Author Topic: Interesting stuff in Pathfinder  (Read 403447 times)

Offline Prime32

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Re: Interesting stuff in Pathfinder
« Reply #560 on: August 01, 2015, 07:34:35 PM »
Summon Slave Crystal
You can theoretically apply the effects of that item to trap the soul.

Is the crystal used as the receptacle for the creature's mind? Can you return to the receptacle and use it to possess other creatures, like a normal casting of magic jar? I doubt that was the intent, but it's unclear where exactly the creature's mind goes; if you can, then this would let you keep up a magic jar effect permanently.

EDIT: Also, what happens if you have the Tattoo Attunement feat?

EDIT2: Speaking of the Monster Summoner's Handbook...
The usual PF ruling is that if you would gain the same kind of companion from multiple sources, you only gain one but your levels stack. Does this mean that if an Elemental Ally dips Synthesist, they can choose to fuse with their elemental eidolon? Note that each of the eidolons has separate HP pools.
« Last Edit: August 01, 2015, 08:36:01 PM by Prime32 »

Offline phaedrusxy

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Re: Interesting stuff in Pathfinder
« Reply #561 on: August 01, 2015, 10:09:02 PM »
WTF, doesn't just the existence of the Inscribe Magical Tattoo feat basically double the number of magic item slots available for Wonderous Items?
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Offline Leviathan

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Re: Interesting stuff in Pathfinder
« Reply #562 on: August 01, 2015, 10:22:03 PM »
WTF, doesn't just the existence of the Inscribe Magical Tattoo feat basically double the number of magic item slots available for Wonderous Items?

Not quite, because they "are treated as slotless magical items for pricing purposes" - that is, for the same cost, you could have just gotten a slotless item. I think their benefit is largely that they can't be lost, stolen, or sundered, and even if you are helpless they take some effort to destroy. (Of course, you also can't sell them or loan them to a friend.)

Offline Keldar

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Re: Interesting stuff in Pathfinder
« Reply #563 on: August 02, 2015, 03:40:48 AM »
Wait, but.... yeah, that's ridiculously amazing

Found my next PFS build

No rod, but the rest is legal
Remember to punch things so you can get Monk's nerfed again instead.   :smirk

Offline TuggyNE

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Re: Interesting stuff in Pathfinder
« Reply #564 on: August 02, 2015, 09:42:31 AM »
WTF, doesn't just the existence of the Inscribe Magical Tattoo feat basically double the number of magic item slots available for Wonderous Items?

Not quite, because they "are treated as slotless magical items for pricing purposes" - that is, for the same cost, you could have just gotten a slotless item. I think their benefit is largely that they can't be lost, stolen, or sundered, and even if you are helpless they take some effort to destroy. (Of course, you also can't sell them or loan them to a friend.)

Note that they still do have a slot, it's just one that won't conflict with much.
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Offline zook1shoe

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Re: Interesting stuff in Pathfinder
« Reply #565 on: August 03, 2015, 01:20:07 AM »
Wait, but.... yeah, that's ridiculously amazing

Found my next PFS build

No rod, but the rest is legal
Remember to punch things so you can get Monk's nerfed again instead.   :smirk

Or Kraken Throttle for some insta-kills
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Offline Fadier

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Re: Interesting stuff in Pathfinder
« Reply #566 on: August 04, 2015, 01:43:52 AM »
I don't know if this works but it is interesting to note that the Antipaladin's Fiendish Boon is based off the Summon Monster spell. This is weird cause if you read the text it seems to imply that the creature can die, something summons don't normally do (this might a calling version of the spell but there is no specific mention).

But this could expand your Antipaladin choice and Alter Summoned Monster is an Antipaladin spell.

The more I think about this this interaction is weird.
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Offline zook1shoe

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Re: Interesting stuff in Pathfinder
« Reply #567 on: August 04, 2015, 11:45:50 PM »
Except it's not a spell, so it doesn't matter what it's based off for the purposes of Alter Summons

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(click to show/hide)

I think they forgot the speeds grant a +8 racial bonus

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Did someone say Iron Flask ?

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WTF is up with the Monstrous Graft ? (Racial Heritage [derro] = jackpot)
       Can a kitsune in fox animal form choose all four legs? What happens in human/fox human form?
« Last Edit: August 05, 2015, 03:59:22 AM by zook1shoe »
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Offline Mithril Leaf

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Re: Interesting stuff in Pathfinder
« Reply #568 on: August 05, 2015, 09:45:35 AM »
(click to show/hide)

Did someone say Iron Flask ?

At lower levels, consider the Rod of Wonder.

Offline Chemus

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Re: Interesting stuff in Pathfinder
« Reply #569 on: August 05, 2015, 10:54:20 AM »
...
(click to show/hide)

Did someone say Iron Flask ?...

Even though it's a Schrödinger's Cat scenario, that die roll is for randomly determined treasure, so the DM (GM) is within the rules to say that it's not the result of the [seer's] action being altered, as the seer did not capture the contents of the flask. The Rod of Wonder idea is completely valid, though, or an FR-style wild magic check, UMD on a scroll (when you have a very low UMD check), etc.
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Offline deadkitten

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Re: Interesting stuff in Pathfinder
« Reply #570 on: August 05, 2015, 06:07:26 PM »
Except it's not a spell, so it doesn't matter what it's based off for the purposes of Alter Summons

---

(click to show/hide)

I think they forgot the speeds grant a +8 racial bonus

---

(click to show/hide)

Did someone say Iron Flask ?

---

WTF is up with the Monstrous Graft ? (Racial Heritage [derro] = jackpot)
       Can a kitsune in fox animal form choose all four legs? What happens in human/fox human form?

......you won this page Zook. :shakefist

This seer archetype is the single most broken archetype that exists for oracle.

Do you have the hard copy or PDF to see if its a racial archetype?
Not that it matters though, you could just take Racial Heritage: Giant to grab it.

There is not a single ability that is not crazy good/ brokenbroken

Flash of insight says its a revelation so the abundant revelation feat will work for it, however a ring of revelation will not, since you get the revelation from the archetype and not a mystery.

This ability :shakefist :shakefist

Quote
Doomsaying (Su): As a standard action, you can pronounce doom on a creature within 30 feet. The target takes a penalty equal to your oracle level on either all skill checks, all savings throws, or all attack rolls (your choice) for 1 minute or until he fails one such roll. You can use this ability a number of times per day equal to your Charisma bonus. This is a curse effect.

This archetype is disgustingly good.


Offline Ice9

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Re: Interesting stuff in Pathfinder
« Reply #571 on: August 06, 2015, 02:46:03 PM »
Wow, that Doomsaying ability.  :lmao  It would combine well with the Ember Weaver, which can suppress any mind-affecting immunity for as long as it can stay awake.  Mind control anything!

So ... Cthulhu has a Will save of +33.  You're a caster with Dominate Monster, Greater Bestow Curse, the Leadership feat, and a Ring Gate.  Your cohort is a 17th level Oracle with Doomsaying.  With the Wicked Leader trait, you can do this at 18th level.
1) Get several Ember Weavers, either with Dominate Monster or Simulacrum.
2) Cohort gives Cthulhu -17 to saves, so he only has +16 against your Bestow Curse.  With a good casting stat, he should have a decent chance to fail.  Give him the "-8 to rolls" one. 
3) Cohort Doomsays again, and the Ember Weavers start using their aura.  It's only a DC 19 save, but at this point he only has +8 to save, and you can use multiple of them.
4) Cohort Doomsays one last time, and you use Dominate Monster.  With only +8 to save, and the mind-affecting immunity suppressed, it's likely to work.
5) Now, glue one side of the ring gate onto him, and have your Ember Weavers sit in a circle around the other side.  Have them use the aura in shifts so there's always one maintaining it.  Or if they don't need to sleep (unknown), then just have one sit there maintaining it forever.
6) Cthulhu is now your minion.

Q: What about the whole insanity thing?
A: Mind Blank.  Ember Weavers can exclude any creatures they want from the aura.
« Last Edit: August 06, 2015, 03:22:07 PM by Ice9 »

Offline Snowbluff

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Re: Interesting stuff in Pathfinder
« Reply #572 on: August 06, 2015, 07:25:05 PM »
Quote from: Named Bullet
Once the target is used to attack the selected creature, successfully or not, this spell is discharged.

So if you use named bullet against a type, rather a selected creature, it won't discharge.

Melee Named Arrows becomes more viable. :smirk
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Offline Fadier

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Re: Interesting stuff in Pathfinder
« Reply #573 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.
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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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Offline TiaC

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Re: Interesting stuff in Pathfinder
« Reply #574 on: August 08, 2015, 05:10:31 AM »
Walk into hell, use "89–92: Friends Become Enemies". You've just created a small army of Lawful Good demons. Grab immunity to Death Effects and then use "100: Death" for a Wail of the Banshee every round.

Offline deadkitten

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Re: Interesting stuff in Pathfinder
« Reply #575 on: August 08, 2015, 11:18:13 AM »
Walk into hell, use "89–92: Friends Become Enemies". You've just created a small army of Lawful Good demons. Grab immunity to Death Effects and then use "100: Death" for a Wail of the Banshee every round.

Does a D% count as only one roll? I was having a discussion with my DM and we couldn't think of anywhere where that is stated.

Offline Unbeliever

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Re: Interesting stuff in Pathfinder
« Reply #576 on: August 08, 2015, 11:25:04 AM »
^ umm, how couldn't it be?  It's a die roll.  You're rolling percentiles.  That you're using two physical dice for this does not change this fact.  A damage roll is still considered "one roll" regardless of how many dice you pick up.

Offline Nanshork

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Re: Interesting stuff in Pathfinder
« Reply #577 on: August 08, 2015, 12:00:13 PM »
^ umm, how couldn't it be?  It's a die roll.  You're rolling percentiles.  That you're using two physical dice for this does not change this fact.  A damage roll is still considered "one roll" regardless of how many dice you pick up.

If your DM says that two physical dice doesn't count just buy a d100

Offline Fadier

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Re: Interesting stuff in Pathfinder
« Reply #578 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
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Offline zook1shoe

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Re: Interesting stuff in Pathfinder
« Reply #579 on: August 09, 2015, 06:36:06 PM »
PFS just banned the gold exploit, in case any of you were using it

here

Turns out it was me that actually got the thing changed. I feel like I've accomplished a mission to fix horrible loopholes
« Last Edit: August 09, 2015, 07:55:00 PM by zook1shoe »
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