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Messages - Power

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1
Seems to be intentional, honestly. Germinate Invoker Barbarian is clearly meant to be able to use abilities that require patience or concentration. Enlightened Bloodrager is similarly construed to permit the user to use any spell, not just Bloodrager spells.

Other ways to cast spells while raging (aside from Moment of Clarity or casting as a Bloodrager) include the Mad Magic feat (which requires bloodrage or perfect clarity rage power), the 1st-level bloodline power of the Vestige bloodrager bloodline (uses a swift and halves morale bonuses, can also be obtained with the Raging Blood feat), and Furious Spell metamagic, which gives a +1 level penalty and a +2 to CL checks. This of course means that it is also possible to use a metamagic rod of furious spell to cast spells while raging.

2
Min/Max 3.x / Re: Fun Pathfinds
« on: Yesterday at 03:12:11 PM »
Quote
ROBE OF RUNES
Price 44,000 gp; Slot body; CL 13th; Weight 1 lb.; Aura strong transmutation
Source Rise of the Runelords Anniversary Edition pg. 422, Pathfinder #4: Fortress of the Stone Giants pg. 50

This robe is made of crimson silk and emblazoned with dozens of spindly Thassilonian runes, each symbolizing a different type of magical effect or syllable of power. Though favored by wizards, this robe can provide some benefit to any spellcasting creature. While worn, it grants a +4 enhancement bonus to Intelligence and allows the wearer to recall, as a free action, up to four levels of spells per day that he had prepared and then cast. Each time a spell is recalled and prepared again in this manner, the sudden rush of magical energy infuses the wearer with power. For 1 round after recalling a spell, the wearer’s spell save DCs and attack rolls made with spells gain a +2 enhancement bonus.

CONSTRUCTION REQUIREMENTS
Cost 22,000 gp
Craft Wondrous Item, fox's cunning, limited wish
This robe gives a +2 enhancement bonus to spell DCs up to 4 times per day and is also usable by prepared divine casters. It also allows you to recall spells as a free action, so if you were to put this on a Paladin or Ranger in particular, it will give them a spike in spellcasting ability. It's probably not as good if you have a Bard casting Arcane Concordance though (which gives a free metamagic and a +1 enhancement bonus to spell DCs).

Also introduces a rules SNAFU on how the bonus skill ranks from the permanent int bonus are supposed to be handled. Pathfinder usually makes these items give retroactive skill ranks.

3
Min/Max 3.x / Re: [Pathfinder 1ed.] Rappan Athuk Wizard advice
« on: December 07, 2019, 03:25:59 PM »
I would recommend just prestiging into Pathfinder Savant and using the Prestigious Spellcaster feat to cover the loss in caster levels. Magaambyan Arcanist is not bad either, especially at higher levels where you can spontaneously cast spells with Spell Mastery and you add a bunch of good Druid spells to your list, which in turn benefit from Yuelral's Blessing discovery to be cast at +1 CL and +1 DC. At Magaambyan Arcanist 9 you get all Good Domain spells too, which lets your Spell Sage Wizard 6 / Magaambyan Arcanist 9 proceed to Holy Word enemies into the ground by casting Holy Word at +4 caster levels. 1 or more levels of Cyphermage is not a bad idea either if you like using Spell Sage to create scrolls of whatever that you will UMD later. Prestiging into Bloatmage lets your wizard cast spells more times per day and the capstone flexibly gives you any bloodline you want on demand, with a Brew Potion feat and a Summon Monster spell, that is.

Spellslinger Wizard archetype shouldn't be underestimated either. With a +5 gun it gives all your spells cast through it a +5 DC bonus. If you combine that with a Persistent Spell metamagic they are sure to fail and the odds of rolling a nat 20 will become 1/400 which keeps your gun safe (although you can just use Make Whole if it breaks). You can also abuse Dazing Spell metamagic to daze just about anything in the game to death without issues. Virtually nothing is immune to daze, so you end up picking spells that do damage multiple times, have no spell resistance, and/or target the saving throw your opponents are weakest at and render your enemies utterly useless with it.

4
Min/Max 3.x / Re: [Pathfinder 1ed.] Rappan Athuk Wizard advice
« on: December 06, 2019, 02:25:03 PM »
This kind of thread is what the Min/Max 3.X subforum is for, to be honest. As for giving you recommendations, there's not a whole lot to work off of when you already selected Elf race Diviner Foresight Wizard. I probably wouldn't ban Necro if I were you but you can use an Opposition Research discovery to get it back at 100%. For feats I can point out that Nature Soul -> Animal Ally -> Boon Companion will give you a full AC on top of your regular Wizard spell selection, which you can then enhance with the animal companion's Share Spells feature to polymorph it into some monstrosity. Best part is being able to get new animal companions on 24 hour basis. If you had 13 charisma you could've used Exotic Heritage -> Eldritch Heritage (Sylvan) to gain access to the full animal companion list, but at a larger level penalty.

If you want a cheesy Wizard I'd sooner recommend going Spell Sage Wizard. Spell Sage Wizard is the best for caster level cheese, scribing scrolls, and going full-on necromancer by poaching Cleric list for Desecrate and earlier reanimation spells (which you then cast at a higher caster level for more and better undead). Summoning legions of undead is still horribly overpowered, unsurprisingly. Yuelral's Blessing discovery will also give you some free CL and DC boosting while letting you pay for all expensive spell components in gems.

As an Elf, I'd replace Weapon Familiarity with either Aquatic Mastery (+1 DC to water-descriptor spells) or Fey Thoughts (get Perception and UMD as class skills). Then use Clever Wordplay social trait or Pragmatic Activator magic trait to get UMD as an int-based skill, use Reactionary combat trait to get +2 to initiative, and use a Drawback like Anxious or Meticulous to get a third trait of Lessons of Chaldira religion trait (1/day, reroll failed save), Deathtouched race trait (+2 trait bonus vs mind-affecting saves), or Defensive Strategist religion trait (You are not flat-footed before you can act in combat, not even in surprise rounds). If you want to go item crafting the Hedge Wizard magic trait reduces costs by 5%.

5
Min/Max 3.x / Re: Fun Pathfinds
« on: December 06, 2019, 01:20:34 PM »
Still inferior to prestige class stunts among other tricks, but it helps you round out a Wizard with spells they usually don't have. The major tricks are usually to take spells that last longer than a day. Other than that your Wizard gains access to Planar Ally, healing magics, Resurrection, Restoration, and that kind of thing, but it still arrives 4 levels later than when the Cleric would get it, and you can't get any 8th level or above spells with it. This would've been a lot more impressive if PF hadn't already doled out entirely too many ways to poach spell lists for this to be exciting. Other than that, the major question is whether you can transcribe divine spells from slots onto spellbooks for domain spells that are also on the Wizard list. As a divine spell, it wouldn't surprise me if the answer were "no" to transcribing it into an arcane spellbook, but there's no actual rule on this.

Well, I'll add a crazy item I found:
Quote
BRACERS OF CELESTIAL INTERVENTION
Price 16,000 gp; Slot wrist; CL 13th; Weight 1 lb.; Aura strong conjuration
Source Monster Summoner's Handbook pg. 20

Prayers and engravings of celestial beings cover these golden bracers. A paladin can expend one or more of her uses of smite evil into these bracers as a standard action to call forth agathions, angels, or archons to aid her. This acts as a summon monster spell of a spell level equal to the number of smite evil uses the paladin expends. Outsiders summoned with the bracers must be from the list detailed in the summon monster spell or from the expanded summon monster list on pages 28–29.

CONSTRUCTION REQUIREMENTS
Cost 8,000 gp
Craft Wondrous Item, summon monster VII, creator must be lawful good

So whoever wrote this probably figured this would be a decent item based on the fact that Paladins only get up to 7 smite evil uses per day, letting a level 19 Paladin consume all his smite evil uses for a single Summon Monster VII that can only summon angels, archons, and agathions (which is pretty lousy and a Paladin at that level should sooner just UMD a scroll of Summon Monster IX or whatever instead of using this item, even if the casting time is 1 round). This guy probably doesn't play Paladins too much because he would otherwise have noticed that Paladin players are fond of taking Oath of Vengeance which allows them to convert 2 lay on hands uses into extra smite evil uses, without limit. With Oath of Vengeance and maybe some Extra Lay On Hands feats, it's possible for a Paladin to cast Summon Monster IX at level 7 as a standard action with this little item. A Paladin can also gain 2 extra uses of Lay on Hands per day with Bracers of the Merciful Knight and Vestments of War. The Bracers of the Merciful Knight tend to compete with Bracers of the Avenging Knight (and Bracers of Celestial Intervention, of course), but Bracers of the Avenging Knight don't give bonus smite evil uses like Bracers of the Merciful Knight do when paired with the Oath of Vengeance.

6
Min/Max 3.x / Re: [PF] Optimizing the Drake Companion
« on: December 06, 2019, 10:01:59 AM »
May as well cite the relevant rules text for convenience's sake now that we're digging into it:
Quote
Activate Blindly: Some magic items are activated by special words, thoughts, or actions. You can activate such an item as if you were using the activation word, thought, or action, even when you're not and even if you don't know it. You do have to perform some equivalent activity in order to make the check. That is, you must speak, wave the item around, or otherwise attempt to get it to activate. You get a +2 bonus on your Use Magic Device check if you've activated the item in question at least once before. If you fail by 9 or less, you can't activate the device. If you fail by 10 or more, you suffer a mishap. A mishap means that magical energy gets released but doesn't do what you wanted it to do. The default mishaps are that the item affects the wrong target or that uncontrolled magical energy is released, dealing 2d6 points of damage to you. This mishap is in addition to the chance for a mishap that you normally risk when you cast a spell from a scroll that you could not otherwise cast yourself.

As long as the drake can clutch or grasp the item somehow, it will suffice for performing "some equivalent activity" to holding an item with Activate Blindly. If you make some crude fiddling motion with the limbs holding it, it will be a sufficiently equivalent activity to any fine finger manipulation required with Activate Blindly. It explicitly counts even waving an item around as an equivalent activity to whatever fine digit manipulation is normally required (ie. the activities don't even need to be similar, just equivalent). Like I said, the entire point of UMD is to let you activate items improperly and make them work anyway. That's all it's for.

Robe of Blending won't have a fitting problem.
Yes but in PFS whether the drake companion even gets a body slot in its drake form will be a matter of debate. If you were to adapt the animal companion item slot rules, only monkey-like bipedal animal companions and familiars get the body slot, which the drake isn't.

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Min/Max 3.x / Re: [PF] Optimizing the Drake Companion
« on: December 04, 2019, 07:10:01 PM »
Yes, but you can make a DC25 Activate Blindly UMD check to activate them without using the proper method anyway. The entire point of UMD is to let people use magic items improperly and make them work anyway. It's part of the reason why Paizo is on drugs to hand it freely to spellcasters and everyone. Spellcasters can already use wands, scrolls, staves, magic robes, etc. without using UMD. UMD was meant to be a skill for the rogue classes (ie. Thief and Bard) to give them versatility and item trickery potential (a classic example being a Thief swinging a Sacred Avenger as if he were a Paladin). Instead making your familiar into a UMD delivery device is really easy in PF now and you can have Wizards use scrolls and wands of Cleric spells and so on since you can even make UMD an int-based class skill just through traits.

Also, for PFS Legal Alter Self options (Greater Hat of Disguise is not PFS legal), I can only think of Wand of Alter Self (4.5k gp), Robe of Blending (which, I'm not sure you can get a robe that fits a Drake), Wandering Punishment (which is a 30k gp melee weapon that has to be equipped for transformation to remain in effect), and Elemental Earth Belt which only allows the wielder to use Elemental Body III to become an Earth Elemental once per day. Seems like a Wand of Alter Self is the way to go, and I suppose a Belt of Mighty Hurling would remain active even when melded into the Drake's form.

8
D&D 3.5 and Pathfinder / [PF] Silver Champion Paladin
« on: December 04, 2019, 01:15:07 PM »
Been looking at the Silver Champion Paladin lately. It's an archetype that gives up a lot of smite evil uses, has diminished spellcasting, has diminished mercies, loses aura of justice and aura of righteousness, casts all of Apsu's domain spells instead of his usual spells, and gets a Drake Companion. If it didn't give up aura of justice, it would have been a fairly solid archetype by letting you use Oath of Vengeance to cover your smite evil loss and bolster your spell list, but it doesn't so now you have a Paladin that can barely smite, which is... still manageable as long as you save your smite for when it really counts (to kill a boss). Still, the Drake Companion seems useful (see here) and I'm wondering what can be done with this Paladin.

The Silver Champion uses Apsu's domains and subdomains for his spells instead of the standard Paladin spell list. He essentially has the following spell list:

1:
Animate rope
Command
Divine favor (Paladin)
Expeditious retreat
Floating disk
Longstrider
Magic fang
Protection from evil (Paladin)
Protection from chaos (Paladin)

2:
Align weapon (good only)
Align weapon (law only)
Animal trance
Locate object
Wood shape

3:
Apsu's Shining Scales (Paladin)
Draconic reservoir
Fly
Greater magic fang
Magic circle against chaos (Paladin)
Magic circle against evil (Paladin)
Prayer (Paladin)
Stone shape

4:
Dimension door
Dragon’s breath
Holy smite
Locate creature
Minor creation
Order's wrath
Poison (forbidden by Code of Conduct)

Surprisingly, not that bad of a list. Spells marked (Paladin) are spells you would've had as a Paladin regardless. Apsu's Shining Scales is a spell Paladins specifically get for worshiping Apsu, not a spell on the regular class list or Apsu's domains. Ironically, Silver Champions do not get to cast Draconic Ally. Clerics, inquisitors, oracles, and warpriests who worship Apsu or Dahak add draconic ally to their spell lists as a 3rd-level spell, but Paladins do not because it is always part of their class list, unless they are Silver Champions. In addition to that, the following Oaths can be taken to improve the Paladin spell list:

Oath against Fiends:
1. Resist energy
2. Detect thoughts
3. Invisibility purge
4. Plane shift

Oath against Grotesquery:
1. Sanctuary
2. Make whole
3. Banish seeming
4. True form

Oath of Chastity:
1. Remove fear
2. Confess
3. Heroism
4. Freedom of movement

The last oath is generally undesirable because it neuters your Divine Grace. The first one seems to be a bit of a must-have. All of those spells are welcome additions to the Paladin's list. In addition to that, the Unsanctioned Knowledge feat can be used to add 1 spell of each spell level from the Cleric, Inquisitor, or Bard spell lists, so overall it seems the Silver Champion would retain a decent spell selection. In addition, while the Silver Champion cannot cast spells at 4th level, it still gains the Spells class feature at 4th level, so it still has the same caster level as normal. Giving a Silver Champion Fate's Favored and Magical Knack traits will still give him a decent self-buff while he casts Divine Favor at -1 caster level instead of -3 caster levels.

I'm wondering if there's anything interesting to be done with the Silver Champion, but Drake Companion optimization aside it seems to be pretty much the same as a regular Paladin, with a different spell selection, slightly delayed spell progression, and fewer Smite Evil uses. A couple of 1st-level Pearls of Power will pretty much give him enough Divine Favor to last all combat encounters, though. At high levels UMDing a Wand of Mnemonic Enhancer (21k gp) is probably the way to go in order to make up for the Paladin's deficient spells per day.

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Min/Max 3.x / [PF] Optimizing the Drake Companion
« on: December 04, 2019, 12:00:21 PM »
Legacy of Dragons added a Drake Companion feature so players could have their very own dragon as a specialized companion. The dragon was more powerful than a regular animal companion but came at a price of drake companion archetypes having to sacrifice a lot to obtain it. Then an editor pulled a Jason Bulmahn, panicked at seeing such a strong feature, and proceeded to nerfbat the Drake Companion heavily before print, making all the Drake Companion archetypes collateral damage in the process. It seems the Drake Companion was initially supposed to receive full HD and likely full BAB too, seeing as the Drake Companion's skill ranks explicitly scale with HD and yet the skill rank chart increments by 3 for every level not just when HD increases. Similarly the Drake Companion tops out at 15 HD instead of 16 like the regular AC, which is conveniently concurrent with the BAB. Probably it used to receive drake powers more often and had a better initial starting shape too. So instead they have trash stats and abilities.

Even so, I think Drake Companions have a solid optimization ceiling. They just look like shit by the standards of regular animal companions, but the important part is that Drake Companions are solid skill monkeys, get 15 BAB unlike the usual twelve, are intelligent creatures that can take any feat they want, and get UMD as a class skill. That's important in case you want to give them Skill Focus (Use Magic Device), Magical Aptitude, equip a Circlet of Persuasion (4.5k gp) (does not stack with Greater Hat of Disguise, however, as they both use Head slot) or Cracked Magenta Prism Ioun Stone (800gp), add a Cracked Pink and Green Sphere Ioun Stone (200gp), and they will have +9 to UMD, not counting favored class bonus and skill ranks or charisma modifier. Seeing as the Drake Companion is PFS legal and it explicitly gets UMD as a class skill, this is a very reliable means of getting a UMD companion without worrying about table variation.

In addition to that, you can also deck out your drake companion with Point-Blank Shot, Precise Shot, Deadly Aim, Rapid Shot, Manyshot, equip a Greater Hat of Disguise and Lesser Bracers of Archery (they function as Greater Bracers of Archery aside from the lowered bonus, so wearer can use any bow as though proficient) and turn them into your very own pet archer. Or you can give them Two Weapon Fighting, Improved Two Weapon Fighting, Greater Two Weapon Fighting, and Rapid Shot which means you need to equip a Blinkback Belt with the Quick Draw feat or a Belt of Mighty Hurling with either a Rope Dart or Shuriken, which allow you to full attack without special support. Use a Flawed Opalescent White Pyramid Ioun Stone (3k gp) to gain proficiency with the weapon of choice while taking a -2 dex penalty, which is a non-issue on Mighty Hurling builds (alternatively burn a feat on weapon proficiency). If you add a Wayfinder you get +1 attack with the weapon too, assuming your 25% chance gives you a working resonance power. The main pain of this build will be stacking dex bonuses high enough to qualify for all the feats.

Archer Variant:
1. Point-Blank Shot
3. Precise Shot
6. Rapid Shot
9. Manyshot
11. Deadly Aim

TWF Variant:
1. Two-Weapon Fighting
3. Point Blank Shot
6. Rapid Shot or Precise Shot
9. Improved Two-Weapon Fighting
11. Deadly Aim or Rapid Shot
14. Greater Two-Weapon Fighting

I feel like there should be more ways to take advantage of the Drake Companion, so anyone have any thoughts? I think Intellect and Keen Mind are the best drake powers to get.

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D&D 3.5 and Pathfinder / Re: Power's Tier List for Pathfinder
« on: December 04, 2019, 07:11:47 AM »
Monster Tactician Inquisitor has been added as a red T2. The reason why Monster Tactician is red but Unchained Summoner is not is that Unchained Summoner still has access to Planar Binding, Gate, Lesser Create Demiplane, Teleport, Stinking Cloud, Create Pit, Wall of Ice/Stone, etc.

May be up to revision depending on how much spell access the Inquisitor gains through Summon Monster, considering the massive amount of ways you can expand the Summon Monster list.

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Min/Max 3.x / Re: Fun Pathfinds
« on: December 03, 2019, 05:45:39 PM »
Sure, but I mentioned the Mongrel Mage archetype, whose entire specialty is picking his bloodline anew each day, which makes it very hard to be screwed on that front. Also, looking over it more closely, Draconic Malice has an unusual aspect there. It says "Will negates (harmless)" and doesn't mention anything about how enemies are supposed to save against it. Does that mean that Draconic Malice's save is for the spellcaster who is self-targeted and not for enemies? Looks like it. Because the spell obviously isn't harmless to enemies.

And I'm surprised you think Legacy of Dragons is so bad. They added Variant options to the Draconic Sorcerer bloodline too, including the Esoteric variant whose replacement bloodline arcana is this ridiculous thing:
Quote
Variant Bloodline Arcana: When selecting spells known, you can choose spells from the psychic class spell list. The psychic spells you select must normally be unavailable to your class. You can know only a number of psychic spells equal to the highest level spell you can cast from your class spell list, based on your current class level. When you’re casting these spells, they function as psychic magic instead of arcane. You use thought and emotion components instead of verbal and somatic components when casting these spells.
Add a Paragon Surge spell and you have the entire psychic spell list at your disposal because as long as you haven't maxed out your psychic spells known you can use Expanded Arcana on an as-needed basis. And then just for kicks stack the Razmiran Priest archetype on top and dip into Cyphermage or whatever other Prestige Class or whatever that lets you cast scroll spells at full DC and caster level so you can cast all Cleric, Paladin, and Druid spells too to get an even more absurdly versatile spell selection.

The Covetous Oracle Curse is pretty good too:
Quote
Covetous (Legacy of Dragons pg. 8): You find yourself drawn to the luster of wealthy living. You must wear fine nonmagical clothing and jewelry worth at least 50 gp + 100 gp per character level you have beyond 1st. If you do not have sufficient wealth to purchase this additional equipment, you feel a strong desire (but are not compelled) to sell existing items or steal from others to obtain it. You are sickened whenever you do not meet this requirement; you are also sickened for 24 hours after anything worth 25 gp x your character level or more is taken from you against your will. Use Magic Device becomes a class skill for you. At 5th level, you gain a +4 insight bonus on Appraise checks, Spellcraft checks to identify magic items, and Use Magic Device checks. At 10th level, you add fabricate to your list of spells known. At 15th level, you add half your oracle level to your CMD against steal combat maneuvers and to the DC of Sleight of Hand checks to take items from you.
Get UMD as a class skill on a cha-based class, get +4 insight to UMD (among other things), and get Fabricate on Oracles. Becoming sickened if someone steals your valuables is a shame but Remove Sickness is a 1st-level Oracle spell that suppresses sickened for 10 min/lvl. Purify Body will remove sickened as a 4th-level spell, and Cleanse will remove it as a 5th-level spell.

And then there's the Draconic Ally spell:
Quote
DRACONIC ALLY
Source Legacy of Dragons pg. 28
School conjuration (creation) [draconic]; Level antipaladin 3, arcanist 3, bloodrager 3, occultist 3, paladin 3, psychic 3, sorcerer 3, spiritualist 3, summoner 3, summoner (unchained) 3, wizard 3
CASTING
Casting Time 10 minutes
Components V, S, M (a scale from a dragon and 250 gp)
EFFECT
Range close (25 ft. + 5 ft./2 levels)
Effect one intelligent draconic servant
Duration 1 day/level (D)
Saving Throw none; Spell Resistance no
DESCRIPTION
You create a semi-living intelligent draconic servant that loyally obeys and serves you. Treat this servant as a pseudodragon with all of the abilities granted by one of the following spells: form of the alien dragon I, form of the dragon I, or form of the exotic dragon I. Your draconic ally can use its breath weapon once per day. Once conjured, the creature is not limited to the spell’s range, and can go a considerable distance to carry out missions at your command. The draconic ally speaks one language of your choice that you know. You cannot have more than one draconic ally at a time. As long as a previous ally exists, you cannot successfully cast this spell again. If you have a breath weapon, you can cast this spell as a standard action by expending one use of your breath weapon as a free action when you cast the spell.

Clerics, inquisitors, oracles, and warpriests who worship Apsu or Dahak add draconic ally to their spell lists as a 3rd-level spell.
Looks like it only gets the abilities and not the size modifications of the relevant spells, keeping it Tiny size. If your GM rules that it does get the size modifications, don't forget to first adjust the pseudodragon by +4 Str and -2 Dex before applying polymorph modifiers, owing to the polymorph rules as applied to Tiny size creatures. The most important part of this spell though is that it gives you a loyal and intelligent companion with days/lvl duration for cheap. You can summon it as a standard action if you have a breath weapon, and you can summon it as a standard action for free using Shadow Conjuration. Given magic items this draconic ally can probably do a lot for you. Even without that it's got telepathy, a high stealth modifier, and you can give it a burrow speed for tunneling or dreamsight to spy on people's dreams.

12
Handbook Discussion / Re: X Stat to Y Bonus Discussion Thread
« on: December 03, 2019, 11:56:15 AM »
No the difference is that one tends to look up traits by category and this results in a lot of time wasted by people who are scrolling down the wrong lists for the trait. For archetypes it's easy to find them and figure out the rest yourself. For traits if you're flipping through 4-5 lists looking for it, it's more of a nuisance. I view listing a trait's category to be the same as listing an archetype's class. Traits should probably also have their own category to be honest, instead of being lumped under Other. Well, time to flesh out the PF list some more so...

More traits:
Animal Rustler race trait: 1/day: Add str mod on top of cha to handle animal.
Disciplined Body race trait: 1/day: Use wis mod to replace str or dex mod for attack, combat maneuver, skill check, str check, dex check, or reflex saving throw.
Intrepid Volunteer race trait: Choose one strength-based skill or combat maneuver. It now uses the dexterity modifier instead.
Heedful Readiness faith trait: 1/day: add wis mod to an initiative check.
Clockwork Surgeon religion trait: Start with custom healer's kit. Can add int mod to hitpoints healed when treating deadly wounds.

And now feats:
Erastil's Blessing: Wis mod replaces dex mod for ranged longbow attacks.
Noble Scion (of Highhelm): Con mod replaces cha for purposes of Leadership feat.
Noble Scion (of Kyonin): Dex mod replaces cha for purposes of Leadership feat.
Barracuda Style: Add wis mod to Swim checks.
Diabolical Negotiator: Wis or int mod (whichever is higher) replaces cha for diplomacy. (Also no limit on diplomacy attitude shifts and creature's attitude only sours if you roll a nat 1.)
Bladed Brush: Glaives can receive Weapon Finesse and count as one-handed piercing or slashing weapons without an off-hand for purposes of feats and class abilities (which opens up dex mod replacing str for damage with Slashing Grace feat and class features).
Ironclad Logic: Some Ultimate Intrigue-only mechanic, but "In verbal duels, when using tactics to which you assigned an Intelligence-based skill, you can add your Intelligence modifier instead of your Charisma modifier to the associated skill check."
Fast Healer: Add half your constitution modifier to hitpoints you regain from magical effects or resting.
Conservatory-Trained: Another Ultimate Intrigue-only mechanic. "You gain an insight bonus equal to your Wisdom modifier on discovery checks using the individual influence system."
Gate Breaker: Add str mod on top of normal damage to damage vs objects, whether sundering or unattended.
Equipment Trick (Sling): Dex replaces str for disarm combat maneuver with sling... (Any effect that replaces attack score also replaces combat maneuver score, for the record.)
Virtuous Creed (of Humility): Add Wis mod to Diplomacy checks (does not replace cha).
Unblinking Flame Feint: Wis mod replaces cha for bluff checks to feint.
Linnorm Style: -2 to AC, add Wis bonus to unarmed strikes replacing str/dex bonus (should say mod, but paizo editing sucks) against a creature that makes a melee attack against you until beginning of said creature's next turn.

Magic items:
Saliharion: While in possession of this tome with Sarenrae as divine patron, add cha or wis mod as sacred bonus to Heal checks and Knowledge checks to identify abilities and weaknesses of enemies.
Amulet of the Spirits (Heavens): When wearer can see open sky at night, add wis mod to all cha checks and cha-based skill checks.
Healer's Satchel: Add wis bonus to Treat Deadly Wounds when expending two uses. If you exceed DC by 5, add double wis bonus. (Likely meant to replace existing bonus for exceeding Heal DC by 5.) Probably more useful if paired with a Boline (10gp) or Mobile hospital (1000gp) to double the amount of uses you can get out of this kit per day.

Other stuff:
Expert Cypher Rogue Talent: Int replaces cha for UMD.
Torture subdomain Painful Smite: Convert attack to nonlethal and add wis mod to damage, usable 3+wis mod times per day (also demoralize as free action, gaining intimidate bonus equal to total nonlethal damage dealt, which effectively adds the previous wis mod to intimidate).

13
Hm, by extension that would mean if you fill a decanter with spring water or river water or whatever, you have water from a natural source with you. In that case this feat is pretty easy to keep working, which would make it generally usable. I assumed that for this restriction to be meaningful the water has to be drawn directly from natural terrain features, but it's true that that kind of restrictive reading is going far above and beyond the description of "water from a natural source."

And yes, from what I can tell this feat isn't broken/overpowered. Just handy.

14
Min/Max 3.x / Re: Fun Pathfinds
« on: December 02, 2019, 09:15:12 PM »
Many of the bloodlines I listed already work around a number of the immunities. In addition to that, Threnodic Spell metamagic lets your mind-affecting spells affect undead at +2 spell levels, but doesn't affect living creatures. Coaxing Spell metamagic lets your mind-affecting spells affect oozes and vermin at +2 spell levels, but doesn't affect other creature types. There's also the Draconic Malice spell that causes nearby living enemies to lose immunity to mind-affecting spells, provided they fail a will save, but your enchantment DC should be very high.

15
Handbook Discussion / Re: X Stat to Y Bonus Discussion Thread
« on: December 02, 2019, 08:30:11 PM »
Well then, may as well list some more Pathfinder entries:

Tiefling alternate racial trait "Smite Good" gives 1/day swift: +Cha to attack, +HD to damage,  but only lasts until the first time you hit. Ganzi racial trait Ganzi Oddity's "Chaos Champion" option gives Smite Law as 1/day swift: +Cha to attack, +HD to damage. Both of these races will make for some rather odd Paladins.

Cunning Liar region trait allows you to use Intellect or Wisdom instead of your Charisma modifier on Bluff checks. Balanced Education region trait allows you to 1/day replace a physical skillcheck modifier with a mental one and vice versa, using the following pairings: Strength:Intellect, Dexterity:Wisdom, and Constitution:Charisma.

By the way, it would be much better if your guide specified the trait's category when listing traits, since you need Examplar traits to get multiple traits in the same category, and that's assuming there is an Examplar trait for that category.

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Min/Max 3.x / Re: Fun Pathfinds
« on: December 02, 2019, 07:18:09 PM »
So... Kitsune Sorcerer seems strong.

Kitsune race has -2 STR, +2 DEX, +2 CHA.
Kitsune magic racial trait gives +1 to DC of enchantment spells on top of that (not as crazy as the races that have +2 cha and give sorcs another +2 cha for picking their bloodline).
Kitsune Sorcerer Favored Class Bonus is +1/4 to DC of enchantment spells. No limit. PFS legal and been around since ARG.

Congratulations to paizo for coming up with a Favored Class Bonus that's legitimately worth taking over the Human Favored Class Bonus. Note that the following Sorcerer Bloodlines allow you to target more types of foes:
  • Serpentine Bloodline Arcana: Your powers of compulsion can affect even bestial creatures. Whenever you cast a mind-affecting or language-dependent spell, it affects animals, magical beasts, and monstrous humanoids as if they were humanoids who understood your language.
  • Groveborn Wildblooded Bloodline Arcana: Your powers of compulsion can affect even plant creatures. Whenever you cast a mind-affecting or language-dependent spell, it affects creatures of the plant type as if they were humanoids that understood your language.
  • Impossible Bloodline Arcana: Constructs are susceptible to your enchantment (compulsion) spells as if they were not mindaffecting. Constructs are treated as living creatures for the purposes of determining which spells affect them.
  • Undead Bloodline Arcana: Some undead are susceptible to your mind-affecting spells. Corporeal undead that were once humanoids are treated as humanoids for the purposes of determining which spells affect them.
If you add the Mongrel Mage archetype, the Sorcerer could be a different bloodline every day to boot. Cross-blooded Sorcerers can be two bloodlines, but the loss of spells known without the usual Favored Class Bonus or Paragon Surge is a bit more painful than the norm. You can still use a Mnemonic Vestment, Page of Spell Knowledge, Ring of Spell Knowledge, Spell Lattice, or even the Versatile Spontaneity feat to expand your selection.

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D&D 3.5 and Pathfinder / [PF] What to do with the Gift from the Sea feat?
« on: December 02, 2019, 09:21:36 AM »
So I found this curious feat, I'm wondering what can be done with it:
Quote
GIFT FROM THE SEA
Source Heroes from the Fringe pg. 20
Although shoreborn see little of their aquatic parents, they can still call on their underwater kin for help.

Prerequisites: Shoreborn half-elf.

Benefit: Once per day, you can fill a vial with water from a natural source and the water will turn magical, functioning as a potion of a 1st-level druid spell of your choice with a caster level equal to your Hit Dice. This potion becomes inert after a number of hours equal to your Hit Dice.
The best part is you can decide which Druid spell you get each time you use the feat, and the potion even gets full caster level. The downside is you need a natural water source nearby to use it, and it only lasts a number of hours equal to your Hit Dice. A Dawnflower Dervish Bard can use Inspire Greatness on himself while filling a potion to give it +4 caster level and +4 hours duration, since IG gives +4 Hit Dice while filling it. A regular Bard only gets +2 HD (but there are two PF faction feats that can increase bonus by 2 total). Other than that there are no sources of bonus Hit Dice to my knowledge.

It's worth noting that with a Syringe Spear or Poisoner's Gloves you can insert potions and similar liquids into creatures as an attack action (the gloves in particular allow you to make touch attacks), the Cauldron of Fireworks will shoot potions into people as a ranged touch attack with a command (best let your familiar put the potions in the cauldron and later activate it, use Sage and/or Figment familiar (use Ability Increase 2-point evolution) archetypes and Fox's Cunning spell for higher int while filling potions), and the Accelerated Drinker combat trait lets you drink potions as a move action. In addition, the Alchemist's Alchemical Allocation (2nd-level) extract lets you drink a potion without expending it, Amplify Elixir (3rd-level) extract (Alchemy subdomain gives this as a 4th level divine spell) can Empower a potion, and the Tattoo Potion spell allows you to turn potions into permanent spell tattoos (at a cost of 500gp). The Touch Injection spell, similar to Poisoner's Gloves, lets you use a melee touch attack to put a potion in someone. Alchemist discoveries can also double the duration of a potion you drink, make the duration of a potion you drink permanent (but only 1 potion at a time, and requires lvl16), and turn 1 potion into 2 potions (requires level 12). Deathwine spell can use a potion for a caster level bonus to necromancy (and undead healing) instead of its normal effect, and Transmute Potion to Poison extract will make a shitty 1d2 dex damage DC11 fort save injury poison out of your Spell Level 1 poison. This is probably not an exhaustive list, since I'm sure there are magic items and other abilities to affect potions.

According to PF, a potion or oil "can duplicate the effect of a spell of up to 3rd level that has a casting time of less than 1 minute and targets one or more creatures or objects."

It seems like there should be a lot of uses you can get out of this feat, especially if you are an alchemist.

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Handbook Discussion / Re: X Stat to Y Bonus Discussion Thread
« on: November 22, 2019, 11:10:35 AM »
PF Duskwalker race's alternate racial trait Yamaraj's Baliff allows Duskwalkers to use Wisdom instead of Charisma to roll Bluff and Diplomacy.

19
D&D 3.5 and Pathfinder / Re: New mechanical bits in PFS scenarios
« on: November 19, 2019, 03:41:41 PM »
Yeah, it's a fun one for making spells more than 100% effective if someone disbelieves. Solid Shadows metamagic (+20% reality to shadow spells) is a nice one to add to that, if you use a metamagic cost reducer anyway. Shadowcaster Wizard at level 10 gets another +20% reality to shadow spells. Shadow Bloodline at level 20 (16 with a Robe of Arcane Heritage) gives you another 20%. You can get both by going Shadowcaster Wizard 10/Bloatmage 10 and then drinking a shadow conjuration's blood with your Bloatmage capstone to get the Shadow bloodline.

20
D&D 3.5 and Pathfinder / Re: New mechanical bits in PFS scenarios
« on: November 19, 2019, 11:38:03 AM »
This seems like a must-have for Bards:
Quote
THREE REASONS TO LIVE
Source Plunder and Peril pg. 46
Aura light evocation CL 5th
Slot none Price 9,000 gp Weight 2lbs.

The horns of three disparate creatures (chimera, dire ram, and satyr) make up this magical instrument, interlocking into one shofar about 2 feet long. Once per day the horn can be blown to affect all allies within 30 feet that can hear it. Affected creatures gain sonic resistance 10 and a +2 bonus on saves against spells and effects that deal sonic damage, are language-dependent, or must be heard to be effective. This protection lasts for 10 minutes. If a bard uses the horn to start a bardic performance, all effects of that performance are calculated as if the bard were 6 levels higher. This doesn’t grant the bard access to new bardic performances; it only enhances those to which the bard already has access.

CONSTRUCTION REQUIREMENTS
Cost 4,500 gp
Craft Wondrous Item, shout

Should stack with Banner of the Ancient King for another +4 levels and Dervish Sikke for a +1 to all inspire courage bonuses. At level 7 you would have the inspire courage of a 17th level Bard, making bardic performance progression irrelevant for anything other than upgrading the action type, but you already get Move action performances at level 7 and swift actions are more useful for spells you cast with lesser metamagic rods of Quicken Spell anyway. That would free up Bards to take spellcaster prestige classes now that losing bardic performance progression is no longer a concern.

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