Author Topic: Fun Pathfinds  (Read 11099 times)

Offline zook1shoe

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Re: Fun Pathfinds
« Reply #140 on: May 14, 2019, 08:22:02 PM »
Craziest boon?
Quote
Andirifkhu
3 Killing Machine (Su): Once per day as a full-round action, you can transform yourself into a trap. The trap must have a CR equal to or less than your total Hit Dice (maximum CR 20), and the environment must be able to support your new form. When your trap form is triggered, or when a creature attempts to disable your trap form, you can instantaneously return to your normal form (appearing in the square or squares targeted by your trap form). This occurs after the trap has finished triggering and its effects are resolved (if appropriate), and it causes a surprise round in which only you and those who were aware of your true nature may act. This transformation otherwise lasts for 24 hours or until you dismiss it as a full-round action. This is a polymorph effect.
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Offline Nanashi

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Re: Fun Pathfinds
« Reply #141 on: May 14, 2019, 09:57:23 PM »
If not for the 1 per day that would be tier 0 without question. Even with it, I think it's still tier 0. You can actually bypass expensive material components and true resurrection an entire village or acquire infinite anything with Wish traps.

That's  just from spell traps. You can do crazy things with traps that aren't spell traps. Use Lava Flood trap for some Dorf nonsense. I'm sure there's some way to abuse that the whole "room" floods with a Flooding Room trap (how do you make a very large "room"?). Bring down buildings with a Collapsing ____ trap?

I think the editors were busy with PF2 and whoever wrote this book knew it.

edit: Limited by your hit die? That's not actually as limiting a factor as one would expect. It's easily improved with Inspire Greatness.
« Last Edit: May 14, 2019, 10:34:52 PM by Nanashi »

Offline zook1shoe

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Re: Fun Pathfinds
« Reply #142 on: May 15, 2019, 12:06:01 AM »
The earliest you can get it, is level 14.

Even then, as you mentioned, the craziness of what's available as a trap is endless.

Instant reset never miss proximity enclosed room of solid prismatic wall surrounded by an automatic field and dimensional anchor could get a tad nasty (CR ~18 as far as I can figure). No physical or magic escape, eventually you'll fail.

Do rituals count as spells for the purpose of traps?

Edit: yup

Quote
These spells are rare...

Dominate a spellcaster, force them to cast a ritual that is deadly when failed, like Fourth Apotheosis or Quartern Disjunction.
« Last Edit: May 15, 2019, 03:23:40 AM by zook1shoe »
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Offline Nanashi

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Re: Fun Pathfinds
« Reply #143 on: May 15, 2019, 01:39:25 AM »
Wait, that's from Book of the Damned? I thought that was just more Concordance of Rivals. No idea how that managed to get through. Maybe since it's attached to a CE deity, one that requires you "torture a living creature that is smaller than your size category on a mechanical device that utilizes blades or spikes, or torture a bound creature of any size with a knife." no less, they felt there's no way a PC is getting it in a normal campaign (and neither published evil campaign for PF is that friendly to demon worshipers given both have you work for devils).

Offline zook1shoe

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Re: Fun Pathfinds
« Reply #144 on: May 15, 2019, 03:38:50 AM »
Have a party member that's into BDSM, and torture them.
But, I agree, worshipping demon lords isn't very common in most games.

Book of the Damned has some of the best boons out there, you just have to make a deal w a friendly fiend.

Nocticula let's you suck-face-ubus energy drain people or backstab for d10s
Mesmara can make you a ghost or get a grand hex
Worm guy gets you worm that walks template
Zura gives you a hideable vampirism
Sifkesh gives makes you a dismembered angel w 15ft reach
Andirifkhu turns you into a sandbox trap
Jezelda gives you true lycanthropy
Kabriri turns you into a ghoul
Mazmezz turns you into a drider
Gargoyle guy gives you a death gaze

And those are just off the top of my head.

If you do the Sifkesh boon cheese, you can get a handful of various boons that jump your sneak attack up ~7d6, not to mention A stacking flat +2/die based on the weapon. Toss that on a rogue 20 for ~200 SA damage/attack (Nocticula gives d10 SA vs. allies, just use a great disguise)

Alternately, you could use Sifkesh tricks to get your Cha mod to AC ~3-4 times
« Last Edit: May 15, 2019, 03:46:47 AM by zook1shoe »
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Offline Samwise

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Re: Fun Pathfinds
« Reply #145 on: May 27, 2019, 03:11:43 PM »
Poppets and the Craft Poppet feat from Adventurer's Armory 2.

For a mere 2,810 gp, you get a tiny construct with a climb, fly, and swim speed. If it can reach it, it can leave a rope or grapple and then you can reach it.
The totally pimped out tiny version costs 5,710 gp, has AC 18, hp 15, walk and fly speed 30' with hover, climb and swim speed 20', a light load of 64 lbs, and a heavy load of 195 lbs.
The small version is just over double that at 11,500 gp, has AC 16, hp 25, the same speeds, a light load of 171 lbs, and a heavy load of 518 lbs.
Provided you can keep it from getting popped by a random fireball, that's enough to loot most dungeons with room to spare.

On the feat end, you can take Craft Poppet at 1st level. It is rather useless as it ONLY makes poppets. However, it counts as both Craft Wondrous Items and Craft Arms and Armor for the purposes of qualifying for Craft Construct, so you can save yourself a feat.

Offline KellKheraptis

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Re: Fun Pathfinds
« Reply #146 on: May 27, 2019, 03:56:44 PM »
Craft Poppet + Craft Construct = fast lane to Tony Stark?

Offline zook1shoe

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Re: Fun Pathfinds
« Reply #147 on: May 27, 2019, 08:19:29 PM »
Both feats? Nice
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Offline Nanashi

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Re: Fun Pathfinds
« Reply #148 on: May 30, 2019, 02:59:35 AM »
Chronicle of Legend is almost nothing but crunch, and it's very high quality crunch. Sadly it will be the last crunch bar some stuff scattered in the remaining books of Tyrants Grasp and Ferengi of the Inner Sea, neither of which will be crunch based.

The only thing I'd say is actually bad is the vigilante talent Morphic Mask, and that's only because it's pretty much strictly inferior to an ability next to it that doesn't require it (or anything): Morphic Mask makes your identities look different within the confines of your race and gives a disguise bonus based on how different the two are, Malleable Flesh gives you at will disguise self but physical and only +5 bonus to disguise. Unless you design your character around it, playing as a little girl that turns into a venerable wizard man (giving +10 to disguise. +20 if you get the size change.), MM will more likely only give +4 while MF gives +5 and MF isn't locked to form (plus gives moving through non-airtight things at level 12). Other than that, the vigilante talents are some fun stuff.

Following up Malleable Flesh is a talent that gives the Ooze Morph Shifter's Morphic Weaponry ability (two natural weapons that do the damage type of your choice, three at sixth level) without having to take Ooze Morph. RAW, if you gain more natural weapons through other methods you can get a lot since you're not using the Shifter's abilities to shapeshift,

Steel Soldier makes a single set of armor conceable and easy to don. That's meh, but at level 8 "the vigilante treats modified armor’s enhancement bonus (if any) as a weapon enhancement bonus when making attacks with the armor’s gauntlets, if the armor has any". Remember how magic armor is half the price of a single magic weapon? As far as I can tell, you can still make these gauntlets +1 Whatever Gauntlets if you want special properties and use the +5 armor bonus as enhancement.

Volatile Arrows is gaining alchemist bombs+fast bombs+missile for a single talent. You can gain another use and any bomb mod alchemist discovery for every extra talent spent on it. While it's a shame Alchemist can't do that RAW (missile and fast bomb don't stack and I'm not aware of any fast missile talent being printed), being able to fire BAB+Rapid Shot+Haste shots and attach a force bomb to each is just dope (that's like ~112.5 force damage as an AoE at level 10, though it's kinda a nova since you only have 3+int bombs by default). There's no requirements for this either, though you get less bombs than an alchemist.

Ninja (and Rogue by extension.) get some awesome advanced tricks. At will alter self. Unlimited shuriken as long as you buy a set of 50. Improved Familiar with no prerequisites (!) from an OK list.

Level 20 Clerics get strictly better just for this book existing, gaining an extra domain at level 20 with no cost. Capstones are all nice, but you'll only ever see them briefly in three APs or a game full of high power nonsense anyways.

Magic Trick gives low level spells extra options if you take it and meet some (typically trivial) requirements. None of these are massive bonuses, but most are useful+fun and certainly worth a feat (and it's not like Wizard 20 is starved for feats anyways).
« Last Edit: May 30, 2019, 03:02:03 AM by Nanashi »

Offline zook1shoe

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Re: Fun Pathfinds
« Reply #149 on: May 30, 2019, 01:34:42 PM »
More Chronicle of Legnds

(click to show/hide)
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Offline Nanashi

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Re: Fun Pathfinds
« Reply #150 on: May 30, 2019, 03:16:14 PM »
Shoot, I missed the any SLA part of familiar capstone. What to use the other 3 levels of SLA for after Wish/Miracle once per day?

Offline zook1shoe

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Re: Fun Pathfinds
« Reply #151 on: May 30, 2019, 03:32:31 PM »
Didn't look that closely  :facepalm
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Offline Nanashi

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Re: Fun Pathfinds
« Reply #152 on: June 02, 2019, 01:33:57 AM »
Seemless Shapechanger should stack with Malleable Flesh, boosting that disguise bonus to +25 (with take ten on disguise only someone with +14 perception or true seeing can ever beat your disguise). Should because it doesn't explicitly say it's a polymorph effect, strict RAW it's still an illusion that duplicates the function of a polymorph effect.

edit:
Found this while seeing if there were any vigilante specific magic items
Quote from: Shifting Jerkin
This +1 lamellar cuirass grants its wearer shapeshifting.

On command, the wearer of a shifting jerkin can change her appearance at will as per disguise self. If the wearer has a talents class feature (investigator talents, ninja tricks, rogue talents, or slayer talents), once per day she can spend 1 hour to swap out one talent for another for which she qualifies. She can’t swap a talent that is a prerequisites for other talents or feats she has.

This changes appears to be permanent, and the item is really cheap. This makes some niche talents actually worth a look.

Noble’s Vigilant Pillbox is cheap, always on, slotless, detection of poison, disease and invisible creatures. Ignore the bit about swallowing the parts.
« Last Edit: June 02, 2019, 03:06:31 PM by Nanashi »

Offline zook1shoe

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Re: Fun Pathfinds
« Reply #153 on: June 04, 2019, 01:00:43 PM »
here's an old one...

Quote
Lunar Oracle Mystery
Final Revelation: Upon reaching 20th level, you become an avatar of the primal world—part humanoid, part beast. Once per day, you can transform into a lycanthrope of your choice for a number of hours equal to your Charisma modifier, gaining all the powers of a natural lycanthrope of that type, including the ability to change shape between human, animal, and hybrid form. In addition, you become immune to mind-affecting and language-dependent effects, as well as effects that specifically target only humanoids.

everyday, tailor your form to a party member and nibble on them
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Offline Nanashi

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Re: Fun Pathfinds
« Reply #154 on: June 04, 2019, 07:05:54 PM »
I saw someone pointing out Sap Adept/Master works with Merciful/Bludgeoner bows firing blunt arrows. Made me realize some utility on this one


Quote from: Chronicle of Legend
Marksman’s Shot (Ex): Those who seek to slay with a single shot must have keen eyes and perfect poise. As an attack action, the slayer makes a single ranged attack at his highest attack bonus with a ranged weapon he wields. The target of the attack must be the slayer’s studied target. On a successful hit, the slayer doubles the number of sneak attack dice applied to the attack; if the attack was not a sneak attack, this benefit does not apply.
Quote from: Sap Adept
Whenever you use a bludgeoning weapon to deal nonlethal sneak attack damage, you gain a bonus on your damage roll equal to the number of sneak attack damage dice you rolled.
Quote from: Sap Master
Whenever you use a bludgeoning weapon to deal nonlethal sneak attack damage to a flat-footed opponent, roll your sneak attack dice twice, totaling the results as your nonlethal sneak attack damage for that attack

Quadruple Sneak Attack! Shame it's an advanced talent, but with Accomplished Sneak Attacker that's 16d6+8 (~64) at level 10 before anything else.

Then I saw this when checking for Slayer Talents to round it out
Quote from: Jaguar's Grace
A slayer with this talent does not take the normal –4 penalty when dealing nonlethal damage using a weapon that normally deals lethal damage. Attacks made this way can apply nonlethal sneak attack damage. The slayer must be at least 4th level to select this talent.
Strictly better than Bludgeoner.

Sniper's Goggles null the range issue, and the greater variant gives a +16 damage (~80 just from sneak attack at level 10).

This build would be shut down hard by anything immune to non-lethal (undead, constructs, inevitable) or sneak attack (elementals, ooze, protean, various field conditions) though. Such is the life of a sneak attacker.

Offline zook1shoe

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Re: Fun Pathfinds
« Reply #155 on: June 04, 2019, 08:03:05 PM »
Nocticula gives +2d6 SA and d10s vs allies
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Offline Nanashi

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Re: Fun Pathfinds
« Reply #156 on: June 05, 2019, 01:07:38 AM »
Any way to get sentinel boons without class levels though?

Offline zook1shoe

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Re: Fun Pathfinds
« Reply #157 on: June 05, 2019, 01:38:24 AM »
Choice of a pair of feats...
Deific Obedience via Diverse Obedience
Fiendish Obedience via Damned Soldier

EDIT:

as mentioned that the Arch-Familiar has extremely broken SLAs.... it works for Permanency too!!
« Last Edit: June 14, 2019, 12:50:18 PM by zook1shoe »
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