Author Topic: Interesting stuff in Pathfinder  (Read 403373 times)

Offline zook1shoe

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Re: Interesting stuff in Pathfinder
« Reply #460 on: May 31, 2015, 08:48:00 PM »
Hurtful makes that combo even better

Just realized today, an alchemist can use Potion Glutton to 'cast' as a swift action
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Offline Unbeliever

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Re: Interesting stuff in Pathfinder
« Reply #461 on: June 01, 2015, 09:20:43 AM »
The problem I found with Sap Master and Enforcer is that a lot of common foes are immune to nonlethal damage.  Those same foes are also probably immune to fear, too, though, so I guess that's just an issue for a build that relies on them.

Potion Glutton is a well-known trick, but it can't hurt repeating.

Offline phaedrusxy

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Re: Interesting stuff in Pathfinder
« Reply #462 on: June 01, 2015, 09:37:26 AM »
The problem I found with Sap Master and Enforcer is that a lot of common foes are immune to nonlethal damage.  Those same foes are also probably immune to fear, too, though, so I guess that's just an issue for a build that relies on them.
So don't be a 1 trick pony. It doesn't take very many resources to pick this combo up, and it will be absolutely devestating to anyone who is vulnerable to it.
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Offline StreamOfTheSky

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Re: Interesting stuff in Pathfinder
« Reply #463 on: June 01, 2015, 09:43:46 PM »
You need Shatter Defenses.  Which requires BAB +6 and two worthless feats.

Then you need Sap Adept and Sap Master.

And Enforcer or Cornugon Smash to reliably trigger intimidate on your attacks (you could go Rake Rogue, but then you're not going Thug for the enhanced fear).

And then you need Bludgeoner or improved unarmed strike if not actually using saps.

Is that your idea of not "very many resources"?

You know what my idea of not very many resources?  Dazing Spell feat.  ...That's the whole combo.  One feat.  You can add a trait or Spell Perfection at high levels to reduce metamagic cost if you want.  Or just buy a metamagic rod later on.

Offline zook1shoe

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Re: Interesting stuff in Pathfinder
« Reply #464 on: June 01, 2015, 10:37:33 PM »
Gauntlets of thrones Twisting Vines is a great way to grapple, pin, and move on items for grapplers.

Anorexic Sasquatch is gonna love it (my PFS Dex-based grappler)
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Offline phaedrusxy

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Re: Interesting stuff in Pathfinder
« Reply #465 on: June 01, 2015, 11:48:01 PM »
You need Shatter Defenses.  Which requires BAB +6 and two worthless feats.

Then you need Sap Adept and Sap Master.

And Enforcer or Cornugon Smash to reliably trigger intimidate on your attacks (you could go Rake Rogue, but then you're not going Thug for the enhanced fear).

And then you need Bludgeoner or improved unarmed strike if not actually using saps.

Is that your idea of not "very many resources"?
Why do I need any of that? The combo works exactly as stated. Enforcer + Thug rogue = intimidate anyone you hit with a sap for at least 4 damage and make them Frightened for one round. One feat and one level. It's quite powerful against the things not immune to it. For those that are, pull out something other than a sap.

You don't have to solo everything in 1 round for it to be a powerful combo. It just has to be useful in a party. If you can reliably paralyze enemies with fear, even for only a round at a time, that's quite a useful skill.
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Offline Unbeliever

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Re: Interesting stuff in Pathfinder
« Reply #466 on: June 02, 2015, 12:16:44 AM »
^ I imagine Stream was referring to the whole Sap Master line of feats, which is what I was initially thinking about. 

Although Thug + Enforcer is pretty great in and of itself.  Good enough to make any debuffing melee character interested in the investment.

Offline deadkitten

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Re: Interesting stuff in Pathfinder
« Reply #467 on: June 02, 2015, 02:03:05 AM »
Gauntlets of thrones Twisting Vines is a great way to grapple, pin, and move on items for grapplers.

Anorexic Sasquatch is gonna love it (my PFS Dex-based grappler)


From the Same Book! This one is just silly.  :lol :lol :lol

Quote
CHEETAH’S SPRINT
School transmutation; Level bloodrager 1, druid 1, ranger 1,
shaman 1, witch 1
Casting Time 1 swift action
Components V
Range personal
Target you
Duration 1 round
A wild surge of energy courses through your body and propels you into a sprint. If you take a charge or run action before the end of your turn, you can move a total distance of up to 10 times your base land speed. This adjustment is an enhancement bonus. There is no effect on other modes of movement, such as burrow, climb, fly, or swim. As with other effects that increase your speed, this spell affects your jumping distance.

Offline TiaC

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Re: Interesting stuff in Pathfinder
« Reply #468 on: June 02, 2015, 02:10:39 AM »
So, with that spell, you can jump 110 feet without even trying.

Offline Prime32

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Re: Interesting stuff in Pathfinder
« Reply #469 on: June 05, 2015, 04:56:25 PM »
Add a Rod of Balance while you're at it.

Offline Craiconn

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Re: Interesting stuff in Pathfinder
« Reply #470 on: June 07, 2015, 11:49:07 PM »
The Reach Spell feat in PF is different than it is in 3.5.  And IMHO, much much more valuable.  Keep in mind, there were some neat things you can do with Reach Spell in 3.5, combo-wise.  But it's standalone value as a +2 MM feat kinda sucked.

In PF, it looks like this:

Benefit: You can alter a spell with a range of touch, close, or medium to increase its range to a higher range category, using the following order: touch, close, medium, and long.

Level Increase: Special. A reach spell uses up a spell slot one level higher than the spell’s actual level for each increase in range category. For example, a spell with a range of touch increased to long range uses up a spell slot three levels higher.

Spells modified by this feat that require melee touch attacks instead require ranged touch attacks.

Spells that do not have a range of touch, close, or medium do not benefit from this feat.


***

Which means that a wizard or sorceror can now finally use all those fantastic touch range attack spells (which tend to be a little mechanically-OP due to their risky drawback of being melee-oriented attacks) at a much more value-oriented +1 to spell level. 

Secondly, for campaign or upcoming combat encounters where long distances are an important issue, this feat allows for some potentially useful customization of short range spells.  Granted, that means a potentially onerous increase of spell level of up to +3.  Ugh.  But you know what?   There are some fights where delivering a potentially-critical attack spell at up Long Range ... may be worth that +2 or +3.

Keep in mind, the Ultimate Equipment guide has a Metamagic Reach Spell Rod available for those with the cash to buy them.  But these rods do not have customizable range incrementation options.  But I still think they are worth making kick-ass touch attack spells (there's a bunch of them) into Short Range attack spells at a very reasonable cost.

Offline zook1shoe

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Re: Interesting stuff in Pathfinder
« Reply #471 on: June 08, 2015, 12:08:25 AM »
That +2 could make a melee or ranged touch go from touch to close and no longer require a touch, since it's not a touch spell anymore?

Or +3 to medium?


(click to show/hide)

Think of how powerful this would make touch no save spells if you don't need to touch?

Ehh crap... it still would have a target of touch. But if you found a non-touch target spell, it'd work.

You might also be able to manipulate radius spells by increasing the size.
« Last Edit: June 08, 2015, 12:23:52 AM by zook1shoe »
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Offline linklord231

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Re: Interesting stuff in Pathfinder
« Reply #472 on: June 08, 2015, 12:34:37 AM »
I think in the general use case (no fancy tricks to remove the requirement for a touch attack, etc), you'd be better off just pre-casting Spectral Hand.  An Xth level Spell + a 2nd level spell is usually worth less than an X+1th level spell
I'm not arguing, I'm explaining why I'm right.

Offline zook1shoe

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Re: Interesting stuff in Pathfinder
« Reply #473 on: June 08, 2015, 05:25:22 AM »
Rereading Safecamp Wagon , it appears that only items pop out of the wagon when folded back up.

What happens to the creatures riding in the wagon?
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Offline Keldar

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Re: Interesting stuff in Pathfinder
« Reply #474 on: June 08, 2015, 12:17:43 PM »
Same thing as the items.  When in doubt, go with the blatantly obvious parallel.  It doesn't say something strange or onerous happens to them, so it must just leave them sitting around a toy wagon too.

Even asking what happens sounds ludicrous.

Offline zook1shoe

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Re: Interesting stuff in Pathfinder
« Reply #475 on: June 08, 2015, 10:55:42 PM »
Be nice :-p

RAW matters for PFS though.

---

PF jumping doesn't appear to be height restricted like 3x
« Last Edit: June 09, 2015, 02:21:37 PM by zook1shoe »
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Offline Jackinthegreen

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Re: Interesting stuff in Pathfinder
« Reply #476 on: June 09, 2015, 05:36:09 PM »
Be nice :-p

RAW matters for PFS though.

---

PF jumping doesn't appear to be height restricted like 3x

3.0 jump is height restricted, but 3.5 is not.

Offline zook1shoe

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Re: Interesting stuff in Pathfinder
« Reply #477 on: June 09, 2015, 06:30:45 PM »
really? #mindblown :-p

---

A Tactical Reposition is pretty good way to deal baddies in awkward ways. Works great with Dimensional Acid

---

Bladebound Magus's Black Blade works great with Disposable Weapon since it is immune to being broken.
« Last Edit: June 15, 2015, 02:00:09 AM by zook1shoe »
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Offline Snowbluff

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Re: Interesting stuff in Pathfinder
« Reply #478 on: June 16, 2015, 01:27:07 PM »

Bladebound Magus's Black Blade works great with Disposable Weapon since it is immune to being broken.
Are their any weapons with a wide crit range that can use this feat? :l
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Offline zook1shoe

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Re: Interesting stuff in Pathfinder
« Reply #479 on: June 16, 2015, 01:40:19 PM »
Can throw it on an obsidian scimitar and have imp crit
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