Author Topic: Fun Pathfinds  (Read 103316 times)

Offline awaken_D_M_golem

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Re: Fun Pathfinds
« Reply #80 on: December 13, 2018, 06:06:35 PM »
https://www.d20pfsrd.com/feats/story-feats/wretched-curator-story/

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

Almost as good as Wanderer's Diplomacy.
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Offline TiaC

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Re: Fun Pathfinds
« Reply #81 on: December 18, 2018, 02:17:46 AM »
I just came across a crazy spell. Fungal Blisters is a second level spell that allows for insane damage.
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When you cast this spell, horrible, fungal growths sprout forth all over your body. You develop 1d2+1 of these blisters per 2 caster levels. Each time you are dealt more than 5 points of bludgeoning, piercing, or slashing damage from a single attack, one of these blisters bursts, releasing a cloud of harmful spores in a 5-foot-radius burst centered on you.

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

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

With Quicken Spell, you can get this off in one round for a 5th and a second level slot. At CL 10, it deals 281 damage. Even if enemies pass half their saves, that's enough to kill most CR 10 enemies in one hit.
« Last Edit: December 30, 2018, 12:45:51 AM by TiaC »

Offline ketaro

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Re: Fun Pathfinds
« Reply #82 on: December 18, 2018, 02:31:57 AM »
Share spell with a familiar for double the fun?

Offline TiaC

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Re: Fun Pathfinds
« Reply #83 on: December 18, 2018, 03:23:37 AM »
Share Spells doesn't work like that in PF any more. There's a feat to restore old functionality, but your familiar isn't immune to the damage, so, that's a problem.

Offline ketaro

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Re: Fun Pathfinds
« Reply #84 on: December 18, 2018, 03:35:50 AM »
Plant Familiar! Or just anything that doesn't need to breath...

Oh, oh, expendable stuff! Proxy Summoning can let you share this spell with your summoned creatures yeah? :P
« Last Edit: December 18, 2018, 03:37:37 AM by ketaro »

Offline zook1shoe

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Re: Fun Pathfinds
« Reply #85 on: December 18, 2018, 04:44:03 AM »
Holy shitballs!

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

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

.

Also, Whirling Hold (from a ways above) doesn't actually break grapple.
« Last Edit: December 18, 2018, 05:07:00 AM by zook1shoe »
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Offline SorO_Lost

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Re: Fun Pathfinds
« Reply #86 on: December 18, 2018, 08:11:04 AM »
Quote
You develop 1d2+1 of these blisters per 2 caster levels. ... deal 1d6+1 points of damage for every 2 caster levels you have (Fort negates)
At 20th, it's 1,125 damage on average!
o.O

It needs more metamagic.

Offline zook1shoe

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Re: Fun Pathfinds
« Reply #87 on: December 18, 2018, 01:22:18 PM »
its a perfect candidate for cheap metamagic rods, since its only 2nd level.

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

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

contingency might also be an option to reduce the time needed
« Last Edit: December 19, 2018, 12:22:09 AM by zook1shoe »
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Offline Nanashi

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Re: Fun Pathfinds
« Reply #88 on: December 22, 2018, 01:48:32 AM »
Androids can't benefit from morale bonuses, which makes them poor Barbarians/Bloodragers despite their fatigue immunity. Mooncursed Barbarian archetype is pretty good already if you want to be a natural attacker, but replaces the benefits of rage with transformation into an animal. You're a Predacon!

Edit: A solution to the old "how do you keep casters prisoner" question that only requires a 5th level cleric/witch/shaman (something any community large enough to have a proper jail should have) from Ultimate Magic. Spellblights are impedements to spellcasting that can be gained by, among other things, being hit by Bestow Curse. Ritualistic Obsession adds somatic components to all spells. You just need manacles to hold them now. Getting them to fail their save is an obstacle but fear and sickened are easy and relatively "humane" to inflict (poor nutrition can caused sickened) and both give -2 on saves.
« Last Edit: January 02, 2019, 06:46:55 PM by Nanashi »

Offline zook1shoe

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Re: Fun Pathfinds
« Reply #89 on: January 03, 2019, 01:32:12 AM »
Unchained Barbarian appears to be untyped bonuses, not morale.
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Offline Nanashi

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Re: Fun Pathfinds
« Reply #90 on: January 05, 2019, 01:06:35 AM »
Quote from: Sorcerer's Robes
This dapper robe enables a sorcerer to add the effects of her 1st-level bloodline power to spells she casts. As a swift action before casting a spell, the wearer expends one use of her 1st-level bloodline power and selects one target of the spell to be affected by that bloodline power. If the spell allows a saving throw, a successful save against the spell means the bloodline power deals half damage (if it normally deals hit point damage) or is negated (if it does not). The robe can be used up to three times per day.

All 1st-level bloodline powers that damage enemies suck, but there's plenty of debuffs kept in check by action economy or touch range this makes pretty good. It also removes the self-only from various buff powers.

Offline zook1shoe

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Re: Fun Pathfinds
« Reply #91 on: January 05, 2019, 01:55:30 AM »
Raging Blood gives you the first bloodline ability of a Bloodrager (must be the same as your sorcerer bloodline). Stack w the robes, and they can give different powers, since it does specify which class's bloodline.
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Offline TiaC

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Re: Fun Pathfinds
« Reply #92 on: January 07, 2019, 03:58:46 PM »
Another spell that is absurdly broken is Glimpse of The Akashic. It's an 8th level psychic spell that lasts 24 hours or until used. Activating it gives you a circumstance bonus equal to your caster level to all skill checks, ability checks, attack rolls, damage rolls, saving throws, and combat maneuver checks for 1 minute. You are then stunned for 2 rounds and sickened for a minute.

It's like moment of prescience to everything for a minute. It single-handedly transforms your scrawny caster into a martial powerhouse for a combat.

Offline zook1shoe

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Re: Fun Pathfinds
« Reply #93 on: January 07, 2019, 08:11:21 PM »
Attack rolls and damage?

UMDing a scroll as an already martial character would be amazing too
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Offline Nanashi

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Re: Fun Pathfinds
« Reply #94 on: January 10, 2019, 08:13:21 PM »
Carry Companion turns a helpful animal into a miniature figurine that you can dismiss to return to its full size.

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

edit: Since it's an object, not a creature, when under this spell it combos well with teleportation. A few APs require the keep artifacts that invite trouble somehow, like an ego score or disabling teleporation. Might work to wink those out of existence.
« Last Edit: January 19, 2019, 07:30:07 PM by Nanashi »

Offline zook1shoe

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Re: Fun Pathfinds
« Reply #95 on: January 31, 2019, 05:54:45 AM »
Wilderness Origins feats

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

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

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

Ammo, if you can apply it, gets crazy when you look at the alchemical arrows. Check out the splintercloud arrows for some disgusting bullshit. You can change ammo types if you don't like piercing, like blunt arrows, or whistling arrows to mess w people.

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

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

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

Wilderness Origins other

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

Both Oracle curses are.... interesting.
Putrid nauseated any drinking liquids w/in 10 feet of you.
Scourged is uncontrolled Lesser Curse Terrain w/in 300 feet.
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Offline Nytemare3701

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Re: Fun Pathfinds
« Reply #96 on: January 31, 2019, 01:36:12 PM »
Wilderness Origins feats

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

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

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

Ammo, if you can apply it, gets crazy when you look at the alchemical arrows. Check out the splintercloud arrows for some disgusting bullshit. You can change ammo types if you don't like piercing, like blunt arrows, or whistling arrows to mess w people.

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

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

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

Wilderness Origins other

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

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

What are the prerequisites for the weapon shift line? There's a player active in my E6 game that wants to use those.

Offline awaken_D_M_golem

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Re: Fun Pathfinds
« Reply #97 on: January 31, 2019, 05:03:40 PM »

... Carry Companion ...

Hmm.  You could turn down the wick a bit, on PLZ's Supermount so that it qualifies as a target.  Call it Pocket Rocket.
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Offline TiaC

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Re: Fun Pathfinds
« Reply #98 on: February 01, 2019, 05:53:20 AM »
Parasite familiars can burrow into people's brain/spine and try to mind control them. Forced removal w a Heal v Stealth.

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

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

Cherry Blossom Spell works nicely with spells that do damage over time. Put it on Flame Arrow to force a save against significant ability damage. Also, if it's on a spell that normally allows a save, they don't get a save against the ability damage, so if they still take damage on a successful save, they take the ability damage.
« Last Edit: February 01, 2019, 06:13:33 AM by TiaC »

Offline Nanashi

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Re: Fun Pathfinds
« Reply #99 on: February 01, 2019, 04:10:40 PM »
Also from Wilderness Origins is Hefty Brute. You can replace the (often useless) one feat your familiar (or animal companion, but that's less useful) has with
Quote
You treat your size as one category larger for the purposes of calculating CMB, CMD, carrying capacity, and any size-based special attacks you use or that are used against you (such as grab, swallow whole, and trample).

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

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

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

From Merchant's Manifest a Looter's Stachel lets you quickly strip magic items from a corpse or KOed person for a premium of a mere 700 GP premium on a bag of holding. You still have to search for jewels and documents, but removing armor takes a while from a living person helping you do it and stripping a corpse is a pain. Most groups don't pay attention to it outside of the PCs having to run away denying them most loot (and those that do use it as an excuse for a Wizard with Fast Study to adjust spells for what's next), true, but it's nifty item for low cost. Also it has a shoulder strap while normal bag of holding is just a cloth sack.
« Last Edit: February 01, 2019, 04:39:46 PM by Nanashi »