Author Topic: Interesting stuff in Pathfinder  (Read 403322 times)

Offline MrWolfe

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Re: Interesting stuff in Pathfinder
« Reply #640 on: September 14, 2015, 10:11:41 PM »
Like I said, it depends on your GM's interpretation. :rolleyes

Another fun way to tell DR to frack-off if you're an archer is a quiver full of adamantine arrows. Use silver weapon blanch on half, and cold iron weapon blanch on the other half. Then cast Abundant Ammunition. Bonus points if you can enchant the quiver to grant the abundant ammo effect automatically when you reach for an arrow. Throw in magic weapon, align weapon, or the like as needed for other DR types.
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Offline zook1shoe

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Re: Interesting stuff in Pathfinder
« Reply #641 on: September 14, 2015, 10:17:56 PM »
If it doesn't require channel w UMD, then what's the duration?

Quote
This flame lasts for 1 round for every d6 of damage or healing the channeling normally provides.
« Last Edit: September 14, 2015, 10:19:36 PM by zook1shoe »
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Offline MrWolfe

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Re: Interesting stuff in Pathfinder
« Reply #642 on: September 14, 2015, 10:31:29 PM »
For the greyflame ability?

The duration is 1 round per die of healing/damage your channeling normally provides. Since that's based on your level you take your UMD check -20 and that's the effective cleric level at which you emulate channeling. So, DC 21 to emulate a 1st level channel (1d6) which gets you one round. Every +2 you make over that result gets you an extra round of greyflame, freeing up your swift actions during that time.

This becomes hilarious if you're a stealth-based archer with sneak attack, especially if your GM lets you get a bow crafted with the Sword of Subtlety's enchantment on it.

My old ninja archer had a greyflame bow of subtlety that he used to great effect with a combination of blunt arrows and the sap adept/sap master chain. :D
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Offline zook1shoe

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Re: Interesting stuff in Pathfinder
« Reply #643 on: September 14, 2015, 11:25:07 PM »
It doesn't work that way. You can't channel through an item any more than I can UMD a Runestone of Power to cast a spell as a pure rogue.

Quote
Emulate a Class Feature: Sometimes you need to use a class feature to activate a magic item. In this case, your effective level in the emulated class equals your Use Magic Device check result minus 20. This skill does not let you actually use the class feature of another class. It just lets you activate items as if you had that class feature.
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Offline Amechra

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Re: Interesting stuff in Pathfinder
« Reply #644 on: September 14, 2015, 11:58:49 PM »
For everyone trying to get a nice bonus from Aid Another, may I present the following:

• The Inheritor trait (+1 Trait bonus to the bonus you give through Aid Another.)
• The Minor Community Blessing from the Warpriest (Set your Aid Another bonus to +4.)

For a +5 bonus to CL.

That's the best I can get; I don't know what rules other people are looking at, but everything else is either sets the bonus to a certain value or only works on one form of Aid Another.

I suspect I'm wrong... but I'm not seeing where people are getting +12s.
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Offline Gazzien

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Re: Interesting stuff in Pathfinder
« Reply #645 on: September 15, 2015, 12:17:46 AM »
For everyone trying to get a nice bonus from Aid Another, may I present the following:

• The Inheritor trait (+1 Trait bonus to the bonus you give through Aid Another.)
• The Minor Community Blessing from the Warpriest (Set your Aid Another bonus to +4.)

For a +5 bonus to CL.

That's the best I can get; I don't know what rules other people are looking at, but everything else is either sets the bonus to a certain value or only works on one form of Aid Another.

I suspect I'm wrong... but I'm not seeing where people are getting +12s.
They were getting +12s from applying a +4 bonus three times (as a standard, move, and finally swift action).

Offline zook1shoe

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Re: Interesting stuff in Pathfinder
« Reply #646 on: September 15, 2015, 01:35:07 AM »
Well an Investigator 3/Warpriest 1 w Inheritor could do +15 CL. A swift to bless, then the following minute your 3 aids/rnd each grant +5. This would get you a total of +310 aid bonuses over those 66 seconds
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Offline Amechra

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Re: Interesting stuff in Pathfinder
« Reply #647 on: September 15, 2015, 02:32:48 AM »
The trait bonus doesn't stack with itself, so reduce that to +13 each round.
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Offline zook1shoe

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Re: Interesting stuff in Pathfinder
« Reply #648 on: September 15, 2015, 02:39:41 AM »
Umm... only 1 is a trait bonus, 4 is from the blessing
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Offline MrWolfe

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Re: Interesting stuff in Pathfinder
« Reply #649 on: September 15, 2015, 03:00:24 AM »
Nice find Amechra!

So:

  • Play a sorcerer or oracle.
  • Take the leadership feat. As a charisma-based caster your leadership score should be pretty high.
  • Only accept followers with the accursed bloodline arcana or the coven hex. Followers above 1st level must also have a level of warpriest and the Community blessing. Cohort must also have the Inheritor Trait.
  • Continue advancing until you reach 14th level. At this point, your leadership score should be maxed, giving you one 17th level cohort and two 6th, two 5th, four 4th, seven 3rd, 13 2nd, and 135 1st level followers.
  • Arrange your cohort/followers in "battle formation": a 30' sphere or hemisphere with you at the center. Use flying magic to allow vertical stacking, you should have plenty of squares.
  • Have everyone with the Community blessing use it on themselves and as many other followers as possible.
  • Have all of your followers use the aid another action to boost your caster level.
  • Cast Holy Word/Blasphemy (if oracle) or Finger of Death (if sorcery)
  • Laugh maniacally as the power of gods flows though your veins, and a 7th level save-and-suck spell blasts from your fingers at a caster level of 682!  :lmao
  • retire from adventuring to write your memoirs, titled: "How to be a god in 9 easy steps."

For the record, pulling this off would net you either a Finger of Death doing 6,820 hit points of damage or a Holy Word/Blasphemy that deafens, blinds, paralyzes, and kills any living or undead creature of evil alignment (or good depending on the version) within 40' that has 672 hit dice or less. On a successful save you'd do a mere 3d6+682 damage with either version.

Granted, you'll probably need a ring gate or something to see past your swarm of allies, but as a 14th level caster that shouldn't be a problem. On the plus side, they can act as an ablative meat shield in the most literal sense. This being Pathfinder, as a sorcerer you could also build a space ship, possibly spherical in design, with a chamber for you and your allies and a ring gate connected to one on the outer hull for you to cast the Finger of Death through.

I think it's fair to say no one could repel firepower of that magnitude.

[edit] Now if only there was a way to add your caster level to save DCs, or at least an uncapped bonus that scaled with caster level... [/edit]
« Last Edit: September 15, 2015, 03:12:06 AM by MrWolfe »
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Offline Keldar

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Re: Interesting stuff in Pathfinder
« Reply #650 on: September 15, 2015, 04:24:03 PM »
9.5 Cast Wall of Stone once at CL 682 to create your castle to retire in.

(Of course I'm fairly sure you need to be 19th level to have a 17th level cohort.  Even in the mess that is Pathfinder.)

Offline MrWolfe

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Re: Interesting stuff in Pathfinder
« Reply #651 on: September 15, 2015, 09:59:04 PM »
Ah, right.

I was just reading off the chart but they are capped at your level -2. Still, all that does is lower the number of allies they can use the Community blessing on by 2, for a total CL hit of -8.

CL 674 is still pretty good, IMO. :D

Another interesting thing that I'm surprised I hadn't heard of yet: Construct Armor Modification.

It's expensive as hell, but basically you can modify a medium construct so it can be worn like a breastplate. The kicker? While wearing your construct, any attacks made against you have to target the construct first--meaning that they literally have to go through the construct to get to you, and all it's hp, immunities, and defenses.

Of course, as written construct armor can only be created and worn by the person who made the construct in the first place, which could be a bit of a problem since casters generally don't favor the "put on some medium armor and wade into battle" approach.

Still, between that and Construct Limb Modification, which lets you wear a small construct on your arm to get their melee and special attacks, a caster with Craft Construct and money to burn can effectively play Iron Man now. Granted, since you can't wear construct limbs over your legs it'll be "drunk-forgot-my-pants" Iron Man,  but really, isn't that the best kind?  :lmao
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Offline deadkitten

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Re: Interesting stuff in Pathfinder
« Reply #652 on: September 16, 2015, 12:34:13 AM »
The Homunculist and Promethean Alchemist and seem to give you two Homunculus Familiars. Which is funny considering Mark Seifter made both Archetypes.

Construct Limb seems like it has uses with the Homunculist archetype especially since it gets evolution points.... :plotting

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« Last Edit: September 16, 2015, 12:43:56 AM by deadkitten »

Offline MrWolfe

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Re: Interesting stuff in Pathfinder
« Reply #653 on: September 16, 2015, 12:46:27 AM »
Nice! Though I can just imagine the looks on the rest of the party's faces when you suddenly jam your arms up both of your homonculi and wear them around like gauntlets.  :blink
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Offline zook1shoe

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Re: Interesting stuff in Pathfinder
« Reply #654 on: September 17, 2015, 01:57:28 PM »
a bonded wizard can change his bonded item into just about anything, while keeping its magic abilities and item slot. i guess my metal staff is a ring that has no magic item slot, or my ring is now a pistol... ring?

Quote from: Cohorts and Companions 17
Reshape Bond (Sp): At 10th level, a bonded wizard can
repair her bonded item or turn it into another object once
per day as a full-round action. Transforming it functions
as polymorph any object, but does not alter the item’s magical
properties (including its item slot), while repairing it
functions as make whole. The wizard may also sacrifice a
prepared spell in order to repair an additional 1d6 points
of damage per level of the sacrificed spell. This replaces the
wizard’s bonus feat normally gained at 10th level.

----

Eldritch Scion Magus 1/*anything* 4/Dragon Disciple 1/Crossblooded Sorcerer 1/Crossblooded Bloodrager 1/Blood Arcanist 1 w Eldritch Heritage

this grants you 8 bloodlines (only 1 sorcerer and 1 bloodrager bloodline must be the same)
« Last Edit: September 17, 2015, 03:11:07 PM by zook1shoe »
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Offline MrWolfe

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Re: Interesting stuff in Pathfinder
« Reply #655 on: September 17, 2015, 10:45:10 PM »
Interesting, though I worry about the implications. People tend to forget that items like weapons or wands are not "slotless" per se, but rather take up the hand(s) that holds them. So, if you turned your staff into a ring, you'd still have to hold it (rather than wear it on your finger) to get the benefits. Likewise, a ring turned into a gun would suck, because you would no longer be able to wear it on your finger--making it impossible to get the benefits of wearing your bonded item or any enchantments you had placed on it.

You could rule that wearing/holding the item in it's new form still works, but counts as taking up it's original body slot. Problem is A) That would be a houserule, as it's not explicitly stated in the text of the ability, and B) that just makes the item take up two body slots instead of one--so now your staff is a ring that prevents you from holding anything else in your hand when you wear it.

It's a neat idea, but without some clarification it's just a trap.
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Offline zook1shoe

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Re: Interesting stuff in Pathfinder
« Reply #656 on: September 19, 2015, 03:36:34 AM »
CN Half-Elf Crossblooded Rager Bloodrager 1/Unlettered Blood Arcanist 1/Eldritch Scion Magus 1/Animal Speaker Songhealer Geisha Bard 1/Seeker Elementalist Oracle 1/Dragon Disciple 1/Seeker Crossblooded Sorcerer 1 with Eldritch Heritage

this allows for 7 individual bloodlines and 1 repeat (couldn't avoid that)

---- downsides?
BAB +1, Fort +5, Ref +2, Will+10.
ability to cast of 1st-level arcanist spells, 1st-level magus spells, 1st-level bard spells, 1st-level oracle spells, and 1st-level sorcerer spells

---

Looking at the options from Paragon Aurge, now I see exactly how ridiculously powerful the spell is due to the massive diversity if has.

Among many others...
- Paragon Surge for Eldritch Heritage  (arcane) + already have Improved Familiar let's you use  a 3rd level spell to gain any improved familiar whenever you need it. Spell-like abilities are great things to look at, along w archetypes as needed.
- divine tactician cleric needing lookout feat?  Let me get that during the surprise round, now everyone gets a surprise round, and you don't need to waste a permanent feat slot.
- Not PFS legal, but it makes Leadership an interesting choice.
« Last Edit: September 19, 2015, 02:43:48 PM by zook1shoe »
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Offline MrWolfe

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Re: Interesting stuff in Pathfinder
« Reply #657 on: September 20, 2015, 07:52:13 AM »
Decoy Ring - Get invisibility and 4 mirror images that bugger off in random directions for 3 rounds whenever you take a withdraw action or become helpless. (Including being reduced to 0 or fewer HP.)

The best part? Just like the Expeditious Retreat spell, the rules for the Withdraw Action explicitly say you don't have to actually leave combat when you use it. So just double-move every 3 rounds and call it a withdraw action to get free invis and illusory duplicates for the entire combat. Act now, and your first square of movement won't provoke as a bonus! Combine with a summoning build that doesn't break invisibility for great justice!
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Offline zook1shoe

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Re: Interesting stuff in Pathfinder
« Reply #658 on: September 20, 2015, 01:13:42 PM »
Wow, yet another really powerful item that slipped through Paizo's editing grip. It'd be balanced if it was like 1/2/3 times a day... but yeah.
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Offline MrWolfe

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Re: Interesting stuff in Pathfinder
« Reply #659 on: September 20, 2015, 01:52:15 PM »
If the writers actually referenced www.d20pfsrd.com half as often as the average poster here, these things wouldn't happen. It's a simple matter to look up the rule you're basing an ability around, and make sure it works the way you think it does. :rolleyes
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