Author Topic: Interesting stuff in Pathfinder  (Read 403306 times)

Offline zook1shoe

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Re: Interesting stuff in Pathfinder
« Reply #760 on: October 26, 2015, 11:01:13 PM »
Either way, prob the worst written thing I've seen in PF
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Offline deadkitten

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Re: Interesting stuff in Pathfinder
« Reply #761 on: October 26, 2015, 11:35:17 PM »
Source

This is an entertaining little item, it has all the usefulness of shrink item, with none of the size or weight limitations, just "an object" which could be anthing from tiny to colossal. Store your party galleon in a tatoo if you feel like it. It also provides a way to actually acquire things in Society play if you get the item. Since their rules allow long term effects like this to carry over from society game to game (as of last i checked).
Quote from: Ultimate Equipment PG312
Needles of Fleshgraving
Price 8,000 gp; Aura faint transmutation; CL 5th; Weight 1 lb.
These tattooing needles can grant a +5 competence bonus on Craft (tattoos) checks. Once per day they can be used to transform an object into a tattoo on a willing creature. This takes 10 minutes. The object may resist with a DC 17 Fortitude saving throw. The transformed object radiates faint transmutation magic and looks like a miniature depiction of itself. The bearer of the tattoo may peel it off as a standard action, transforming it back into its object form. The tattoo automatically reverts back to its object form after 7 days, if dispelled (using the caster level of the needles), or upon the death of the tattooed creature.


Construction Requirements
Cost 4,000 gp; Craft Wondrous Item, shrink item, creator must have 5 ranks in Craft (tattoos)

Technically that reading of comprehensive education wouldn't work, as the same literal mindedness that allows you to read it that way would also mean that you are gaining multiple typed bonuses of the same sort ("I have x number of +1 Racial Bonuses to skill checks"), and since they wouldn't stack it'd grant you a +1 to all skills at the absolute most broken reading. Although it takes a little mental gymnastics to read it that way. If you say it out loud you can hear the pause in the phrase. It could probably use a comma, but it's more a matter someone reading more into it than is there.

Actually for some odd reason, racial bonuses stack with themselves just like doge and competence bonuses.

Offline zook1shoe

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Re: Interesting stuff in Pathfinder
« Reply #762 on: October 26, 2015, 11:56:56 PM »
But still needs to follow the 'same source' rule
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Offline Lokiyn

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Re: Interesting stuff in Pathfinder
« Reply #763 on: October 27, 2015, 12:22:25 AM »
Interesting, i wonder if that's intentional. I couldn't find a single reference to that in the core book for pathfinder till i searched a pdf copy; It's not in the rules for Stacking or Bonuses in chapter 1 or the glossary, but in a blurb on special spell effects on page 208. I'm not sure if that only applies to racial bonuses from spells or its overriding the chapter 1, but there it is, I'll concede that pathfinder needs a better set of editors.

seriously, the core book is just a hatchet-ed glued together copy of the wotc srd with stuff cut out in the strangest places.
« Last Edit: October 27, 2015, 12:33:30 AM by Lokiyn »
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Offline zook1shoe

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Re: Interesting stuff in Pathfinder
« Reply #764 on: October 27, 2015, 12:24:06 AM »
I looked at the PFSRD, since I remember that finding some things in the Core hard copy is neigh impossible
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Offline MrWolfe

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Re: Interesting stuff in Pathfinder
« Reply #765 on: October 27, 2015, 03:17:28 PM »
seriously, the core book is just a hatchet-ed glued together copy of the wotc srd with stuff cut out in the strangest places.

My impression was always that the mechanics ported over from 3.5 were transcribed from memory, rather than cut and pasted--explaining the odd dropped section or wording change. :rolleyes
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Offline zook1shoe

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Re: Interesting stuff in Pathfinder
« Reply #766 on: October 27, 2015, 03:30:35 PM »
Either way... it sucks
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Offline deadkitten

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Re: Interesting stuff in Pathfinder
« Reply #767 on: November 03, 2015, 09:28:05 PM »
Quote
Belt, Blinkback

Aura moderate conjuration; CL 7th
Slot belt; Price 5,000 gp; Weight 2 lbs.
DESCRIPTION

A set of clips is attached to this segmented belt constructed of metallic links.

Up to two one-handed melee weapons or up to four light melee weapons can be hung from the belt in straps or sheaths. When the wearer draws a weapon attached to this belt and throws it before the end of her next turn, the weapon teleports back to its strap or sheath immediately after the attack is resolved.

Quote
Throwing Magus (Ranged Tactics Toolbox pg. 13 (Amazon)): Whenever the magus enhances his weapon using his arcane pool, he can spend 1 additional point from his arcane pool to add the returning and throwing abilities to the list of available weapon special abilities. When the magus throws a weapon enhanced by his arcane pool and hits a foe, he regains 1 arcane pool point. The magus can regain a number of arcane pool points per day equal to his Intelligence modifier in this way. If he throws his held weapon and draws another in the same round, he can enhance the newly drawn weapon with his arcane pool as a free action instead of a swift action.

So this seem like a way to get Int Mod -1 extra Arcane Pool points per day. Kinda cool.

Offline Gazzien

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Re: Interesting stuff in Pathfinder
« Reply #768 on: November 03, 2015, 09:39:22 PM »
Quote
Belt, Blinkback

Aura moderate conjuration; CL 7th
Slot belt; Price 5,000 gp; Weight 2 lbs.
DESCRIPTION

A set of clips is attached to this segmented belt constructed of metallic links.

Up to two one-handed melee weapons or up to four light melee weapons can be hung from the belt in straps or sheaths. When the wearer draws a weapon attached to this belt and throws it before the end of her next turn, the weapon teleports back to its strap or sheath immediately after the attack is resolved.

Quote
Throwing Magus (Ranged Tactics Toolbox pg. 13 (Amazon)): Whenever the magus enhances his weapon using his arcane pool, he can spend 1 additional point from his arcane pool to add the returning and throwing abilities to the list of available weapon special abilities. When the magus throws a weapon enhanced by his arcane pool and hits a foe, he regains 1 arcane pool point. The magus can regain a number of arcane pool points per day equal to his Intelligence modifier in this way. If he throws his held weapon and draws another in the same round, he can enhance the newly drawn weapon with his arcane pool as a free action instead of a swift action.

So this seem like a way to get Int Mod -1 extra Arcane Pool points per day. Kinda cool.
I was about to say it worked fine with just Throwing Magus, but the Blinkback belt gets you full attacks. So it's useful for 6th+ level.

Offline Lokiyn

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Re: Interesting stuff in Pathfinder
« Reply #769 on: November 03, 2015, 10:14:48 PM »
Soulbound Mannequin, This is a Medium sized construct that costs ~16k, it is intelligent has five feats, and a spell like ability with a caster level of 10. Combined with Retraining this allows you to purchase/have the construct made, then retrain out its 5 feats for the cost of roughly 2500 gp.

Have it take Cooperative crafting, and say, four item creation feats, and you may now craft at 2x the normal rate, or have the construct create the item on its own at normal speeds. This allows you to essentially half downtime for party crafters, or use it as an automated item shop. Bonus if you make two of them and let them aid each other. The most common use i can see for this is to have the wizard/whatever make it to level to make one teach it his craft feats, then retrain his feats away for more combat potential.

All for about the cost of +3 armor.
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Offline MrWolfe

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Re: Interesting stuff in Pathfinder
« Reply #770 on: November 03, 2015, 10:27:09 PM »
Or you could go for a familiar with the Valet archetype.

Actually, in a current game me and another player have plans to take the leadership feat and pick up spellcasting cohorts with valet familliars who's job will basically be: "Stay behind and craft items for the party."

Might look into this option as well, since it would free us of all feat requirements for item crafting, rather than just limiting it to one. (the leadership feat)
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Offline Lokiyn

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Re: Interesting stuff in Pathfinder
« Reply #771 on: November 03, 2015, 10:47:55 PM »
actually to me the more interesting thing was that you technically could make it from yourself if you were working with someone else, although the "good" method is to simply find some old grandmother who's about to die of old age and ask the family for permission to make an imprint for a fee, divination helps here. Although a CR7 Robot with the personality of an old women would cause some problems of its own (death by sugar cookies?) I really find the special quality of
Quote from: Soul Focus (Su)
The soul bound to the mannequin lives within a focus integrated into the doll or its apparel, typically a carved mask. As long as this soul focus remains intact, it can be used to animate another mannequin, at the same cost as creating a new soulbound mannequin. The new mannequin retains its personality and memories. A soul focus has hardness 8, 12 hit points, and a break DC of 20.
which makes me wonder what exactly does that mean.

For example, if you use magic jar to take over a mannequin and die outside of the spell range, are you imprinted on the soul focus, and can you then be rebuilt in a new body?

But yeah, to me it just seemed fairly fun that you can essentially "buy" crafter servants for such a cheap price, or even in a more extreme case, you could create a stable of immortal trainers and start collecting feats and skills.
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Offline zook1shoe

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Re: Interesting stuff in Pathfinder
« Reply #772 on: November 05, 2015, 04:21:23 AM »
Placebo Effect is such a strange spell name, but a pretty decent spell.
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Offline MrWolfe

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Re: Interesting stuff in Pathfinder
« Reply #773 on: November 05, 2015, 12:11:07 PM »
Well, they've got robots, nanites, and atomic ray guns now, I suppose a bit of technical terminology isn't that out of place.  :rolleyes
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Offline zook1shoe

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Re: Interesting stuff in Pathfinder
« Reply #774 on: November 05, 2015, 12:19:35 PM »
I'd expect it in Technology Guide, not Occult Adventures
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Offline MrWolfe

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Re: Interesting stuff in Pathfinder
« Reply #775 on: November 05, 2015, 03:47:59 PM »
Despite the name, Occult Adventures is like 90% psionics or psionic-flavored, so the use of psychologist terminology is pretty much to be expected.

(I had to try so hard to not make that rhyme: "Psychology Terminology." Sounds like a band name.  :rolleyes)
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Offline zook1shoe

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Re: Interesting stuff in Pathfinder
« Reply #776 on: November 05, 2015, 04:10:12 PM »
I guess I think of it as medicine, my wife is in pharmaceutics. Modern mdicine seems more it should be in the Tech Guide.

Found a way for your familiar to speak languages. Let it grab Additional Traits for a regional trait that grants Gnome or Orc as a bonus language. Now, just speak it yourself.
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Offline MrWolfe

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Re: Interesting stuff in Pathfinder
« Reply #777 on: November 05, 2015, 08:14:50 PM »
Or get a raven. They get Common for free.
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Offline zook1shoe

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Re: Interesting stuff in Pathfinder
« Reply #778 on: November 05, 2015, 10:33:50 PM »
But I'd prefer a + initiative familiar that can speak orc, over a boring raven
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Offline Amechra

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Re: Interesting stuff in Pathfinder
« Reply #779 on: November 06, 2015, 01:02:39 AM »
One of the... interesting things about the Soulbound Mannequin is that it mentions that some people use them as paramours.

There were some things I didn't want to know, Pathfinder...
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