Author Topic: Fun Pathfinds  (Read 16812 times)

Offline TiaC

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Re: Fun Pathfinds
« Reply #180 on: October 29, 2019, 12:12:37 AM »
I've thought that Cherry Blossom Spell would be nice on spells like Flame Arrow. A 6th level spell for what is basically a powerful poison on 50 arrows, sign me up!

Offline TiaC

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Re: Fun Pathfinds
« Reply #181 on: October 31, 2019, 12:58:46 AM »
A few years ago, I found this nice vitalist combo:
So I was just looking over DSP's Vitalist and I found a nice combo. At 11th level, a Vitalist with the Soulthief method gets this ability: "any time a soulthief manifests a power or psi-like ability that deals hit point damage, it heals him for 50% of the damage dealt. If the power does hit point damage to multiple targets, the soulthief only heals 50% of the damage to the target dealt the highest damage."

Now, buy a Surge Crystal. This gives you an unimpressive wildsurge, but it also lets you use surge augments. Psionics Augmented: Wilders has the power Sympathetic Drain. This power allows you to spend up to half your max health to do that much damage to any target within close range. If you wildsurged while manifesting, the damage is doubled. It allows SR, and while there is a save, it doesn't reduce the damage, just prevents a 1-round sicken rider. Put these together, and you can spend 3PP to deal damage equal to your max health to any target within close range with no save. It's cheap enough that you can easily quicken it as well. Best of all, this costs so little, that you still have the amazing buffing and healing abilities of any other Vitalist.

For advanced mode, take the Sadist archetype and Unwilling Participant to add enemies to your collective and get temp PP for killing them. You might also be able to take Altered Life from Bloodforge to calculate HP based on Wisdom.

I just noticed how well The Caged Sun Stance from Radiant Dawn (the Rajah discipline) works with this. While in the stance, you can't heal anyone but yourself, but whenever you heal yourself, add 50% to the amount healed. Now, that 3PP deals no-save damge equal to your HP  and heals you for 25% of your max health. Take Quicken and/or Hustle Power to toss out multiple times your max health in damage while healing tons.

Offline Nanashi

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Re: Fun Pathfinds
« Reply #182 on: October 31, 2019, 08:20:19 PM »
While we're talking DSP combos, Rising/Ruby Zenith Strike (Scarlet Throne 2/5) and Descending Sunset Strike (ST 8) paired with the Martial Charge feat will multiply the damage of a Momentum Crash/Crush or Devastating Momentum (Primal Fury boosts, 2/4/7). Adding 20 damage to a charge an unlimited number of times per day at level 3 is pretty good, especially when you also get your normal weapon damaged doubled on top of that. Less unlimited, but more burst, is the strikes comboing with the Battle Fervor feat since that converts die into a fixed number subject to multiplication. Battle Fervor can reach insane levels when paired with Fey Foundling (+2 per die of healing magic) and Planar Infusion (HD in extra healing). Paladin 10 with those three feats and martial training 1+2 is dealing ~75 extra damage on that strike.

Edit: First party material:
First Skill Unlock for Stealth stacks with Expert Sniper feat to remove the penalty for sniping (hiding while making ranged sneak attacks) since both reduce the penalty by an amount instead of setting it to a lower value.
« Last Edit: November 01, 2019, 03:31:59 AM by Nanashi »

Offline TiaC

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Re: Fun Pathfinds
« Reply #183 on: November 02, 2019, 02:50:55 PM »
To continue with DSP products, I was looking at the tactician. It's rather fiddly and doesn't seem to do anything great for the most part, but I noticed one strategy that's amazing.
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Reposition: The tactician directs each ally in his collective to take a 5-foot step as a free action immediately. The tactician may also immediately take a 5-foot step. This does not count against the number of 5-foot steps allowed in the tactician’s or each ally’s turn. If all directed allies take their 5-foot step, the tactician may immediately make a full attack against any target within range and gain a +1 competence bonus on the attack and damage rolls. Selecting this strategy requires the tactician to be at least a 13th level tactician. At 16th level and every four tactician levels thereafter, the competence bonus increases by 1.
Strategies are swift actions. So, 3+Cha times per day (or 3+Int if you buy a charm of tactics for 2k from steelforge), you can make a full attack as a swift action. Thus, single-classed tacticians make amazing gishes at levels 13+.

Offline Nanashi

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Re: Fun Pathfinds
« Reply #184 on: November 04, 2019, 07:57:26 PM »
Companion (prostitute) is under "Lodging" in Ultimate Equipment.
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Celebrity Perks (Ex): The vigilante is a celebrity in his area of renown, and adoring fans are all too eager to shower him with the fundamental necessities. While within his area of renown, he can always receive common meals or lodging (worth up to 1 gp per meal or night) for free, and can avoid paying taxes or bribes of 1 gp or less. If he wants a particular non-magical item worth 1 gp or less, he can spend 1d10 minutes interacting with people in his area of renown to receive the item from a fan (if he ever sells such a gift from a fan, he loses this social talent permanently). If he has the great renown social talent, he can receive gifts of up to 5 gp, receive fine food and lodgings (worth up to 10 gp per meal or night) for free, and avoid paying taxes or bribes of 10 gp or less. If he has incredible renown, he can receive gifts of up to 25 gp, receive exquisite food and lodgings (worth up to 100 gp per meal or night) for free, and avoid paying taxes or bribes of 100 gp or less. A vigilante must be at least 5th level and have the renown social talent to select this talent.

While using your class features to gain gropies is amusing on its own, this has actual mechanical relevance with the weird ("Why does this exist?") talent Companion to the Lonely

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Companion to the Lonely (Ex): Whether religiously motivated, as are followers of Arshea, Calistria, or Shelyn, or for purely carnal reasons, physical intimacy helps the vigilante cope with the loneliness of his double life. Once per day, the vigilante can spend at least 1 hour engaged in acts of physical pleasure with a willing partner to gain a pool of morale points equal to his Charisma bonus or his partner’s Charisma bonus, whichever is higher. For the next 24 hours, the vigilante can spend a morale point as an immediate action to roll a Charisma-based skill check or a Will saving throw again after rolling the die but before learning the consequences; he must take the second result even if it is lower.

Also despite the implications from the deities mentioned, the wording dances around so much that you could use the talent by just sharing a quality meal with someone (gluttony certainly is a "physical pleasure"). Celebrity Perks also works with this.

Offline Power

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Re: Fun Pathfinds
« Reply #185 on: November 10, 2019, 10:48:44 PM »
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RING OF VENGEFUL BLOOD MAGIC
Price 5,400 gp; Slot ring; CL 11th; Weight —; Aura moderate abjuration
Source Advanced Class Guide

This claw ring is made of red metal tinged with orange, and a long nail made of obsidian extends from the tip. It allows its wearer to cast a spell as an attack of opportunity. Three time per day, if the wearer is bloodraging and a foe provokes an attack of opportunity from him, the wearer can cast a spell with a casting time of 1 standard action or less as the attack of opportunity. The spell must target the creature that provoked the attack or include it in the spell's area, and must be no higher than 3rd level. This counts as one of the wearer's attacks of opportunity for the round; casting this spell does not itself provoke an attack of opportunity.

CONSTRUCTION REQUIREMENTS
Cost 17,500 gp
Combat Reflexes, Forge Ring, Quicken Spell
The crafting cost being over triple the cost of the final ring is a bit curious. Seems like the editor didn't properly get a look at that. I reckon the original ring was meant for every spell level.  At any rate, this ring is highly abusable by UMDing it into thinking you are bloodraging.

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RING OF POWERFUL BLOOD MAGIC
Price 3,000 gp; Slot ring; CL 9th; Weight —; Aura moderate evocation
Source Advanced Class Guide

When the wearer of this ring is bloodraging and casts a spell, as a swift action he can increase the save DC of the spell by 1. The wearer can do this a maximum of three times per day. This has no effect on spells that do not require saving throws.

CONSTRUCTION REQUIREMENTS
Cost 1,500 gp
Forge Ring, Spell Focus, creator must have the bloodrage class feature
Similarly abusable with UMD so you always count as bloodraging.

Offline zook1shoe

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Re: Fun Pathfinds
« Reply #186 on: November 10, 2019, 11:09:41 PM »
Could you also UMD furious weapons into always being on?

Nevermind... its gotta be activated using the emulated class feature. So it'd work on those, just not Furious type effect
« Last Edit: November 10, 2019, 11:12:15 PM by zook1shoe »
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Offline Power

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Re: Fun Pathfinds
« Reply #187 on: November 11, 2019, 07:30:08 AM »
You can UMD furious weapons too. You'd just emulate the rage class feature or perhaps the rage spell (as part of the spells class feature). Similarly, you can UMD a Sacred Avenger into working for you or UMD a weapon with the Bane property into working... on you. There is a reason why UMD is regarded as an extremely powerful skill.

Incidentally, even without UMD you can activate the two above rings by using the Raging Blood feat and the Mad Magic feat.
« Last Edit: November 11, 2019, 07:32:35 AM by Power »

Offline TiaC

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Re: Fun Pathfinds
« Reply #188 on: November 11, 2019, 09:45:01 PM »
Another cool ring is the Saltspray Ring.
Quote
Price 4,500 gp; Slot ring; CL 5th; Weight —; Aura faint conjuration and transmutation

DESCRIPTION

Created as an odd experiment to protect civil servants combating fires, a dozen or so of these rings were created and assigned to a fire brigade, but their use fell out of fashion after being implemented for only a little over a year.

This mithral ring is engraved with a pattern of rolling waves that encircles the entire band. The saltspray ring is immune to rust, both from natural oxidation and rust caused by magical effects.

EFFECTS

Upon command, the ring causes a thick vapor to continuously surround its owner as per obscuring mist, except the mist has a 10-foot radius from the wearer and the area of effect moves with the wearer. This mist is exceedingly wet and extinguishes all non-magical fires within its area. Magical fires and creatures with the fire subtype are not dispelled or adversely affected by the mist, though such creatures find being in the fog to be an uncomfortable experience. The mist does not permit aquatic creatures without the amphibious special quality to breathe out of water, but creatures that must remain wet or suffer a negative effect or condition have that requirement satisfied by the ring’s effect. This effect can be dismissed as a standard action. The ring has no effect whatsoever underwater.

CONSTRUCTION REQUIREMENTS

Cost 2,250 gp; Feats Forge Ring; Spells obscuring mist, quench

With a Goz Mask or Fogcutting Lenses, this gives near-total protection from non-melee enemies. It also makes for amazing ranged sneak attack builds. Even without sneak attack, it denies Dex against ranged attacks. The fire suppression is a nice benefit and look at  that price.

Offline Nanashi

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Re: Fun Pathfinds
« Reply #189 on: November 12, 2019, 12:10:54 AM »
Actually, speaking of seeing through fog it's in spell form now! This seems to have been overlooked because it's one bit in a good list of buffs. Just the protection from breathing hazards in the air is worth a look since the effect is otherwise pretty expensive (Iron Gods alone has a few long segments this greatly helps with).

edit:
Renovation lets you rearrange a stronghold with 8 hours and 1000 GP of work. This is fantastic if your stronghold is based on a preexisting structure or in a natural structure (which all the ones in APs I know of are). Since this calls for a quantity worth X instead of a single item worth it, with a Robe of Components you can do this every 20 days for free.

Teleport Structure from the same book lets you do what you'd expect as long as you have an empty lot to hold the structure in the destination in the same settlement. RAW you can teleport a waterway.

edit:
Mask of the Tiger’s Eye from PFS module Assault on the Kingdom of the Impossible is a canonical masterwork tool for Intimidate, but it only costs 55GP.
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This mundane item is worn by students, veterans, and teachers of the Tiger’s Eye form of martial arts in Jalmeray. The mask uses up the “head” slot for magical items when worn by a PC and provides the wearer with a +2 circumstance bonus to Intimidate checks. Cost: 55 gp
« Last Edit: November 14, 2019, 04:27:05 AM by Nanashi »