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Messages - Fadier

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1
Min/Max 3.x / Re: Interesting stuff in Pathfinder
« on: May 05, 2017, 05:39:52 AM »
Specific rules would trump General rules in this case though wouldnt it?

Probably but it's more likely that the writers did not know about the magic item per day limits. It's not a big deal really, its just more ineptitude on the writers part.


I wonder if they intend that when you can craft concoctions in 1 minute if you can spend the whole day making potions?
Lets say you are limited to 8 hours of crafting a day (as normal), 8*60 = 480 potions. Do you think that they thought it was fine to create 480 potions (7th level ability says this is free if its level 4+) a day?

That's pretty nuts.

Well it is crazy if/when you need a mass number of potions for whatever reason, but after those free potions the normal cost of crafting potions is expensive as hell =P
Id agree that they probably looked over the normal limit.


Additionally, at 7th level, a druid can create any herbal concoction in 1 minute. She can also create a special concoction of any spell higher than 3rd level that she can cast, but to do so, she must expend a spell slot of the same level. These special concoctions do not cost her anything to create and function like extracts created by an alchemist with the infusion discovery.

Actually they cost nothing to create but somehow function as the infusion discovery

The infusion discovery limits you to "daily extract slots" which druids have none. So RAW this is a class ability you cannot use.

As a random guess this might be intended to take up spell slots, which gets weird once you start lowering the levels of the concoctions (as I posted before).


Do I need to state that Piazo sucks at DnD mechanics?

2
Min/Max 3.x / Re: Interesting stuff in Pathfinder
« on: May 05, 2017, 02:54:01 AM »
Specific rules would trump General rules in this case though wouldnt it?

Probably but it's more likely that the writers did not know about the magic item per day limits. It's not a big deal really, its just more ineptitude on the writers part.


I wonder if they intend that when you can craft concoctions in 1 minute if you can spend the whole day making potions?
Lets say you are limited to 8 hours of crafting a day (as normal), 8*60 = 480 potions. Do you think that they thought it was fine to create 480 potions (7th level ability says this is free if its level 4+) a day?

That's pretty nuts.

3
Min/Max 3.x / Re: Interesting stuff in Pathfinder
« on: May 03, 2017, 11:44:30 PM »
I don't know how useful this is but according to the wording

Quote
... and she can create concoctions of spells from any spell list, as long as she can cast the spell.

If another class has a lower level version of a druid spell you could lower its level in the concoction.

e.g. Dispel Magic is a 4th level Druid spell but 3rd level for everyone else. You could make a 3rd level concoction of Dispel Magic with no shenanigans (if you are 7th level).



Edit

Has Pathfinder removed the limit of working on 1 magical item per day? If so that Wis/day free potions might misleading.

Edit Edit

Regardless of the time needed for construction, a caster can create no more than one magic item per day.

So the Wis/day free concoctions is false. You get 1 free concoction per day.

4
Min/Max 3.x / Re: Best Full Caster Class 5 into Chameleon?
« on: March 17, 2017, 05:07:53 AM »
Why do you need 5 levels in a full caster class? To qualify for crafting feats? Then use Factotum, they get a caster level at 3rd level.
No need to waste feats on getting class skills and being able to add your Int to almost anything is pretty good.

5
Min/Max 3.x / Re: Fun Find Followup Thread: Harpoon Shenanigans
« on: December 30, 2016, 05:58:32 PM »
psionics to the rescue:

manifest molecular bonding on the harpoon and target.

as that power allows neither SR nor saving throw, they are now one object.

Not sure how the 'return to sender' effect will interact with this... if the magic is powerful enough, then it would pull the target along with the harpoon back to the wielder, i imagine. That or it will stay stuck in the target - but the target won't be pulling it out anytime soon, either.

Where is molecular bonding from? I cannot find it.

6
Min/Max 3.x / Re: Fun Find Followup Thread: Harpoon Shenanigans
« on: December 22, 2016, 12:52:34 AM »
I have a build somewhere that uses Stygian IceFrst 81 Harpoons. Stygian Ice deals 1d6 cold damage per round of contact and each time it deals damage it triggers a Will save (measly DC 12) for 2 Wisdom damage.

Tis min maxed to avert the drawbacks of the Stygian Ice material and trigger tons of saves to deal Wisdom damage.

7
Min/Max 3.x / Re: Optimizing Boomerang Daze.
« on: August 05, 2016, 02:28:49 AM »
I figured I might as well post a build I have had floating around for years.

Deep Halfling
Warblade 1/Fighter 2 (Drow Fighter)/Warblade +1/Swashbuckler 1/Bloodstorm Blade 3/Master Thrower 5/Bloodstorm Blade +7 (or other classes)

Feats:
1: Power Attack
2: PBS - Fighter
3: WF (Boomerang), Precise Shot - Fighter
5: Weapon Finesse - Swashbuckler
6: Boomerang Daze, Throw Anything - BsB
8: Boomerang Ricochet - BsB
9: Quick Draw - MT, Rapid Shot, Thrown Weapon Trick: Trip Shot
11: Thrown Weapon Trick: Two with One Blow
12: Snatch Arrows - MT, Weapon Specialization
13: Improved Critical - MT
15: Ranged Weapon Mastery
16: Crushing Strike - BsB

Starting stats are 13 Str and as much Dex as you can.

With Thrown Weapon Trick (Weak Spot) and Thunderous Throw (BsB 2) you full attack with touch attacks and PA at full power. Thrown Weapon Trick (Trip Shot) gives you a free trip attempt on each hit, if you trip them you get a +4 on your other attacks for hitting with a melee weapon against a prone target.

At level 16 you're power attacking 5 times, 20 if the target is next to another. Crushing Strike improves your to hit with each hit.
The damage for each shot is 1d3 + 32 (PA) + 1 (PBS) + 2 (WS) + 2 (RWM) for a save DC of 39


See if you can nab the Gloves of Endless Javelins (MIC 194) and swap the javelins for boomerangs.

8
Min/Max 3.x / Re: Optimizing Boomerang Daze.
« on: August 05, 2016, 01:54:28 AM »
And then I'd also look into Bloodstorm Blade. While you can't combine Boomerang Ricochet with Strikes once enough targets are whittled down you can effectively use your favorite ToB Strikes with Boomerang Daze. Bloodstorm's 4th level Ability immediately returns your thrown weapon back, Returning waits until next round, which allows you to Full-Attack off the same weapon drastically saving you a ton of gold by only having to Enhance one weapon rather than four or more. And it's 10th level Ability allows you to retrain Ricochet out for something else as you can burn two Maneuvers to attack any number of targets.

You're missing the 2nd level ability which allows for power attacking with your throwing weapons, good luck with the save vs daze with a full power attack hit.

Get the 5th level of Master Thrower for touch attacks with your boomerangs and wait for all the daze immune creatures your GM tosses at you.

9
D&D 3.5 and Pathfinder / Re: Whips as a primary weapon?
« on: July 26, 2016, 09:05:08 PM »
Probably the best magical whip is Lethe's Lash (PlH 80), on a hit a spellcaster looses their highest spell/spell slot.

10
Another possibility is the Master Thrower 's Trip Shot. It explicitly states that it uses Dexterity to trip.

11
Gaming Advice / Re: Removing Tower Shield -2 at Attack
« on: January 16, 2016, 01:20:24 PM »
In place of Weapon Training 1 (5th level) the Fighter archetype Tower Shield Specalist does this.

It also does other interesting things like adding the shield bonus to touch and being able to re-position as an immediate action.

12
Min/Max 3.x / Re: The Fear Injector
« on: January 04, 2016, 07:08:52 PM »
A sapping weapon gets more bang for the buck (+2d6 to an already nonlethal weapon) but might stack w merciful in creating a now nonlethal weapon?

Sapping is a very nice addition and it should work with merciful. You can deal lethal damage with a nonlethal weapon with a -4 penalty and sapping technically still triggers.

Is there a way to bypass the -4 penalty for lethal damage? Cause then you could trigger Enforcer with the +2d6 nonlethal but also get lethal damage in there and it still should count towards the duration (Enforcer only cares about the total damage dealt not how much non-lethal damage is dealt).



Really Sapping should say something like:
Quote
A sapping weapon deals an additional 2d6 points of nonlethal damage when it hits for non-lethal damage. When the wielder confirms a critical hit with the weapon, the target becomes fatigued for 5 rounds.

So you can put it on anything but it does nothing unless you hit for non-lethal.

13
Min/Max 3.x / Re: The Fear Injector
« on: January 03, 2016, 02:43:04 PM »
Rogue (Thug) only frightens for 1 round where as this panics someone for 1d8 + 1 + 1d6 + str (9 + str) rounds. As for non-lethal immune foes all your doing is dropping 1 demoralize check and reducing the duration, but you are still frightening for longer than Thug will do.

I will admit this is a one trick pony and probably will get boring. I see this more as a one off build, not for a long term campaign.

As for extra levels I would finish this up with Bard (if there is an archetype that grants fighter feats I would try to drop Fighter) to play up the Charisma focus and give more things to do.



As a side note its a little annoying to me that demoralizing is either a minor inconvenience or you need to be Evil (Soulless Gaze) and if you don't want to be stopped by immunity you have to be Chaotic Evil (Antipaladin).

14
Min/Max 3.x / The Fear Injector
« on: January 02, 2016, 09:21:14 PM »
The Fear Injector

Half-Orc Antipaladin 3/Fighter 4
Feats: Noble Scion, Soulless Gaze, Fiendskin, Bullying Blow, Enforcer, Power Attack, Cornugon Smash

The Fear Injector uses Bullying Blow with Power Attack and deals non-lethal damage using his +1 Merciful Longsword. This triggers 3 free action demoralize checks, starting with Enforcer for the duration, then the next two increase the condition to frightened then panicked due to Soulless Gaze. Thanks to his Aura of Cowardice fear immunity means nothing to him.

In a few levels he can pick up Slippers of BattledancingDMGII 272 so he can add his Charisma to his attack and damage, combined with Noble Scion and Unholy Resilience he uses Charisma for everything apart from hitpoints.


15
Gaming Advice / Re: [PF] Goblin Bite
« on: December 03, 2015, 05:29:04 PM »
If you can use 3.5 stuff you could get yourself a Mouthpick Weapon (LoM 46), which is a +1 bonus on a weapon that lets you wield it in your mouth (it specifically includes iterative attacks).

Then instead of TWF you can use Multiweapon Fighting but you have to get an extra hand. You can dip Synthesist to gain 2 extra hands or a couple of levels in Alchemist to get a Vestigial Arm (you can take Vivisectionist archetype if SA is a priority)

16
D&D 3.5 and Pathfinder / Re: [PF] dirty tactics toolbox review?
« on: September 21, 2015, 01:13:56 PM »
Superior Dirty Trick and Kitsune Tricks seem to negate each other (unless you take superior twice) as you only need to remove one of the 2 conditions to get rid of them both. So they will just pick the easier one to remove.

Kitsune Tricks is good but Superior Dirty Trick is just something to play around with for the 3 levels (and probably retrain) till you get Dirty Trick Master.

Kitsune Vengeance might be good if you do not have a way to trigger DT's with your normal attacks, but there is is a couple of ways to do that already.

17
Min/Max 3.x / Re: Fun Finds v6.0
« on: August 14, 2015, 08:20:26 PM »
As far as I recall Glassteel (actually a type of glass, not metal), Dragonhide, special wood and some kinds of stone can be used to make druid armor.

I have always wanted to make a character who uses a riot shield (Glassteel Tower Shield).

18
Min/Max 3.x / Re: Fun Finds v6.0
« on: August 12, 2015, 08:32:08 PM »
It's a pity a Paladin's code of conduct isn't a class feature, that would be amusing.

19
Min/Max 3.x / Re: Interesting stuff in Pathfinder
« on: August 08, 2015, 11:30:47 PM »
Walk into hell, use "89–92: Friends Become Enemies". You've just created a small army of Lawful Good demons.

You could do this long term and convert all evil outsiders good (or all good outsiders evil), how many outsiders can re-roll or ignore 1's?



There is no mention on what kind of ability the catastrophes are. If they are Spell-likes or Supernatural abilities you could nab the feats that buff them like Empower Spell-like ability or Enlarge Supernatural Ability

20
Min/Max 3.x / Re: Interesting stuff in Pathfinder
« on: August 08, 2015, 03:44:13 AM »
I know what I want to do with the Cyclopean Seer? Get myself a Codex of the Infinite Planes learn one of the spells and use the Final Revelation to intentionally fail the check (not using up Flash of Insight) and then using Flash of Insight to pick my mishap.

Pick 52 - 55 to stop all spellcasting, 56 - 59 randomize magic, 60 - 64 create permanent darkness,
Cause devastation with Sun Sear/Natural Fury/Shinagami Swarm/Titanic Brawl.
Have fun getting into as much trouble as possible then Trade Places with your worst enemy!
How about a free action 10d6 sonic damage to eveyone in 50ft each round?
Heck, you could build your character around the Antimagic catastrophe. Disjunction at will as a touch attack sounds hilarious (but not that good).

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