Author Topic: Fun Pathfinds  (Read 28753 times)

Offline Power

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Re: Fun Pathfinds
« Reply #260 on: May 30, 2020, 08:23:37 AM »
So here's an unusual spell:
Quote
IMBUE WITH AURA
Source Ultimate Magic pg. 225
School transmutation; Level cleric 2, oracle 2, warpriest 2
CASTING
Casting Time 1 standard action
Components V, S, DF
EFFECT
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration 1 minute/level
Saving Throw Will negates (see text); Spell Resistance yes
DESCRIPTION
You infuse another creature with your divine aura, causing the target to radiate an aura identical to your own clerical aura. The target’s actual alignment is not changed, but spells like detect evil or detect good detect only the aura, not the creature’s actual alignment. For the duration of this spell, effects influenced by the target’s alignment function according to the imposed aura, not the creature’s actual aura. When the spell ends, the target’s aura returns to normal, and alignment-affecting magic affects it according to its actual alignment.
There are two things to note here: One, you can use this on enemies. Two, it actually causes your target to count as your cleric aura's alignment for the purposes of all spells and effects. I'm curious here: Can it be abused with Vestments of False Faith, which let you radiate a cleric's aura?
Quote
VESTMENTS OF FALSE FAITH
Price 27,000 gp; Slot body; CL 8th; Weight 5 lbs; Aura moderate illusion
Source Ultimate Intrigue pg. 251

This priestly garment can be commanded to alter its appearance as a standard action, able to reshape itself into ceremonial garb or the everyday habit of a religious functionary of any faith. Vestments of false faith are always emblazoned with the holy symbol and colors of the faith chosen by the wearer, and she can disguise an object held in a hand as a holy symbol, censer, candle, or similar item of religious paraphernalia. This change is a visual illusion (glamer) effect akin to disguise self.

The wearer of vestments of false faith gains a +10 bonus on Disguise checks to impersonate a member of the faith she has chosen (this doesn’t stack with disguise self and similar effects). She also gains a +5 competence bonus on Use Magic Device checks to activate items that duplicate divine spells or emulate a specific religion or alignment, provided they fit the religion she’s imitating. If she uses a magic item to produce the effect of a divine spell, she can make it appear to observers as though she were casting the spell, though a Spellcraft check to identify the spell being cast can identify it as coming from a magic item if the result exceeds the DC by 5 or more.

The wearer’s alignment is disguised while wearing vestments of false faith, so that it appears identical to that of the deity whose holy symbol she bears, and her aura is as strong as if she had a number of cleric levels equal to her Hit Dice. This primarily affects alignment detection; however, once per day as an immediate action, she can function as if she actually had that alignment when she would normally be affected by an alignment-based effect, such as blasphemy, chaos hammer, forbiddance, or an unholy magic weapon. This effect persists until the end of the wearer’s next turn, after which any non-instantaneous effects (such as smite evil) suddenly revert to having the effects they would normally have on a creature of her true alignment.

CONSTRUCTION REQUIREMENTS
Cost 13,500 gp
Craft Wondrous Item, bless, disguise self, misdirection

Looks like it would be usable with Bestow Grace of the Champion to give someone without the proper alignment smite evil.
« Last Edit: June 14, 2020, 06:59:21 PM by Power »

Offline zook1shoe

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Re: Fun Pathfinds
« Reply #261 on: June 08, 2020, 11:03:32 PM »
Planar Heritage + Demonic Obedience + Improved Possession

Half-Fiends are native outsiders, thus eligible for Planar Heritage

Toss this on a high level Possessed Sorcerer
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Offline Power

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Re: Fun Pathfinds
« Reply #262 on: June 14, 2020, 07:05:04 PM »
Well here's an unusual item:
Quote
THE FORBIDDEN NAME
Price 20,175 gp; Slot body; CL 9th; Weight 20 lbs; Aura moderate abjuration
Source Pathfinder #113: What Grows Within pg. 42

Each of the yellow ribbons that spill from the joints of this jaundiced suit of +3 studded leather armor bears one or more haunting runes. Three times per day, a cleric (or other class with cleric domains) with the Rune domain can use her blast rune domain power to mark one of the ribbons rather than a square. Such blast runes last until the next time the cleric prepares spells and cannot benefit from other domain abilities such as spell rune. As a swift action while wearing this armor, the cleric can cause one of the ribbons to lash out and touch an adjacent creature, triggering the blast rune as if the target had entered the warded square. When marking a ribbon with a blast rune, the cleric can instead expend two daily uses of The Forbidden Name’s ability to also apply the benefits of another Rune domain (or subdomain) power such as spell rune or warding rune to the blast rune.

Alternatively, any wearer can expend two daily uses when casting glyph of warding or explosive runes—or three uses when casting greater glyph of warding—on a ribbon to treat it much like a blast rune. As a swift action while wearing the armor, she can trigger the glyph as though she had stepped on it; however, she takes half damage from the effect on a failed Reflex saving throw or no damage if successful.

CONSTRUCTION REQUIREMENTS
Cost 10,175 gp
Craft Magical Arms and Armor, glyph of warding, secret page, creator must possess the Rune domain

It's a bit like a robe that offers you an extra contingency. Also makes the Cleric's Spell Rune domain power rather useful.

Offline zook1shoe

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Re: Fun Pathfinds
« Reply #263 on: July 11, 2020, 03:15:30 AM »
Check out Ultimate Equipment pg 388-390 for Appendix 2: Gems and Jewelry.

What were they smoking when they wrote this? Its super convoluted, and has some weird chart stuff.

- When making simple jewelry w a tier 1 gem increases the value by ×5 (same w tier 3 and 5)
- Making simple jewelry w a tier 2 gem increases the value by only ×2 (same w tier 2, 4, and 6)
- But making ornate jewelry from any tier is a ×10 increase.
Why would you ever make simple jewelry w the even tiers?

- Working unworked gems doubles their value for a 50% profit, using simple rules.
- Making jewelry uses the Craft rules, costing 1/3 for the raw materials. But as w gems, they sell at full value, this is written in the early part of that Appendix. Which gives you a whopping 66% profit. Thats unless you have to also buy the jewelry or gem separately, very confusing.
- Other forms of mundane crafting is only a 16% and magical is a 0%, without tricks.
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Offline Nanashi

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Re: Fun Pathfinds
« Reply #264 on: July 11, 2020, 10:09:50 PM »
I think "a large number of gemstones (typically 2d6 gemstones of one grade and one gemstone of a grade higher than the others)" was supposed to be a limiter on ornate jewelery, but this pretty much instantly makes you ask "What's the penalty for using one Hope Diamond and a bunch of a colored glass", to which you quickly find the answer is "nothing". I'd suspect it would carry a higher craft DC, but craft DCs are trivial to beat untrained (+3 intelligence, +5 from crafter's fortune, +2 from masterwork tools easily puts your first level wizard at the DC20 for "Complex or superior item"). Maybe it was supposed to have emphasis on "a grade higher", meaning your centerpiece can only be a single grade higher than the rest?

Offline Nanashi

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Re: Fun Pathfinds
« Reply #265 on: July 13, 2020, 02:21:49 AM »
Conjure Carriage is an OK ride I guess (far lower speed than Phantom Steed of the same level, but far greater capacity, so an entirely sensible spell), but its casting time is only one round and it creates a 10 ft. by 15 ft by 6 feet high object with 90HP, 5 hardness, and 9AC (going by Ultimate Combat's carriage stats) that lasts for hours. That's quite an obstacle even without the horses, and it is way more durable than Summon Monster 3.

(This reminds me I never could find out how overland travel speeds for vehicles in UC's system were supposed to work, which seems like either a major oversight or me missing something)

Offline zook1shoe

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Re: Fun Pathfinds
« Reply #266 on: July 23, 2020, 03:26:19 AM »
Quote
Gifted Mesmerist
Your magic knows the pathways of the mind, and you have become so skilled at casting a certain mind-affecting spell that you can cast it as a spell-like ability.
Prerequisites: Successfully affect 25 different targets with charm or compulsion spells.
Benefit: Choose any one charm or compulsion spell you can cast. You can use this spell once per day as a spell-like ability. Your caster level and DC for this spell-like ability is the same as if you were casting the spell. Each time you gain a level in a spellcasting class, you may replace your current charm or compulsion spell-like ability with a new one.

Quote
Healer's Touch
The magic of life flows through your body like a river.
Prerequisites: Cure a cumulative total of 1, 000 points of damage for other creatures using healing spells. Dealing damage slows progress toward this goal achievement; for every 1 point of damage you deal to another creature, reduce your cumulative healing total by 2.
Benefit: When you cast a healing spell to heal a target other than yourself, the spell is maximized as though using the Maximize Spell effect. This does not increase your casting time for the spell. When you cast a healing spell to damage a target, the spell is not maximized but its saving throw DC increases by +4.
Note: There may be an opposite version of this feat allowing casters using negative energy to heal undead.

Quote
Talmandor's Lifting
You felt the powerful wings of Talmandor surround you when you risked death from a fall, and somehow a tiny spark of his essence remains connected to your soul.
Prerequisites: Take at least 10d6 falling damage on three different occasions and survive.
Benefit: When you cast a healing spell on an unharmed creature, it briefly manifests as a pair of wings made of golden light. The spell’s duration becomes “1 hour or until discharged.” For the next hour, the spell remains on the target, triggering automatically as a swift action if the creature takes damage or experiences an effect that the spell could cure, mitigate, or remove (which causes the wings of light to appear briefly).
For example, if you cast lesser restoration on an ally who had no ability damage, the spell would trigger immediately if the target became fatigued, exhausted, or took ability damage, but not if the target suffered ability drain, energy drain, or hit point damage (none of which are affected by lesser restoration).
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Offline Nytemare3701

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Re: Fun Pathfinds
« Reply #267 on: July 23, 2020, 03:58:20 AM »
Talmandor's Lifting seems like a pretty good way to store a powerful buff spell that happens to have some condition removal/healing attached. Sort of like the spellstoring arrow syringes.
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Offline zook1shoe

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Re: Fun Pathfinds
« Reply #268 on: July 23, 2020, 04:36:21 AM »
Weird how its a swift action, but triggers when the creature is affected by the appropriate condition.That should be a non-action.

Is it your swift? The target's swift? Shouldn't it be an immediate if anything?

How would that work with breath of life, since the creature is... dead
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Offline TiaC

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Re: Fun Pathfinds
« Reply #269 on: July 23, 2020, 10:15:13 PM »
Weird how its a swift action, but triggers when the creature is affected by the appropriate condition.That should be a non-action.

Is it your swift? The target's swift? Shouldn't it be an immediate if anything?

How would that work with breath of life, since the creature is... dead
The short description says "Cast a healing spell on an undamaged person, allowing them to trigger it at a later time", which implies that it's the the target's swift.

Offline TiaC

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Re: Fun Pathfinds
« Reply #270 on: August 01, 2020, 04:50:15 AM »
I just had a thought. Conductive weapons have always been a little lackluster, because it converts touch attacks to normal attacks and can only be used once per round. However, that would be once per round per weapon. So, you could make a kineticist with half a  dozen +1 conductive javelins and a blinkback belt and deal more damage at 0 burn than you would maxing it out every round. Stick a conductive AoMF on a natural weapon build and hit your enemies with half a dozen touches of cruelty.
« Last Edit: August 01, 2020, 10:21:28 PM by TiaC »

Offline TC X0 Lt 0X

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Re: Fun Pathfinds
« Reply #271 on: August 01, 2020, 02:06:41 PM »
I just had a thought. Conductive weapons have always been a little lackluster, because it converts touch attacks to normal attacks and can only be used once per round. However, that would be once per round per weapon. So, you could make a kineticist with half a  dozen +1 conductive javelins and a blinkback belt and deal more damage at 0 burn than you would maxing it out every round. Stick a conductive AoMF on a natural weapon build and hit your enemies with half a dozen touches of cruelty.


Quote
Conductive

Price +1 bonus; Aura moderate necromancy; CL 8th; Weight —

DESCRIPTION

A conductive weapon is able to channel the energy of a spell-like or supernatural ability that relies on a melee or ranged touch attack to hit its target (such as from a cleric’s domain granted power, sorcerer’s bloodline power, oracle’s mystery revelation, or wizard’s arcane school power). When the wielder makes a successful attack of the appropriate type, he may choose to expend two uses of his magical ability to channel it through the weapon to the struck opponent, which suffers the effects of both the weapon attack and the special ability. (If the wielder has unlimited uses of a special ability, she may channel through the weapon every round.) For example, a paladin who strikes an undead opponent with her conductive greatsword can expend two uses of her lay on hands ability (a supernatural melee touch attack) to deal both greatsword damage and damage from one use of lay on hands.

A given character can use this weapon special ability only once per round (even if she has several conductive weapons), and the power works only with magical abilities of the same type as the weapon (melee or ranged).
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Offline TiaC

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Re: Fun Pathfinds
« Reply #272 on: August 01, 2020, 10:21:14 PM »
Ug, that's what I get for using an old printing.

Offline zook1shoe

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Re: Fun Pathfinds
« Reply #273 on: August 04, 2020, 03:38:55 PM »
a tad old, but some interesting combinations

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Offline Power

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Re: Fun Pathfinds
« Reply #274 on: August 09, 2020, 06:59:53 AM »
Bonus HD is a bonus yes, and would benefit from the feat. Another way to increase the bonus would be to play a Dawnflower Dervish Bard which doubles your bonuses. Part of PF's ridiculousness though is that you can do Inspire Greatness cycling to make your party damn hard to kill (especially if they have high constitution bonuses) since with rounds/day accounting nothing is stopping you from ending Inspire Greatness and restarting it every round for fresh temporary HD.

Bardic masterpieces are in some fucking rules limbo state of both counting as bardic performances and not counting as bardic performances due to exotic interactions. Paizo has never bothered to make a proper FAQ on the issue because they considered it too complicated to unfuck their own rules. Strictly speaking masterpieces are considered bardic performances so the feat should apply, but the GM reserves the right to rule "no" since sometimes shit that applies to bardic performances is nevertheless not supposed to be applied to masterpieces.