don't know what rules other people are looking at, but everything else is either sets the bonus to a certain value or only works on one form of Aid Another.
I suspect I'm wrong... but I'm not seeing where people are getting +12s.
Reshape Bond (Sp): At 10th level, a bonded wizard can
repair her bonded item or turn it into another object once
per day as a full-round action. Transforming it functions
as polymorph any object, but does not alter the item’s magical
properties (including its item slot), while repairing it
functions as make whole. The wizard may also sacrifice a
prepared spell in order to repair an additional 1d6 points
of damage per level of the sacrificed spell. This replaces the
wizard’s bonus feat normally gained at 10th level.
The barbarian can make an attack of opportunity against a foe that moves into any square threatened by the barbarian, regardless of whether or not that movement would normally provoke an attack of opportunity.Withdraw:
Withdrawing from melee combat is a full-round action. When you withdraw, you can move up to double your speed. The square you start out in is not considered threatened by any opponent you can see, and therefore visible enemies do not get attacks of opportunity against you when you move from that square. Invisible enemies still get attacks of opportunity against you, and you can't withdraw from combat if you're blinded. You can't take a 5-foot step during the same round in which you withdraw.
If, during the process of withdrawing, you move out of a threatened square (other than the one you started in), enemies get attacks of opportunity as normal.
You may not withdraw using a form of movement for which you don't have a listed speed.
Note that despite the name of this action, you don't actually have to leave combat entirely.
What happens if you stay in that first square, how long are you not threatened?I believe movement is a required part of the Withdraw action.
What happens if you stay in that first square, how long are you not threatened?I believe movement is a required part of the Withdraw action.
The trait bonus doesn't stack with itself, so reduce that to +13 each round.
Orphaned and adopted by the Society. Now the Society is your family. Doesn't mention how closely related the family member has to be.
As of July 29, nothing in the Additional Resources pdf.
Covering Fire (http://www.d20pfsrd.com/feats/combat-feats/covering-fire-combat-teamwork) is a great way to use this from a distance, even like 3 times/rnd for the 1 inspiration point.
since you're an investigator, which is extract-based. have the Potion Glutton (http://www.d20pfsrd.com/feats/general-feats/potion-glutton) feat for drinking as a swift on those rounds you don't aid that 3rd aid as a swift.
Well... maybe they should errata it or STFU? :shakefistsince you're an investigator, which is extract-based. have the Potion Glutton (http://www.d20pfsrd.com/feats/general-feats/potion-glutton) feat for drinking as a swift on those rounds you don't aid that 3rd aid as a swift.
Not saying its a bad feat because it is REALLY good. However, a little fun fact about that fwat is the designers of paizo regret it ever being printed, mostly due to hate that the best Alchemists have to worship specific dieties. They would rather options like that were acceptable to all character concepts.
Well... maybe they should errata it or STFU? :shakefistsince you're an investigator, which is extract-based. have the Potion Glutton (http://www.d20pfsrd.com/feats/general-feats/potion-glutton) feat for drinking as a swift on those rounds you don't aid that 3rd aid as a swift.
Not saying its a bad feat because it is REALLY good. However, a little fun fact about that fwat is the designers of paizo regret it ever being printed, mostly due to hate that the best Alchemists have to worship specific dieties. They would rather options like that were acceptable to all character concepts.
Wait, Glorious Heat has a deity requirement?... and this is why playing via the SRD can be an advantage, at times.
That's what I get for looking up most of this stuff on the SRD, they strip out most of the setting specific stuff even when it means ditching rules material like prerequisites.
GLORIOUS HEAT
When you cast divine fire spells, their heat empowers
nearby allies.
Prerequisites: Ability to cast divine spells, caster level
5th, worshiper of Sarenrae.
Benefit: Whenever you cast a divine spell with the fire
descriptor, choose a single ally within 30 feet that you
can see. That ally heals a number of hit points equal to
half your level and gains a +1 morale bonus on attack rolls
until the end of its next turn.
POTION GLUTTON
You gulp down potions with unsettling speed.
Prerequisite: Worshiper of Urgathoa.
Benefit: You can drink potions, elixirs, or other potables
as a swift action without provoking attacks of opportunity.
Normal: Drinking potions is a move action that
provokes attacks of opportunity.
Glorious Heat
When you cast divine fire spells, their heat empowers
nearby allies.
Prerequisites: ability to cast divine spells, caster level 5th.
Benefit: When you cast a divine spell with the fire
descriptor, choose a single ally within 30 feet that you
can see. That ally heals half your level in hit points, and
gains a +1 morale bonus on attack rolls until the end of
its next turn.
Glorious Heat grants a number of points of healing equal to the spell
level, not the caster level (ie. flame strike grants 5 points, while spark grants 0)
Well... maybe they should errata it or STFU? :shakefistsince you're an investigator, which is extract-based. have the Potion Glutton (http://www.d20pfsrd.com/feats/general-feats/potion-glutton) feat for drinking as a swift on those rounds you don't aid that 3rd aid as a swift.
Not saying its a bad feat because it is REALLY good. However, a little fun fact about that fwat is the designers of paizo regret it ever being printed, mostly due to hate that the best Alchemists have to worship specific dieties. They would rather options like that were acceptable to all character concepts.
I agree, but they probably won't because of Paizo's (rather stupid, in my opinion) errata policy: they don't issue errata until they do a new print run of the book. And considering the book that it was printed in (Inner Sea Gods), changing it from a deity-specific feat to a general feat would be kind of weird since almost every feat in that book has a "Worshipper of X" prerequisite.
See also Glorious Heat (http://www.d20pfsrd.com/feats/general-feats/glorious-heat).
EDIT: A Human with the Finding Your Kin (http://www.d20pfsrd.com/traits/campaign-traits/legacy-of-fire/finding-haleen) trait, the Nemesis feat, and Fast Learner receives +2 HP and +2 skill points whenever they take a level in a Favored Class on top of whatever they picked as their Favored Class benefit. You can do this at first level if you have an appropriate backstory.
I'm hard pressed to think of a case where two copies of Toughness plus two copies of the Skilled racial trait plus the potential to get a +2 to an ability score later on down the line isn't a good use of two feats and a trait.
Soulless Gaze: +4 to Intimidate checks, your Demoralize attempts stack with each-other, and you can Demoralize as a Swift action.What.
Soulless Gaze: +4 to Intimidate checks, your Demoralize attempts stack with each-other, and you can Demoralize as a Swift action.What.
I know my next character.
Maleficium: +2 DC, +2 CL, and a free level of Metamagic on all [Evil] spells you cast. Snazzy.
Maleficium: +2 DC, +2 CL, and a free level of Metamagic on all [Evil] spells you cast. Snazzy.
Oh man...Does PF still have a way to give all your spells the [Evil] descriptor?
(click to show/hide)
Maleficium: +2 DC, +2 CL, and a free level of Metamagic on all [Evil] spells you cast. Snazzy.
Oh man...Does PF still have a way to give all your spells the [Evil] descriptor?
Not that I can find. Sadly.
I posted these feats a while back. They're as good as ever.Maleficium: +2 DC, +2 CL, and a free level of Metamagic on all [Evil] spells you cast. Snazzy.
Oh man...Does PF still have a way to give all your spells the [Evil] descriptor?
Not that I can find. Sadly.
The best I've found is the diabolist (http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/c-d/diabolist), who can make a spell that deals energy damage evil Cha mod/day. (You'll need to use a scroll to meet prerequisites.) It also gives you a overleveled Imp animal companion.
"freedom eagle"
Paired Opportunists to top it off. One guy with two kukris, one guy with a scythe.
Paired Opportunists to top it off. One guy with two kukris, one guy with a scythe.
Since you're forgoing the extra damage from the crit every time you cycle, the extra damage from the scythe is pointless.
Paired Opportunists to top it off. One guy with two kukris, one guy with a scythe.
Since you're forgoing the extra damage from the crit every time you cycle, the extra damage from the scythe is pointless.
What are you talking about? You have the choice whether or not to apply Butterfly's Sting.
Two people with those feats chain back and forth until they run out of AoOs. Then the last hit sets up recurrence the next round when AoOs refresh. Good for builds with many AoOs, like Kensai Magus who eventually add Int Mod to the number they get otherwise. Though paring one person with those feats with an ally with a high crit multiplier requires less coordination and less Dex, it has far less potential for overkill.Example:
You have to confirm a threat for Butterfly's Sting, and you have to actually score a critical hit to trigger Outflank. You can't just "pass the crit" back and forth. The conditions are not being met.
Your attack only deals normal damage, and the next ally automatically confirms the hit as a critical.Sounds like they confirmed it and scored a crit to me...
You have to confirm a threat for Butterfly's Sting, and you have to actually score a critical hit to trigger Outflank. You can't just "pass the crit" back and forth. The conditions are not being met.
Kitsune Oracle Curse
The following new oracle curse is available only to kitsune
oracles, who most often take the nature mystery.
Wrecking Mysticism: A divine entity has blessed you
with a source of eldritch power that erodes your fortitude,
increasing by 50% the duration of any poison, sickened
condition, or nauseated condition affecting you. Whenever
you would gain a mystery spell, you can gain Magical Tail
(Advanced Race Guide 193) as a bonus feat instead. Once this
choice has been made, it cannot be changed. You cannot
replace a bonus spell granted to you by an oracle archetype
with Magical Tail, even if it replaces a mystery spell. At 5th
level, add minor image and ventriloquism to your list of spells
known. At 10th level, add magic jar to your list of spells known.
At 15th level, add project image to your list of spells known.
Voice of Monsters (Lamashtu): Your faith leads you
to see the power and wonder in even the most horrible
abominations. Once per day, you can cast speak with animals.
When you cast this spell, it can affect animals (as normal) as
well as aberrations and magical beasts with an Intelligence
of 2 or lower.
Winds of Vengeance (http://www.d20pfsrd.com/magic/all-spells/w/winds-of-vengeance) lets you fly through space.
Explicitly.
This is a thing that it does.
We need a way to make this last more than 20 minutes. Please.
Improved Spell Combat (Ex):At 14th level, an eldritch
scion gains the improved spell combat class feature. This
ability alters improved spell combat.
Greater Spell Combat (Ex): At 18th level, an eldritch scion
gains the greater spell combat class feature. This ability
alters greater spell combat.
"Yes, you still get this. No, that doesn't mean you can use it with a different archetype."Quote from: Eldritch Scion MagusImproved Spell Combat (Ex):At 14th level, an eldritch
scion gains the improved spell combat class feature. This
ability alters improved spell combat.
Greater Spell Combat (Ex): At 18th level, an eldritch scion
gains the greater spell combat class feature. This ability
alters greater spell combat.
Umm, I switch out one ability for the exact same ability that's altered, but not actually altered?
Aaaah... sneaky sneakyNo idea, that was just my first thought of why they would do that. Second idea is that they changed the level it comes at, but I'm not sure.
Are there any that just change imp/greater, but not normal?
The Education subdomain is interesting. Replacing Community or Knowledge's 8th level ability with the ability for all allies w/in 30ft reroll ALL attacks, skills, ability checks, and saves for 1 min. Only can use this ability when you or an ally roll a natural 1 or 20 on any attack, skill, ability check, or save. WTF?This looks amazing! What (if any) ways are there to get more uses on domain abilities?
Coin Shot is a sexy spell.
10gp for a Masterwork Adamantine thrown weapon that deals 1d10 damage and resolves as a touch attack?
Sign me up!
Coin Shot is a sexy spell.
10gp for a Masterwork Adamantine thrown weapon that deals 1d10 damage and resolves as a touch attack?
Sign me up!
Eh, it destroys the coin.
At levels where it matters, that's a huge cost.
At levels where it doesn't, you have better things to do with your actions.
Coin Shot is a sexy spell.
10gp for a Masterwork Adamantine thrown weapon that deals 1d10 damage and resolves as a touch attack?
Sign me up!
1d10 + half your level. :cool
As far as damaging spells go it's not that great, but it could be very handy for an assassin build. Nobody's going to demand you peace-bind a money pouch. Could be really effective paired with sneak attack/death attack. Add injury poison if you're feeling particularly mean, or just forgo sneak attack and use it as a way to deliver drugs, poisons, or (with Bottled Misfortune (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/a-b/bottled-misfortune)) witch hexes.Eh, it destroys the coin.
At levels where it matters, that's a huge cost.
At levels where it doesn't, you have better things to do with your actions.
I don't think 10 gp is a particularly big cost. A 1st level wand is 15 gp a use and that's only going to give you around 1d6 damage. Add in the potential to slip "weapons" by people or combine it with poisons and it's a fairly nifty tool. Maybe a bit situational, but definitely exploitable if you put some thought into it.
[Edit] And it lasts for 10 minutes/level which means you can cast it somewhere out of sight and nobody will suspect you have a weapon until the moment you attack with it. You could even draw your "throwing coins" in front of a dozen guards and nobody would suspect unless they have detect magic up and can identify the aura. At worst they might suspect the coins are magical fakes since they'd radiate transmutation magic.
Make it hail on dem bitches
Also, one spell = three missiles. That's one spell for three rounds of combat, right there! :D
Magical Wayang Lineage would let you maximize this as a 2nd level spell, or use a metamagic rod for a decent amount of damage. Seeking Spell would let your coins fly around corners.
Prob some other metamagic feats would help too
Human-Raised: Some half-orcs raised as humans lack
their cousins’ ferocity and training in orc weapons, but
pick up a bit of their human parents’ skills. They gain the
human’s skilled racial trait. This racial trait replaces orc
ferocity and weapon familiarity
Skilled: Second- and third-generation half-orcs often
favor their human heritage more than their orc heritage.
Half-orcs with this trait gain 1 additional skill rank per
level. This racial trait replaces darkvision.
Comprehensive Education: Humans raised with
skilled teachers draw upon vast swathes of knowledge
gained over centuries of civilization. They gain all
Knowledge skills as class skills, and they gain a +1 racial
bonus on skill checks for each Knowledge skill that they
gain as a class skill from their class levels. This racial
trait replaces skilled.
QuoteComprehensive Education: Humans raised with
skilled teachers draw upon vast swathes of knowledge
gained over centuries of civilization. They gain all
Knowledge skills as class skills, and they gain a +1 racial
bonus on skill checks for each Knowledge skill that they
gain as a class skill from their class levels. This racial
trait replaces skilled.
They REALLY could have worded that a bit better.
Needles of Fleshgraving
Price 8,000 gp; Aura faint transmutation; CL 5th; Weight 1 lb.These tattooing needles can grant a +5 competence bonus on Craft (tattoos) checks. Once per day they can be used to transform an object into a tattoo on a willing creature. This takes 10 minutes. The object may resist with a DC 17 Fortitude saving throw. The transformed object radiates faint transmutation magic and looks like a miniature depiction of itself. The bearer of the tattoo may peel it off as a standard action, transforming it back into its object form. The tattoo automatically reverts back to its object form after 7 days, if dispelled (using the caster level of the needles), or upon the death of the tattooed creature.
Construction Requirements
Cost 4,000 gp; Craft Wondrous Item, shrink item, creator must have 5 ranks in Craft (tattoos)
Source (http://paizo.com/pathfinderRPG/prd/ultimateEquipment/wondrousItems/slotless.html)
This is an entertaining little item, it has all the usefulness of shrink item, with none of the size or weight limitations, just "an object" which could be anthing from tiny to colossal. Store your party galleon in a tatoo if you feel like it. It also provides a way to actually acquire things in Society play if you get the item. Since their rules allow long term effects like this to carry over from society game to game (as of last i checked).Quote from: Ultimate Equipment PG312Needles of Fleshgraving
Price 8,000 gp; Aura faint transmutation; CL 5th; Weight 1 lb.These tattooing needles can grant a +5 competence bonus on Craft (tattoos) checks. Once per day they can be used to transform an object into a tattoo on a willing creature. This takes 10 minutes. The object may resist with a DC 17 Fortitude saving throw. The transformed object radiates faint transmutation magic and looks like a miniature depiction of itself. The bearer of the tattoo may peel it off as a standard action, transforming it back into its object form. The tattoo automatically reverts back to its object form after 7 days, if dispelled (using the caster level of the needles), or upon the death of the tattooed creature.
Construction Requirements
Cost 4,000 gp; Craft Wondrous Item, shrink item, creator must have 5 ranks in Craft (tattoos)
Technically that reading of comprehensive education wouldn't work, as the same literal mindedness that allows you to read it that way would also mean that you are gaining multiple typed bonuses of the same sort ("I have x number of +1 Racial Bonuses to skill checks"), and since they wouldn't stack it'd grant you a +1 to all skills at the absolute most broken reading. Although it takes a little mental gymnastics to read it that way. If you say it out loud you can hear the pause in the phrase. It could probably use a comma, but it's more a matter someone reading more into it than is there.
seriously, the core book is just a hatchet-ed glued together copy of the wotc srd with stuff cut out in the strangest places.
Belt, Blinkback
Aura moderate conjuration; CL 7th
Slot belt; Price 5,000 gp; Weight 2 lbs.
DESCRIPTION
A set of clips is attached to this segmented belt constructed of metallic links.
Up to two one-handed melee weapons or up to four light melee weapons can be hung from the belt in straps or sheaths. When the wearer draws a weapon attached to this belt and throws it before the end of her next turn, the weapon teleports back to its strap or sheath immediately after the attack is resolved.
Throwing Magus (Ranged Tactics Toolbox pg. 13 (Amazon)): Whenever the magus enhances his weapon using his arcane pool, he can spend 1 additional point from his arcane pool to add the returning and throwing abilities to the list of available weapon special abilities. When the magus throws a weapon enhanced by his arcane pool and hits a foe, he regains 1 arcane pool point. The magus can regain a number of arcane pool points per day equal to his Intelligence modifier in this way. If he throws his held weapon and draws another in the same round, he can enhance the newly drawn weapon with his arcane pool as a free action instead of a swift action.
I was about to say it worked fine with just Throwing Magus, but the Blinkback belt gets you full attacks. So it's useful for 6th+ level.QuoteBelt, Blinkback
Aura moderate conjuration; CL 7th
Slot belt; Price 5,000 gp; Weight 2 lbs.
DESCRIPTION
A set of clips is attached to this segmented belt constructed of metallic links.
Up to two one-handed melee weapons or up to four light melee weapons can be hung from the belt in straps or sheaths. When the wearer draws a weapon attached to this belt and throws it before the end of her next turn, the weapon teleports back to its strap or sheath immediately after the attack is resolved.QuoteThrowing Magus (Ranged Tactics Toolbox pg. 13 (Amazon)): Whenever the magus enhances his weapon using his arcane pool, he can spend 1 additional point from his arcane pool to add the returning and throwing abilities to the list of available weapon special abilities. When the magus throws a weapon enhanced by his arcane pool and hits a foe, he regains 1 arcane pool point. The magus can regain a number of arcane pool points per day equal to his Intelligence modifier in this way. If he throws his held weapon and draws another in the same round, he can enhance the newly drawn weapon with his arcane pool as a free action instead of a swift action.
So this seem like a way to get Int Mod -1 extra Arcane Pool points per day. Kinda cool.
The soul bound to the mannequin lives within a focus integrated into the doll or its apparel, typically a carved mask. As long as this soul focus remains intact, it can be used to animate another mannequin, at the same cost as creating a new soulbound mannequin. The new mannequin retains its personality and memories. A soul focus has hardness 8, 12 hit points, and a break DC of 20.which makes me wonder what exactly does that mean.
But I'd prefer a + initiative familiar that can speak orc, over a boring raven
Increasing an animal's Intelligence to 3 or higher means it is smart enough to understand a language. However, unless an awaken spell is used, the animal doesn't automatically and instantly learn a language, any more than a human child does. The animal must be taught a language, usually over the course of months, giving it the understanding of the meaning of words and sentences beyond its trained responses to commands like "attack" and "heel."
Even if the animal is taught to understand a language, it probably lacks the anatomy to actually speak (unless awaken is used). For example, dogs, elephants, and even gorillas lack the proper physiology to speak humanoid languages, though they can use their limited "vocabulary" of sounds to articulate concepts, especially if working with a person who learns what the sounds mean.
Dunno if this has been mentioned, but Martial Charge (http://www.d20pfsrd.com/path-of-war/feats#TOC-Martial-Charge-Combat-) lets you use as many Strike maneuvers as you have attacks on a charge, unless i'm missing something.I guess if you have the ability to pounce somehow (I'm not as familiar with PF methods of this as 3.5 D&D), then using a literal reading you could make multiple strikes at the end of a charge. That's clearly not the intent, though.
This just seems like a fun combo that could have some nifty uses
Infuse Poison (Item Creation)
You can infuse a poison with a magical effect.
Prerequisites: Brew Potion, Craft (alchemy) 5 ranks, caster
level 3rd.
Benefit: You can infuse an ingested poison with any spell of 3rd level or lower that you know and that targets one or more creatures and has a casting time of less than 1 minute. Infusing a poison takes 2 hours if its base price is 250 gp or less; otherwise, infusing a poison takes 1 day for each 1,000 gp in its base price. When you infuse a poison, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own caster level. To infuse a poison, you must use up raw materials costing half of its base price.
When you create an infused poison, you make any choices that you would normally make when casting the spell.
Whoever ingests the infused poison is the target of the spell.
Toxic Spell (Metamagic)
Source Dirty Tactics Toolbox pg. 9
You can infuse a spell with the power of a poison.
Prerequisites: Craft (poison) 5 ranks, ability to cast 2nd-level spells, poison use class feature.
Benefit: You can use 1 dose of contact, ingested, inhaled, or injury poison as an additional material component for a spell you cast. This spell gains the poison descriptor (Pathfinder RPG Ultimate Magic 138). Select a single creature affected by the spell. If that creature fails its saving throw against the spell, it must also attempt a saving throw against the poison used as a material component. If the target fails the save against the poison, the poison takes effect immediately, ignoring any onset time. The poison uses its save DC (rather than the save DC of the spell), but is modified by any effects that increase the spell’s DC (such as Spell Focus). This feat works only with spells whose effects can be negated by a successful Fortitude save. A toxic spell uses up a spell slot 1 level higher than the spell’s actual level.
This just seems like a fun combo that could have some nifty uses
Infuse Poison (Item Creation)
You can infuse a poison with a magical effect.
Prerequisites: Brew Potion, Craft (alchemy) 5 ranks, caster
level 3rd.
Benefit: You can infuse an ingested poison with any spell of 3rd level or lower that you know and that targets one or more creatures and has a casting time of less than 1 minute. Infusing a poison takes 2 hours if its base price is 250 gp or less; otherwise, infusing a poison takes 1 day for each 1,000 gp in its base price. When you infuse a poison, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own caster level. To infuse a poison, you must use up raw materials costing half of its base price.
When you create an infused poison, you make any choices that you would normally make when casting the spell.
Whoever ingests the infused poison is the target of the spell.
Toxic Spell (Metamagic)
Source Dirty Tactics Toolbox pg. 9
You can infuse a spell with the power of a poison.
Prerequisites: Craft (poison) 5 ranks, ability to cast 2nd-level spells, poison use class feature.
Benefit: You can use 1 dose of contact, ingested, inhaled, or injury poison as an additional material component for a spell you cast. This spell gains the poison descriptor (Pathfinder RPG Ultimate Magic 138). Select a single creature affected by the spell. If that creature fails its saving throw against the spell, it must also attempt a saving throw against the poison used as a material component. If the target fails the save against the poison, the poison takes effect immediately, ignoring any onset time. The poison uses its save DC (rather than the save DC of the spell), but is modified by any effects that increase the spell’s DC (such as Spell Focus). This feat works only with spells whose effects can be negated by a successful Fortitude save. A toxic spell uses up a spell slot 1 level higher than the spell’s actual level.
So basically, putting spells in your spells?
I lost my last post... so to summarize:
Yes, there is something that changes poison type (Poisoner Rogue (http://www.d20pfsrd.com/classes/core-classes/rogue/archetypes/paizo---rogue-archetypes/poisoner)) - and no, it doesn't change how you deliver spells through Infuse Poison.
On the plus side, Infuse Poison just requires that the other guy ingests it, so it'll still work if they're immune to poison. All the feat actually does is let you make potions that use a poison as the base instead of something like water or oil.
I lost my last post... so to summarize:
Yes, there is something that changes poison type (Poisoner Rogue (http://www.d20pfsrd.com/classes/core-classes/rogue/archetypes/paizo---rogue-archetypes/poisoner)) - and no, it doesn't change how you deliver spells through Infuse Poison.
On the plus side, Infuse Poison just requires that the other guy ingests it, so it'll still work if they're immune to poison. All the feat actually does is let you make potions that use a poison as the base instead of something like water or oil.
I can definitely agree with you there that by RAW, you have to injest it.
It just seems like something that a DM would handwave if someone manage to change the delivery.
So if you change an infused poison to a contact poision, and you use the Alchemists sticky poison discovery, what happens if someone licks the blade? ;p
To add to the broken-ness of Samsarans, there's a favoured class option for summons that increases the extra summons you get from spells that summon more than one monster by 1/2. That means at level 10, you can summon +5 creatures. With superior summoning (the feat), +6.
At that point, just use a SMV to summon two Lightning Mephits (http://www.d20pfsrd.com/bestiary/monster-listings/outsiders/mephit/mephit-lightning) from the SMIV list, have them all use their lightning bolt 1/hour sla. 8 x 6d6 = 48d6, which isn't an awful amount of lightning damage (even if shock resistance will really screw them sideways) for a summoner. Or summon a herd of rhinoceroses. Whatever floats your boat.
This works really really well with group buffs and/or a bard.
To add to the broken-ness of Samsarans, there's a favoured class option for summons that increases the extra summons you get from spells that summon more than one monster by 1/2. That means at level 10, you can summon +5 creatures. With superior summoning (the feat), +6.
At that point, just use a SMV to summon two Lightning Mephits (http://www.d20pfsrd.com/bestiary/monster-listings/outsiders/mephit/mephit-lightning) from the SMIV list, have them all use their lightning bolt 1/hour sla. 8 x 6d6 = 36d6, which isn't an awful amount of lightning damage (even if shock resistance will really screw them sideways) for a summoner. Or summon a herd of rhinoceroses. Whatever floats your boat.
This works really really well with group buffs and/or a bard.
Did you know that Siege weapons are special weapons, especially poorly designed?
They are categorized by item's description, not by size, meaning that a Ballista, Light (http://paizo.com/pathfinderRPG/prd/ultimateCombat/combat/siegeEngines.html#ballista), is Large Size by design, not by use.
When comparing siege weapons to any kind of other weapon, you will notice that the damages are only stated once instead of twice (for Medium and Small), just like bonuses or effect. That's because their damages are fixed and not based on their size (just like special ammunition, or sneak attack).
So, let's get to the point: with Shrink Item (http://paizo.com/pathfinderRPG/prd/spells/shrinkItem.html) you can get yourself a really, really small weapon doing a lot of damage.
Use your siege alchemist and get crazy!
Umm...I think it would just resort to the regular size chart (http://paizo.com/paizo/faq/v5748nruor1fm#v5748eaic9t3f) and go down 4 steps.Well, would you step down damage of SA or spells based on its user's size? Would you even change the damage described within the special ammunition (http://paizo.com/pathfinderRPG/prd/ultimateCombat/combat/siegeEngines.html#special-siege-engine-ammunition)? How would you even do that? The special ammunition text doesn't states any reference for base size, and the projectile will always be the same, with the same price, and the same quantity. Haven't you notice that weapon's damage are always describe using "Dmg (S)" and "Dmg (M)" because, officially, PC are considered S or M?
"Judge me from a size, do you?"I pledged to only judge by the math, never by the cover!
Magic is separate, and relates to the power of the caster rather than the size of the caster. It makes sense that way to me. I wouldn't want the small races to be utterly screwed on damage all the time for everything, nor would i want giants and dragons to do more magic damage from size when they already do more physical damage.An RPG isn't about making sense, it's about following rules. How could we possibly teleport otherwise? Can you imagine the anatomic's horror of being a centaur? Have you consider that a centaur's brain, being the same as a regular human while having more body parts to manage, will have less room for potential, thus making invalid the "fact" that centaurs are wise?
Siege weapons, however, are physical and mundane weapons. Their damage obviously scales with size. Think of them as a creature with a natural weapon. The size of the object is the size of the creature, the damage is based on the creature having that natural weapon at that size.The damages of a weapon does scale with size. I never disagree this point. Well, that's not entirely true: the creature (the sword that is) will do the damage of a creature of the upper size: a M sword is actually an S item, just as written here (http://paizo.com/pathfinderRPG/prd/equipment.html#weapon-size).
Honestly, I kind of like the idea of scaling spells up or down based on size. It's always bugged me that an enormous giant or a tiny pixie produces spells with the same area and damage as a regular Joe--especially when the reach and damage of their melee weapons is scaled to their size.Whoops, didn't saw you. Well, Dragons bother to cast AMF while the description stipulates that some parts of their body will be left out! That would also means that D or lesser creature are totally useless. That would also means that any alchemist can come to a pond, put the regular amount of reagents, create a ([lbs_pound]/[lbs_potion]) * [actual_bomb_dices] damage and then throw a monster in it, destroying its very core. I honestly thing that, at this point, even a god would be crushed by receiving an ocean of bomb in the face. Well, as a DM I would have a minute of silence for the poor boy. Can you imagine the weight of the Earth's ocean? Because I can't!
Granted, that would make pixie casters somewhat less dangerous and things like dragons or ogre magi a hell of a lot more frightening, but honestly I think that's more of a feature than a bug--especially when it helps preserve the suspension of disbelief. I mean, what giant would bother with "area" spells that don't even affect the entire space of a creature their size?
"Judge me from a size, do you?" Magic is separate, and relates to the power of the caster rather than the size of the caster. It makes sense that way to me. I wouldn't want the small races to be utterly screwed on damage all the time for everything, nor would i want giants and dragons to do more magic damage from size when they already do more physical damage.
Siege weapons, however, are physical and mundane weapons. Their damage obviously scales with size. Think of them as a creature with a natural weapon. The size of the object is the size of the creature, the damage is based on the creature having that natural weapon at that size.
"Judge me from a size, do you?"I pledged to only judge by the math, never by the cover!Magic is separate, and relates to the power of the caster rather than the size of the caster. It makes sense that way to me. I wouldn't want the small races to be utterly screwed on damage all the time for everything, nor would i want giants and dragons to do more magic damage from size when they already do more physical damage.An RPG isn't about making sense, it's about following rules. How could we possibly teleport otherwise? Can you imagine the anatomic's horror of being a centaur? Have you consider that a centaur's brain, being the same as a regular human while having more body parts to manage, will have less room for potential, thus making invalid the "fact" that centaurs are wise?
Whoops, didn't saw you. Well, Dragons bother to cast AMF while the description stipulates that some parts of their body will be left out! That would also means that D or lesser creature are totally useless. That would also means that any alchemist can come to a pond, put the regular amount of reagents, create a ([lbs_pound]/[lbs_potion]) * [actual_bomb_dices] damage and then throw a monster in it, destroying its very core. I honestly thing that, at this point, even a god would be crushed by receiving an ocean of bomb in the face. Well, as a DM I would have a minute of silence for the poor boy. Can you imagine the weight of the Earth's ocean? Because I can't!
Ok, I did the math: it looks like there is 1.1*e(12) liter of water on Earth. A vial of potion (filled) is 1 lbs, while the same vial is considered 0 when empty. One liter of water is 1 kg = 2.2 lbs. So there is 1.1*e(12)*2.2 lbs of water. let's say the weight of the reagent is acceptably null.
With 1L of water, you can do 2.2 vials. So the total number of vials doable on Earth is: 2.2 * 1.1 * e(12) = 2.42 * e(12).
A lvl 20 alchemist does 1d6 + 10d6 by vials. If the damage scale you now have nd6 (I'm sorry, I have no data for a weapon of a size of 1.100 km long) + (2.42 * e(13))d6 damage!
Big creatures and centered effects: If a Large or larger creature has up an effect “centered on you,” does that mean that sometimes the emanation doesn’t even affect the creature’s entire space, let alone anything else?
Answer: No, when a creature uses an emanation or burst with the text “centered on you,” treat the creature’s entire space as the spell’s point of origin, and measure the spell’s area or effect from the edges of the creature’s space. For instance, an antimagic field cast by a great wyrm red dragon would extend 10 feet beyond her 30x30 foot space, for a total of a 50 foot diameter.
Wooh, so the description in Way of the Wicked is wrong? Thanks for the intel!QuoteBig creatures and centered effects: If a Large or larger creature has up an effect “centered on you,” does that mean that sometimes the emanation doesn’t even affect the creature’s entire space, let alone anything else?
Answer: No, when a creature uses an emanation or burst with the text “centered on you,” treat the creature’s entire space as the spell’s point of origin, and measure the spell’s area or effect from the edges of the creature’s space. For instance, an antimagic field cast by a great wyrm red dragon would extend 10 feet beyond her 30x30 foot space, for a total of a 50 foot diameter.
From what it is worth about the spells and creature size discussion, they released a FAQ not too long ago.
Unless there's some biology splatbook I'm not aware of, we technically have no basis to assume that a centaur's central nervous system is anything like a regular human's. In fact it would make more sense if their internal physiology were radically different from both humans and horses, because how the hell would their cardiovascular and digestive systems work otherwise? :twitchWell, this is based over the fact that a centaur is a human torso over a horse body. Alas, the theory isn't mine. I just happend to like it.
and sorry for helping to derailYou are right, I'm sorry. If anyone want to continue this conversation, I will gladly answer pm.
That's awesome. It was one of the stupid rules quirks that always bugged me in 3.X.QuoteBig creatures and centered effects: If a Large or larger creature has up an effect “centered on you,” does that mean that sometimes the emanation doesn’t even affect the creature’s entire space, let alone anything else?From what it is worth about the spells and creature size discussion, they released a FAQ not too long ago.
Answer: No, when a creature uses an emanation or burst with the text “centered on you,” treat the creature’s entire space as the spell’s point of origin, and measure the spell’s area or effect from the edges of the creature’s space. For instance, an antimagic field cast by a great wyrm red dragon would extend 10 feet beyond her 30x30 foot space, for a total of a 50 foot diameter.
- get a cleric, destruction domain (http://www.d20pfsrd.com/classes/core-classes/cleric/domains/paizo---domains/destruction-domain) in order to automaticly confirm your crits
Now, charge with your gore attack and land a crit threat that will be automaticly confirmed by the cleric. Transform your normal full-attack to an AoE with whirlwind attack (http://www.d20pfsrd.com/feats/combat-feats/whirlwind-attack-combat---final).
Meaning that you can stack any kind of spells that doesn't provide bonuses "on attack rolls, damage rolls, saving throws, and other attributes" (hint, range is not an attribute (http://www.d20pfsrd.com/magic/all-spells/l/long-arm), neither are evolution points (http://www.d20pfsrd.com/magic/all-spells/e/evolution-surge)). And that un-type bonuses stacks. By rules, you can overload your-self with courageous enhancement on any part you can over your body to get a lot of bonuses (if you have the money for it, that is).
at·trib·ute
noun
ˈatrəˌbyo͞ot/
1.
a quality or feature regarded as a characteristic or inherent part of someone or something.
"flexibility and mobility are the key attributes of our army"
synonyms: quality, characteristic, trait, feature, element, aspect, property, sign, hallmark, mark, distinction; informalX factor
"he has all the attributes of a top player"
Yeaaahhh..... no. It doesn't work that way.Your point is interesting and most certainly valid. The only thing I could find is that in Getting Started (http://paizo.com/pathfinderRPG/prd/gettingStarted.html#table-1-2-ability-score-points), it is specified that "all attributes start at a base of 10", but it could be a simple mistake due to the fact they didn't want to repeat "his most basic attributes" once more.
Since 'attribute' doesn't have a game defition, you have to go to the normal definition. Reach is an attribute, evolutions are attributes, size is an attribute... the list goes on. You can't stack long arm reach with itself.
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.
Okay, this is interesting: Conductive (http://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/conductive) is a +1 weapon ability that lets you expend two uses of a SLA or Supernatural ability that relies on a touch attack to channel it through the weapon on a successful hit. If the ability has an unlimited number of uses you can do this once per round. Only stipulation is that conductive melee weapons can only channel melee touch attacks, and conductive ranged weapons only channel ranged touch attacks.
So...
...build a character with an at-will ranged touch attack, firearms proficiency, and the conductive firearm of your choice. :devil
Off the top of my head, a kineticist (http://www.d20pfsrd.com/occult-adventures/occult-classes/kineticist) with EWP: Firearms could channel their simple and composite blasts though a conductive firearm. You get extra damage plus whatever other enchantments you've put on the gun, can potentially use feats and abilities that wouldn't ordinarily apply to a kinetic blast, and depending on the type of gun you can more than double your range or turn it into a cone.
I'll have to look into it more but it seems like there's great potential for shenanigans here. :smirk
Yea, bow Kineticists are probably the highest damaging ranged Kineticist build at the moment and are only eclipsed by the kinetic blade or whip users.
Yea, bow Kineticists are probably the highest damaging ranged Kineticist build at the moment and are only eclipsed by the kinetic blade or whip users.
A) How does the blade/whip build work? A conductive melee weapon can only channel SLA/SA's that use melee touch attacks, does the kineticist get a melee version of their kinetic blast?
B) I'm less enamored with the raw damage potential and more with the ability to effectively apply weapon enchantments to you spell-like or supernatural abilities.
For instance, I'm playing a 3.5 warlock in my group's current 3.X/Pathfinder mashup campaign. Say you channeled a Frightful Blast (will save or be shaken on a hit) through a +1 Conductive Cruel (http://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/cruel) ranged weapon?
You could do a crapton of damage and make the target sickened and shaken on a failed save for a total penalty of -4 to attack rolls, saving throws, skill checks, and ability checks, and -2 to weapon damage rolls. That's some serious debuffing to lay out, even without blasting at the same time--and you get 5 Temp HP if you drop somebody with it. Being able to do that every round at will is just nuts.
Use Distance (http://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/distance) to increase the range of your powers even further, or Dispelling (http://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/dispelling)/Dispelling Burst (http://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/dispelling-burst) to hose enemy buffs and spellcasters while still blasting. Use a weapon that deals piercing or slashing damage and you can effectively make your SLA/SA's Keen--and get a better threat range than you could achieve through Imp. Crit.
Honestly there's a ton of neat rider effects you can apply to your abilities this way that would either be very difficult or downright impossible to get any other way.
A) Just using Kinetic blade/Whip by itself is likely to be the most damaging option. Although, there is some ambiguity that the kinetic blade/whip form infusions turn the blast into melee touch and allow you to use it with a melee conductive weapon, so you could grab an off hand weapon to use that way. But again, that's a grey area that hasn't really been discussed or clarified by developers.
B) Apparently with how Conductive works is that it turns your blast into a rider effect, so
it would essentially be something like a big ass flaming or corrosive ability on one hit.
There is definitely some contention on weather you can apply any kind of infusion to a kinetic blast and use it through a conductive weapon, there is no clear answer at the moment over on the Paizo boards. It is definitely a hot topic on the Kineticist Handbook thread.
Also since the Blast from conductive is additional damage, it apparently will not share the benefit from the weapons threat range.
Critical Hits wrote:
Exception: Precision damage (such as from a rogue's sneak attack class feature) and additional damage dice from special weapon qualities (such as flaming) are not multiplied when you score a critical hit.
Conductive
Price +1 bonus
Aura moderate necromancy; CL 8th; Weight —
DESCRIPTION
A conductive weapon is able to channel the energy of a spell-like or supernatural ability that relies on a melee or ranged touch attack to hit its target (such as from a cleric's domain granted power, sorcerer's bloodline power, oracle's mystery revelation, or wizard's arcane school power). When the wielder makes a successful attack of the appropriate type, he may choose to expend two uses of his magical ability to channel it through the weapon to the struck opponent, which suffers the effects of both the weapon attack and the special ability. (If the wielder has unlimited uses of a special ability, she may channel through the weapon every round.) For example, a paladin who strikes an undead opponent with her conductive greatsword can expend two uses of her lay on hands ability (a supernatural melee touch attack) to deal both greatsword damage and damage from one use of lay on hands. This weapon special ability can only be used once per round, and only works with magical abilities of the same type as the weapon (melee or ranged).
QuoteCritical Hits wrote:
Exception: Precision damage (such as from a rogue's sneak attack class feature) and additional damage dice from special weapon qualities (such as flaming) are not multiplied when you score a critical hit.
The effects from conductive are additional damage from the weapon ability, so you would not be able to crit with the blast channeled.
QuoteConductive
Price +1 bonus
Aura moderate necromancy; CL 8th; Weight —
DESCRIPTION
A conductive weapon is able to channel the energy of a spell-like or supernatural ability that relies on a melee or ranged touch attack to hit its target (such as from a cleric's domain granted power, sorcerer's bloodline power, oracle's mystery revelation, or wizard's arcane school power). When the wielder makes a successful attack of the appropriate type, he may choose to expend two uses of his magical ability to channel it through the weapon to the struck opponent, which suffers the effects of both the weapon attack and the special ability. (If the wielder has unlimited uses of a special ability, she may channel through the weapon every round.) For example, a paladin who strikes an undead opponent with her conductive greatsword can expend two uses of her lay on hands ability (a supernatural melee touch attack) to deal both greatsword damage and damage from one use of lay on hands. This weapon special ability can only be used once per round, and only works with magical abilities of the same type as the weapon (melee or ranged).
And on the infusion abilities, you apply infusions when you use your SLA Kinetic Blast, and the wording on conductive can be interpreted in a way that you.are not actually using your SLA in the normal sense, so you would not get the chance to apply infusions.
Honestly, the existence of Kineticists will probably cause conductive to get nerfed at some point, and that makes me sad.
Respect: The bushi respects all life, and knows that the strength of his allies support his own strength. Whenever the bushi uses the Aid Another action in or out of combat, he adds his initiation modifier (min +1) to the bonus that he grants his allies.That bonus, is an addition to Aid Another, not a replacement, which means it stacks with the Warlords Tactical Assistance ability. (Effectively add x2 Charisma to Aid Another bonuses)
Hmm. So, does the damage from Life Link (http://www.d20pfsrd.com/classes/base-classes/oracle/mysteries/paizo---oracle-mysteries/life) or a similar effect that heals allies by transferring some of their damage to you count as an "attack" for the purposes of the Flesh Wound (http://www.d20pfsrd.com/classes/core-classes/barbarian/rage-powers/paizo---rage-powers/flesh-wound-ex) rage power?
If so, that could be a nifty combo:
1) Set up life link on your party.
2) When your turn comes up make a fort save against the damage to cut it in half and make it nonlethal damage instead.
3) Heal, which restores an equal amount of lethal and nonlethal damage simultaneously.
Standard 4-person group means a max of 15 damage transferred to you at the start of your turn, which is a ridiculously easy fort save for a raging 10th level barbarian. (You need barb 10 to get Flesh Wound.)
Admittedly, it's a rare build that's going to have access to Life Link and Flesh Wound--but if memory serves there are other spells/magic items that have similar effects.
the barbarian must elect to use this ability after the attack roll is made, but before the damage is rolled.
Each round at the start of your turn, if the bonded creature is wounded for 5 or more hit points below its maximum hit points, it heals 5 hit points and you take 5 hit points of damage
Seems to me that you need an attack roll to use Flesh Wound, and for damage to be rolled. So since Life Link provides neither of those circumstances, it would not trigger the rage power.The worst part about that is that this ruling precludes spells, which are attacks, but don't necessarily need an attack roll.
Once per rage, the barbarian can try to avoid serious harm from an attack. The barbarian must make a Fortitude save with a DC equal to the damage that would be dealt by the attack. The barbarian’s armor check penalty applies on this saving throw. If the save succeeds, the barbarian takes half damage from the attack and the damage is nonlethal. The barbarian must elect to use this ability after the attack roll is made, but before the damage is rolled.
[Edit]
Another interesting tidbit:
Weapon Focus + Dazzling Display + Hero's Display (http://www.archivesofnethys.com/FeatDisplay.aspx?ItemName=Hero%27s%20Display) = Use Dazzling Display as a swift action.
Intimidating Glare (http://www.d20pfsrd.com/classes/core-classes/barbarian/rage-powers/paizo---rage-powers/intimidating-glare-ex) + Terrifying Howl (http://www.d20pfsrd.com/classes/core-classes/barbarian/rage-powers/paizo---rage-powers/terrifying-howl-ex) = Force all shaken enemies within 30' to make a will save or be panicked.
So, with one turn you can make a group of enemies panicked, and still have a move action available. If you have Disheartening Display (http://www.archivesofnethys.com/FeatDisplay.aspx?ItemName=Disheartening%20Display) and can convince your GM to let you use another swift action in place of that move action, you can make everyone within 30' cower with a single turn.
I realize I may be preaching to the choir here but barbarian intimidate builds can get insane.
Diplomacy skill unlock
With sufficient ranks in Diplomacy, you earn the following.
5 Ranks: The time required to inf luence a creature’s
attitude or gather information is halved.
Gladhanding: A street performer earns double the
normal amount of money from Perform checks. As a
standard action, he may use a Bluff check in place of a
Diplomacy check to improve a creature’s attitude for 1
minute, after which its attitude becomes one step worse
than originally.
QuoteDiplomacy skill unlock
With sufficient ranks in Diplomacy, you earn the following.
5 Ranks: The time required to influence a creature’s
attitude or gather information is halved.
Gladhanding: A street performer earns double the
normal amount of money from Perform checks. As a
standard action, he may use a Bluff check in place of a
Diplomacy check to improve a creature’s attitude for 1
minute, after which its attitude becomes one step worse
than originally.
Does this mean you get 2 half standard actions instead of 1 full?
Ears of the City
Source Heroes of the Streets pg. 30
School divination; Level arcanist 1, bard 1, cleric/oracle 1, inquisitor 1, shaman 1, skald 1, sorcerer/wizard 1, warpriest 1, witch 1
Casting
Casting Time 1 standard action
Components V, S, M/DF (a small piece of a brick)
Effect
Range touch
Target one creature
Duration 1 round/level
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
Description
The target of this spell sees and hears a stream of past scenes and pieces of conversations related to local people and events. The flashes are so brief that it is impossible to identify individual people or places, but when the target concentrates on a particular topic or individual, she can piece together a coherent narrative told in a multitude of changing voices in her mind.
Each round for the duration of the spell, the target can attempt a Diplomacy check to gather information as though she had spent 1d4 hours talking to local people. Since the information gathering doesn’t involve actual interaction with people, only observation, the target can use her Perception skill instead of her Diplomacy skill. While thus concentrating, the target is effectively blind and deaf.
Studied Target (Ex): At 1st level, a sanctified slayer gains the slayer’s studied target class feature. She uses her inquisitor level as her effective slayer level to determine the effects of studied target. This ability replaces judgment 1/day.
Studied Target (Ex): A slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1.
Taboo (Su): When a creature touches you or strikes you with a melee attack, you can activate this power as an immediate action. That creature takes a –1 penalty on saving throws for 1 minute. This penalty increases by 1 for every 5 levels you possess. When you use this ability, you lose your resistance bonus granted by the Protection domain for 1 minute. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Sadly, the bonus only applies to slayer class features, not the slayer's class features.
Bountiful Bottle
Price 4,000 gp; Slot none; CL 6th; Weight 1 lb.; Aura moderate transmutation
DESCRIPTION
This oddly shaped, transparent bottle has one chamber nested inside the other and two separate spouts, one leading into the smaller inner bottle, and the other into the outer bottle. To use the bottle, the inner chamber is filled with a potion and the outer chamber filled with water.
When left alone for 24 hours, the water in the outer chamber slowly takes on the properties of the potion in the inner chamber, creating a second dose of the potion (though the bottle is unable to replicate potions with expensive material components). The second dose of created potion must be quaffed from the bountiful bottle to be effective, and loses its potency if transferred to another container. By expending one use of mythic power, the time it takes to transform a potion is shortened to a full-round action.
FAQ/Errata:
Do you count as your own ally?
You count as your own ally unless otherwise stated or if doing so would make no sense or be impossible. Thus, "your allies" almost always means the same as "you and your allies."
Wow, I never noticed that word "harmful" in there... That kind of shoots the idea of using a wand of Hex Vulnerability for cheap in-party healing... That stinks...Quote from: http://www.d20pfsrd.com/basics-ability-scores/glossaryFAQ/Errata:
Do you count as your own ally?
You count as your own ally unless otherwise stated or if doing so would make no sense or be impossible. Thus, "your allies" almost always means the same as "you and your allies."
That being said, Hex Vulnerability (http://www.d20pfsrd.com/magic/all-spells/h/hex-vulnerability) might let you do it more often. Depending on the definition of "harmful." Though the example uses the Charm hex, so there's obviously some ambiguity on what exactly that constitutes.
Wow, I never noticed that word "harmful" in there... That kind of shoots the idea of using a wand of Hex Vulnerability for cheap in-party healing... That stinks...
The targeted creature becomes susceptible to a repeat use of your hexes, even if you could not otherwise target that creature with a particular hex for a certain time period. For example...
Douches.Wow, I never noticed that word "harmful" in there... That kind of shoots the idea of using a wand of Hex Vulnerability for cheap in-party healing... That stinks...
It looks like it might have been errata'd. My pdf of the first printing doesn't mention any restrictions.QuoteThe targeted creature becomes susceptible to a repeat use of your hexes, even if you could not otherwise target that creature with a particular hex for a certain time period. For example...
Ah yes, ACG Errata, page 7: "Page 184 - in Hex Vulnerability, in the first sentence of the description, add "harmful" before "hexes."
Hide in Plain Sight (Ex): The vigilante can use Stealth to
hide even when being observed. As long as he is within 10
feet of dim light (his own shadow doesn’t count), he can hide
without anything to actually hide behind. Only a stalker
vigilante of at least 8th level can select this talent.
Bad Paizo! Bad!
Stop writing things poorly...QuoteHide in Plain Sight (Ex): The vigilante can use Stealth to
hide even when being observed. As long as he is within 10
feet of dim light (his own shadow doesn’t count), he can hide
without anything to actually hide behind. Only a stalker
vigilante of at least 8th level can select this talent.
You know how easy it is to have ANY dim light w/in 10 feet? Dim light is inside my backpack or under that pile of leaves, or in that mostly closed beer bottle in my hand.
But a Scratch (Combat)
Your bravado convinces your enemies that their deadliest
attacks are mere trifles, making you seem nigh invulnerable.
Prerequisites: Cha 13, Bluff 4 ranks.
Benefit: When an opponent confirms a critical hit
against you with a melee weapon, you can attempt a special
Bluff check against that opponent as an immediate action.
The DC of this check is the same as the DC to demoralize
the opponent with the Intimidate skill. If you are
successful, the attacking opponent is shaken for 1 round
as if you had successfully demoralized it with Intimidate.
Exceeding the DC by 5 or more does not add to the shaken
condition’s duration. If you fail the special Bluff check
granted by this feat, you can attempt it against opponents
who saw you attempt the earlier check and fail, but you
take a –2 cumulative penalty on that Bluff check and any
subsequent Bluff checks attempted in conjunction with
this feat against those opponents for 24 hours.
Blight (Su): The witch can curse an animal, plant
creature, or plot of land, causing it to wither and die.
Blighting an area takes 1 round, during which time the
witch and her familiar must be in contact with the target.
If it’s used on a plot of land, the land begins to wither the
following day, and over the next week all plants in the area
die. Nothing will grow in that area so long as the curse
persists. A witch can affect an area with a radius equal to
her class level × 10 feet. Blighting a creature is a standard
action that requires a melee touch attack. If used on a
creature of the animal or plant type, the creature gains
the following curse: Blight Hex—type curse; save Will
negates; frequency 1/day; effect 1 Con damage. Both types
of curse can be removed with a remove curse or similar
magic, using the save DC as the DC to remove the curse.
A witch can only have one blight in effect at a time. If
another blight hex is made, the first immediately ends.
Returning Weapon (Ex): The vigilante has a signature type of thrown weapon that returns to him. Choose a type of thrown weapon, such as throwing axes. Whenever the vigilante uses that type of weapon, it automatically returns as if it had the returning property. At 14th level, if the vigilante chose a type of thrown weapon that is treated as ammunition, such as shuriken, and buys a set of 50 magic ammunition of that type, he automatically replenishes them at no cost and never runs out. If he chose a non-ammunition thrown weapon instead, he can apply the magical properties of the first weapon he throws in a round to any non-magical thrown weapons of that type he throws that round. This allows him to make a full attack with the benefits of his magical thrown weapon, even though it only returns next round.
(click to show/hide)
I'd love a laser that counts as a natural weapon, esp in 3.P. There's some ugly stuff you could download that, Feral Weapon Training + flurry being on the lower end of what you can do.
Amulet of might fists for a cheap way to add enhancement bonuses.
I guess getting some increased dice stuff, like Improved Natural Attack and Strong Jaw could get crazy. The vortex gun starts at 10d6, so like 160d6 w just those two and 1 size increase?
A weapon's size category isn't the same as its size as an object. Instead, a weapon's size category is keyed to the size of the intended wielder. In general, a light weapon is an object two size categories smaller than the wielder, a one-handed weapon is an object one size category smaller than the wielder, and a two-handed weapon is an object of the same size category as the wielder.
Found in "weapons" : (http://www.d20pfsrd.com/equipment---final/weapons)Yes there are two under Tiny: Fine and Diminutive.QuoteA weapon's size category isn't the same as its size as an object. Instead, a weapon's size category is keyed to the size of the intended wielder. In general, a light weapon is an object two size categories smaller than the wielder, a one-handed weapon is an object one size category smaller than the wielder, and a two-handed weapon is an object of the same size category as the wielder.
Is there a size under Tiny? Because without that, it's illegal by rules for a Tiny to have weapons since they don't exists.
Found in "weapons" : (http://www.d20pfsrd.com/equipment---final/weapons)Yes there are two under Tiny: Fine and Diminutive.QuoteA weapon's size category isn't the same as its size as an object. Instead, a weapon's size category is keyed to the size of the intended wielder. In general, a light weapon is an object two size categories smaller than the wielder, a one-handed weapon is an object one size category smaller than the wielder, and a two-handed weapon is an object of the same size category as the wielder.
Is there a size under Tiny? Because without that, it's illegal by rules for a Tiny to have weapons since they don't exists.
Found in "weapons" : (http://www.d20pfsrd.com/equipment---final/weapons)QuoteA weapon's size category isn't the same as its size as an object. Instead, a weapon's size category is keyed to the size of the intended wielder. In general, a light weapon is an object two size categories smaller than the wielder, a one-handed weapon is an object one size category smaller than the wielder, and a two-handed weapon is an object of the same size category as the wielder.
Where are you seeing that anything under fine... is still fine? It is obvious that there are things under fine. The problem is that it doesn't exists RAW, not that it doesn't exists RAI.
If you want RAI, what size category are things under fine?
If you want RAI, what size category are things under fine?
It's turtles all the way down man.
Where are you seeing that anything under fine... is still fine? It is obvious that there are things under fine. The problem is that it doesn't exists RAW, not that it doesn't exists RAI.
The table that I linked to says that ANYTHING under six inches high/long and under 1/8th of a pound is size fine. That's RAW. So yes, anything under fine is size fine. Period. If you want RAI, what size category are things under fine?
FULL POUCH
School transmutation; Level alchemist 2, bard 2, druid 2,
inquisitor 3, occultist 3, ranger 3, sorcerer/wizard 2
Casting Time 1 swift action
Components V, S, M (alchemical reagents or herbs worth 1 gp)
Range touch
Target 1 object touched
Duration instantaneous
Saving Throw Fortitude negates (object); Spell Resistance no
You cast this spell as you draw out a consumable alchemical item
to use. The object must be an alchemical item, but not a dose of
disease, a poison, a magic potion, or another type of consumable
item. The item divides itself into two nearly identical copies
and the newly separated one is delivered into your hand. The
new item functions as the original in all ways except the copied
item suffers a slight reduction in quality. Saves against the new
alchemical item’s affects use the original item’s save DC or the
save DC of this spell, whichever is higher.
...the copied item suffers a slight reduction in quality...
Vile Leadership
You rule over your own cabal of minions with a villainous
cohort as your lieutenant.
Prerequisites: Character level 7th, good standing with an
evil organization (see page 15 for examples).
Benefits: You can attract a loyal cohort and a number of
cowed followers to assist you in your journeys. This feat is
similar to Leadership, except Vile Leadership rewards—
rather than hinders—leaders who have cruel reputations
or who cause the deaths of their followers. Once you take
this feat, you cannot take the Leadership feat without
retraining your feat selection (see Pathfinder RPG Ultimate
Campaign 191 for the rules on retraining feats).
In order to benefit from this feat, you must belong
to one of the evil organizations listed in this section
and also be in good standing with that organization.
This is most easily accomplished by performing a
weekly or monthly tribute for the organization. Each
organization requires a different kind of tribute; see
Evil Organizations on page 15 for example groups and
their appropriate tributes.
Numerous factors can affect your Vile Leadership score
(which acts as a Leadership score for the purpose of feats
and abilities that rely on a Leadership score, other than
Leadership itself ); work with your GM and use the tables
below to adjust your Vile Leadership score. The NPCs you
attract must be affiliated with the evil organization to
which you belong.[/quote
Ears of the City
Source Heroes of the Streets pg. 30
School divination; Level arcanist 1, bard 1, cleric/oracle 1, inquisitor 1, shaman 1, skald 1, sorcerer/wizard 1, warpriest 1, witch 1
Casting
Casting Time 1 standard action
Components V, S, M/DF (a small piece of a brick)
Effect
Range touch
Target one creature
Duration 1 round/level
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
Description
The target of this spell sees and hears a stream of past scenes and pieces of conversations related to local people and events. The flashes are so brief that it is impossible to identify individual people or places, but when the target concentrates on a particular topic or individual, she can piece together a coherent narrative told in a multitude of changing voices in her mind.
Each round for the duration of the spell, the target can attempt a Diplomacy check to gather information as though she had spent 1d4 hours talking to local people. Since the information gathering doesn’t involve actual interaction with people, only observation, the target can use her Perception skill instead of her Diplomacy skill. While thus concentrating, the target is effectively blind and deaf.
Industrious Urbanite: Dwarves who have adapted to the expectations of their host cities make double the normal progress on checks to create nonmagical items and gain a +4 bonus on profession checks to earn money.
Golarion Cleric , I had a hard time finding references to it , as it's named over atdndtools.
I don't think this was really in dragmag, rather somebody got drifty.
"Holy Warrior" seems to be the ~acf , but I can't really find it on the PF sites.
Lots of mentions at giantitp + paizo.
+ 1 BAB , d10 hp , deity's favored weapon , traded for the 2 domains.
That's a very decent base (quick and dirty) for a Tier 2 Paladin.
Anybody have the original source for it ?
Replacement Power: The following granted power replaces the artificer’s touch power of the Artifice domain or the hand of the acolyte power
of the Magic domain. Divine Alchemy (Su): You can perform a 1-minute ritual that infuses a flask of water with one of your prepared spells, creating an improvised potion that lasts until consumed or the next time you prepare spells. You can use this ability only with spells that target one or more creatures, and the maximum spell level you can infuse in this way is equal to 1 + 1 for every 4 cleric levels you have. These potions are treated as alchemist extracts for the purpose of your domain spells. You can use this ability a number of times per day equal to 3 +your Wisdom modifier.
Replacement Domain Spells: 2nd—touch injection,4th—amplify elixir, 6th—delayed consumption
Potion Glutton got nerfed hard
Benefit: Choose one prestige class and one skill that is a class skill for that prestige class. Whenever you gain a level in that prestige class, you receive +1 hit point or +1 skill rank. You gain a +2 bonus on checks using the skill you chose from that prestige class’s class skills. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill. This bonus stacks with the bonus granted by Skill Focus, but does not stack with a bonus granted by any other feat (such as Magical Aptitude or Persuasive).
The choice of favored prestige class cannot be changed once you make it. Levels in a favored prestige class are not the same as levels in a regular favored class, and as such levels in a favored prestige class can never be used to qualify or gain favored class options like those introduced in Pathfinder RPG Advanced Player’s Guide. You can have only one favored prestige class, but can still have a favored base class as well.
You can select this feat before you gain levels in your chosen favored prestige class, but the benefits of the feat do not apply until you actually gain at least 1 level in that prestige class.
Prerequisite: Favored Prestige Class with selected prestige class.
Benefit: The first time you gain a level in your favored prestige class and the spells per day class feature does not grant an increase in effective level for the purpose of casting spells, you gain new spells per day as if the prestige class did grant +1 level of spellcasting for that level. This effect is retroactive if you gain this feat at a level beyond the point where your favored prestige class would normally have not advanced your spellcasting.
The Prestigious Spellcaster feat does not have any effect if your favored prestige class does not have the spells per day class feature, or if it does have the spells per day class feature but already grants a level increase for every level of the prestige class (as do the arcane trickster and loremaster prestige classes).
Special: You can select the Prestigious Spellcaster feat multiple times. Each time you select the Prestigious Spellcaster feat, your effective caster level increases by 1. However, regardless of the number of times you choose this feat, the total increase to your effective caster level cannot exceed your actual prestige class level.
This feat also applies to prestige classes that grant extracts per day instead of spells per day.
Music Beyond the Spheres (dance, sing, string)
You use your own life force to create a phantasmagorical impression of eldritch vibrations with your wild, flailing dance and erratic tones. The performance unravels and remakes the fabric of reality around you according to your designs.
Prerequisite: Perform (dance, sing, or string) 13 ranks. Cost: Feat or 5th-level bard spell known.
Effect: When you enact this unnerving bardic performance, you take 2 points of Constitution drain or 2 points of Wisdom drain (your choice) to create an effect similar to limited wish, except that the effect is interpreted by an alien entity of the Dark Tapestry. If you have at least 17 ranks in Perform (dance, sing, or string), and you destroy a magic or technological item worth at least 25,000 gp as a material component and take 4 points of Constitution drain or Wisdom drain, you can instead produce the effects of a wish with this performance. The GM interprets how precisely the effects of this bardic performance are granted by the entity that you contact. This performance has audible and visual components.
Use: 1 round of bardic performance. Action: 1 full round action.
Stargazer: Easy entrance, 10/10 casting, grants and advances familiar, two hexes, Stars subdomain, Coat of many stars and Star chart revelations, other minor buffs. This is awesome. It is pretty much a straight upgrade for a wizard. There's really no reason not to take it.Wow... it is pure awesome (http://archivesofnethysbeta.com/PrestigeClassesDisplay.aspx?ItemName=Stargazer). One of the abilities is to not be flat-footed before you act in combat, and you can get it as early as level 2.
Not sure if this has been suggested before, but when a Healing Hand Monk hits level 20, they get a capstone that lets them explode, irrevocably being destroyed, rezzing all allies in 50 ft, various other things- and then are basically wiped from the timeline, with all instances of their name removed from existence, to the point where nobody- neither man, god, or anything in between, can speak their or write their name.
This is... pretty horrible from a character perspective- but that's why you use it as a tool to permanently alter the setting.
To start with, you name your monk after a deity you don't particularly like. Asmodeus, for example. Then you get to level 20 and use the power.
Forevermore, the name Asmodeus is stricken from all reality, and nobody can ever speak that name. Not even godly power can change this.
So if it turns out that there's someone floating around that also has that name (ie: Asmodeus) they're kinda fucked. Especially when they're a god because nobody can pray to them anymore.
3.P Darkstalker. Path of War: Expanded, but that's one of the most accepted 3pp sources, so.
Lurker in Darkness
Your training allows you to foil even magical and unusual senses.
Prerequisites: Stealth 6 ranks.
Benefit: Creatures using unusual forms of sensory perception such as blindsight, greensight, or tremorsense cannot automatically foil your use of Stealth; such creatures must make a Perception check as normal to detect you when you make use of the Stealth skill. This feat foils indirect detection (such as a creature using detect magic to search for your magical items while you are using Stealth) in the manner described above, but has no effect on psi-like abilities, powers, spells, spell- like abilities, and/or supernatural abilities specifically used to uncover information about you rather than enhancing the user’s perception, such as the augury spell.
... and she can create concoctions of spells from any spell list, as long as she can cast the spell.
Regardless of the time needed for construction, a caster can create no more than one magic item per day.
Specific rules would trump General rules in this case though wouldnt it?
Specific rules would trump General rules in this case though wouldnt it?
Probably but it's more likely that the writers did not know about the magic item per day limits. It's not a big deal really, its just more ineptitude on the writers part.
I wonder if they intend that when you can craft concoctions in 1 minute if you can spend the whole day making potions?
Lets say you are limited to 8 hours of crafting a day (as normal), 8*60 = 480 potions. Do you think that they thought it was fine to create 480 potions (7th level ability says this is free if its level 4+) a day?
That's pretty nuts.
Specific rules would trump General rules in this case though wouldnt it?
Probably but it's more likely that the writers did not know about the magic item per day limits. It's not a big deal really, its just more ineptitude on the writers part.
I wonder if they intend that when you can craft concoctions in 1 minute if you can spend the whole day making potions?
Lets say you are limited to 8 hours of crafting a day (as normal), 8*60 = 480 potions. Do you think that they thought it was fine to create 480 potions (7th level ability says this is free if its level 4+) a day?
That's pretty nuts.
Well it is crazy if/when you need a mass number of potions for whatever reason, but after those free potions the normal cost of crafting potions is expensive as hell =P
Id agree that they probably looked over the normal limit.
Additionally, at 7th level, a druid can create any herbal concoction in 1 minute. She can also create a special concoction of any spell higher than 3rd level that she can cast, but to do so, she must expend a spell slot of the same level. These special concoctions do not cost her anything to create and function like extracts created by an alchemist with the infusion discovery.
Specific rules would trump General rules in this case though wouldnt it?
Probably but it's more likely that the writers did not know about the magic item per day limits. It's not a big deal really, its just more ineptitude on the writers part.
I wonder if they intend that when you can craft concoctions in 1 minute if you can spend the whole day making potions?
Lets say you are limited to 8 hours of crafting a day (as normal), 8*60 = 480 potions. Do you think that they thought it was fine to create 480 potions (7th level ability says this is free if its level 4+) a day?
That's pretty nuts.
Well it is crazy if/when you need a mass number of potions for whatever reason, but after those free potions the normal cost of crafting potions is expensive as hell =P
Id agree that they probably looked over the normal limit.Quote from: http://www.d20pfsrd.com/classes/core-classes/druid/#TOC-Nature-Bond-Ex-Additionally, at 7th level, a druid can create any herbal concoction in 1 minute. She can also create a special concoction of any spell higher than 3rd level that she can cast, but to do so, she must expend a spell slot of the same level. These special concoctions do not cost her anything to create and function like extracts created by an alchemist with the infusion discovery.
Actually they cost nothing to create but somehow function as the infusion discovery (https://www.d20pfsrd.com/classes/base-classes/alchemist/discoveries/paizo---alchemist-discoveries/infusion/)
The infusion discovery limits you to "daily extract slots" which druids have none. So RAW this is a class ability you cannot use.
As a random guess this might be intended to take up spell slots, which gets weird once you start lowering the levels of the concoctions (as I posted before).
Do I need to state that Piazo sucks at DnD mechanics?
Pact Servant (Faith): The faith of Holomog focuses on
finding the good in unusual places and appreciating the
nuances of virtue in the world. You may treat Asmodeus
as if he were a lawful neutral deity for the purposes of
determining your own alignment as a cleric, inquisitor, or
other divine spellcaster. You may not select the evil domain
unless your own alignment also contains an evil aspect.
LG Paladin of Asmodeus? Here you go...Quote from: Distant StoresPact Servant (Faith): The faith of Holomog focuses on
finding the good in unusual places and appreciating the
nuances of virtue in the world. You may treat Asmodeus
as if he were a lawful neutral deity for the purposes of
determining your own alignment as a cleric, inquisitor, or
other divine spellcaster. You may not select the evil domain
unless your own alignment also contains an evil aspect.
Has Pathfinder removed the limit of working on 1 magical item per day? If so that Wis/day free potions might misleading.
Edit EditQuote from: http://www.d20pfsrd.com/magic-items/#TOC-Magic-Item-CreationRegardless of the time needed for construction, a caster can create no more than one magic item per day.
So the Wis/day free concoctions is false. You get 1 free concoction per day.
BESMARAN FAMILIARS
A cleric of Besmara may give up one domain in exchange
for a bird, blue-ringed octopus (Ultimate Magic 117), king
crab (Ultimate Magic 119), monkey, or any of the familiars
presented in the Core Rulebook. The cleric uses her cleric
level as her effective wizard level for this purpose. A ranger
who worships Besmara may select any of the creatures
listed above as a familiar instead of choosing an animal
companion. The ranger’s effective wizard level for this
ability is equal to his ranger level – 3.
So I was just looking over DSP's Vitalist and I found a nice combo. At 11th level, a Vitalist with the Soulthief method gets this ability: "any time a soulthief manifests a power or psi-like ability that deals hit point damage, it heals him for 50% of the damage dealt. If the power does hit point damage to multiple targets, the soulthief only heals 50% of the damage to the target dealt the highest damage."
Now, buy a Surge Crystal. This gives you a unimpressive wildsurge, but it also lets you use surge augments. Psionics Augmented: Wilders has the power Sympathetic Drain. This power allows you to up to half your max health to do that much damage to any target within close range. If you wildsurged while manifesting, the damage is doubled. It allows SR, and while there is a save, it doesn't reduce the damage, just prevents a 1-round sicken rider. Put these together, and you can spend 3PP to deal damage equal to your max health to any target within close range with no save. It's cheap enough that you can easily quicken it as well. Best of all, this costs so little, that you still have the amazing buffing and healing abilities of any other Vitalist.
For advanced mode, take the Sadist archetype and Unwilling Participant to add enemies to your collective and get temp PP for killing them. You might also be able to take Altered Life from Bloodforge to calculate HP based on Wisdom.