Author Topic: Interesting stuff in Pathfinder  (Read 403318 times)

Offline Jackinthegreen

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Re: Interesting stuff in Pathfinder
« Reply #720 on: October 05, 2015, 02:15:51 PM »
It's a shame Butterfly's Sting says "forego the -effect- of the critical hit" instead of simply "forego the added damage" since the effect could be interpreted to be any other apply on crit things too.  Blinding Critical for example might not have its effect go off.

Offline Gazzien

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Re: Interesting stuff in Pathfinder
« Reply #721 on: October 05, 2015, 02:18:58 PM »
Two people with those feats chain back and forth until they run out of AoOs.  Then the last hit sets up recurrence the next round when AoOs refresh.  Good for builds with many AoOs, like Kensai Magus who eventually add Int Mod to the number they get otherwise.  Though paring one person with those feats with an ally with a high crit multiplier requires less coordination and less Dex, it has far less potential for overkill.
Example:
High-threat, Keen, etc, lands a hit.
Weapon + STR + SA = ~ 6d6 + 10 (at, say, level 10.)
Passes the crit to a scythe fighter, specced for critting. (I'm just going off the top of my head. So. Yeah.)
(Weapon + STR + PA)*4 = 8d4+40.
Total of 8d4+6d6+50. Lots of damage, yeah...

Two high-threat, keen, etc rogues with DEX 20.
One lands a hit. (6d6+10) Passes it to the second as 2's AoO.
They land a hit. (12d6+20) Passes it back to 1's first AoO.
They land, of course. (18d6+30). Every pair of AoO adds 12d6+20.
Second set. (30d6+50)
Third set. (42d6+70)
Fourth set. (54d6+90)
Fifth set. (66d6+110). Now they're out of AoO's, but have done far more than double the original pair's damage.
And they still have a crit "stored" in order to do this the next round, whereas the keen/scythe pair needs to land another crit on their own.

Offline stanprollyright

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Re: Interesting stuff in Pathfinder
« Reply #722 on: October 05, 2015, 02:58:26 PM »
You have to confirm a threat for Butterfly's Sting, and you have to actually score a critical hit to trigger Outflank. You can't just "pass the crit" back and forth. The conditions are not being met.
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Offline Gazzien

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Re: Interesting stuff in Pathfinder
« Reply #723 on: October 05, 2015, 04:27:26 PM »
You have to confirm a threat for Butterfly's Sting, and you have to actually score a critical hit to trigger Outflank. You can't just "pass the crit" back and forth. The conditions are not being met.
Quote from: Butterfly's Sting
Your attack only deals normal damage, and the next ally automatically confirms the hit as a critical.
Sounds like they confirmed it and scored a crit to me...

Offline Skandranonsg

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Re: Interesting stuff in Pathfinder
« Reply #724 on: October 05, 2015, 10:53:02 PM »
You have to confirm a threat for Butterfly's Sting, and you have to actually score a critical hit to trigger Outflank. You can't just "pass the crit" back and forth. The conditions are not being met.

Butterfly's String doesn't negate the fact that you did confirm/score a crit, only the effects. If you used Magic Missile on a creature with magic immunity, are you still considered to have cast a spell?

Offline stanprollyright

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Re: Interesting stuff in Pathfinder
« Reply #725 on: October 06, 2015, 03:12:48 AM »
Isn't Outflank an effect of scoring a critical hit?  Good luck ever getting a DM to go along with your interpretation.
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Offline zook1shoe

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Re: Interesting stuff in Pathfinder
« Reply #726 on: October 06, 2015, 10:32:39 AM »
that's rough.... but i can see both interpretations

which begs the question...

can you benefit from Critical feats on both your primary reduced crit and on the second auto crit? Butterfly only says it deals normal damage, not that it is no longer a crit.

----

Racial Heritage feat + Oracle

Quote from: DTT
Kitsune Oracle Curse
   The following new oracle curse is available only to kitsune
oracles, who most often take the nature mystery.
   Wrecking Mysticism: A divine entity has blessed you
with a source of eldritch power that erodes your fortitude,
increasing by 50% the duration of any poison, sickened
condition, or nauseated condition affecting you. Whenever
you would gain a mystery spell, you can gain Magical Tail
(Advanced Race Guide 193) as a bonus feat instead. Once this
choice has been made, it cannot be changed. You cannot
replace a bonus spell granted to you by an oracle archetype
with Magical Tail, even if it replaces a mystery spell. At 5th
level, add minor image and ventriloquism to your list of spells
known. At 10th level, add magic jar to your list of spells known.
At 15th level, add project image to your list of spells known.

---

early entry? couldn't find anything errata'ing/FAQing it  :twitch :twitch :twitch

Quote from: ULC
Voice of Monsters (Lamashtu): Your faith leads you
to see the power and wonder in even the most horrible
abominations. Once per day, you can cast speak with animals.
When you cast this spell, it can affect animals (as normal) as
well as aberrations and magical beasts with an Intelligence
of 2 or lower.

----

PFS additional resource update is out..... WOOOO! :birthday
« Last Edit: October 08, 2015, 02:23:00 AM by zook1shoe »
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Offline muktidata

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Re: Interesting stuff in Pathfinder
« Reply #727 on: October 14, 2015, 03:24:06 PM »
http://www.d20pfsrd.com/magic-items/rings/ring-of-ferocious-action

http://www.d20pfsrd.com/feats/combat-feats/roll-with-it-combat-goblin

Negate the major drawback of Roll With It five times a day for 3k. Depending on how long your sessions usually go, you might want to wear two of them.
I appreciate the logical, cool-headed responses and the lack of profanity displayed by our community.

Offline zook1shoe

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Re: Interesting stuff in Pathfinder
« Reply #728 on: October 14, 2015, 03:55:12 PM »
Buy a couple
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Offline TiaC

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Re: Interesting stuff in Pathfinder
« Reply #729 on: October 15, 2015, 11:07:41 PM »
So, let's say you're playing a rogue or other character with bonus damage on attacks, but you still have a hard time hitting.

Well, with Deliquescent Gloves or Demonic Smith's Gloves, this is no longer an issue. These 8k gloves, among other effects, allow you to make melee touch attacks dealing 1d6 acid or fire damage respectively. No longer will you have to suffer from miss after miss.

However, if that's not enough, buy an Amulet of the Blooded (Aberrant). For 15000 gp, this item grants light fortification and an additional 5ft of reach with melee touch attacks. Now you can stand back and slap people all day.

Offline Amechra

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Re: Interesting stuff in Pathfinder
« Reply #730 on: October 16, 2015, 12:28:42 AM »
Winds of Vengeance lets you fly through space.

Explicitly.

This is a thing that it does.

We need a way to make this last more than 20 minutes. Please.
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Offline zook1shoe

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Re: Interesting stuff in Pathfinder
« Reply #731 on: October 16, 2015, 01:00:13 AM »
Wow, yeah outer space

Extend.... Evocation? Yeah, ummm got nothing
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Offline linklord231

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Re: Interesting stuff in Pathfinder
« Reply #732 on: October 16, 2015, 02:31:39 AM »
Winds of Vengeance lets you fly through space.

Explicitly.

This is a thing that it does.

We need a way to make this last more than 20 minutes. Please.

Ring of Continuation?
I'm not arguing, I'm explaining why I'm right.

Offline zook1shoe

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Re: Interesting stuff in Pathfinder
« Reply #733 on: October 16, 2015, 03:10:07 AM »
Quote from: Eldritch Scion Magus
Improved Spell Combat (Ex):At 14th level, an eldritch
scion gains the improved spell combat class feature. This
ability alters improved spell combat.
Greater Spell Combat (Ex): At 18th level, an eldritch scion
gains the greater spell combat class feature. This ability
alters greater spell combat.

Umm, I switch out one ability for the exact same ability that's altered, but not actually altered?
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Offline Gazzien

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Re: Interesting stuff in Pathfinder
« Reply #734 on: October 16, 2015, 12:53:26 PM »
Quote from: Eldritch Scion Magus
Improved Spell Combat (Ex):At 14th level, an eldritch
scion gains the improved spell combat class feature. This
ability alters improved spell combat.
Greater Spell Combat (Ex): At 18th level, an eldritch scion
gains the greater spell combat class feature. This ability
alters greater spell combat.

Umm, I switch out one ability for the exact same ability that's altered, but not actually altered?
"Yes, you still get this. No, that doesn't mean you can use it with a different archetype."

Offline zook1shoe

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Re: Interesting stuff in Pathfinder
« Reply #735 on: October 16, 2015, 12:58:30 PM »
Aaaah... sneaky sneaky

Are there any that just change imp/greater, but not normal?
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Offline Gazzien

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Re: Interesting stuff in Pathfinder
« Reply #736 on: October 16, 2015, 02:20:25 PM »
Aaaah... sneaky sneaky

Are there any that just change imp/greater, but not normal?
No idea, that was just my first thought of why they would do that. Second idea is that they changed the level it comes at, but I'm not sure.

Offline zook1shoe

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Re: Interesting stuff in Pathfinder
« Reply #737 on: October 16, 2015, 02:38:52 PM »
wow, you're right.... Imp was pushed back from 8, and Greater from 14.

well i guess that solves the mystery of the "Not-So-Changed-Magus-Stuff" riddle
« Last Edit: October 22, 2015, 03:31:55 AM by zook1shoe »
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Offline zook1shoe

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Re: Interesting stuff in Pathfinder
« Reply #738 on: October 22, 2015, 03:32:19 AM »
From Heroes of the Streets...

Wiscrani Ear is a social trait that allows you to take 10 on Perception checks!

The Education subdomain is interesting. Replacing Community or Knowledge's 8th level ability with the ability for all allies w/in 30ft reroll ALL attacks, skills, ability checks, and saves for 1 min. Only can use this ability when you or an ally roll a natural 1 or 20 on any attack, skill, ability check, or save. WTF?

Plague replaces Death or Evil 8th level ability to force nearby creature to make a Fort save. Failing causes the creature's disease to immediately onset and they auto fail that Fort. Basically increases the disease DC and resets a 'must succeed on x saves'

Alley Witch allows you to store a hex in a feather or other token. This allows another creature to drink it or touch it to activate it themselves.

Streets mystery allows you to 1/day sneak attack as a rogue your oracle level.

Slums spirit shaman has a hex that trips foes, dealing 1d6 and force them to Reflex or fall into an adjacent pit/cliff. Can be used more than 1/24 hrs on a creature.

Slums spirit ability allows you to enter a door and exit a different nearby door (max distance based on level).

Filthy Weapon feat allows you to, as a std action, poop on your weapon and the next attack applies filth fever. A crit makes the onset 1 round and makes the save 10 + 1/2 your level + Int.

Mud in Your Eye.allows you to blind people w poop - flinging as a std action.

Subtle Devices feat allows you to Stealth to hide the fact that you're triggering any magic device. How's this work w casting from scrolls?

Throat Slicer feat allows you to slashingly coup-de-grace bound, pinned, or unconscious foes as a std action.

--------------

From a.glance.at Inner Sea Races...

Intrepid Volunteer halfling trait allows you to select one Str skill or one combat maneuver and use Dex instead of Str. Did someone say... Adopted?

Gruff Watcher Ulfen trait grants +1 initiative and Perception.

Weapon Training Ulfen trait grants +1 damage when using a bastard sword, battleaxe, greataxe, greatsword, handaxe, light hammer, longbow, longsword, shortbow, short sword, throwing axe, and warhammer.

Disciplined Body Vuldrani traits 1/day, you can use your Wisdom modifier instead of either your Strength or Dexterity modifier on an attack roll, a combat maneuver check, a Strength or Dexterity-based skill check, a Strength check, a Dexterity check, or a Ref lex save. You  must choose to use this trait before rolling.

Unstoppable: Some dwarves train from a young age to
outlast orcs on the battlefield. They gain Toughness as a
bonus feat and a +1 racial bonus on Fortitude saves. This
racial trait replaces hardy.
Vivacious: Some gnomes retain a trace of the vitality of
the First World. These gnomes recover 50% more hit points
(minimum 1) whenever they recover hit points from rest.
Whenever they are healed of hit point damage by a spell,
they heal an additional amount equal to 1/2 the spell’s
caster level (minimum 0). The extra healing does not apply
to spells that grant fast healing or similar effects. This
racial trait replaces gnome magic and keen senses.

Kindred-Raised: While most think of people with
one human and one elven parent when they think of
half-elves, some half-elves are raised by two half-elven
parents. Such half-elves feel less like outsiders, making
them more confident, but less adaptable without the
exposure to a human parent. They gain a +2 bonus to
Charisma and one other ability score of their choice. This
racial trait replaces the half-elf ’s usual racial ability score
modifiers, as well as adaptability, elven immunities, keen
senses, and multitalented.

Orc Atavism: Some half-orcs have much stronger orc
blood than human blood. Such half-orcs count as only
half-orcs and orcs (not also humans) for any effect related
to race. They gain a +2 bonus to Strength and a –2 penalty
to one mental ability score of their choice. Finally, they
gain the ferocity universal monster ability. This racial trait
replaces the half-orc’s usual racial ability score modifiers,
as well as intimidating, orc blood, and orc ferocity.

Human Shadow: Half lings seem to pop up wherever
humans are found, in part because they actively support
and move with human explorers, settlers, and travelers
without drawing attention to themselves. These half lings
can use Stealth to hide behind creatures at least one size
category larger than themselves, without any other source
of concealment or cover. As long as the
half lings are within 30 feet of a human,
they gain a +2 racial bonus on Sleight of
Hand checks and Stealth checks. This racial
trait replaces keen senses and sure-footed.

Aasimars—Lost Promise: While many view aasimars’
beauty and celestial powers as a gift, in some communities
an aasimar might be persecuted for being different and
fall into darkness. The forces of evil delight in such a
perversion of their celestial counterparts’ gifts. As long
as the aasimar retains an evil alignment, she gains the
maw or claw tief ling alternate racial trait (Pathfinder RPG
Advanced Race Guide 169). This racial trait replaces the
spell-like ability racial trait.
« Last Edit: October 22, 2015, 04:11:29 AM by zook1shoe »
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Offline phaedrusxy

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Re: Interesting stuff in Pathfinder
« Reply #739 on: October 22, 2015, 12:18:21 PM »
Wow... some neat stuff. I like the halfling ability to hide in a shadow.

... but what the hell is up with all the poop stuff?...

Quote
The Education subdomain is interesting. Replacing Community or Knowledge's 8th level ability with the ability for all allies w/in 30ft reroll ALL attacks, skills, ability checks, and saves for 1 min. Only can use this ability when you or an ally roll a natural 1 or 20 on any attack, skill, ability check, or save. WTF?
This looks amazing! What (if any) ways are there to get more uses on domain abilities?
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