Author Topic: Fun Pathfinds  (Read 4476 times)

Offline Nytemare3701

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Re: Fun Pathfinds
« Reply #60 on: May 10, 2018, 08:20:06 PM »
My favorite combo with Hybridization Funnel is Ghast Retch Flask and Burst Jar.

***

"A mixture cannot be combined with another mixture."

I believe a Paizo dev chimed in on this once on the Paizo forums.  Something along the lines of adding the words " ... or substance" to the end of that rule sentence.  But, as y'all know, Paizo has been substandard in the last few years on the official updates for errata & FAQ while quick to Stealth Errata and issue "fixes via dev forum posts".   :huh

You can't use the funnel with ghast retch, because it requires liquids  :shakefist
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Offline Nytemare3701

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Re: Fun Pathfinds
« Reply #61 on: May 11, 2018, 05:03:54 PM »
You can extend the 24 hr spoil time by mixing in a new alchemical item during that time frame.

Could get expensive, though.

Assuming you can Full Pouch the materials, what's the most efficient format usage of spell slots to keep one of these on hand? 1 slot per day would keep refreshing the potion until it hits max potency, but would mean having to track daily potency. 6 Slots to make one of each of the 6 materials would give you a max potency potion that lasts 24 hours each time, but (for my character for example), that's all my level 2 slots for the day, and I don't think I can justify 6 spell slots to have one free grenade per day, even if it is a REALLY nice grenade.

Hard Mode: Assuming you can restore a Focusing Flask using Make Whole and a CL of 14, would the ideal setup then be 1 slots per day to ramp up 1 potion, 3 slots to full pouch copies of it to toss in the focusing flask when needed, and 1 more slot to fix the flask after? The focusing flask isn't an alchemical item, it's wondrous, so we probably can't Full Pouch the final version, but we can definitely Full Pouch hybridized ones.

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Offline zook1shoe

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Re: Fun Pathfinds
« Reply #62 on: June 13, 2018, 02:57:30 PM »
How does this work from Elemental Master's Handbook?

The ground block line of effect, so no ground can be in the area.

Also, fully submerged in lava deals 20d6, so anyone fully in the LoE takes 21d6+1/2 CL damage.

Quote
Magma Furrow (Su): As a standard action, you can send
forth a 20-foot line of magma. Any creature in this line takes
1d6 points of fire damage + 1 point for every 2 wizard levels
you have. A successful Reflex save (DC = 10 + half your wizard
level + your Intelligence modifier) halves this damage.
In addition, the ground in this area remains molten for
another 1d4 rounds. Creatures that begin their turns in the
area can move out that turn without penalty, but those that
enter the area each take 1d6 points of fire damage. You can
use this ability a number of times per day equal to 3 + your
Intelligence modifier.

Quote
Lava Effects
Lava or magma deals 2d6 points of fire damage per round
of exposure, except in the case of total immersion (such as
when a character falls into the crater of an active volcano),
which deals 20d6 points of fire damage per round.
Damage from lava continues for 1d3 rounds after
exposure ceases, but this additional damage is only half
of that dealt during actual contact (that is, 1d6 or 10d6
points per round). Immunity or resistance to fire serves
as an immunity or resistance to lava or magma. A creature
immune or resistant to fire might still drown if completely
immersed in lava (see Drowning).
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Offline SorO_Lost

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Re: Fun Pathfinds
« Reply #63 on: June 15, 2018, 01:28:32 PM »
How deep is the Magma Furrow?
Because the text doesn't seem imply they need to swim out...
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Offline Archon

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Re: Fun Pathfinds
« Reply #64 on: June 16, 2018, 07:51:29 AM »
The text seems to simple imply that it is a lave-fluffed aoe damage over time effect, not actually invoking lava rules in any way?

Since it has precisly defined what the effects for remaining within the lava are, doesn't refer out of the text.

I suppose a fair way to look at it would to say the lava is only a few inches deep?

Offline zook1shoe

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Re: Fun Pathfinds
« Reply #65 on: July 04, 2018, 01:19:44 AM »
New possible worst archetype ever, from Distant Realms

Quote
Quintessentialist (Spiritualist Archetype)
When the pressure to grow wars with a personal need
for simplicity, a mortal soul can split between extremes,
creating two half-beings that rely on one another to
survive. The quintessentialist learns to project her
best self—her exemplar—as an independent being,
but in doing so leaves only the weakest and basest
aspects behind in her body.
Unfocused Spellcasting: A quintessentialist’s sheared
mind has difficulty focusing on even the simplest spells.
All of her spells have a minimum casting time of 1
round, even if casting a spell would normally take less
time, such as a standard action.
Exemplar: Instead of bonding to the phantom of a
dead soul, a quintessentialist forges her best qualities
into a spiritual aspect called an exemplar, which
resides in her subconscious mind at
all times rather than on the Ethereal
Plane. An exemplar uses the
quintessentialist’s
ability scores when
fully manifested
rather than those of
a standard phantom,
but otherwise advances as a phantom. The exemplar can
cast any of the spiritualist’s spells while fully manifested,
sharing the same spells known and spell slots, and
does not suffer from the quintessentialist’s unfocused
spellcasting ability.
A quintessentialist can fully manifest her exemplar as
a full-round action rather than a 1-minute ritual, and she
can dismiss it back into her mind as a standard action.
When fully manifested, a quintessentialist can transfer
any equipment she is currently wearing or carrying to
her exemplar, allowing it to manifest with weapons,
armor, and other equipment, but doing so removes these
possessions from the quintessentialist. She can likewise
grant her exemplar any feats she knows, losing access to
those feats herself while the exemplar
remains fully manifested. Projecting
an exemplar is draining, however. A
quintessentialist cannot cast any spells
herself and she takes a –2 penalty to
all ability scores while her exemplar
is fully manifested. Every round the
exemplar remains fully manifested,
the quintessentialist takes 1d6
points of damage; this damage
cannot be reduced or prevented
in any way.
This alters phantom.
« Last Edit: July 04, 2018, 01:21:17 AM by zook1shoe »
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Offline zook1shoe

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Re: Fun Pathfinds
« Reply #66 on: October 25, 2018, 04:03:51 AM »
Some funky hidden options brought to my attention  from Dungeon Denizens Revisited.

(click to show/hide)

.

Another relevant item from Heroes of the Darklands

(click to show/hide)
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Offline TiaC

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Re: Fun Pathfinds
« Reply #67 on: October 25, 2018, 07:59:12 PM »
One from Planar Adventures.

Bestow Planar Infusion I is a decent first level spell. Hour/level minor buff, generally equivalent to a poor feat. However, a few stand out. Deadlands gives you +4 CMB for maintaining grapples. The Negative Energy Plane is the easiest way to gain healing from negative energy. So, if you have a cleric that channels negative energy, just cast this on your party. However, the Positive Energy Plane is even better, giving you +level points of healing whenever you are healed by a positive energy effect. Pretty nice for a first level spell. Enjoy your 50% boost to lay on hands, or use Path of Glory to give the whole party 1+level fast healing.

This is a really cheap effect that has some very nice powers. The full list can be found on the planes page.

Edit:
Another great one is to play a Cyclopean Seer and take Flash of Insight and Abundant Revelations (Flash of Insight). You can now set the result of two die rolls a day to whatever you want. Then buy some Strange Fluids. You can pick up some great permanent buffs this way. My favorite is to buy a Ring of Inner Fortitude and use it with the Phasing option. You can now be incorporeal or corporeal whenever you choose to be. You can also be immortal, grow wings, gain blindsense (blindsight if you focus), gain a +2 inherent bonus to a random ability score, gain a free level, become a gem of brightness?, gain electricity resistance 10, or gain extra doses of strange fluids (Letting you do things like take an extra standard action just before you die or gain telepathy with a range of 100 feet for 2d4 days)
« Last Edit: October 25, 2018, 08:14:14 PM by TiaC »

Offline Nanashi

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Re: Fun Pathfinds
« Reply #68 on: October 25, 2018, 11:23:04 PM »
Positive Energy Plane infusion stacks with Fey Foundling. Makes self healing really potent.

Also from Planar Adventures are the [Conduit] feats. Take a feat and get a SLA or supernatural ability a few times per day based on your Knowledge: Planes rank. Flickering Step (limited teleporation 2-5 times a day.) is the real standout while Primal Bloom (Shut down casting but not SLA/Su, your buffs or magic items) is an interesting way to fight casters and Wanderer’s Fortune is freedom of movement. The official forums have worked out how to get great millage out of Healer's Hand.

Armiger Fighter stacks with the new Gloomblade (shadow weapon soulknife) Archetype under any sane GM (officially they won't because they both add skills without losing any) and they combo nicely. Armiger gives free Knowledge: Planes ranks so you can pick up some Conduit feats and do all kind of crazy things as a fighter.

Apron of the Careful Chemist from Potions and Poisons is a +2 Dex belt in the Body slot (a slot that rarely gets useful items) at a minimal cost increase (oh and some minor bonuses useful for an alchemist). Fantastic for anyone who won't be wearing a dex belt. +1 to AC, Initiative, Ranged to-hit and Reflex saves for 5200 GP is great. Summoners (who will normally have their eidolon eating the belt slot) and AoO focused melee types especially so. 

Potions and Poisons also has some new spells of note. Phase Step is lesser Dimension Door with Touch as the target range, though it's unfortunately willing only this still allows some interesting battlefield control. It's also on the Alchemist list when most teleport effects aren't. Clay Skin is Lesser Stoneskin with no material component cost! I'm sure there's a way to make non-healing potions also heal as well so you can the Healer’s Aid item with Alchemical Allocation to empower your alchemist buffs.

Merchant's Manifest

One more thing of interest

(click to show/hide)

The shell has a base value of 4500 and 15 royal outfits is worth 6000 so if you're crafting this and selling the royal outfits at half price it's a profit of 750 GP every 5 days. For reference crafting a single outfit takes 9 weeks. The real prize however is that if you craft this and split the cost 4 ways it is a mere 562.5 GP each. With it you can constantly change your outfit without any craft checks making your group the most fashionable murder hobos around (Remember you all already have a bunch of shiny necklaces and rings).
« Last Edit: November 02, 2018, 01:43:26 PM by Nanashi »

Offline zook1shoe

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Re: Fun Pathfinds
« Reply #69 on: October 31, 2018, 06:36:06 PM »
did they forget to put a duration on the actual effects?

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Offline Nanashi

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Re: Fun Pathfinds
« Reply #70 on: November 02, 2018, 01:36:42 PM »
This one seems to have been missed by the SRDs because it's not in a magic item block but an addendum to the treasure text.

Quote from: SONGBIRD, SCION, SABOTEUR, pg 51
[...] a sustaining spoon. The spoon’s enchantments are unique, producing not flavorless mush but a rotating assortment of rich soups; this unique adaptation increases its value by 1,000 gp.

Same cost as item of prestidigitation, but does it better (actual texture) though without the billion other uses for prestidigitation.


Edit: It's well documented elsewhere, but seems nobody has mentioned the combo of Temporary Resurrection and Breath of Life

Quote
You restore temporary life to a body that has been dead for less than 48 hours. The spell lasts for 24 hours, after which the target dies again. The target gains 1 permanent negative level while under the effect of this spell; this negative level goes away when the target dies or is permanently raised from the dead (such as with raise dead). The target still counts as a dead corpse (but not undead) for the purpose of spells that revive dead creatures, so a cleric can cast raise dead or a similar spell on the target even while this spell is active. Once a creature has been revived with temporary resurrection, this spell cannot be used on it again until it is permanently raised from the dead.

Quote
Unlike other spells that heal damage, breath of life can bring recently slain creatures back to life. If cast upon a creature that has died within 1 round, apply the healing from this spell to the creature. If the healed creature’s hit point total is at a negative amount less than its Constitution score, it comes back to life and stabilizes at its new hit point total. If the creature’s hit point total is at a negative amount equal to or greater than its Constitution score, the creature remains dead. Creatures brought back to life through breath of life gain a temporary negative level that lasts for 1 day.

Cheap resurrections! We can go cheaper though it requires more investment than a pair of spell.

Ultimate Mercy
Quote
You can expend 10 uses of lay on hands to bring a single dead creature you touch back to life as a raise dead spell with a caster level equal to your paladin level. You must provide the material component for raise dead or choose to accept 1 temporary negative level; this level automatically goes away after 24 hours, never becomes a permanent negative level, and cannot be overcome in any way except by waiting for the duration to expire.
Minimum level is only 5, though you'll more likely want to wait till level 10 due to how many LoH uses you have. You can get around that with items or (from level 7+) with Extra LoH if you want to really specialize in bringing people back.

Negative level is a pain though. Still can be beaten
Quote
Jealous/Trusting (opposes necromancy): A union of abjuration and enchantment magic, a jealous weapon functions as a bane weapon against necromancers and against undead created by necromancy spells (not against self-manifested undead or undead created by the create spawn special ability). As long as the weapon is carried, it can absorb up to 3 negative levels inflicted on the wielder per day.
It can't be overcome, but it can be redirected.

edit: Found this gem: Fortifying Stone from Pathfinder Society Field Guide
Quote
On command, this semiprecious stone adheres to an object weighing not more than 100 pounds. As long as it is attached, the stone increases the object’s hardness by 5, its break DC by 5, and its hit points by 20. Like temporary hit points, these additional hit points are lost first when the object the stone is protecting is damaged, and once they are exhausted, the fortifying stone is destroyed. However, unlike temporary hit points, they can be completely restored by repairing the fortifying stone via a single casting of a make whole spell. Any effect that breaks or destroys the protected object also destroys any attached fortifying stones.
While sundering is generally avoided by GM and player (except possible cheap, replaceable things like spell component pouches and holy symbols) this has plenty of uses as it's a mere 1000 GP
1: Ships are objects and likely to be attacked. Extra hardness is good (you've doubled your hardness), and the HP helps however little of an increase it is.
2: You know how blades need to be sheathed/padded to go in a bag of holding (though I'd argue the weight of weapons includes sheathes, as D&D weapons are all overweight)? Not anymore!
3: The bit at the end is interesting as it implies stacking. The sane view is they don't stack but kick in when the first stone is destroyed.
4: Cheap enough putting it on your spellbook is worth it even if the GM won't touch it.
5: Since it never says it can be removed, and isn't worth much even if it can be, as a GM you can make good use of it to increase hardness without avoid GM fiat. This pairs nicely with the Hardening spell (Pathfinder Campaign setting, +5 minimum) which allows doors to hit the 20 hardness threshold for adamantine.
« Last Edit: November 07, 2018, 03:30:16 PM by Nanashi »

Offline Keldar

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Re: Fun Pathfinds
« Reply #71 on: November 12, 2018, 02:41:29 PM »
1: I don't think your average ship weighs under 100 lbs.  Though a Folding Boat is 4 lbs.  Arguably even in ship form, thanks to no other mentions of weight.  A castle sally port on the other hand would qualify and take plenty of abuse.

Offline Nanashi

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Re: Fun Pathfinds
« Reply #72 on: November 13, 2018, 07:42:39 PM »
Oops, missed that part.

Though it can still work in naval combat. PF's naval combat rules (and I'm sure whatever alternate rules that aren't an HP bloat filled monstrosity) make parts of ships separate targets. Sails would benefit greatly from this.

Offline faeryn

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Re: Fun Pathfinds
« Reply #73 on: November 13, 2018, 09:42:09 PM »
Oops, missed that part.

Though it can still work in naval combat. PF's naval combat rules (and I'm sure whatever alternate rules that aren't an HP bloat filled monstrosity) make parts of ships separate targets. Sails would benefit greatly from this.

It'll cost a fortune... but attach one to every single plank on the ship...

Offline zook1shoe

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Re: Fun Pathfinds
« Reply #74 on: November 13, 2018, 11:28:09 PM »
Shrink Item first? Drops to 1/4000 of a 2 cu ft/CL item
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