Author Topic: Interesting stuff in Pathfinder  (Read 403313 times)

Offline zook1shoe

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Re: Interesting stuff in Pathfinder
« Reply #860 on: February 24, 2016, 08:13:40 PM »
You can single class qualify for Arcane Archer at 6th level instead 8th w magus

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« Last Edit: March 12, 2016, 03:33:06 PM by zook1shoe »
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Offline deadkitten

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Re: Interesting stuff in Pathfinder
« Reply #861 on: February 26, 2016, 04:41:38 PM »
So the Sanctified Slayer gets access to the Studied Target Class feature:

Quote
Studied Target (Ex): At 1st level, a sanctified slayer gains the slayer’s studied target class feature. She uses her inquisitor level as her effective slayer level to determine the effects of studied target. This ability replaces judgment 1/day.

Quote
Studied Target (Ex): A slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1.

Now , Im of the opinion that Spellcasting would count as a class feature for the Sanctified Slayer's studied target, thus you would get it's bonus on spell DC's.

And one of the Subdomain options of the Protection Domain is this little ability:

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Taboo (Su): When a creature touches you or strikes you with a melee attack, you can activate this power as an immediate action. That creature takes a –1 penalty on saving throws for 1 minute. This penalty increases by 1 for every 5 levels you possess. When you use this ability, you lose your resistance bonus granted by the Protection domain for 1 minute. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

So at Level 10 that would be a +3 to the DC's of your Spells and a -3 to their saves if they hit you, which is not an unreasonable event.

However, the Inquisitor spell list is nice, but it does not lend itself well to save or die, or even save or suck spells.
Any way this could be alleviated besides the Samsaran's Mystic Past Life alternate racial trait?

Offline Amechra

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Re: Interesting stuff in Pathfinder
« Reply #862 on: February 26, 2016, 04:44:04 PM »
Sadly, the bonus only applies to slayer class features, not the slayer's class features.
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Offline deadkitten

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Re: Interesting stuff in Pathfinder
« Reply #863 on: February 26, 2016, 05:55:05 PM »
Sadly, the bonus only applies to slayer class features, not the slayer's class features.

While I can agree that's a valid interpretation, if ran that way in game it can cause inconsiencies and trouble with a host of archetypes and clas abilities.  It's something g if have Faq'ed before but never got any traction on.

It's my beliefs it's just a wording issue.

Offline Eviltedzies

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Re: Interesting stuff in Pathfinder
« Reply #864 on: March 02, 2016, 01:50:40 PM »
Not sure if these have been mentioned, but there are some really nifty magic containers available for nominal prices.

The Vial of Efficacious Medicine is basically a slightly more expensive healing belt, but it is reusable, multifunctional, AND you can carry more than one at a time!

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Offline zook1shoe

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Re: Interesting stuff in Pathfinder
« Reply #865 on: March 02, 2016, 07:23:17 PM »
At least in PFS, they changed the vial to 7k gp :-(
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Offline Eviltedzies

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Re: Interesting stuff in Pathfinder
« Reply #866 on: March 07, 2016, 11:56:40 PM »
Speaking of magic bottles.....

Quote from: Mythic Magic Items
Bountiful Bottle

Price 4,000 gp; Slot none; CL 6th; Weight 1 lb.; Aura moderate transmutation
DESCRIPTION

This oddly shaped, transparent bottle has one chamber nested inside the other and two separate spouts, one leading into the smaller inner bottle, and the other into the outer bottle. To use the bottle, the inner chamber is filled with a potion and the outer chamber filled with water.

When left alone for 24 hours, the water in the outer chamber slowly takes on the properties of the potion in the inner chamber, creating a second dose of the potion (though the bottle is unable to replicate potions with expensive material components). The second dose of created potion must be quaffed from the bountiful bottle to be effective, and loses its potency if transferred to another container. By expending one use of mythic power, the time it takes to transform a potion is shortened to a full-round action.

Even without being a Mythic Character, 4k gold to replicate any potions properties basically as often as you want but only one at a time? Fork over the cash for a 20th CL Potion of whatever and this thing pays for itself very quickly.
« Last Edit: March 08, 2016, 12:22:42 AM by Eviltedzies »

Offline TiaC

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Re: Interesting stuff in Pathfinder
« Reply #867 on: March 08, 2016, 12:53:42 AM »
Yeah, there went one of the only reason to play an Alchemist. For 7k, you can get 20 hours a day of +5 equipment, 400 minutes a day of Barkskin or Heroism, 200 minutes a day of Magic Circle or Ward the Faithful...

The list goes on from there.

Offline Eviltedzies

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Re: Interesting stuff in Pathfinder
« Reply #868 on: March 08, 2016, 01:00:25 AM »
Get yourself a Sipping Jacket and spread out those CL 20 Haste/Enlarge Person/ect...

Hell, buy yourself some CL 20 Remove Curse, Remove Disease, ect....

Swap them out as needed and nobody in the party should ever need to pay for healing.

Offline zook1shoe

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Re: Interesting stuff in Pathfinder
« Reply #869 on: March 12, 2016, 03:40:11 PM »
Messed up my previous post about full pouch... but heres somthing else
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You can single class qualify for Arcane Archer at 6th level instead 8th w magus

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Did someone say super cheap guns that cost only 25%? The only primitive material that specifies melee is bone.
« Last Edit: March 24, 2016, 07:02:42 PM by zook1shoe »
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Offline sambojin

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Re: Interesting stuff in Pathfinder
« Reply #870 on: March 25, 2016, 06:15:40 AM »
Sylph's are lovely, delicate, airy sorts of fellows, that make rather good Wizards. They are also hideous bloodsucking magic vampires that always get the loot.

As a Racial Archetype, you can be a Wind Listener Wizard. You basically get spontaneous casting for Divination spells at lvl1, slot for slot (or lesser) whenever you want, instead of your Arcane Focus. There's some other stuff, but focus on this. All well and good.

But then there's the two lvl 2 divination spells: Blood Transcription (evil spell, from Ultimate Magic) and Create Treasure Map (Advanced Players Guide).


Blood Transcription lets you drink a pint of blood of a recently deceased spellcaster (up to 24hrs dead) and learn a spell they knew. You can write it down, memorize it, prepare it, everything, for the next day. And forever, after you write it down (which you will). It takes one standard action to do this (plus writing/learning time). It doesn't say you can only do it once per dead body either. Pints of blood still available and lvl2+ slots seem to be the only limiting factors on how many times you can vamp spells from a corpse for this build.

You will do this to every vaguely decent magic user that you kill in your campaign, as long as you've got a level 2 or higher slot spare to spontaneously cast it with. Even for weird, campaign specific, DM only spells. If you know the name of the spell, you can vampire it out of them, spontaneously. You will very shortly have an awesome array of known spells, thusly:

"Hi, I was wondering if you could create a scroll of Spell-X and one of Spell-Y for me? Yes? Good."
STAB! Slurp! Slurp!


Create Treasure Map lets you do this, but for loot. It takes an hour, you have to cut stuff off them, but you find 1 treasure cache per 3 levels, accurately, at whatever map scale you want, for a spontaneous lvl2 slot. So you'll be rich and powerful. Think you missed some of the BBEG's loot? Check. On your handy-dandy flayed skin map.


Yep. Spontaneous divinations sound pretty crappy until you realize they'll save you a fortune in research costs for spell acquisition, all the while making you a millionaire from a pile of deceased enemies (or bystanders). Every.Single.Magical.BBEG gets this done to him, if he had the merest semblance of originality in his spells (or he just cast something you don't have before he dies). Or just make a map from him if he wasn't magical (saves you a slot for spontaneously scrying for traps and guards around his treasure horde later).

Hell, you'll probably start just killing random townsfolk to make treasure maps for fun (which is way better than that whole "gathering information in an urban environment" thing that other people do in downtime sessions). How do you know the baker's wife isn't rich? Better check.


You'll learn to always have a lvl2+ slot saved (or a few), just in case you've got to murder some magic or loot out of somebody. Mmmmm, divinations. So nice and helpful as a magical school. And Sylphs are just lovely, shy and a little misunderstood as a species.
« Last Edit: March 27, 2016, 12:53:42 AM by sambojin »

Offline Keldar

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Re: Interesting stuff in Pathfinder
« Reply #871 on: March 25, 2016, 07:43:55 PM »
 :clap

Offline sambojin

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Re: Interesting stuff in Pathfinder
« Reply #872 on: March 26, 2016, 02:15:22 AM »
Strangely enough, a Lore Shaman can use Arcane Enlightenment to grab Blood Transcription and Create Treasure Map, transfer them to someone else using Imbue With Spell Ability, and start a little coven of magical leeching vamps and looters. Why not get your flunkies/cohorts/followers/other party members to do the dirty work sometimes? The Treasure/Hunters Guild, indeed.

It's good to have common interests with a group of like-minded people.

I doubt it'd work for Sorcs/spontaneous casters for getting extra new spells (except as a definite way of getting what you want at level-up for new ones and changing known spells), but it can't hurt to try it out on your DM. They know the spell. They can write it down and everything. They can probably still even taste it.......



Now, sort of a question/find in one.

The way that the Shaman's Heaven spirit companion hex "Heaven's Leap" reads, it seems like the 1 per 24hr limit only applies to allies. As in, you can do a Jester's Jaunt an unlimited amount of times per day, but only once a day to your allies. Is "allies" a generic PF term that includes you?

RAW it reads "have an unlimited amount of lvl3 30' teleport spells for a 2lvl dip. You can let your allies try it once a day too."  Surely this isn't the case?


It's a pretty good spirit/hex anyway (3rd lvl spell equivalents aren't exactly common as lvl2 class features, especially ones that are more than 1/day), and you get 5' flight on your companion as well as a free star-map, but that hex is pretty incredible if it is specifically giving you standard action 30' teleport an unlimited amount of times per day. It specifically calls out allies as once/24hrs, but says nothing about use on yourself.

Every other hex seems to.
« Last Edit: March 26, 2016, 04:51:41 AM by sambojin »

Offline linklord231

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Re: Interesting stuff in Pathfinder
« Reply #873 on: March 26, 2016, 04:09:03 AM »
Quote from: http://www.d20pfsrd.com/basics-ability-scores/glossary
FAQ/Errata:
Do you count as your own ally?

You count as your own ally unless otherwise stated or if doing so would make no sense or be impossible. Thus, "your allies" almost always means the same as "you and your allies."

That being said, Hex Vulnerability might let you do it more often.  Depending on the definition of "harmful."  Though the example uses the Charm hex, so there's obviously some ambiguity on what exactly that constitutes. 
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Offline awaken_D_M_golem

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Re: Interesting stuff in Pathfinder
« Reply #874 on: March 26, 2016, 02:58:43 PM »
+1 Sambojin

the 1e Sylph pic was rather tweenage hormonal tasty back-in-the-day.
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Offline phaedrusxy

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Re: Interesting stuff in Pathfinder
« Reply #875 on: March 27, 2016, 02:35:06 PM »
Quote from: http://www.d20pfsrd.com/basics-ability-scores/glossary
FAQ/Errata:
Do you count as your own ally?

You count as your own ally unless otherwise stated or if doing so would make no sense or be impossible. Thus, "your allies" almost always means the same as "you and your allies."

That being said, Hex Vulnerability might let you do it more often.  Depending on the definition of "harmful."  Though the example uses the Charm hex, so there's obviously some ambiguity on what exactly that constitutes.
Wow, I never noticed that word "harmful" in there... That kind of shoots the idea of using a wand of Hex Vulnerability for cheap in-party healing... That stinks...
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Offline sambojin

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Re: Interesting stuff in Pathfinder
« Reply #876 on: March 27, 2016, 10:06:31 PM »
Perhaps you're insidiously healing them, whereby bolstering their confidence to the point that you can destroy them at a vital moment?

"I'll be fine. Got heaps of HP thanks to our shammy. I'll just tank the next encounter, even if it's the BBEG."

Minutes later........
STAB! Slurp! Slurp!

Harmful is such an imprecise term :)
« Last Edit: March 27, 2016, 10:39:23 PM by sambojin »

Offline linklord231

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Re: Interesting stuff in Pathfinder
« Reply #877 on: March 28, 2016, 02:50:28 AM »
Wow, I never noticed that word "harmful" in there... That kind of shoots the idea of using a wand of Hex Vulnerability for cheap in-party healing... That stinks...

It looks like it might have been errata'd.  My pdf of the first printing doesn't mention any restrictions.

Quote
The targeted creature becomes susceptible to a repeat use of your hexes, even if you could not otherwise target that creature with a particular hex for a certain time period.  For example...



Ah yes, ACG Errata, page 7:  "Page 184 - in Hex Vulnerability, in the first sentence of the description, add "harmful" before "hexes." 
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Offline phaedrusxy

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Re: Interesting stuff in Pathfinder
« Reply #878 on: March 31, 2016, 04:27:43 PM »
Wow, I never noticed that word "harmful" in there... That kind of shoots the idea of using a wand of Hex Vulnerability for cheap in-party healing... That stinks...

It looks like it might have been errata'd.  My pdf of the first printing doesn't mention any restrictions.

Quote
The targeted creature becomes susceptible to a repeat use of your hexes, even if you could not otherwise target that creature with a particular hex for a certain time period.  For example...



Ah yes, ACG Errata, page 7:  "Page 184 - in Hex Vulnerability, in the first sentence of the description, add "harmful" before "hexes."
Douches.
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Offline Amechra

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Re: Interesting stuff in Pathfinder
« Reply #879 on: April 14, 2016, 01:07:01 AM »
Occult Skill Unlocks are... interesting.

Basically, having access to Psychic Spells or the Psychic Sensitivity feat gives you access to a bunch of Divination effects (plus a little mind control) with skill checks.

There are some feats that interact with the system, but none of them are all that good.

You know what are good (or at least hilarious)? Chakras!

Here's how you use 'em:

1. Have a ki pool.
2. Have Psychic Sensitivity OR levels in one of the Occult Classes.
3. Spend one ki per round as a swift action to progressively unlock more potent abilities (to a maximum Tier of HD/2) or maintain your powers.
4. Make a Will and Fort save each round; the DCs are 10 + the sum of the tiers of awakened Chakras. You do get your Charisma as an untyped bonus to these saves, though.
4a. Failing the Will save dazes you for a round and closes all your Chakras.
4b. Failing the Fort save causes you to take [number of awakened Chakras]d6 damage.
5. Pick one ability from the tiers you've unlocked so far each round.

What do you get for each of these?

Tier 1: DR [Awakened Chakras]/- for one round.
Tier 2: Fly (Average) at your base land speed.
Tier 3: Gain a Breath Attack that deals [Awakened Chakras - 1]d8 damage in a 30-ft cone.
Tier 4: Heal yourself or someone you touch for 1d8 + [2 * Awakened Chakras] damage and remove one of the following: confused, nauseated, sickened, staggered, or stunned.
Tier 5: One creature within 30ft must make a DC 10 + 1/2 HD + Cha Will save or be staggered for a round.
Tier 6: Freaky psychic eye opens, giving you True Seeing for that round.
Tier 7: You can use any two of the above at once, or just one and roll twice for all d20 rolls and take the better result.

There are 4 feats you can take that'll help with the above:
Chakra Mandala: Halve the damage from failing a Fort save; Prereqs: Ki Pool.
Chakra Initiate: You get a special pool of 3 Ki, which you may only use to open or maintain Chakras. Prereqs: Level 2+
Chakra Adept: You get +1 Ki to your special pool. When you maintain Chakras, you only have to attempt either the Will save or the Fort save. Plus, you can use your Chakras for a round after you stop spending Ki points. Prereqs: Level 8+
Chakra Master You get +1 Ki to your special pool; plus, you can spend +2 Ki points when opening/maintaining your Chakras to get the benefits of an extra Chakra that turn (so two normally, three once you've hit Tier 7). Prereqs: Level 14+

There's also the Serpent-Fire Adept, a Monk archetype that boosts your Chakra use. It's not that bad, actually.

I might end up doing a mini-handbook for this thing.
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