Author Topic: Interesting stuff in Pathfinder  (Read 403444 times)

Offline Garryl

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Re: Interesting stuff in Pathfinder
« Reply #840 on: December 27, 2015, 12:34:11 AM »
Dunno if it's been mentioned already, as I haven't checked this thread in nearly a year, but PF's got a whole section on background skills and non-adventuring skill uses. In addition to a variant to give PCs more skill points for background (non-adventuring) skill stuff, it includes a lot of expanded uses for Craft, Perform, and Profession. Also, there are a few uses that might be useful while adventuring, too, such as ignoring half the hardness of an object, noticing poison in a food or beverage, and aid another checks to other skills.

Offline MrWolfe

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Re: Interesting stuff in Pathfinder
« Reply #841 on: December 28, 2015, 12:12:36 AM »
Intersting. Been meaning to get around to looking at the unchained stuff. If nothing else I like the part about having two extra skill points to cram a "day job" skill into your build. :D
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Offline zook1shoe

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Re: Interesting stuff in Pathfinder
« Reply #842 on: December 31, 2015, 01:16:46 AM »
Quote
Diplomacy skill unlock
With sufficient ranks in Diplomacy, you earn the following.
5 Ranks: The time required to inf luence a creature’s
attitude or gather information is halved.

Gladhanding: A street performer earns double the
normal amount of money from Perform checks. As a
standard action, he may use a Bluff check in place of a
Diplomacy check to improve a creature’s attitude for 1
minute, after which its attitude becomes one step worse
than originally.

Does this mean you get 2 half standard actions instead of 1 full?
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Offline deadkitten

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Re: Interesting stuff in Pathfinder
« Reply #843 on: December 31, 2015, 02:16:34 AM »
Quote
Diplomacy skill unlock
With sufficient ranks in Diplomacy, you earn the following.
5 Ranks: The time required to influence a creature’s
attitude or gather information is halved.

Gladhanding: A street performer earns double the
normal amount of money from Perform checks. As a
standard action, he may use a Bluff check in place of a
Diplomacy check to improve a creature’s attitude for 1
minute, after which its attitude becomes one step worse
than originally.

Does this mean you get 2 half standard actions instead of 1 full?

I believe that you would actually have to use the diplomacy skill in order to make use of its skill unlock, so substituting bluff would not work.
But that is my gut reaction, and skill unlocks interacting with things like this could definitely be interesting.

Offline zook1shoe

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Re: Interesting stuff in Pathfinder
« Reply #844 on: December 31, 2015, 03:16:55 PM »
*looks again* hmmm... most seem to mention the skill needed in the gained bonus, but this does not. But I don't see any general rule that mentioned that it must be used for a particular skill. So why not gladhanding as a half-standard action?
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Offline Ice9

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Re: Interesting stuff in Pathfinder
« Reply #845 on: January 06, 2016, 08:10:10 PM »
One I just came across -
Let's say you've got minions, from Simulacrum or whatever.  They're handy, but they clutter things up - if only there was a way to keep them in your pocket until you needed them.  Like Smoky Confinement, but in Pathfinder.

Well there is - Carry Companion lets you turn any animal or magical beast with a helpful attitude into a tiny statue that lasts permanently until you release it.  However, animals suck as minions.  Magical beasts are more promising - for example, there's the Aranea, if you want minions who can talk and have hands.  But maybe you want more flexibility.

Templates to the rescue!  Worm that Walks turns "any evil spellcaster" into a vermin.  Demonic Vermin turns any vermin into a magical beast.  Minions in a can, now available in many more flavors.

Offline zook1shoe

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Re: Interesting stuff in Pathfinder
« Reply #846 on: January 06, 2016, 10:20:51 PM »
Or use the horribly written Portable Pit... close it before the minute duration and it doesnt spit out anything.
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Offline Mogkiller

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Re: Interesting stuff in Pathfinder
« Reply #847 on: January 26, 2016, 05:52:50 AM »
The feat Leadership let you have an outsider as a companion. You can then recruit your Eidolon as a companion.
Since your Eidolon is no longer summoned it won't "wink out" (thanks to Planar Binding) in an AMF.

I wonder if the Leadership part is required though. Calling your Eidolon with Planar Binding insted of the regular ritual should be enough.

Offline zook1shoe

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Re: Interesting stuff in Pathfinder
« Reply #848 on: January 29, 2016, 01:08:13 PM »
The cestus (and others) seems to imply your non-hand unarmed strikes are also legal. Spiked gauntlet doesn't though.

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Offline deadkitten

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Re: Interesting stuff in Pathfinder
« Reply #849 on: January 31, 2016, 11:13:52 PM »
Quote
Ears of the City
Source Heroes of the Streets pg. 30
School divination; Level arcanist 1, bard 1, cleric/oracle 1, inquisitor 1, shaman 1, skald 1, sorcerer/wizard 1, warpriest 1, witch 1
Casting
Casting Time 1 standard action
Components V, S, M/DF (a small piece of a brick)
Effect
Range touch
Target one creature
Duration 1 round/level
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
Description
The target of this spell sees and hears a stream of past scenes and pieces of conversations related to local people and events. The flashes are so brief that it is impossible to identify individual people or places, but when the target concentrates on a particular topic or individual, she can piece together a coherent narrative told in a multitude of changing voices in her mind.

Each round for the duration of the spell, the target can attempt a Diplomacy check to gather information as though she had spent 1d4 hours talking to local people. Since the information gathering doesn’t involve actual interaction with people, only observation, the target can use her Perception skill instead of her Diplomacy skill. While thus concentrating, the target is effectively blind and deaf.


This is kinda freaking awesome for a 1st level spell. It basically lets you replicate the end of THE DARK KNIGHT by using the Perception option.

Also:
"Are the rebels  in this city attempting a revolution?"
"Let me cast this spell then taste the sidewalk first and I will let you know."


Offline zook1shoe

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Re: Interesting stuff in Pathfinder
« Reply #850 on: February 01, 2016, 08:58:47 PM »
No ears for PFS :-(
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Offline MrWolfe

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Re: Interesting stuff in Pathfinder
« Reply #851 on: February 01, 2016, 10:56:49 PM »
Nice find though.
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Offline TiaC

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Re: Interesting stuff in Pathfinder
« Reply #852 on: February 02, 2016, 12:25:14 AM »
Blood Sentinel is somewhat interesting when you take into account all the familiar archetypes. A Figment can pull out some evolution points, a Sage can make knowledge checks, a Protector can boost your AC and health, an Infiltrator makes a good scout, an Emissary has a number of buffs , and a Decoy gives you an alibi. While these effects are individually weak, there is an insane amount of flexibility in that one spell.

Offline deadkitten

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Re: Interesting stuff in Pathfinder
« Reply #853 on: February 02, 2016, 01:32:12 AM »
Speaking of Familiars....

An Alchemist with the Tumor Familiar discovery or an Abyssal Bloodrager with the Aberrant Tumor feat can have a tiny or diminutive "Familiar" that can be a part of their body.
You can give the familiar the protector archetype and at fifth level you have a constant shield other affect between your familiar and you while the familiar benefits from Fast Healing 5 when its attached.

This gives a character  what is effectively +50%HP that slowly regenerates over time.

Offline zook1shoe

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Re: Interesting stuff in Pathfinder
« Reply #854 on: February 02, 2016, 05:53:20 AM »
I dont see anything forcing you to only go w a Diminutive or Tiny familiar, only that the blob starts that size. It even mentiond a bat... but also, only animals can be chosen. No improved familiars like imps and dragons..... damn!

Like my little tumor is in the shape of a penguin, turning into a "Small penguin" when it toboggans out of my left butt cheek.

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« Last Edit: February 02, 2016, 05:55:51 AM by zook1shoe »
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Offline Jackinthegreen

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Re: Interesting stuff in Pathfinder
« Reply #855 on: February 04, 2016, 10:14:41 AM »
Pull a Bruce Almighty and have a monkey pop out of your ass.

Offline Keldar

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Re: Interesting stuff in Pathfinder
« Reply #856 on: February 04, 2016, 10:42:59 AM »
In D&D there is no such thing as an expression.  Monkeys can fly out of your butt.

Offline deadkitten

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Re: Interesting stuff in Pathfinder
« Reply #857 on: February 04, 2016, 03:26:54 PM »
Yea when I told my DM about that combo and wanted to refluff it as a powerful dragonmark in an eberron game he just looked at me and said:

"If anyone wants to use that combo in my games, they don't get to refluff, THEY GET UGLY TUMOR!"

It actually made me laugh out loud.

Suffice it to say this particular combo won't actually come up in our games simply because the majority of characters that my group likes to play would not have an ugly tumor ever.

Offline TiaC

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Re: Interesting stuff in Pathfinder
« Reply #858 on: February 06, 2016, 01:01:46 AM »
So the Arcane Anthology has a few interesting spells.

Jatembe's Ire is a 6th level version of Black Tentacles, but with a 120ft radius, CMB of CL+17, deals 4d6+13 damage, and only affects evil targets. There's some battlefield control for you.

Tears to Wine is a 1st level spell that makes wine that gives drinkers +2/+5/+10 (at CL 1/9/15) to all Int or Wis based skills for 10min/level. It's a pretty nice long-term buff.

Offline zook1shoe

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Re: Interesting stuff in Pathfinder
« Reply #859 on: February 13, 2016, 01:36:43 PM »
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So....
a normal 6d6 bomb, while a confusion 6d6+4 bomb deals 4d6+4
but a psychonaut's version would be 6d4+4 add confusion for 6d4+4-2d6, not 4d4 since the confusion says 2d6 not 2 dice

Does that mean a 6d4+4-2d6 bomb when added to immolation bomb last for 8 rounds?
« Last Edit: February 13, 2016, 02:44:44 PM by zook1shoe »
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