Author Topic: Interesting stuff in Pathfinder  (Read 403377 times)

Offline zook1shoe

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Re: Interesting stuff in Pathfinder
« Reply #380 on: February 06, 2015, 04:31:45 PM »
from the 1-9-2015 PFS Additional Resources...

Quote from: Adventurer's Armory
...a pseudodragon is not legal for purchase unless you’re a wizard with the Improved Familiar feat...

this means a 3rd level wizard can buy a pseudodragon and doesn't have to use it as its familiar.
---

the Juggler could use a flag to inspire morale, while juggling a weapon and a potion, and wearing a buckler.

Quote
Flagbearer (Combat)
When brandishing a flag adorned with the standard of
an organization you owe allegiance to, you inspire nearby
members of the same allegiance.
Prerequisites: Cha 15.
Benefit: As long as you hold your clan, house, or party’s
f lag (see page 293), members of that allegiance within 30
feet who can see the f lag (including yourself ) gain a +1
morale bonus on attack rolls, weapon damage rolls, and
saving throws against fear and charm effects. You must
hold the f lag in one hand in order to grant this bonus.
If the standard is taken by the enemy or destroyed, this
bonus becomes a penalty, affecting all creatures that the
bonus previously affected for 1 hour (or until you reclaim
the lost flag).
« Last Edit: February 12, 2015, 01:56:32 PM by zook1shoe »
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Offline Frogman55

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Re: Interesting stuff in Pathfinder
« Reply #381 on: February 12, 2015, 04:14:18 PM »
Quote
the Juggler could use a flag to inspire morale, while juggling a weapon and a potion, and wearing a buckler.

Quote
Flagbearer (Combat)
When brandishing a flag adorned with the standard of
an organization you owe allegiance to, you inspire nearby
members of the same allegiance.
Prerequisites: Cha 15.
Benefit: As long as you hold your clan, house, or party’s
f lag (see page 293), members of that allegiance within 30
feet who can see the f lag (including yourself ) gain a +1
morale bonus on attack rolls, weapon damage rolls, and
saving throws against fear and charm effects. You must
hold the f lag in one hand in order to grant this bonus.
If the standard is taken by the enemy or destroyed, this
bonus becomes a penalty, affecting all creatures that the
bonus previously affected for 1 hour (or until you reclaim
the lost flag).

Yeah, a juggler is going to make all sorts of ridiculous stuff possible. I'm waiting for the person who tries to TWF glaives. Or wield a glaive, tower shield, and whatever. I'm also anticipating seeing whole bunch of gunslinger/jugglers. And I think I could come up with a few entertaining twf magus builds (imagine a TWF magus using Chill touch or another targets-per-level spell).

Offline zook1shoe

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Re: Interesting stuff in Pathfinder
« Reply #382 on: February 12, 2015, 04:43:07 PM »
TWF w 3 heavy shields  :P
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Offline Frogman55

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Re: Interesting stuff in Pathfinder
« Reply #383 on: February 12, 2015, 05:25:09 PM »
TWF w 3 heavy shields  :P

Too bad shield AC bonuses don't stack. :) But you could have one shield with lots of enhancements for a high AC, and a shield for arrow catching, and perhaps another shield for other enhancement effects. Do the same thing with effects that require you to wield a weapon too.

Are there any bard archetypes that turn you into an Int-based caster?

Offline zook1shoe

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Re: Interesting stuff in Pathfinder
« Reply #384 on: February 12, 2015, 06:12:12 PM »
the only thing like that is for the Sorcerer (Sage bloodline), and that's tied to an archetype.

there's so far only 3 ways to change spellcasting scores that I know of, the above, Sorcerer (Empyreal bloodline), and Scarred Witch Doctor.
---

damn costs a standard action each round to make a tower shield wall, if only you could do multiple as a juggler?
« Last Edit: February 12, 2015, 06:20:43 PM by zook1shoe »
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Offline Frogman55

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Re: Interesting stuff in Pathfinder
« Reply #385 on: February 13, 2015, 10:38:00 AM »
Yeah, and you can't use more than one metamagic rod at a time, too.

I think I am going to put together a Magus build that uses this, so that he can actually use metamagic rods, without resorting to GM-dependant tail/gloves of storing issues. Or maybe a two-weapon fighting magus, just because it would be entertaining.

Something like:
Dex->Int->Con->Wis->Str->Cha
Human Bard(Juggler)/Magus(Kensei)
Traits: Magical Lineage (Chill Touch), Reactionary
1: Juggler (Weapon Finesse, Rime Spell)
2: Juggler
3: Magus (WF(Wakizashi), (Slashing Grace)
4: Magus
5: Magus (2 Weapon Fighting)(Flamboyant Arcana)
6: Magus
7: Magus (Rime Spell)
8: Magus (Arcane Deed (Precision)
9: Magus (Imp 2 Weapon Fighting)
10: Magus
11: Magus (Improved Initiative) (Arcana: Familiar))

Offline deadkitten

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Re: Interesting stuff in Pathfinder
« Reply #386 on: February 13, 2015, 01:12:28 PM »
Been awhile since I posted anything nifty since my laptop's hard drive bit the dust but here is something neat for you guys:
 
This if from the Spell Warrior Archetype for Skald's which is normally lackluster due to losing inspired rage:

Enhance Weapons (Su): At 1st level, the spell warrior can grant a +1 enhancement bonus to the weapons (including ammunition) of allies within 60 feet. At 5th level and every 5 levels thereafter, this enhancement bonus increases by 1. The maximum bonus gained is based upon the number of weapons affected: +5 to one weapon, +4 to two weapons, +3 to three weapons, or +2 to four or more weapons. Fifty pieces of ammunition count as one weapon for this purpose.

These bonuses can also be used to add any of the following weapon special abilities to the weapons enhanced by this ability: dancing, defending, distance, flaming, frost, ghost touch, keen, mighty cleaving, returning, shock, seeking, or speed. Adding these weapon special abilities consumes an amount of bonus equal to the special ability’s cost (see Table 15–9: Melee Weapon Special Abilities on page 469 of the Core Rulebook). These enhancement bonuses and special abilities overlap with any enhancements or special abilities the weapon already has, though duplicate special abilities do not stack. If an affected weapon is not magical, at least a +1 enhancement bonus must be added before any other special abilities can be.

The bonus and special abilities granted by this raging song are determined when the song begins, and cannot be changed until the raging song ends and another is begun. These bonuses apply to only one end of a double weapon. This ability replaces the inspired rage raging song.


First off I would like to share that the developers have mentioned that in the upcoming Advanced Class Guide errata that the Spell Warrior will be able to grant Rage Powers to Allies using this ability without them having to enter a rage. NIFTY!!!

And this is from the Rage Powers entry of the Skald class:

When starting an inspired rage, the skald chooses which rage powers (if any) to add to the song, and all affected allies gain the benefit of these rage powers, using the skald’s level as their effective barbarian level. The skald uses his skald level as his barbarian level for the purpose of selecting rage powers that require a minimum barbarian level. If the rage power’s effects depend on the skald’s ability modifier (such as lesser spirit totem APG), affected allies use the skald’s ability modifier instead of their own for the purposes of this effect.

So it appears that Rage powers become effects that are added to your Raging song....hrmmm what can we do with that?

Grand Master Performer (Faction)
(click to show/hide)

Master Performer (Faction)
(click to show/hide)

So since the feats I posted require your allies to have a bonus before they take effect, you can take those feats and at level 9 give ALL of your allies weapons a +4 enhancement bonus.

and since Rage Powers are part of a raging song, you could increase the bonus from rage powers that grant one such as witch hunter and superstition.

Man Skald's can buff hard.

Offline zook1shoe

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Re: Interesting stuff in Pathfinder
« Reply #387 on: February 13, 2015, 01:42:01 PM »
does Enhance Weapons still count as Inspired Rage for the purposes of other abilities?
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Offline deadkitten

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Re: Interesting stuff in Pathfinder
« Reply #388 on: February 13, 2015, 02:49:16 PM »
does Enhance Weapons still count as Inspired Rage for the purposes of other abilities?

Well, its part of Raging song, which counts as bardic performance for prerequisites and such.

But unless they reveal more of the planned errata for ACG, I don't think it does.
So unfortunately no Skald's vigor.

The charm of Enhance weapons though, is the fact that it is more Party friendly than Inspire Rage.

Offline zook1shoe

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Re: Interesting stuff in Pathfinder
« Reply #389 on: February 13, 2015, 03:24:42 PM »
yeah, if it did, the rage powers thing could get UGLY
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Offline deadkitten

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Re: Interesting stuff in Pathfinder
« Reply #390 on: February 13, 2015, 05:34:30 PM »
yeah, if it did, the rage powers thing could get UGLY

But yea like I said, SUPPOSEDLY there will be errata that will let weapon song give rage powers.

I had a 9th level one recently that was able to enhance all the party's weapons to +4, give them +5 damage to spellcasters from the witchslayer rage power, and +6 morale bonus to save from the superstition rage power.

If planned properly a Skald should  theoretically be able to out buff a Bard. I'm not gonna say that for certain though, I haven't had much experience with Pathfinder Bards and their handbooks are out of date. I have no idea what the upper limits of their buff capabilities are.

Offline zook1shoe

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Re: Interesting stuff in Pathfinder
« Reply #391 on: February 13, 2015, 07:29:45 PM »
Well, depending on how you're buffing, both can outmatch each other
____

Doh... the Mastermind archetype for the investigator has gotten crazy!

See the mistake in the alteration of Inspiratio? it allows you to use your inspiration for free on ANY skill check w/o spending them.

Quote
Mastermind's InspirationA mastermind can use inspiration on any Intimate, Diplomacy,  Knowledge, or any skill checks without spending a use of inspiration. This ability alters the inspiration.
« Last Edit: February 22, 2015, 05:24:17 AM by zook1shoe »
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Offline Mithril Leaf

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Re: Interesting stuff in Pathfinder
« Reply #392 on: March 05, 2015, 03:44:42 AM »
A witch that takes the Spirit Talker feat can enter Mystic Theurge as a single classed character by taking the Lore Spirit's Arcane Enlightenment, as it explicitly allows you to cast divine spells.
http://www.d20pfsrd.com/feats/general-feats/spirit-talker
http://www.d20pfsrd.com/classes/hybrid-classes/shaman/spirits/lore

Offline zook1shoe

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Re: Interesting stuff in Pathfinder
« Reply #393 on: March 05, 2015, 04:56:00 AM »
Would it the  double up your spellcasting?
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Offline Unbeliever

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Re: Interesting stuff in Pathfinder
« Reply #394 on: March 05, 2015, 11:05:52 AM »
Would it the  double up your spellcasting?
I doubt it, since you'd have no separate divine spellcasting class to advance.  But it would let you advance the spellcasting of some other class you had just dipped into.  That being said, without accelerated spellcasting classes, and I don't know of any in PF (though my knowledge of PF is quite limited), I don't know if it's that big a boon.

Offline zook1shoe

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Re: Interesting stuff in Pathfinder
« Reply #395 on: March 05, 2015, 12:05:28 PM »
True, and that's one reason why most of the PrCs suck
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Offline Ice9

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Re: Interesting stuff in Pathfinder
« Reply #396 on: March 05, 2015, 07:53:18 PM »
Cleric seems like the best bet - some of the domain abilities are worth the one-level dip, and the casting could be worth it for buff/utility purposes even lagging so far behind.  You only lose one level on the Witch side, so that's not terrible.  And you could take Divine Protection if you for some reason have a good Charisma.


Offline zook1shoe

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Re: Interesting stuff in Pathfinder
« Reply #397 on: March 07, 2015, 02:58:11 AM »
The sarissa from the Giant Hunter book is an extra long long spear. Triples your reach, but you are limited to which directions you can attack in a round
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Offline Mithril Leaf

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Re: Interesting stuff in Pathfinder
« Reply #398 on: March 07, 2015, 08:34:31 PM »
The retraining rules basically mean you can maximize your hit dice for a few grand in cash.
http://www.d20pfsrd.com/basics-ability-scores/more-character-options/retraining

Offline Unbeliever

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Re: Interesting stuff in Pathfinder
« Reply #399 on: March 07, 2015, 08:48:44 PM »
The retraining rules basically mean you can maximize your hit dice for a few grand in cash.
http://www.d20pfsrd.com/basics-ability-scores/more-character-options/retraining
Wow, that's silly.  At that point, why bother rolling for hit points at all?  Let's just set everyone to max per hit die and make our lives easier. 

Note, as a general rule I like retraining a lot.  It helps get rid of weird poor power curves created by shitty pre-reqs, i.e., the "suck now, rock later" dynamic, that D&D just can't seem to shake.  It's just if you're acknowledging that hit dice are a bad idea b/c they are so swingy, there are better, more general ways to implement it.