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Play Like You Have To! => D&D Deliberations => Pathfinder + 3.P => Topic started by: Prime32 on May 10, 2011, 12:08:01 PM

Title: Interesting stuff in PF
Post by: Prime32 on May 10, 2011, 12:08:01 PM
AoO trip builds are harder in PF... but there's a feat which grants +20ft reach and lets you move after AoOs (http://www.d20pfsrd.com/feats/combat-feats/combat-patrol-combat).

Shadow Blade exists in a more limited form (http://www.d20pfsrd.com/feats/combat-feats/dervish-dance-combat), allowing for Str-dumping fighters.

Power Attack (http://www.d20pfsrd.com/feats/combat-feats/power-attack-combat---final) has better returns (3:1 two-handed, 2:1 one-handed, 1:1 light but with an alternative (http://www.d20pfsrd.com/feats/combat-feats/piranha-strike-combat)) but much lower caps, while Cleave (http://www.d20pfsrd.com/feats/combat-feats/cleave-combat) and Great Cleave (http://www.d20pfsrd.com/feats/combat-feats/great-cleave-combat---final) now activate when you hit an opponent rather than when you drop them.

Cornugon Smash (http://www.d20pfsrd.com/feats/combat-feats/cornugon-smash-combat) + Dastardly Finish (http://www.d20pfsrd.com/feats/combat-feats/dastardly-finish-combat) = ! (gets ridiculous if Imperious Command is allowed)

The teamwork feats might seem too situational to justify two characters taking them, but three levels in Inquisitor (http://www.d20pfsrd.com/classes/base-classes/inquisitor) lets you share them with your allies (and grants you bonus feats to spend on them, and lets you change your teamwork feats at will). Cavalier (http://www.d20pfsrd.com/classes/base-classes/cavalier) grants a more limited sharing ability from 1st level.

There are feats which grant casting in armour (http://www.d20pfsrd.com/feats/combat-feats/arcane-armor-mastery-combat).

Do not overlook the alternate archetypes for classes. While the standard fighter's numerous "+1 to something" abilities are completely useless, the archetypes trade them for things like pseudo-Pounce, double-range precision damage, treating enemies as flat-footed against all standard-action attacks, and the ability to provide allies with both improved cover and evasion.


Just... ignore the Achievement Feats.
Title: Re: Interesting stuff in PF
Post by: veekie on May 10, 2011, 01:50:35 PM
Covering Defense (http://www.d20pfsrd.com/feats/combat-feats/covering-defense-combat) is great to have on a minion(if it took less than Total Defense then maybe we got a thing going), remember what Cover voids. AoOs stop dead.

Dastardly Finish (http://www.d20pfsrd.com/feats/combat-feats/dastardly-finish-combat) meanwhile, provides an avenue to take down difficult opponents, just need a reliable daze or fear source.

Dazing Assault (http://www.d20pfsrd.com/feats/combat-feats/dazing-assault-combat)'s penalty is probably too hefty for most, but after the change to Power Attack, Fighters(esp with weapon mastery), Smiting Paladins and Barbarians  probably have the to-hit to spare.

The Extra [Whatever] feats are a nice touch, you get to trade feats into your class special features. Not sure if theres any internal logic to which abilities get those feats and which don't.

Furious Focus (http://www.d20pfsrd.com/feats/combat-feats/furious-focus-combat) meanwhile, is pretty awesome at low levels and for charging builds. Power attack at no penalty to the first attack! Why the hell not? Later on you'd be swapping that to hit out for stuff like Dazing Assault anyway, so at least you can still connect and to spare.

The Teamwork feats (http://www.d20pfsrd.com/feats/teamwork-feats) in general have some interesting effects as well, but the problem is needing multiple compatible players with them. Things like Lookout are incredible if theres no other pressing feats to take though. Especially if you have a Diviner wizard or some other kind of unsurprisable people in the party.
Paired Opportunists and Outflank are nice to have in gimmick parties. Basically get two rogues, Combat Reflexes and have fun. Flank, attack with high crit weapons(preferably TWFing as rogues) and when you crit, the target draws an AoO from your ally via Outflank, who 'clones' the AoO to you via Paired Opportunist and generally rip the poor target apart. You'd need Gang Up, but since all those are Combat feats, a Fighter dip would be good.
Title: Re: Interesting stuff in PF
Post by: RobbyPants on May 10, 2011, 02:15:33 PM
Shadow Blade exists in a more limited form (http://www.d20pfsrd.com/feats/combat-feats/dervish-dance-combat), allowing for Str-dumping fighters.
I haven't read through all of these, but this one really jumped out at me.  This might be an okay feat if they didn't limit you to using a scimitar in one hand and nothing in your other hand.

You basically spend two feats and some skill points to be able to use a different ability mod on one specific type of weapon.  Maybe those other feats they mention really make it worth it, but it looks to me like this sort of thing should just be handed out for free.  That's two feats and skill points to say "use Dex instead of Str, but only on scimitars, and no TWF or shields!"
Title: Re: Interesting stuff in PF
Post by: oslecamo on May 10, 2011, 02:15:57 PM
Agile maneuvers (http://www.d20pfsrd.com/feats/combat-feats/agile-maneuvers-combat) allows for dex-based grapplers/trippers whitout any strings attached.

Bullrush greater (http://www.d20pfsrd.com/feats/combat-feats/greater-bull-rush-combat---final) makes your bullrushed oponents take aoos. Set things ahead with your allies and it's quite a bit of extra damage!

Bullrush strike (http://www.d20pfsrd.com/feats/combat-feats/bull-rush-strike-combat) makes free bullrushes when you crit. Combine with the already mentioned Dex to damage and hit with a scimitar, pimp the crit range, and you can get a Dex-based agile warrior that sends oponents flying while they provoke aoos!

Dastardly Finish (http://www.d20pfsrd.com/feats/combat-feats/dastardly-finish-combat) meanwhile, provides an avenue to take down difficult opponents, just need a reliable daze or fear source.
To be honest, if you can already reliably cower/daze your oponent, they're already dead. At least they cannot boher you anymore while you finish off their allies.

Dazing Assault (http://www.d20pfsrd.com/feats/combat-feats/dazing-assault-combat)'s penalty is probably too hefty for most, but after the change to Power Attack, Fighters(esp with weapon mastery), Smiting Paladins and Barbarians  probably have the to-hit to spare.

Heck I would probably pick that on a non-PF game anyway since to-hit bonus are usually easy to stack. Minus 10 damage for a chance to daze? Count me in!

Furious Focus (http://www.d20pfsrd.com/feats/combat-feats/furious-focus-combat) meanwhile, is pretty awesome at low levels and for charging builds. Power attack at no penalty to the first attack! Why the hell not? Later on you'd be swapping that to hit out for stuff like Dazing Assault anyway, so at least you can still connect and to spare.
What about using that feat with gool old power attack? Isn't that the purpose of this thread after all (seeing wich new pathfinder feats would be cool in a regular game)?  :p

Just... ignore the Achievement Feats.

They wouldn't be so bad if you automatically got them for free when you meet the prerequisites! :P
Title: Re: Interesting stuff in PF
Post by: veekie on May 10, 2011, 02:47:52 PM
Quote
What about using that feat with gool old power attack? Isn't that the purpose of this thread after all (seeing wich new pathfinder feats would be cool in a regular game)?
I mean, blowing your whole wad on Power Attack, offsetting it with Furious Focus and then blowing it AGAIN on Dazing Assault.
Title: Re: Interesting stuff in PF
Post by: Prime32 on May 10, 2011, 04:39:08 PM
Shadow Blade exists in a more limited form (http://www.d20pfsrd.com/feats/combat-feats/dervish-dance-combat), allowing for Str-dumping fighters.
I haven't read through all of these, but this one really jumped out at me.  This might be an okay feat if they didn't limit you to using a scimitar in one hand and nothing in your other hand.

You basically spend two feats and some skill points to be able to use a different ability mod on one specific type of weapon.  Maybe those other feats they mention really make it worth it, but it looks to me like this sort of thing should just be handed out for free.  That's two feats and skill points to say "use Dex instead of Str, but only on scimitars, and no TWF or shields!"
Note that rogues can pick up Weapon Finesse as a talent at any even level. As well as... any combat feat, which makes that first ability entirely pointless. ???
Yes, rogues are basically gestalt rogue/fighters now.


On another note, bards have archetypes which turn them into sort-of duskblades, archivists and beguilers.
Title: Re: Interesting stuff in PF
Post by: veekie on May 10, 2011, 05:11:20 PM
The bard probably wants to look into the Lingering Song feat, which can easily triple the endurance of his music, and also keep an eye out for spells like Saving Finale.
Title: Re: Interesting stuff in PF
Post by: Shiki on May 11, 2011, 01:16:02 AM
Favored Class Alternative for Human Sorcerers is AWESOME (http://www.d20pfsrd.com/races/core-races/human), IMO.
Title: Re: Interesting stuff in PF
Post by: Garryl on May 11, 2011, 01:25:42 AM
Shadow Blade exists in a more limited form (http://www.d20pfsrd.com/feats/combat-feats/dervish-dance-combat), allowing for Str-dumping fighters.
I haven't read through all of these, but this one really jumped out at me.  This might be an okay feat if they didn't limit you to using a scimitar in one hand and nothing in your other hand.

You basically spend two feats and some skill points to be able to use a different ability mod on one specific type of weapon.  Maybe those other feats they mention really make it worth it, but it looks to me like this sort of thing should just be handed out for free.  That's two feats and skill points to say "use Dex instead of Str, but only on scimitars, and no TWF or shields!"
Note that rogues can pick up Weapon Finesse as a talent at any even level. As well as... any combat feat, which makes that first ability entirely pointless. ???
Yes, rogues are basically gestalt rogue/fighters now.


On another note, bards have archetypes which turn them into sort-of duskblades, archivists and beguilers.

Rogues can only take any given talent once, so by having one talent specifically for finesse, they can get it and another combat feat, rather than being limited to only one of them. It still makes them pseudo gestalt for the first 2-4 levels (more if you also want Weapon Focus, Improved Steal, or Intimidating Prowess, or if you trade Trapfinding for the Swashbuckler's Martial Training).

Speaking of which, Intimidating Prowess (http://www.d20pfsrd.com/feats/combat-feats/intimidating-prowess-combat---final) lets Zhentarim Fighters and other Intimidators dump Charisma.
Title: Re: Interesting stuff in PF
Post by: Prime32 on May 11, 2011, 01:47:49 AM
Heh, I hadn't even noticed the alternate racial stuff.

Half-orcs get some unique Favoured Class options, with the ability to add half their level to damage with fire spells and alchemist bombs. The option for a half-orc inquisitor (http://www.d20pfsrd.com/classes/base-classes/inquisitor) could get them enormous Intimidate and Knowledge modifiers, to the point where the Thug rogue's "shaken for 4 rounds -> frightened for 1 round" could come up often.

EDIT:
The Teamwork feats (http://www.d20pfsrd.com/feats/teamwork-feats) in general have some interesting effects as well, but the problem is needing multiple compatible players with them. Things like Lookout are incredible if theres no other pressing feats to take though. Especially if you have a Diviner wizard or some other kind of unsurprisable people in the party.
Paired Opportunists and Outflank are nice to have in gimmick parties. Basically get two rogues, Combat Reflexes and have fun. Flank, attack with high crit weapons(preferably TWFing as rogues) and when you crit, the target draws an AoO from your ally via Outflank, who 'clones' the AoO to you via Paired Opportunist and generally rip the poor target apart. You'd need Gang Up, but since all those are Combat feats, a Fighter dip would be good.
One word: dvati.
Title: Re: Interesting stuff in PF
Post by: Midnight_v on May 14, 2011, 07:24:40 PM
Out of curiostity whats the limit on PA? I didn't see one on the link you provided.
Title: Re: Interesting stuff in PF
Post by: Prime32 on May 14, 2011, 07:31:58 PM
Out of curiostity whats the limit on PA? I didn't see one on the link you provided.
Quote from: Power Attack
You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
The limit is -1. At BAB +4 the minimum and maximum is -2, at BAB +8 it's -3, etc.
Title: Re: Interesting stuff in PF
Post by: Midnight_v on May 14, 2011, 08:03:03 PM
Oh wow! I misread that totally. My fault... so the maximum amount you can power attack for in PF is -6 which results in +18 damage from it at 20 basically? Correct?
Title: Re: Interesting stuff in PF
Post by: Prime32 on May 14, 2011, 08:47:49 PM
Oh wow! I misread that totally. My fault... so the maximum amount you can power attack for in PF is -6 which results in +18 damage from it at 20 basically? Correct?
Yes, though if you're doing an analysis you should take into account Piranha Strike (http://www.d20pfsrd.com/feats/combat-feats/piranha-strike-combat), which is 2:1 Power Attack for light weapons. And arguably a monk with Piranha Strike can apply the full bonuses to his dual-wielded unarmed strikes as part of a flurry of blows since "There is no such thing as an off-hand attack for a monk striking unarmed".


Hmmm... is there any way to treat scimitars as monk weapons? Monk dip + Dervish Dance. Monk of the Empty Hand archetype might work.

EDIT: My god, some of the monk archetypes are insane.
Quote
Slow Time (Su): At 12th level, a monk of the four winds can use his ki to slow time or quicken his movements, depending on the observer. As a swift action, the monk can expend 6 ki points to gain three standard actions during his turn instead of just one. The monk can use these actions to do the following: take a melee attack action, use a skill, use an extraordinary ability, or take a move action. The monk cannot use these actions to cast spells or use spell-like abilities, and cannot combine them to take full-attack actions. Any move actions the monk makes this turn do not provoke attacks of opportunity.

This ability replaces abundant step.
There's another capstone which casts true resurrection on all allies within 50ft, then erases you from existence.
Title: Re: Interesting stuff in PF
Post by: veekie on May 14, 2011, 09:13:03 PM
There's another capstone which casts true resurrection on all allies within 50ft, then erases you from existence.
That one is kinda a retard though.
Title: Re: Interesting stuff in PF
Post by: Prime32 on May 14, 2011, 09:20:14 PM
There's another capstone which casts true resurrection on all allies within 50ft, then erases you from existence.
That one is kinda a retard though.
For sheer novelty though...

What happens if you change your name to "the" just before using it? :smirk


On another note, the Drunken Master can be combined with Monk of the Four Winds. Add Deep Drinker (http://www.d20pfsrd.com/feats/general-feats/deep-drinker) and you can use its acceleration continuously. More practical with Fast Drinker (http://www.d20pfsrd.com/feats/general-feats/fast-drinker) and/or Accelerated Drinker (http://www.d20pfsrd.com/traits/combat-traits/accelerated-drinker) added.
EDIT: Drunken Brute barbarian works like Accelerated Drinker, and any round where you drink alcohol doesn't count against the duration of your rage.
Title: Re: Interesting stuff in PF
Post by: Prime32 on May 14, 2011, 11:19:14 PM
Taking a look at the alchemist (http://www.d20pfsrd.com/classes/base-classes/alchemist)'s talent options... it's possible to build Samus Aran or Megaman.
Fast Bombs let you make full attacks with things that deal 10d6+Int damage with variable energy or gas effects including force.

The class level + Int limit on bombs per day is kind of a let-down, but gnomes can add half their class level to that via favoured classes, and have an alternate racial trait which treats them as 1 level higher for determining damage. Half-orcs can add half their level to bomb damage (and can put their ability boost into Int).
Title: Re: Interesting stuff in PF
Post by: veekie on May 15, 2011, 05:39:19 PM
Check out Multimorph, Fast Study, Split Slot, True Name, Staff-Like Wand, Wood Element(Cooperative Defense) (http://www.d20pfsrd.com/extras/collaborators/work-area/paizo-products/pathfinder-rpg-line/ultimate-magic/chapter-1-spellcasters/wizard-options)

Scroll Blade is kinda fun.
Title: Re: Interesting stuff in PF
Post by: Prime32 on May 15, 2011, 05:56:08 PM
Shadow Blade exists in a more limited form (http://www.d20pfsrd.com/feats/combat-feats/dervish-dance-combat), allowing for Str-dumping fighters.
I haven't read through all of these, but this one really jumped out at me.  This might be an okay feat if they didn't limit you to using a scimitar in one hand and nothing in your other hand.

You basically spend two feats and some skill points to be able to use a different ability mod on one specific type of weapon.  Maybe those other feats they mention really make it worth it, but it looks to me like this sort of thing should just be handed out for free.  That's two feats and skill points to say "use Dex instead of Str, but only on scimitars, and no TWF or shields!"
Returning to this, the Magus (http://www.d20pfsrd.com/extras/collaborators/work-area/paizo-products/pathfinder-rpg-line/ultimate-magic/chapter-1-spellcasters/magus) class in Ultimate Magic now lets you dual-wield... with a spell. Plus you can channel that spell through the scimitar itself (enlightened-fist-style), using its critical threat range. And with one talent, whenever you crit you can cast and deliver a touch spell against the target as a swift action.
Title: Re: Interesting stuff in PF
Post by: veekie on May 15, 2011, 07:33:11 PM
The Synthesist (http://www.d20pfsrd.com/extras/collaborators/work-area/paizo-products/pathfinder-rpg-line/ultimate-magic/chapter-1-spellcasters/summoner-options) is going to be basically a Master Transmogrifist isn't it?

EDIT: I see a pokemon master Alchemist (http://www.d20pfsrd.com/extras/collaborators/work-area/paizo-products/pathfinder-rpg-line/ultimate-magic/chapter-1-spellcasters/alchemist-options)
Title: Re: Interesting stuff in PF
Post by: b100d_arrowz on May 16, 2011, 05:18:17 PM
Correct me if I'm wrong here, or if the text is wrong,
Quote
Alter Self (Sp): At 15th level, you can change your shape into that of any humanoid at will. This ability acts like alter self, except you may remain in a chosen form as long as you want.

but it seems that being able to assume the form of any humanoid is somewhat winning, even if 3.5 shenanigans with it aren't assumed. I know the alter self spell says small or medium, but the any humanoid seems to supersede that, as well as whatever emphasis you want to put on "like".

Also getting the ability to cast limited wish as a SLA at 20th level with the djinni bloodline, not ridiculous or even on par with some of the other option, but still fun.

Hmmmmm, and being able to give yourself decent dr(adamantine) for rounds per lvl starting at 9th, oh sorry mr dragon you don't kill me with that full attack  :P alternate class feature to increase your con by a total of +6 at 17th sorcerer level with infernal...

Sweet diviners batman! A sorcerer can cast divination for free once a day with another ACF bloodline, who needs those dang specialist wizards when I can sleep and dream  :P

And while I know we all through out the mystic theurge, being able to cast two spells per round at no penalty  :plotting, as long as your careful as your Wizard Harry and actually go find some spells to copy down, or have Cleric as your higher caster, you still get those dandy 9th level world breakers, and can double your relative spell output, lather, rinse, repeat. And in an attempt to reduce MAD, looking through that handy sorcerer page again, there is an option with the celestial bloodline to make all of your sorcerer features key off wisdom.

Something that made me laigh, some of hte critical feats they throw in there for us mighty spellcasters... need a feat which we can't get till 18th level due to BAB requirements, which is sad since some of those, like accursed critical, seem interesting once you've filled up with other goodness.

For the puny skill rogue, big bad mister wizard about to blow you to tiny bits, use intimidate to make the wizard take a melee attack against you next round enraged with the handy antagonize feat! Then GTFO before his 8 str and masterwork staff crack your skull  :P

facepalm Bad Paizo, bad... wizard's didnt need any extra help winning...
Quote
Immortality (Ex): You discover a cure for aging, and from this point forward you take no penalty to your physical ability scores from advanced age. If you are already taking such penalties, they are removed at this time. You must be at least a 20th-level wizard to select this discovery.
:nonono

Literally undying Oracle's
Quote
Final Revelation: Upon achieving 20th level, you achieve true enlightenment and become one with the universe. You receive a bonus on all saving throws equal to your Charisma modifier. You become immune to confusion, exhaustion, fatigue, nausea, and sickened effects. You can take 20 on all Knowledge skill checks. Should you die, you are reborn 3 days later as a living example of the summoning of your chosen philosophy (treat as the reincarnate spell). This replaces the final revelation of the oracle’s mystery.

Cloistered Cleric is heavily nerfed   :(

Sorcerer's get back their powers for killing things, all at the price of a single feat, this I like  :plotting


http://www.d20pfsrd.com/feats/combat-feats/critical-focus-combat
http://www.d20pfsrd.com/extras/collaborators/work-area/paizo-products/pathfinder-rpg-line/ultimate-magic/chapter-3-feats/accursed-critical-critical
http://www.d20pfsrd.com/extras/collaborators/work-area/paizo-products/pathfinder-rpg-line/ultimate-magic/chapter-1-spellcasters/sorcerer-options
http://www.d20pfsrd.com/extras/collaborators/work-area/paizo-products/pathfinder-rpg-line/ultimate-magic/chapter-3-feats/antagonize
http://www.d20pfsrd.com/extras/collaborators/work-area/paizo-products/pathfinder-rpg-line/ultimate-magic/chapter-1-spellcasters/oracle-options
http://www.d20pfsrd.com/extras/collaborators/work-area/paizo-products/pathfinder-rpg-line/ultimate-magic/chapter-1-spellcasters/cleric-options
http://www.d20pfsrd.com/extras/collaborators/work-area/paizo-products/pathfinder-rpg-line/ultimate-magic/chapter-3-feats/sorcerous-bloodstrike
Title: Re: Interesting stuff in PF
Post by: Dusk Eclipse on May 16, 2011, 06:29:52 PM
Acursed Critical seems an interesting choice for a Gish, as they can get it sooner...
Title: Re: Interesting stuff in PF
Post by: b100d_arrowz on May 16, 2011, 06:31:38 PM
Another fun feat... Paladin's can now function as Res-bots with the ultimate mercy feat :D

For those of us who enjoy adding onto spell lists, here's another, this time for our old buddy the Lawful Stupid shiny guy  0:) The name is even fun, unsanctioned knowledge, get 1-4th level spells (1 from each) from bard, cleric, inquisitor, or oracle spell list and put it on your own.

Perhaps more flavor for optimized builds then anything else, but theurgy would allow you do do holy negative energy damage  :lmao

A spell flavor demands for wizards now? Making your puny enemies bow before your might as though you were a god? Pathfinder makes it so!

http://www.d20pfsrd.com/extras/collaborators/work-area/paizo-products/pathfinder-rpg-line/ultimate-magic/chapter-3-feats/ultimate-mercy
http://www.d20pfsrd.com/extras/collaborators/work-area/paizo-products/pathfinder-rpg-line/ultimate-magic/chapter-3-feats/unsanctioned-knowledge
http://www.d20pfsrd.com/extras/collaborators/work-area/paizo-products/pathfinder-rpg-line/ultimate-magic/chapter-3-feats/theurgy
http://www.d20pfsrd.com/extras/collaborators/work-area/paizo-products/pathfinder-rpg-line/ultimate-magic/chapter-5-spells/overwhelming-presence
Title: Re: Interesting stuff in PF
Post by: veekie on May 16, 2011, 06:57:05 PM
Correct me if I'm wrong here, or if the text is wrong,
Quote
Alter Self (Sp): At 15th level, you can change your shape into that of any humanoid at will. This ability acts like alter self, except you may remain in a chosen form as long as you want.

but it seems that being able to assume the form of any humanoid is somewhat winning, even if 3.5 shenanigans with it aren't assumed. I know the alter self spell says small or medium, but the any humanoid seems to supersede that, as well as whatever emphasis you want to put on "like".
The Alter Self spell (http://www.d20pfsrd.com/magic/all-spells/a/alter-self) gives fixed benefits, so you can take the form of a larger humanoid alright...you just don't get anything other than the listed benefits.
Title: Re: Interesting stuff in PF
Post by: Prime32 on May 19, 2011, 01:01:58 AM
Channel the Gift (http://www.d20pfsrd.com/magic/all-spells/c/channel-the-gift) spell lets you use spell slots in place of another caster.
Title: Re: Interesting stuff in PF
Post by: Prime32 on May 20, 2011, 12:43:11 AM
(Ultimate Magic)

9th-level spell: Ride the Lightning (http://www.d20pfsrd.com/extras/collaborators/work-area/paizo-products/pathfinder-rpg-line/ultimate-magic/chapter-5-spells/ride-the-lightning)

Where have I seen this before? ???


Magi get a hookshot (http://www.d20pfsrd.com/extras/collaborators/work-area/paizo-products/pathfinder-rpg-line/ultimate-magic/chapter-5-spells/force-hook-charge)

Evokers get a save-or-die which freezes enemies solid (http://www.d20pfsrd.com/extras/collaborators/work-area/paizo-products/pathfinder-rpg-line/ultimate-magic/chapter-5-spells/icy-prison).

Also, I hear there's a way to build Constructs so that they can be used as armor (but it's not in the SRD, at least not yet).
Title: Re: Interesting stuff in PF
Post by: veekie on May 20, 2011, 05:05:34 AM
Icy Prison is pretty cool.

Think that construct thing might be referring to the summoner variant though.
Title: Re: Interesting stuff in PF
Post by: Prime32 on May 20, 2011, 02:30:01 PM
Think that construct thing might be referring to the summoner variant though.
Nope.
http://paizo.com/paizo/messageboards/paizoPublishing/pathfinder/pathfinderRPG/advice/uMConstructArmorPg114
http://www.giantitp.com/forums/showpost.php?p=11024366

Also, looks like some info on the Words of Power system is up now. It's a system which replaces normal spellcasting, though normal spellcasters can access it though feats and vice versa. You know a number of effects based on your class, all possible targeting/area options, and per-day metamagic effects. You can combine one targeting word with up to three effect words to create new spells on the fly. Want to electrocute all enemies around you, dispel them of buffs, and then teleport them away in one action? Well, you can.
Title: Re: Interesting stuff in PF
Post by: Kuat on May 20, 2011, 10:01:43 PM
Looking through the Wizard Options (http://www.d20pfsrd.com/extras/collaborators/work-area/paizo-products/pathfinder-rpg-line/ultimate-magic/chapter-1-spellcasters/wizard-options) section of Ultimate Magic, a few things caught my eye:

Fast Study: Because Wizards obviously arn't powerful enough
Opposition Research: For the cost of one or two feats, you remove what limited cost their was for specializing
True Name (Sp): Because Planar Binding clearly wasn't powerful enough.
Staff-Like Wand: Wands that don't suck!
Title: Re: Interesting stuff in PF
Post by: b100d_arrowz on May 21, 2011, 12:25:28 AM
Looking through the monk options (http://www.d20pfsrd.com/extras/collaborators/work-area/paizo-products/pathfinder-rpg-line/ultimate-magic/chapter-1-spellcasters/monk-options) I see that they put in some of my player's favorite things, the good 'ol vows. I can't tell you how many times I had to sit back and quietly laugh as my players tried to reason out why the vow of poverty didn't make them overpowered :lmao.

Also in the inquisitor options (http://www.d20pfsrd.com/extras/collaborators/work-area/paizo-products/pathfinder-rpg-line/ultimate-magic/chapter-1-spellcasters/inquisitor-options) there's a wonderful feature for a one level dip if your a cleric, get your wisdom mod to social skills instead of you charisma, using the conversion inquisition. The Tactics inquisition allows you and your allies to add your wisdom bonues to initiative starting at level 8, what wizard doesn't like an untyped +4 or more to beating to the dragon  :smirk, sadly this doesn't stack with your previously granted wisdom to initiative I would assume. Taking the Infiltrator archetype would give you double wisdom to your bluff and diplo check if you had previously taken the conversion inquisition.
Title: Re: Interesting stuff in PF
Post by: bkdubs123 on May 21, 2011, 12:29:54 AM
I can't tell you how many times I had to sit back and quietly laugh as my players tried to reason out why the vow of poverty didn't make them overpowered :lmao.

Wait, what?

Title: Re: Interesting stuff in PF
Post by: b100d_arrowz on May 21, 2011, 12:51:45 AM
I can't tell you how many times I had to sit back and quietly laugh as my players tried to reason out why the vow of poverty didn't make them overpowered :lmao.

Wait, what?



Some of my players got the idea that the vow of poverty made them incredibly awesome and unstoppable. It had something to do with an idiot DM, and a Half Celestial Monk/Paladin who had the vow of poverty. His touch AC was high 20s or low 30s, and he was a grapple-whore. It ended up with him killing a gnome wizard who had permanently reduce personed himself  :twitch by grappling him up in the air, smacking him around like the weak little midboss he was, and then killing said midboss by dropping prone as a free action to end his turn  :rollseyes Then with him fighting off an unoptimized lvl 15 fighter, that the DM was playing about as dumb as you possibly could.
Title: Re: Interesting stuff in PF
Post by: Prime32 on May 21, 2011, 01:35:20 AM
A 1st-level paladin with Oath of Loyalty can grant you his Cha modifier as a bonus to AC and saving throws for 1 minute. Also, they can end the effect as an immediate action to make a melee attack against anyone who attacks you. Neat.

Sorcerers get the option to take two bloodlines at once. A Witchblooded Arcane (Sage) bloodline sorcerer is Int-based rather than Cha-based. A Witchblooded Fey (Sylvan) sorcerer gets an animal companion.


On a non-UM note, swamp druids get continuous freedom of movement.
Title: Re: Interesting stuff in PF
Post by: b100d_arrowz on May 21, 2011, 04:04:25 AM
Interesting feat in the Advanced Player's guide, arcane blast (http://www.d20pfsrd.com/feats/general-feats/arcane-blast). While sacrificing spell slots for straight damage is a trap straight from the 3.x archmage, perhaps using this if you were grappled/pinned and forget your silent/stilled dimension door. Or your a boomcaster who just needs to deal untyped damage from a safe, non dragon full attack distance.

Bouncing spell (http://www.d20pfsrd.com/feats/metamagic-feats/bouncing-spell-metamagic) is useful if your preparing to fail I suppose, but other then that? Interesting but not particularly useful.

Bewildering koan (http://www.d20pfsrd.com/feats/general-feats/bewildering-koan-general) makes monk's useful for holding the BBEG at bay, not quite as awesome as it would be in 3.5, but still. Use a swift action to bluff the BBEG, if you win he loses his next turn, you let the BSF beat him, the healbot whine about being useless, and the boomcaster makes a very impressive looking explosion that does all of 5 damage, and lather rinse repeat.

And the almighty champion of evil, the ANTIPALADIN (http://www.d20pfsrd.com/classes/base-classes/antipaladin)  :evillaugh gets the same bonus that our old friend the cancer mage got, immunity to damage from disease. Now I haven't looked at Pathfinder diseases yet, but if there's anything like the old rage disease, STR > 9000  :devil ... although it does say he is immune to their effects, so maybe not quite as win  :bigeye The Antipaladin's evil ally ability is superior to the pretty mount of a normal paladin, getting the equivalent of a summon monster _ spell, up to IX at 17th level.

In the Paladin options (http://www.d20pfsrd.com/extras/collaborators/work-area/paizo-products/pathfinder-rpg-line/ultimate-magic/chapter-1-spellcasters/paladin-options) the Paladin can expend 1 SE attempt for the day to get reach for 1 min, could have some fun uses, and then the Paly gets extra AoO equal to Cha mod when using the holy reach. Combine with spiked chain for extra win. Permanent ghost touch on armor and shield would be invaluable in an undead focused campaign.

Title: Re: Interesting stuff in PF
Post by: Prime32 on May 21, 2011, 10:35:18 PM
Another "what" spell: Mad Monkeys (http://www.d20pfsrd.com/extras/collaborators/work-area/paizo-products/pathfinder-rpg-line/ultimate-magic/chapter-5-spells/mad-monkeys)

An lv2 spell which is basically astral projection lite if you keep a high level healer on standby: Skinsend (http://www.d20pfsrd.com/extras/collaborators/work-area/paizo-products/pathfinder-rpg-line/ultimate-magic/chapter-5-spells/skinsend)

Summon Monster 0 (http://www.d20pfsrd.com/extras/collaborators/work-area/paizo-products/pathfinder-rpg-line/ultimate-magic/chapter-5-spells/summon-minor-monster) (basically)
Title: Re: Interesting stuff in PF
Post by: b100d_arrowz on May 22, 2011, 12:25:14 AM
Quote
Another "what" spell: Mad Monkeys
Classic  :lmao and actually useful  :smirk
Title: Re: Interesting stuff in PF
Post by: b100d_arrowz on May 22, 2011, 12:42:51 AM
Screw you constructs! You serve me now!  :evillaugh control construct (http://www.d20pfsrd.com/extras/collaborators/work-area/paizo-products/pathfinder-rpg-line/ultimate-magic/chapter-5-spells/control-construct)
Cool sounding spell boiling blood (http://www.d20pfsrd.com/extras/collaborators/work-area/paizo-products/pathfinder-rpg-line/ultimate-magic/chapter-5-spells/boiling-blood), doesn't do much, only 1 fire damage/round  :(, but the visual is a nice little  :fu to the enemy, and a boon to the orcs... go figure  :rollseyes
So this lets everyone play venerable, not just you pesky kobolds  :P age resistance (http://www.d20pfsrd.com/extras/collaborators/work-area/paizo-products/pathfinder-rpg-line/ultimate-magic/chapter-5-spells/age-resistance)
So as long as Bard's are performing they can get haste now, and a spell level before haste comes into effect  :D allegro! (http://www.d20pfsrd.com/extras/collaborators/work-area/paizo-products/pathfinder-rpg-line/ultimate-magic/chapter-5-spells/allegro)
And finally a tool for keeping those pesky solars you chained into subservience nice and docile in the appropriately named agonize (http://www.d20pfsrd.com/extras/collaborators/work-area/paizo-products/pathfinder-rpg-line/ultimate-magic/chapter-5-spells/agonize)

Make your own awesome animals, for who doesn't want a better awakened dire shark following them? Use anthropomorphic animal (http://www.d20pfsrd.com/extras/collaborators/work-area/paizo-products/pathfinder-rpg-line/ultimate-magic/chapter-5-spells/anthropomorphic-animal) today, and for 3 easy payments of 2,500 gold and some extra magic you have a permanent freak show!

:facepalm and if you just can't wait for the immortality of astral projection, and slavery of evil outsiders from 3.5 makes you squeamish, then lesser astral projection (http://www.d20pfsrd.com/extras/collaborators/work-area/paizo-products/pathfinder-rpg-line/ultimate-magic/chapter-5-spells/astral-projection-lesser) is for you! Sure your trapped on your home plane while doing so, but hey you can endlessly subjugate those fools until you trip your way into some real power  :psyduck
Title: Re: Interesting stuff in PF
Post by: b100d_arrowz on May 22, 2011, 01:37:31 AM
Something dumb here. Blood crow strike (http://www.d20pfsrd.com/extras/collaborators/work-area/paizo-products/pathfinder-rpg-line/ultimate-magic/chapter-5-spells/blood-crow-strike) is thematically cool looking, but requires you to be a high level monk to be any kind of use. Not bad you say, must be a first level spell i can get with a dip. Not so my friend, a 4th level spell that lets you take an unarmed full attack/flurry at an enemy. Half the damage is likely resisted since its nice and firey as well  :banghead


A usable blood based spell this time, handy for those evil spellcasters here. That good good wizard who was battering you around for the better part of the day before you dominated his apprentice to put a knife in his back? No need to try and figure out all the wards on his spellbooks to learn those awesome tricks, just gather up his blood and cast blood transcription (http://www.d20pfsrd.com/extras/collaborators/work-area/paizo-products/pathfinder-rpg-line/ultimate-magic/chapter-5-spells/blood-transcription). Plus if your a vampire its practically a required spell, your drinking their blood anyway, why not get extra knowledge from the corpse.

Something that has to be an error. A 6th level cone of cold, but its a swift action to cast. I'll take a free 15d6 of cold damage every round thank you very much cold ice strike. (http://www.d20pfsrd.com/extras/collaborators/work-area/paizo-products/pathfinder-rpg-line/ultimate-magic/chapter-5-spells/cold-ice-strike)
Title: Re: Interesting stuff in PF
Post by: b100d_arrowz on May 22, 2011, 06:38:23 AM
Cursed Earth (http://www.d20pfsrd.com/extras/collaborators/work-area/paizo-products/pathfinder-rpg-line/ultimate-magic/chapter-5-spells/cursed-earth) is the type of effect you stereotypically think of whenever you hear of the evil wizard that the plucky hero must go slay. Famine, zombies, and mass disease for a mile radius, just go around teleporting and wreck some havoc on those poor commoners. Not useful for battle no, but for flavor? Tremendous.

 Excruciating deformation (http://www.d20pfsrd.com/extras/collaborators/work-area/paizo-products/pathfinder-rpg-line/ultimate-magic/chapter-5-spells/excruciating-deformation) is nice and fun in that it requires a new save every round, not just a single save to end, and making the first save doesn't mean you defeat the spell. Sure the damage is measly and its a touch attack, but you can get around that, and for a long combat it could be almost decent.

A pointless spell if I've ever seen one, ice crystal teleport (http://www.d20pfsrd.com/extras/collaborators/work-area/paizo-products/pathfinder-rpg-line/ultimate-magic/chapter-5-spells/ice-crystal-teleport) traps the target in ice, waits 1d4 rounds, and then teleports the target to a location familiar to you. And you can't even use it on enemies, as it states it works as teleport, a spell a level lower.
Title: Re: Interesting stuff in PF
Post by: veekie on May 22, 2011, 07:21:40 AM
Quote
Another "what" spell: Mad Monkeys
Classic  :lmao and actually useful  :smirk
Love that Mad Monkeys, I think Ice Crystal Teleport is supposed to ignore the willing only thing though. Handy for BBEGs to kidnap party members, but not automatically.

Blood Crow Strike has GOT to be for a Use Activated item.
Title: Re: Interesting stuff in PF
Post by: b100d_arrowz on May 22, 2011, 09:40:43 PM
Utter contempt! (http://www.d20pfsrd.com/extras/collaborators/work-area/paizo-products/pathfinder-rpg-line/ultimate-magic/chapter-5-spells/utter-contempt) Take that you silly diplomancers  :P

Vengeful outrage: (http://www.d20pfsrd.com/extras/collaborators/work-area/paizo-products/pathfinder-rpg-line/ultimate-magic/chapter-5-spells/vengeful-outrage) Yes mr paladin, that gold dragon did eat your father, you should end him  :devil



Well done with the spells from UM, now to check out more of the feats and try and figure out the word magic and its other fun stuff  :D
Title: Re: Interesting stuff in PF
Post by: bkdubs123 on May 22, 2011, 10:27:48 PM
Utter contempt! (http://www.d20pfsrd.com/extras/collaborators/work-area/paizo-products/pathfinder-rpg-line/ultimate-magic/chapter-5-spells/utter-contempt)

Material Components: Spittle.

Bwahahahaha! :lmao

But seriously, doesn't that seem pathetically weak for a 6th level spell to anyone else?
Title: Re: Interesting stuff in PF
Post by: veekie on May 22, 2011, 10:40:21 PM
Well, its a double strength reverse charm on everything...so its a spell to make them attack basically anyone who's not already a friend. Hmm. I'd rate it maybe a 4th or so, if it had better range. A 6th level version should be a days long curse.
Title: Re: Interesting stuff in PF
Post by: Garryl on May 23, 2011, 12:47:31 AM
Quote
Another "what" spell: Mad Monkeys
Classic  :lmao and actually useful  :smirk
Love that Mad Monkeys, I think Ice Crystal Teleport is supposed to ignore the willing only thing though. Handy for BBEGs to kidnap party members, but not automatically.

Blood Crow Strike has GOT to be for a Use Activated item.

Unconscious creatures are considered willing, so you can still use it to kidnap someone you've KOed. Also note that it has a long range for targeting, rather than teleport's touch range, and that you don't teleport along with the subject (which may be important). You can also use it defensively if needed to get an injured ally away from danger, although the weak ice does make it easy to disrupt.
Title: Re: Interesting stuff in PF
Post by: Wilb on May 23, 2011, 05:17:22 PM
Is there any possibility that a really crazy DM would allow circle magic caster level insanity, coupled with reserves of strength, to apply to the "reduce payment" clause of the agonize spell to get the bound outsider to pay you?
Title: Re: Interesting stuff in PF
Post by: bkdubs123 on May 23, 2011, 09:39:23 PM
Is there any possibility that a really crazy DM would allow circle magic caster level insanity, coupled with reserves of strength, to apply to the "reduce payment" clause of the agonize spell to get the bound outsider to pay you?

Considering the "reduce payment" clause specifically calls out a 60% reduction as the cap, I'd say no.
Title: Re: Interesting stuff in PF
Post by: Prime32 on May 25, 2011, 03:24:11 PM
An lv10 magus with the Staff Master archetype can recharge staves, albeit slowly. Oh, and he also gets a bonus to attack/damage/AC equal to the caster level of the staff divided by 4, and can wield a staff in one hand.

Never mind, any PF spellcaster can expend a spell slot 1/day to recharge a staff, but they only have 10 charges.
Title: Re: Interesting stuff in PF
Post by: Prime32 on May 26, 2011, 11:50:45 PM
The spherewalker (http://www.d20pfsrd.com/classes/prestige-classes/spherewalker) PrC advances casting. If you don't have casting it does something interesting instead.
Title: Re: Interesting stuff in PF
Post by: b100d_arrowz on May 27, 2011, 12:06:05 AM
The spherewalker (http://www.d20pfsrd.com/classes/prestige-classes/spherewalker) PrC advances casting. If you don't have casting it does something interesting instead.
Indeed... I particularly like the swarm shape at the end of it, spells coming from a cloud of butterflies is a hilarious image

VERY interesting thing here with the Pathfinder Savant (http://www.d20pfsrd.com/classes/prestige-classes/pathfinder-savant), the Savant chooses a spell from any list and places it on his own. He also gets to use his caster level instead of the items for spell completion items. Automatic silence on using items to cast magic, be they spell completion, spell trigger, or command word. Spontaneous use of dispel at the last level, not to special since it seems focused on being boring and counterspelling.
Title: Re: Interesting stuff in PF
Post by: bkdubs123 on May 27, 2011, 12:09:42 AM
What a nice take on the concept attempted (and failed) by the Ardent Dilettante (Planar Handbook).
Title: Re: Interesting stuff in PF
Post by: veekie on May 27, 2011, 12:27:10 AM
The spherewalker (http://www.d20pfsrd.com/classes/prestige-classes/spherewalker) PrC advances casting. If you don't have casting it does something interesting instead.
That is cute. Especially the flutterbys.
Some decent spells in that too if you come in without casting.
Title: Re: Interesting stuff in PF
Post by: Prime32 on May 28, 2011, 01:41:27 AM
The rules on constructs are up (http://www.d20pfsrd.com/extras/collaborators/work-area/paizo-products/pathfinder-rpg-line/ultimate-magic/chapter-2-mastering-magic/building-and-modifying-constructs), and they're nuts.

Be a warforged Summoner (Synthesist) with a Construct-looking eidolon and Construct armor, then ride a Construct mount and fluff that as armor too. SEI BAI! (http://www.youtube.com/watch?v=pDHPdQi-4wo) Give your Construct armor the shield guardian template and you can call it by shouting its name into an amulet. And wear a Construct on each arm too - heck, give your eidolon more arms just for that purpose.

Did I mention it's possible to apply the Construct armor template to warforged PCs?


One odd point: A Construct limb must be Small or Tiny and "slips over your arm". What if you're Tiny and have a Small Construct? Or you're Colossal and have a Tiny one?
Title: Re: Interesting stuff in PF
Post by: Prime32 on May 29, 2011, 06:37:04 PM
Third-party but...
http://www.d20pfsrd.com/classes/3rd-party-classes/apprentice

Something similar to a bloodline level for theurge/gish types.


Also, this could be interesting with Construct Armor
http://www.d20pfsrd.com/classes/3rd-party-prestige-classes/armor-bonded

Terribly designed though. Seriously, you have a choice between "your type changes to Construct but you still gain half benefit from healing" and "by expending great effort you can temporarily make your face look less metallic"?
Title: Re: Interesting stuff in PF
Post by: Prime32 on May 30, 2011, 04:57:31 PM
Just realised. 1 level of Summoner (synthesist) lets you pick up 3 evolutions. One evolution grants a +8 racial bonus to some skill checks.

Pick Perform, Disguise, and a minor SLA (or two Perform skills). Put the rest of your levels in bard with the celebrity archetype. You are now a Magic Idol Singer (http://tvtropes.org/pmwiki/pmwiki.php/Main/MagicIdolSinger).


On another note, your eidolon does not need to have the same body type as you, so you can merge with a quadrupedal eidolon to be a fake werewolf, or play a monster and do stuff like this (http://www.youtube.com/watch?v=GwzhlmKiRVU).
Title: Re: Interesting stuff in PF
Post by: AleksanderTheGreat on May 30, 2011, 05:13:50 PM
That's a cool idea, but the eidolon is translucent so I don't think it works like we would want it to.
Title: Re: Interesting stuff in PF
Post by: Prime32 on May 30, 2011, 05:29:45 PM
That's a cool idea, but the eidolon is translucent so I don't think it works like we would want it to.
That's what the bonus to Disguise checks is for. And just say your eidolon consists of a collection of gloves, frills, etc.

A synthesist dip can also be useful for a rogue, granting bonuses to Disable Device, Perception and Stealth. Presumably if you take enough damage to destroy the eidolon you've reached the point where stealth isn't helpful anyway (assuming you don't just transfer the damage to yourself). And after that point you can still use your summoned monsters to spring traps.


Extra Evolution (http://www.d20pfsrd.com/extras/collaborators/work-area/paizo-products/pathfinder-rpg-line/ultimate-magic/chapter-3-feats/extra-evolution) is definitely superior to Skill Focus, and Evolved Familiar (http://www.d20pfsrd.com/extras/collaborators/work-area/paizo-products/pathfinder-rpg-line/ultimate-magic/chapter-3-feats/evolved-familiar) can apply it to a familiar with no summoner levels needed.
Title: Re: Interesting stuff in PF
Post by: veekie on May 30, 2011, 06:10:36 PM
Use a Childlike Halfling as the base so you can take 10 on the Bluff to see you through, you're a Cha caster with a +8 to skill of choice, you'd be able to tell people the moon is green cheese if you wanted.
Title: Re: Interesting stuff in PF
Post by: Prime32 on May 30, 2011, 06:15:23 PM
Use a Childlike Halfling as the base so you can take 10 on the Bluff to see you through, you're a Cha caster with a +8 to skill of choice, you'd be able to tell people the moon is green cheese if you wanted.
And so you turn from a kid to a teenager when you transform.
Title: Re: Interesting stuff in PF
Post by: Prime32 on May 30, 2011, 11:38:14 PM
A monk 1 with the Monk of the Empty Hand archetype can treat any weapon as an improvised weapon. Including alchemist bombs. And then he can apply this feat (http://www.d20pfsrd.com/feats/combat-feats/improvised-weapon-mastery-combat---final) to them.
EDIT: Thanks to veekie for suggesting the Master Chymist (http://www.d20pfsrd.com/classes/prestige-classes/master-chymist) PrC for this combo.


Here's a build which combines this trick with the above one. Monks can benefit very handsomely from eidolon fusion (many evolutions enhance natural weapons), as can venerable creatures.

Venerable gnome (pyromaniac) Monk (monk of the empty hand) 1/Summoner (synthesist) 1/Alchemist 6/Master chymist 10/Alchemist +2
Discoveries: Fast bombs, ?, ?, ?
Eidolon (Quadruped): Limbs (arms), Pounce
Feats: Carmendine Monk3.5, Improved Critical (bomb), Improvised Weapon Mastery

Dump your physical stats in favour of mental ones, since they'll be covered up by your eidolon. Synthesist is the new Lion Totem.
Title: Re: Interesting stuff in PF
Post by: veekie on May 31, 2011, 12:27:42 AM
For the Discoveries, Infusion is practically a given if you have a party, but otherwise for proof of concept, Smoke Bomb + Stink Bomb(because after dealing all that damage you want them to be unable to act to boot) or Feral Mutagen(more more more natural weapons on the pouncer!).
Title: Re: Interesting stuff in PF
Post by: Prime32 on May 31, 2011, 12:29:52 AM
Another use of Monk of the Empty Hand: Combine with Blood Crow Strike (http://www.d20pfsrd.com/extras/collaborators/work-area/paizo-products/pathfinder-rpg-line/ultimate-magic/chapter-5-spells/blood-crow-strike) and you can turn anything into a crow. Even your allies, who you can hurl out to Medium range. Or playing cards, mon ami.



Also:
Orc or Half-orc Inquisitor 3/Barbarian 2
Rage Powers: Ferocious Mount
Feats: Amplified Rage (http://www.d20pfsrd.com/feats/general-feats/amplified-rage-teamwork), Headlong Rush3.5, ?

Enter rage, sharing it with your mount. Since you're adjacent to a raging ally Solo Tactics then kick in, allowing you to use Amplified Rage, which is also replicated on your mount. Once he hits barbarian lv8 he can pick up Greater Ferocious Mount to share rage powers as well. This guy makes a nice cohort for a Summoner (synthesist) with a quadruped eidolon.
Title: Re: Interesting stuff in PF
Post by: Kuroimaken on May 31, 2011, 04:52:33 PM

Dastardly Finish (http://www.d20pfsrd.com/feats/combat-feats/dastardly-finish-combat) meanwhile, provides an avenue to take down difficult opponents, just need a reliable daze or fear source.


Use Enforcer + the Rogue's "Frightening" ACF. Take a monk dip.

Make everyone cower in horror as you cripple them without killing them. WITH YOUR THUMBS.

Shame that in PF proper, you cannot stack uses of demoralize to increase fear stages.

Speaking of which, can anyone find me a mundane way for a Ranger/Rogue/future Assassin to scare the shit out of people without using demoralize?
Title: Re: Interesting stuff in PF
Post by: McPoyo on May 31, 2011, 06:39:30 PM
Notice in Blood Crow Strike one important thing: duration instantaneous. It lasts forever once cast. Have the party cleric cast it on you once, and you are set.
Title: Re: Interesting stuff in PF
Post by: Prime32 on May 31, 2011, 06:48:54 PM
Notice in Blood Crow Strike one important thing: duration instantaneous. It lasts forever once cast. Have the party cleric cast it on you once, and you are set.
Actually, you cast it on an enemy and then you can crowpunch that one enemy forever even if he's on another plane. And whenever he moves he provokes an AoO.
Quote from: Blood Crow Strike, Comments
Reviewed. I almost feel like there should be an Editor's Note that we're aware that this spell doesn't make any damn sense.

It should really be something like:



Blood Crow Strike
Evocation [Fire, Evil]
Level: Cleric/Oracle 4
Casting Time: 1 swift action
Components: S
Range: Personal
Target: You
Duration: 1 round
Saving Throw: None
Spell resistance: Yes

Until the end of your turn, you can make unarmed strikes against targets out to Medium range (100 ft. + 10 ft./level) as ranged touch attacks. These deal half fire and half negative energy damage. You can make as many of these touch attacks as you could make normal unarmed strikes (including the use of Flurry of Blows).

or

Blood Crow Strike
Evocation [Fire, Evil]
Level: Cleric/Oracle 4
Casting Time: 1 round
Components: S
Range: Medium (100 ft. + 10 ft./level)
Target: 1 creature
Duration: Instantaneous
Saving Throw: None
Spell resistance: Yes

As part of casting this spell you make a full attack of unarmed strikes against one target within range as if they were in your threatened area (you may use the Flurry of Blows ability in conjunction with these attacks). Unarmed strikes delivered in this manner deal half fire and half negative energy damage, taking the form of bolts of fire or glowing red crows which fly to strike your target.
Title: Re: Interesting stuff in PF
Post by: Kuroimaken on May 31, 2011, 07:14:24 PM
Notice in Blood Crow Strike one important thing: duration instantaneous. It lasts forever once cast. Have the party cleric cast it on you once, and you are set.
Quote from: Blood Crow Strike, Comments
Reviewed. I almost feel like there should be an Editor's Note that we're aware that this spell doesn't make any damn sense.


You know what really doesn't make any damn sense? An elasmosaurus and a sphynx both provide the same DC for an Acrobatics check to tumble for no AoOs. Which means they somehow have the same goddamn reaction time.
Title: Re: Interesting stuff in PF
Post by: Agita on May 31, 2011, 07:38:16 PM
As you probably know, the Heavens Oracle's Awesome Display ability is, well, Awesome.
Quote
Awesome Display (Su): Your phantasmagoric displays accurately model the mysteries of the night sky, dumbfounding all who behold them. Each creature affected by your illusion (pattern) spells is treated as if its total number of Hit Dice were equal to its number of Hit Dice minus your Charisma modifier (if positive).
However, I just noticed a fun fact: It doesn't set a minimum amount of HD a creature can be treated as having. So if you affect a bunch of creatures with HD lower than your Cha modifier with, say, Rainbow Pattern, they'd actually add to the amount of HD you can affect.
Title: Re: Interesting stuff in PF
Post by: veekie on May 31, 2011, 07:42:09 PM
That must be a really really awesome display.
Title: Re: Interesting stuff in PF
Post by: McPoyo on May 31, 2011, 08:49:12 PM
Faq says it isn't restricted to oracle spells, as well. Oracle 1/fey sorcerer x? Yeah, still applies to those sorcerer spells.
Title: Re: Interesting stuff in PF
Post by: Garryl on May 31, 2011, 10:30:20 PM
Also notice that Awesome Display doesn't restrict the effects of the hit die reduction. While it would probably be a bit much to expect to reduce the subject's skills, hit points, saves, class features, and other benefits of having gained the levels whose hit dice are lost, it should at least count for other level-dependent effects while the creatures are affected by your patterns, like the Holy Word line (although that's not as much of an absolute anymore, but whatever) or death by negative levels.
Title: Re: Interesting stuff in PF
Post by: veekie on May 31, 2011, 11:15:25 PM
Well, it has to be a Pattern spell, which rather takes some of the wind out of those sails.
Title: Re: Interesting stuff in PF
Post by: b100d_arrowz on June 02, 2011, 06:39:40 AM
This is indeed interesting, pathfinder on epic levels (http://www.d20pfsrd.com/classes/character-advancement):
Quote
Hit dice, base attack bonuses, and saving throws continue to increase at the same rate beyond 20th level, as appropriate for the class in question.
So no epic attack/save bonus, so you will end up with characters who laugh at one save and literally cannot make another... also no need to burn feats for higher spell levels (although with epic magic in 3.x who needed those anyway), you simply gain a new level of spells and spell slots every odd level. At even levels they get an additional number of spell levels per day equal to their highest available spell slot...

Well... this is handy for those adventurers who forget their bottomless bags, the [urlhttp://www.d20pfsrd.com/classes/prestige-classes/balanced-scale-of-abadar]balanced scales of some random area[/url] can turn any bag into a bag of holding for hr/class level. Also gives a dandy +2 bonus on those cha checks with outsiders. Of course the prestige class is a divine caster and it references the planar binding (http://www.d20pfsrd.com/magic/all-spells/p/planar-binding) spells which are arcane... but hey thats just like the thaumaturgist (http://www.d20srd.org/srd/prestigeClasses/thaumaturgist.htm) has the winning flavor of an arcane caster but is a divine only option RAW.

The diabolist (http://www.d20pfsrd.com/classes/prestige-classes/diabolist) prestige class is literally damned, unfortunate if you die, but o so flavorful  :D The extra bonus to cha checks when dealing with devils is very nice, especially being untyped  :devil ... and another flavorful ability, once a day teleport around hell. Such a great pit stop in the middle of adventuring.

Some of the spellblights (http://www.d20pfsrd.com/magic/spellblights) are rather intruiging, like ebon eyes. Invert everything about light. Or the negated property, which gives your SR that can never be lowered... but you have to pierce it to cast  :lmao
Title: Re: Interesting stuff in PF
Post by: veekie on June 02, 2011, 07:34:17 AM
Quote
At 3rd level, a balanced scale gains the power to access the First Vault, Abadar’s planar repository for perfect versions of every item ever made. Once per week a balanced scale can summon a copy of any one non-magical item (normal or masterwork) as long as its market price is equal to or less than 500 gp per divine caster level and its volume is less than 1 cubic foot per caster level. The item remains with the balanced scale for 1 minute per class level, after which it returns automatically to the First Vault. Consumable items vanish once used but function for their normal duration or 1 minute per class level, whichever is less. Even if an item is destroyed while in the balanced scale’s possession, a new copy appears in the First Vault. At 5th level, a balanced scale can use this ability to summon a magic item from the First Vault. Items with charges always arrive fully charged, and the price limit applies to this fully charged version (for example, a fully charged wand of cure serious wounds costs 11,250 gp, putting it out of reach of any caster level 22 or lower).
Gate of Babylon (http://typemoon.wikia.com/wiki/Gate_of_Babylon)?
Title: Re: Interesting stuff in PF
Post by: Prime32 on June 04, 2011, 02:08:17 AM
Be a spellcaster with at least one level of witch. Take the Coven hex. Take the Leadership feat. Have all your followers be lv1 witches with the Coven hex.

Quote
Coven (Ex): The witch counts as a hag for the purpose of joining a hag’s coven. The coven must contain at least one hag. In addition, whenever the witch with this hex is within 30 feet of another witch with this hex, she can use the aid another action to grant a +1 bonus to the other witch’s caster level for 1 round. This bonus applies to the witch’s spells and all of her hexes.
Yes, aid another stacks with itself.

EDIT: Sorcerer with the Accursed bloodline also works.
Title: Re: Interesting stuff in PF
Post by: Prime32 on June 04, 2011, 05:02:37 AM
Monk 7
Archetypes: Ki Mystic, Quingong monk (high jump, slow fall, wholeness of body), Vow of Poverty, Weapon Adept


Gets the following:

Full BAB

6/day, roll an attack roll twice and take the higher result.

Free Weapon Focus, Weapon Specialisation, two of the following (Catch Off-Guard, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Scorpion Style, Throw Anything), one of the following (Gorgon’s Fist, Improved Bull Rush, Improved Disarm, Improved Feint, Improved Trip, Mobility) or another from the previous list.

Can only possess one magic item, apart from single-use items.

Ki pool = 9 + Wis modifier. If the monk has at least 1 point of ki in his ki pool, he gains a +2 bonus on all Knowledge skill checks and his attacks overcome DR as magic weapons. The monk can expend ki to use the following abilities:



tl;dr - weird stuff for a monk to have. Note that a drunken master/Quinggong monk can use augury at will.
Title: Re: Interesting stuff in PF
Post by: bkdubs123 on June 04, 2011, 05:45:34 AM
It all seems like it combines to form something that's very effective. Nice.
Title: Re: Interesting stuff in PF
Post by: Kuroimaken on June 04, 2011, 06:31:22 AM
Monk 7
Archetypes: Ki Mystic, Quingong monk (high jump, slow fall, wholeness of body), Vow of Poverty, Weapon Adept


Gets the following:

Full BAB

6/day, roll an attack roll twice and take the higher result.

Free Weapon Focus, Weapon Specialisation, two of the following (Catch Off-Guard, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Scorpion Style, Throw Anything), one of the following (Gorgon’s Fist, Improved Bull Rush, Improved Disarm, Improved Feint, Improved Trip, Mobility) or another from the previous list.

Can only possess one magic item, apart from single-use items.

Ki pool = 9 + Wis modifier. If the monk has at least 1 point of ki in his ki pool, he gains a +2 bonus on all Knowledge skill checks and his attacks overcome DR as magic weapons. The monk can expend ki to use the following abilities:
  • +20ft speed for 1 round. (1 ki, swift action)
  • +4 dodge bonus to AC for 1 round. (1 ki, swift action)
  • +4 insight bonus on one ability or skill check. (1 ki, swift action)
  • Use CL7 augury as a spell-like ability (1 ki, 1 minute)
  • Use CL7 gaseous form as a spell-like ability (1 ki, standard action)
  • Use CL7 scorching ray as a spell-like ability (2 ki, standard action)
  • Grant an ally within 30 feet the ability to reroll a single attack roll or saving throw. (2 ki, immediate action)



tl;dr - weird stuff for a monk to have. Note that a drunken master/Quinggong monk can use augury at will.

Beer provides clarity and insight into the future.

Obviously.
Title: Re: Interesting stuff in PF
Post by: McPoyo on June 04, 2011, 01:12:16 PM
Monk 7
Archetypes: Ki Mystic, Quingong monk (high jump, slow fall, wholeness of body), Vow of Poverty, Weapon Adept


Gets the following:

Full BAB

6/day, roll an attack roll twice and take the higher result.

Free Weapon Focus, Weapon Specialisation, two of the following (Catch Off-Guard, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Scorpion Style, Throw Anything), one of the following (Gorgon’s Fist, Improved Bull Rush, Improved Disarm, Improved Feint, Improved Trip, Mobility) or another from the previous list.

Can only possess one magic item, apart from single-use items.

Ki pool = 9 + Wis modifier. If the monk has at least 1 point of ki in his ki pool, he gains a +2 bonus on all Knowledge skill checks and his attacks overcome DR as magic weapons. The monk can expend ki to use the following abilities:
  • +20ft speed for 1 round. (1 ki, swift action)
  • +4 dodge bonus to AC for 1 round. (1 ki, swift action)
  • +4 insight bonus on one ability or skill check. (1 ki, swift action)
  • Use CL7 augury as a spell-like ability (1 ki, 1 minute)
  • Use CL7 gaseous form as a spell-like ability (1 ki, standard action)
  • Use CL7 scorching ray as a spell-like ability (2 ki, standard action)
  • Grant an ally within 30 feet the ability to reroll a single attack roll or saving throw. (2 ki, immediate action)



tl;dr - weird stuff for a monk to have. Note that a drunken master/Quinggong monk can use augury at will.

Beer provides clarity and insight into the future.

Obviously.
New definition for Beer Goggles.
Title: Re: Interesting stuff in PF
Post by: b100d_arrowz on June 05, 2011, 05:02:47 AM
O Pathfinder artifacts and your silly destruction clauses... the Deck of Many Things can only be destroyed when:
Quote
The deck of many things can be destroyed by losing it in a wager with a deity of law. The deity must be unaware of the nature of the deck.
So you have to go wager with a deity, fun in and of itself, but the deity can't know what your trying to pawn off on it... interesting.

This nice shiny suit of bone armor needs you to:
Quote
One who has never killed another creature must bind the Armor of Skulls in gold chains (worth 100,000 gp), then slowly shatter the armor by shortening the chain by one link every day for 1,000 days.
....hmmm o you only have to cause catastrophes on every plane of existence to destroy the Codex of the Infinite planes  :nonono
Title: Re: Interesting stuff in PF
Post by: Prime32 on June 05, 2011, 11:15:26 PM
Another item for the "what were they smoking" list: Throwing Shield (http://www.d20pfsrd.com/equipment---final/armor/shield-throwing).

Along with the Bladed Scabbard, which is just plain pointless (and allows you to place infinite scabbards on one weapon).
Title: Re: Interesting stuff in PF
Post by: Kuroimaken on June 06, 2011, 02:40:38 AM
Another item for the "what were they smoking" list: Throwing Shield (http://www.d20pfsrd.com/equipment---final/armor/shield-throwing).

Along with the Bladed Scabbard, which is just plain pointless (and allows you to place infinite scabbards on one weapon).

OBVIOUSLY, the answer is Captain America comics.

Make it returning, for the lulz.
Title: Re: Interesting stuff in PF
Post by: bkdubs123 on June 06, 2011, 03:00:59 AM
I think the "what were they smoking" part comes from the fact that it can be thrown as a wtfFREE action.
Title: Re: Interesting stuff in PF
Post by: Kuroimaken on June 06, 2011, 03:27:34 AM
Now to optimize the SHIT out of it.
Title: Re: Interesting stuff in PF
Post by: b100d_arrowz on June 06, 2011, 06:17:26 AM
Now to optimize the SHIT out of it.
I need to point that item out to one of my players, who made himself a Captain America in one of our games  :plotting
Title: Re: Interesting stuff in PF
Post by: Kuroimaken on June 06, 2011, 06:24:32 AM
Dear god. It just occurred to me... Mix them up with animated shields and you have FUNNELS!
Title: Re: Interesting stuff in PF
Post by: veekie on June 06, 2011, 09:07:52 AM
Dear god. It just occurred to me... Mix them up with animated shields and you have FUNNELS!
Make an attack with each of them as a free action(going with the reasonable yet permissive DM's choice of max one attack each round) with all of them animated...yeah.
Title: Re: Interesting stuff in PF
Post by: Prime32 on June 06, 2011, 02:13:27 PM
Some odd stuff in the 3rd party feats, including some which are quite powerful (use one save for all types of saves, gain an extra standard action per round) but have limited uses and can only be taken if you lack the ability to cast spells. Also, amusing names like Throat Threat Giant and Extremely Thick Skull.

Also,
http://www.d20pfsrd.com/feats/3rd-party-feats/-3pp-general-feats/approximate-understanding
http://www.d20pfsrd.com/feats/3rd-party-feats/-3pp-monster-feats/arcing-breath-monster
http://www.d20pfsrd.com/feats/3rd-party-feats/-3pp-general-feats/spell-finesse
Title: Re: Interesting stuff in PF
Post by: veekie on June 06, 2011, 11:04:24 PM
http://www.d20pfsrd.com/bestiary/monster-listings/outsiders/mother-of-obilivion
Quote
Trans-dimensional Tentacles (Su)

A Mother of Oblivion's tentacles allow her to see into and infiltrate multiple planes at once. At all times, a Mother of Oblivion is cognizant of the plane she inhabits bodily and all coterminous planes-such as the Ethereal Plane and Plane of Shadow from the Material Plane. Not only is she aware of these planes and the creatures there, she can reach her tentacles through to attack. By worming her tentacles through the dimensions, a Mother of Oblivion can effectively reach through solid barriers into any area not protected by a dimensional lock or similar effect.

While a Mother of Oblivion can attack and even grapple creatures on other planes, she cannot move creatures from one plane to another.
Title: Re: Interesting stuff in PF
Post by: bkdubs123 on June 06, 2011, 11:10:04 PM
That's fan-created content, but boy is it still really cool. :clap
Title: Re: Interesting stuff in PF
Post by: Zemyla on June 10, 2011, 04:29:26 AM
Well, first, there's one problem with dipping synthesist: You only ever have a +1 BAB, since you use the eidolon's BAB.  So a magic idol singer isn't good.

However, what you can do is have your caster dip into synthesist and take the Head evolution, for a second head.  This qualifies you to take Multivoice, from Savage Species, thus giving you the ability to cast two spells a round as a full-round action.  Now that's worth a dip.
Title: Re: Interesting stuff in PF
Post by: Prime32 on June 10, 2011, 11:34:59 AM
Well, first, there's one problem with dipping synthesist: You only ever have a +1 BAB, since you use the eidolon's BAB.  So a magic idol singer isn't good.
Nah, it was clarified in the Flurry of Blows FAQ that when they say something replaces your BAB, they mean it replaces your BAB for that class.
Title: Re: Interesting stuff in PF
Post by: Prime32 on June 13, 2011, 01:11:59 PM
Is this... an unfoolable discern lies? Put it on a whip-wielding warforged or something. (screw you, master spy (http://www.d20pfsrd.com/classes/prestige-classes/master-spy))
http://www.d20pfsrd.com/classes/prestige-classes/inheritor-s-crusader

This PrC (http://www.d20pfsrd.com/classes/prestige-classes/shackles-pirate) is interesting, if not incredible.

Also, a masochism PrC (http://www.d20pfsrd.com/classes/prestige-classes/pain-taster).
Title: Re: Interesting stuff in PF
Post by: veekie on June 13, 2011, 02:13:02 PM
The Master Spy does seem to be great NPC stock. Harder to use on a PC though, unless the whole party is intrigue focused.
The pirate guy can combine with his ship.
Now we just need an airship.
Title: Re: Interesting stuff in PF
Post by: Prime32 on June 13, 2011, 02:27:12 PM
The pirate guy can combine with his ship.
Now we just need an airship.
Shame the duration is so short, otherwise I'd say put it on a Chuck-lite build.
Title: Re: Interesting stuff in PF
Post by: Fadier on June 19, 2011, 11:00:24 AM
Another item for the "what were they smoking" list: Throwing Shield (http://www.d20pfsrd.com/equipment---final/armor/shield-throwing).

All you need is 4 levels of Bloodstorm Blade and to be dealing atleast 1 damage with your throwing shield to get infinite damage with only free actions...

That certainly beats the d2 crusader.
Title: Re: Interesting stuff in PF
Post by: Prime32 on June 22, 2011, 12:23:42 AM
http://www.d20pfsrd.com/magic/all-spells/s/swarm-skin
Certainly interesting.


Also, Eternal Glacier (http://www.d20pfsrd.com/magic/all-spells/p/polar-midnight)?
Title: Re: Interesting stuff in PF
Post by: veekie on June 22, 2011, 06:18:11 AM
Also, Eternal Glacier (http://www.d20pfsrd.com/magic/all-spells/p/polar-midnight)?
Pretty spectacular, screws full attackers nicely.
Title: Re: Interesting stuff in PF
Post by: Agita on June 22, 2011, 08:28:12 AM
Also, Eternal Glacier (http://www.d20pfsrd.com/magic/all-spells/p/polar-midnight)?
Pretty spectacular, screws full attackers nicely.
Could be worse - unless you also lay down some difficult terrain, they can take a 5-foot step just fine.
Title: Re: Interesting stuff in PF
Post by: Prime32 on June 22, 2011, 04:30:36 PM
Also, Eternal Glacier (http://www.d20pfsrd.com/magic/all-spells/p/polar-midnight)?
Pretty spectacular, screws full attackers nicely.
Could be worse - unless you also lay down some difficult terrain, they can take a 5-foot step just fine.
Which is why you have your warforged cohort stop them from moving first. (http://www.youtube.com/watch?v=351kX70-8XI)

Also: a wind spell (http://www.d20pfsrd.com/magic/all-spells/w/winds-of-vengeance).
Clashing rocks (http://www.d20pfsrd.com/magic/all-spells/c/clashing-rocks) seems kind of meh.

EDIT: 3rd-party class which grants 3 free swift actions per day as a 1-level dip (http://www.d20pfsrd.com/classes/3rd-party-classes/s/time-thief), 5 levels increases that to 5+1d4+Cha mod.


Okay, cursed earth (http://www.d20pfsrd.com/magic/all-spells/c/cursed-earth) is pretty epic.
A spell that turns people into paladins (http://www.d20pfsrd.com/magic/all-spells/b/bestow-grace-of-the-champion)?
An excommunication spell (http://www.d20pfsrd.com/magic/all-spells/r/reprobation)
It's dangerous to go alone, take this. (http://www.d20pfsrd.com/magic/all-spells/a/ancestral-gift)
Title: Re: Interesting stuff in PF
Post by: bkdubs123 on June 22, 2011, 05:00:04 PM
http://www.d20pfsrd.com/magic/all-spells/s/swarm-skin
Certainly interesting.


Also, Eternal Glacier (http://www.d20pfsrd.com/magic/all-spells/p/polar-midnight)?

Eternal Glacier is pretty awesome. Swarm Skin is interesting, but I don't understand swarm sizes. How is a swarm comprised of over a thousand of its constituents the same size as one of its constituents?

Also: That wind spell seems to forget that you're surrounded by Tornado force winds. Although... it seems that Pathfinder's weather effects are incredibly poorly defined... the strength check to avoid being checked or blown away by the winds is trivially easy. On the other hand there's no way to tell how difficult the Fortitude save is to simply be sucked into the Tornado and dealt 6d6 damage per round. Disappointing.

Also, where are you getting those numbers for the Time Thief? It gets 4 extra swift actions per day as a 1 level dip, and as far as I can tell taking the class to five levels doesn't grant you any extra features that deal with swift actions, but it would give you 4 more swift actions per day because of how Mote of Time works.
Title: Re: Interesting stuff in PF
Post by: Kuroimaken on June 22, 2011, 05:29:16 PM
Also, Eternal Glacier (http://www.d20pfsrd.com/magic/all-spells/p/polar-midnight)?
Pretty spectacular, screws full attackers nicely.
Could be worse - unless you also lay down some difficult terrain, they can take a 5-foot step just fine.
Which is why you have your warforged cohort stop them from moving first. (http://www.youtube.com/watch?v=351kX70-8XI)

Also: a wind spell (http://www.d20pfsrd.com/magic/all-spells/w/winds-of-vengeance).
Clashing rocks (http://www.d20pfsrd.com/magic/all-spells/c/clashing-rocks) seems kind of meh.

EDIT: 3rd-party class which grants 3 free swift actions per day as a 1-level dip (http://www.d20pfsrd.com/classes/3rd-party-classes/s/time-thief), 5 levels increases that to 5+1d4+Cha mod.


Okay, cursed earth (http://www.d20pfsrd.com/magic/all-spells/c/cursed-earth) is pretty epic.
A spell that turns people into paladins (http://www.d20pfsrd.com/magic/all-spells/b/bestow-grace-of-the-champion)?
An excommunication spell (http://www.d20pfsrd.com/magic/all-spells/r/reprobation)
It's dangerous to go alone, take this. (http://www.d20pfsrd.com/magic/all-spells/a/ancestral-gift)

Interesting how it makes no note whatsoever of actions practiced under the effect of charm person and similar oddities. Which means the corrupt church member scenario is still a go.

Bestow Grace of the Champion just makes me facepalm. Nice going, Paizo.
Title: Re: Interesting stuff in PF
Post by: Prime32 on June 22, 2011, 06:32:18 PM
Eternal Glacier is pretty awesome.
It's... not called Eternal Glacier, it's called Polar Midnight. I was just comparing it to the Negima spell of that name. :p
Title: Re: Interesting stuff in PF
Post by: Prime32 on June 29, 2011, 01:58:27 AM
http://www.d20pfsrd.com/feats/general-feats/spell-perfection
Wow.
Would combining this with Echoing Spell (http://www.d20pfsrd.com/feats/metamagic-feats/echoing-spell-metamagic) give you unlimited castings of any spell lv6 or lower?
EDIT: Thanks to AlcariTheMad for pointing out Magical Lineage (http://www.d20pfsrd.com/traits/magic-traits/magical-lineage) for extending this to lv7.

Also:
http://www.d20pfsrd.com/feats/general-feats/preferred-spell
Title: Re: Interesting stuff in PF
Post by: bkdubs123 on June 29, 2011, 02:33:36 AM
http://www.d20pfsrd.com/feats/general-feats/spell-perfection
Wow.
Would combining this with Echoing Spell (http://www.d20pfsrd.com/feats/metamagic-feats/echoing-spell-metamagic) give you unlimited castings of any spell lv6 or lower?

lol, that is hilariously insane. Yes. That's free 6th level spells. The really fucked up part is that you can modify something to what would ordinarily be 9th level, but before you ever get 9th level spell slots. So, presuming you took Echoing Spell at some point, at 12th level you choose one of your 6th level spells and you can cast it at-will, forever.
Title: Re: Interesting stuff in PF
Post by: veekie on June 29, 2011, 08:18:32 AM
Cool, instant warlock.
Title: Re: Interesting stuff in PF
Post by: bkdubs123 on June 29, 2011, 09:20:01 AM
It's also free metamagicked spells lower than 6th as well. I know spells like Polymorph got the nerf bat, but what other spells could this be hideously broken with in Pf?
Title: Re: Interesting stuff in PF
Post by: oslecamo on June 29, 2011, 11:25:12 AM
But echoing spell only allows you to cast the spell one additional time per day. Where are you geting the at-will from?
Title: Re: Interesting stuff in PF
Post by: bkdubs123 on June 29, 2011, 11:54:16 AM
But echoing spell only allows you to cast the spell one additional time per day. Where are you geting the at-will from?

From the text of Spell Perfection (http://www.d20pfsrd.com/feats/general-feats/spell-perfection): "Pick one spell which you have the ability to cast. Whenever you cast that spell you may apply any one metamagic feat you have to that spell[...]"

So that when you cast the echo of the spell you may apply your Echoing Spell feat to the echo. Over and over and over and over until you grow tired of casting it.
Title: Re: Interesting stuff in PF
Post by: oslecamo on June 29, 2011, 12:11:31 PM
Ah thanks for the clarification.

Well spammable summon monster is crazy utility and and pretty good combat suport.
Title: Re: Interesting stuff in PF
Post by: Prime32 on June 29, 2011, 01:59:46 PM
http://www.d20pfsrd.com/feats/general-feats/spell-perfection
Wow.
Would combining this with Echoing Spell (http://www.d20pfsrd.com/feats/metamagic-feats/echoing-spell-metamagic) give you unlimited castings of any spell lv6 or lower?

lol, that is hilariously insane. Yes. That's free 6th level spells. The really fucked up part is that you can modify something to what would ordinarily be 9th level, but before you ever get 9th level spell slots. So, presuming you took Echoing Spell at some point, at 15th level you choose one of your 6th level spells and you can cast it at-will, forever.
Fixed. Skills work differently in PF.

Also, is there a way to reduce metamagic costs?
Title: Re: Interesting stuff in PF
Post by: bkdubs123 on June 29, 2011, 02:39:04 PM
Fixed. Skills work differently in PF.

Ah, of course.

Quote
Also, is there a way to reduce metamagic costs?

That I certainly wouldn't know. Veekie?
Title: Re: Interesting stuff in PF
Post by: Kuroimaken on June 29, 2011, 05:16:13 PM
Not that I know of. I've looked.
Title: Re: Interesting stuff in PF
Post by: veekie on June 29, 2011, 05:45:04 PM
Hadn't screwed around with metamagics much here either. Damn, I'm missing out.
Title: Re: Interesting stuff in PF
Post by: Prime32 on June 30, 2011, 02:58:52 AM
Now, what madness can be wrought by a caster with infinite 6th-level spells and +1 caster level for each follower they possess? (via Coven witches)
Title: Re: Interesting stuff in PF
Post by: Prime32 on July 09, 2011, 01:15:42 AM
Wildblooded sorcerer archetype gets variant bloodlines, effectively the same as cleric subdomains.

Celestial (Empyreal) sorcerer is Wis-based rather than Cha-based. Seems like good Mystic Theurge material. Yes, some of the stuff is redundant with a divine casting class, but since you're Wis-focused you can afford the -2 Will save from combining this with the Cross-blooded archetype (cherry-pick from two bloodlines).

Likewise, Arcane (Sage) makes the sorcerer Int-based. Useful for Ultimate Magus or Cerebremancer.
Title: Re: Interesting stuff in PF
Post by: StreamOfTheSky on July 09, 2011, 11:43:54 PM
Qinggong Monk at level 11+ can swap a class feature for the Ki Leech spell, for an activation cost of zero ki points.  The spell lasts min/level, so it's basically a constant buff at this point.  Every time you kill a creature or confirm a crit on it, you regain one ki point.  So...take someone alive but unconscious from a fight, coup de grace for nonlethal damage after each fight to re-fill your ki pool, and acheive infinite ki.

Frankly, I think it's about time the monk got some nice things.  :)
Title: Re: Interesting stuff in PF
Post by: Kuroimaken on July 10, 2011, 12:54:22 AM
Anybody got some interesting ideas for the Inquisitor? It's a cool class, but it doesn't get that much love, apparently. It's got lots of utility spells (it's pretty much the marriage of a bard and a cleric), and some interesting class features, but I'm playing one now and I have no idea which way to take him.
Title: Re: Interesting stuff in PF
Post by: veekie on July 10, 2011, 02:11:53 PM
No idea really, its generally solid, but theres little you can actually trigger it into.
Title: Re: Interesting stuff in PF
Post by: StreamOfTheSky on July 10, 2011, 09:17:13 PM
Anybody got some interesting ideas for the Inquisitor? It's a cool class, but it doesn't get that much love, apparently. It's got lots of utility spells (it's pretty much the marriage of a bard and a cleric), and some interesting class features, but I'm playing one now and I have no idea which way to take him.

i wouldn't recommend focusing on archery like the class fluff and proficiencies seem to urge you to do.  They make terrible archers.  No access at all to Point Blank Master feat, none of their teamwork feats will help ranged combat one lick, and the medium BAB and no bonus feat route means you're waiting till level 15 or so for Improved Precise Shot, while some classes are getting it at level 6!  The lack of useful bonus feats in general will make the first few levels painful for archery.  Use a bow as a backup weapon and get mileage out of the proficiencies that way.

For your melee focused Inquisitor, then, I would go for an Intimidation build, working towards Imperious Command if 3E is allowed.  Choose whether you want Dazzling Display or Dreadful Carnage and follow that feat tree.  Both will give you an area demoralize, but one is avaialable very early and costs a full round action, the other takes 11+ levels and is a free action.  Also choose between Enforcer or Cornugon Stun.  If Cheliax material isn't allowed, that's an easy choice.  Enforcer is actually really awesome and available at level 1, it's just a pain having to do nonlethal damage.  Rather than using a subpar weapon or wasting a feat or taking -4 to hit, try to get the Sword of Mercy trait instead.  Can do non-lethal with slashing weapons at no penalty, and you even get +1 damage when doing so.

For race, Dwarf is great, and Half-Orc gives nice weapon proficiencies.  Half-Elf can trade Skill Focus for a free Exotic Weapon Proficiency, if you had one in mind.

Domain Powers... I like the idea of Cave subdomain for stealth and mobility boosts and the novelty of double wisdom to initiative.  Animal with Feather OR Fur subdomain is good.  Travel is great in general, and the Doorsight subdomain power is also nice for snooping.  Plant has a subdomain to Enlarge yourself as a swift action 1/day.  Restoration subdomain is always handy, if not sexy.  Those are my favorite picks for an Inquisitor.
Title: Re: Interesting stuff in PF
Post by: Kuroimaken on July 11, 2011, 02:44:54 AM
How about them archetypes from Ultimate Magic? They're pretty much Inquisitor-only domains that force you to give up your 6th level teamwork feat (no big loss since those provide negligible bonuses). The Sin-eating archetype looks especially cool - at low levels it's pretty much a free CLW after combat for each enemy you kill, and it scales up too.

And yeah, the medium BAB fucks them up big time. Too many feats require relatively high BABs, it's like they need people with medium BABs to take the really shitty feats instead. (Lots of them require 13 Dex too, which for my Inquisitor character means he's fucked.)
Title: Re: Interesting stuff in PF
Post by: StreamOfTheSky on July 11, 2011, 04:44:21 AM
I didn't look at them much, just skimmed, but nothing awesome stood out.  Might be some moderately good options in there, I'll look later.  As for that sin eater... it sounds cool, but mechanically...after combat healing is just saving you some gp.  I mean, that's alright...  Just nothing very exciting.  If you want it for the flavor, go for it though.

And the teamwork feats aren't all sucky.  For archery they are, but lots of good stuff for melee.  Lookout is just crazy awesome.  There ones to get better flanking and the one for a little sneak attack are nice, and so forth.  There's enough decent ones for a melee Inquisitor to not run out of options before you hit the teens in level, and the game's probably ending by then anyway.
Title: Re: Interesting stuff in PF
Post by: AlcariTheMad on July 11, 2011, 11:12:13 PM
Also, is there a way to reduce metamagic costs?
This is a limited cost reducer:  http://www.d20pfsrd.com/traits/magic-traits/magical-lineage (http://www.d20pfsrd.com/traits/magic-traits/magical-lineage)

If you can't take a free trait at first level, you can grab it with Additional Traits and pick up Reactionary for +2 init (or any other non-magic trait) at the same time.
Title: Re: Interesting stuff in PF
Post by: Prime32 on July 16, 2011, 02:07:25 AM
Shambling Mounds (http://www.d20pfsrd.com/bestiary/monster-listings/plants/shambling-mound) have a surprising amount of support. Even one variant that lets you be Arakune. :p
Title: Re: Interesting stuff in PF
Post by: veekie on July 16, 2011, 08:03:41 AM
Yeah, I was surprised when I first noticed that.
Title: Re: Interesting stuff in PF
Post by: Prime32 on July 18, 2011, 08:38:25 PM
1. Take Butterfly's Sting (http://www.d20pfsrd.com/feats/general-feats/butterfly-s-sting-critical)
2. Dual-wield keen kukris.
3. Team up with a scythe-wielding magus with a bunch of [Critical] feats and the Critical Strike arcana.
4. ???
5. Profit!

Heck, be the magus and give the kukris to your monkey familiar or something.
Title: Re: Interesting stuff in PF
Post by: veekie on July 19, 2011, 02:46:45 AM
1. Take Butterfly's Sting (http://www.d20pfsrd.com/feats/general-feats/butterfly-s-sting-critical)
2. Dual-wield throwing returning keen kukris.
3. Team up with a scythe-wielding magus with a bunch of [Critical] feats and the Critical Strike arcana.
4. ???
5. Profit!

Heck, be the magus and give the kukris to your monkey familiar or something.
Fixed. Why waste the time going to melee?
Butterfly works from range.
Title: Re: Interesting stuff in PF
Post by: Prime32 on July 19, 2011, 08:50:16 PM
Amidst the "anything which is unbalanced is not RAW by definition, I am entitled to my opinion" arguments, there's a designer statement on the Echoing Spell + Spell Perfection combo.
http://paizo.com/paizo/messageboards/paizoPublishing/pathfinder/pathfinderRPG/general/ultimateMagusUnlimitedSpellPerDayCombo&page=2#75
Looks like it's "a metamagic feat cannot be applied to the same spell more than once, and an echo counts as the original spell for this purpose".

And I tip my hat to you, Ravingdork, for finding it a month and a half before me. :p
Title: Re: Interesting stuff in PF
Post by: Fadier on July 19, 2011, 09:30:07 PM
Spell Perfection could be the next Residual Magic for SCMs (Assuming your allowed to use 3E material). Just use Heighten Spell.
Title: Re: Interesting stuff in PF
Post by: Kuroimaken on July 19, 2011, 11:54:02 PM
Amidst the "anything which is unbalanced is not RAW by definition, I am entitled to my opinion" arguments, there's a designer statement on the Echoing Spell + Spell Perfection combo.
http://paizo.com/paizo/messageboards/paizoPublishing/pathfinder/pathfinderRPG/general/ultimateMagusUnlimitedSpellPerDayCombo&page=2#75
Looks like it's "a metamagic feat cannot be applied to the same spell more than once, and an echo counts as the original spell for this purpose".

And I tip my hat to you, Ravingdork, for finding it a month and a half before me. :p
Let's not forget that per their FAQ, anyone wearing mithral fullplate without heavy armor proficiency takes penalties anyway.

Even though it's not stated anywhere and specific trumps general.

So why would anyone want mithral fullplate again?
Title: Re: Interesting stuff in PF
Post by: McPoyo on July 20, 2011, 04:46:30 AM
Barbarians class features, and run speed
Title: Re: Interesting stuff in PF
Post by: Kuroimaken on July 20, 2011, 04:59:12 PM
Barbarians class features, and run speed

Medium armor run speed is the same as heavy armor, and a Barbarian would have to blow a feat on it anyway.
Title: Re: Interesting stuff in PF
Post by: McPoyo on July 20, 2011, 05:12:25 PM
Medium is *4, heavy is *3.
Title: Re: Interesting stuff in PF
Post by: StreamOfTheSky on July 20, 2011, 10:35:05 PM
Because the total AC bonus of armor + max dex is still higher for mithral full plate than any other armor, and Dwarves and Fighters (and Oracles with a certain curse, "Lame" or "Crippled" or something like that) can move normal speed in any armor unhindered anyway?
Title: Re: Interesting stuff in PF
Post by: Prime32 on July 22, 2011, 02:23:49 PM
3rd-party Magus alternative (http://www.d20pfsrd.com/classes/3rd-party-classes/s/vanguard)
"Light, come forth!"

Also, a tanking class (http://www.d20pfsrd.com/classes/3rd-party-classes/s/armiger) which can wield a crossbow or polearm in two hands while also using a shield, and even gets an accuracy bonus. Could be neat on a mount.
Title: Re: Interesting stuff in PF
Post by: Prime32 on July 23, 2011, 08:14:06 PM
Where have I seen this before? (http://www.d20pfsrd.com/magic/all-spells/f/fire-snake)
Title: Re: Interesting stuff in PF
Post by: b100d_arrowz on July 26, 2011, 09:16:14 AM
Has anyone else noticed that the Astral Plane breaks the action economy hard...

Quote
Enhanced Magic: All spells and spell-like abilities used within the Astral Plane may be employed as if they were improved by the Quicken Spell or Quicken Spell-Like Ability feats. Already quickened spells and spell-like abilities are unaffected, as are spells from magic items. Spells so quickened are still prepared and cast at their unmodified level. As with the Quicken Spell feat, only one quickened spell or spell-like ability can be cast per round.

As if Wizards couldn't already beast in planar combat...

1. Insert bag of holding into portable hole
2. ???
3. Profit
Title: Re: Interesting stuff in PF
Post by: Garryl on July 27, 2011, 12:10:01 AM
The Astral Plane's auto-quicken is not quite as great as it first looks, unless you're an RKV or otherwise have access to additional swift actions. Since everything's quickened, everything with a 1 round or less casting time uses your singular swift action each round. Also, it nerfs immediate action spells hard (they're now swift actions, so usable on your turn only). I suppose you could move across the threshold of a planar bubble every round to alternate between normal and quickened spells, but that's still a lot of work.
Title: Re: Interesting stuff in PF
Post by: Nanshork on July 27, 2011, 12:24:11 AM
The Astral Plane's auto-quicken is not quite as great as it first looks, unless you're an RKV or otherwise have access to additional swift actions. Since everything's quickened, everything with a 1 round or less casting time uses your singular swift action each round. Also, it nerfs immediate action spells hard (they're now swift actions, so usable on your turn only). I suppose you could move across the threshold of a planar bubble every round to alternate between normal and quickened spells, but that's still a lot of work.

According to what blood quoted spells MAY be quickened, they don't have to be.
Title: Re: Interesting stuff in PF
Post by: Prime32 on July 27, 2011, 03:05:14 PM
Ultimate Combat details (http://www.giantitp.com/forums/showthread.php?t=208994)
Title: Re: Interesting stuff in PF
Post by: Midnight_v on July 28, 2011, 09:09:19 PM
I just wanted to add to this... While I generally revile pathfinder, as winning because there was no one else. . . lol

They hired DSP to do PSIONICS UNLEASHED.

I'm really please with it, the changes to the races and classes are pretty damn good.
It makes it interesting enough to go back over with a fine toothed comb.
Title: Re: Interesting stuff in PF
Post by: Prime32 on August 03, 2011, 05:12:07 AM
http://www.d20pfsrd.com/extras/collaborators/work-queues/3-working/paizo-products/pathfinder-rpg-line/ultimate-combat/

Ultimate Combat is up in its temporary location.
Title: Re: Interesting stuff in PF
Post by: Kuroimaken on August 03, 2011, 05:41:39 AM
...the fuck is up with this guiding us tortuously through the process shit instead of us just anxiously awaiting for release day?
Title: Re: Interesting stuff in PF
Post by: StreamOfTheSky on August 03, 2011, 06:53:32 AM
Not going to bother painstakingly comparing the beta and final, but it appears they straight up nerfed the Ninja (I see no boons and most definitely see the 1st free use of ninja tricks has been removed)!  :banghead

I knew they were gonna do it because people didn't like an almost competent Rogue class, but it's still saddening.  And it appears they did nothing at all about the Ninja's horrific (even worse than a monk's) MAD, left No Trace completely worthless, etc...  *sigh*  At least they didn't neuter Vanishing Trick and Invisible Blade other than the loss of one free use/day.
Title: Re: Interesting stuff in PF
Post by: Prime32 on August 03, 2011, 03:05:40 PM
...the fuck is up with this guiding us tortuously through the process shit instead of us just anxiously awaiting for release day?
Because you're not expected to be looking in the work section. :p
EDIT: Huh. They put up a "do not link to work in progress" message. I didn't know they cared about that... See here (http://www.giantitp.com/forums/showpost.php?p=11559061) though.

Also
Quote
Dimensional Agility
Teleportation does not faze you.
Prerequisites: Ability to use the abundant step class feature or cast dimension door.
Benefit: After using abundant step or casting dimension door, you can take any actions you still have remaining on your turn. You also gain a +4 bonus on Concentration checks when casting teleportation spells.

Dimensional Assault
You have been trained to use magical movement as part of your combat tactics.
Prerequisites: Ability to use the abundant step class feature or cast dimension door, Dimensional Agility.
Benefit: As a full-round action, you use abundant step or cast dimension door as a special charge. Doing so allows you to teleport up to double your current speed (up to the maximum distance allowed by the spell or ability) and to make the attack normally allowed on a charge.

Dimensional Dervish
You teleport with a mere thought, savaging your opponents as you flash in and out of reality.
Prerequisites: Ability to use the abundant step class feature or cast dimension door, Dimensional Agility, Dimensional Assault, base attack bonus +6.
Benefit: You can take a full-attack action, activating abundant step or casting dimension door as a swift action. If your do, you can teleport up to twice your speed (up to the maximum distance allowed by the spell or ability), dividing this teleportation into increments you use before your first attack, between each attack, and after your last attack. You must teleport at least 5 feet each time you teleport.
Special: A monk can use additional points from his ki pool to increase his speed before determining the total speed for this teleportation.

Dimensional Maneuvers
Your rapid teleportation makes your combat maneuvers more difficult to avoid.
Prerequisites: Ability to use the abundant step class feature or cast dimension door, Dimensional Agility, Dimensional Assault, Dimensional Dervish, base attack bonus +9.
Benefit: While using the Dimensional Dervish feat, you gain a +4 bonus on combat maneuver checks to bull rush, disarm, reposition, or trip an opponent.

Dimensional Savant
You flash into and out of reality so quickly it is impossible to tell exactly where you are at any given time.
Prerequisites: Dimensional Agility, Dimensional Assault, Dimensional Dervish, ability to use the abundant step class feature or cast dimension door, base attack bonus +9.
Benefit: While using the Dimensional Dervish feat, you provide flanking from all squares you attack from. Flanking starts from the moment you make an attack until the start of your next turn. You can effectively flank with yourself and with multiple allies when using this feat.
(http://images3.wikia.nocookie.net/__cb20100715135214/naruto/images/thumb/1/1f/Minato_Namikaze.PNG/830px-Minato_Namikaze.PNG)
Quote
Clustered Shots (Combat)
You take a moment to carefully aim your shots, causing them all to strike nearly the same spot.
Prerequisites: Point-Blank Shot, Precise Shot, base attack bonus +6.
Benefit: When you use a full-attack action to make multiple ranged weapon attacks against the same opponent, total the damage from all hits before applying that opponent’s damage reduction.
Special: If the massive damage optional rule is being used, that rule applies if the total damage you deal with this feat is equal to or exceeds half the opponent’s full normal hit points (minimum 50 points of damage).
Quote
Feral Combat Training (Combat)
You were taught a style of martial arts that relies on the natural weapons from your racial ability or class feature.
Prerequisites: Improved Unarmed Strike, Weapon Focus with selected natural weapon.
Benefit: Choose one of your natural weapons. While using the selected natural weapon, you can apply the effects of feats that have Improved Unarmed Strike as a prerequisite, as well as effects that augment an unarmed strike.
Special: If you are a monk, you can use the selected natural weapon with your flurry of blows class feature.
Quote
Guided Hand
Your deity blesses any strike you make with that deity’s favored weapon.
Prerequisites: Channel energy class feature, Channel Smite, proficiency with your deity’s favored weapon.
Benefit: With your deity’s favored weapon, you can use your Wisdom modifier instead of your Strength or Dexterity modifier on attack rolls.

The combat styles also seem kind of neat.
Title: Re: Interesting stuff in PF
Post by: StreamOfTheSky on August 03, 2011, 05:23:22 PM
The problem with those Dimensional feats is a Monk can't start taking them until level 13, and you REALLY want Dim Dervish, so that's 3 high level feats and waiting till level 17...  Or, you can be a wizard and start on the feat chain at level 7...

Poor monks. :(


Clustered Shot looks awesome, pretty much solves the DR problem for archers.  And I'm just happy to see any new archer feats that don't suck at all.  I played a Zen Archer Monk several months ago and discovered that they have no respectable feat choices past level 6 (if you get to near level 17 and the Ki Arrow class feature, suddenly all the Stunning Fist and related feats become amazing, though).
Title: Re: Interesting stuff in PF
Post by: ShadowViper on August 04, 2011, 05:09:46 AM
I thought Ultimate Combat was going to be a Late July release?  ???
Title: Re: Interesting stuff in PF
Post by: Agita on August 04, 2011, 12:35:14 PM
I thought Ultimate Combat was going to be a Late July release?  ???
Late July was a week or two ago.
Title: Re: Interesting stuff in PF
Post by: ShadowViper on August 04, 2011, 02:08:25 PM
Aye, and it sounds like the book is still in "Beta."
Title: Re: Interesting stuff in PF
Post by: Agita on August 04, 2011, 02:17:09 PM
Aye, and it sounds like the book is still in "Beta."
As far as I can tell, it's not the book that's in beta, but the SRD pages are being built gradually.
Title: Re: Interesting stuff in PF
Post by: Prime32 on August 04, 2011, 03:23:18 PM
http://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapons-non-core/weapon-property---guided
Neat. :p

Also, just noticed that if you're a Small character with a Dex score more than 2 higher than Str, shrinking to Tiny makes you better at tripping/grappling. Huh?

Combined with Feral Combat Training, I want to play a pseudodragon monk now (flurry of knockout poison muhahaha). Throw on Quinggong so he can breath fire.
Title: Re: Interesting stuff in PF
Post by: Kuroimaken on August 04, 2011, 05:21:08 PM
http://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapons-non-core/weapon-property---guided
Neat. :p

Also, just noticed that if you're a Small character with a Dex score more than 2 higher than Str, shrinking to Tiny makes you better at tripping/grappling. Huh?

Combined with Feral Combat Training, I want to play a pseudodragon monk now (flurry of knockout poison muhahaha). Throw on Quinggong so he can breath fire.

Also, an Elasmosaurus and a Sphynx have the same CMD. Which is somewhat fine when considering tripping and grappling, not quite so when considering tumble checks.
Title: Re: Interesting stuff in PF
Post by: StreamOfTheSky on August 04, 2011, 06:23:26 PM
See here (http://www.giantitp.com/forums/showpost.php?p=11559061) though.

*reads whole thread* Wow, that Anderlith guy makes me wish I could reach through the screen and strangle him with ethernet cable.  Holy crap, is he capable of making a post that isn't quadruple face-palm worthy?
Title: Re: Interesting stuff in PF
Post by: ShadowViper on August 04, 2011, 11:12:22 PM
Aye, and it sounds like the book is still in "Beta."
As far as I can tell, it's not the book that's in beta, but the SRD pages are being built gradually.

Ahh okay.
Title: Re: Interesting stuff in PF
Post by: StreamOfTheSky on August 05, 2011, 08:17:10 PM
I think this has to be the single worst feat I have ever seen.  Whoever thought of it needs to stop having ideas.

Quote from: Some douchebag who hates rogues
Flanking Foil (Combat)
Fighting multiple foes is easy for you.
Benefit: Whenever you hit an adjacent opponent with a
melee attack, until the start of your next turn, that opponent
does not gain any flanking bonus on attack rolls while it is
flanking you and cannot deal sneak attack damage to you.
It can still provide a flank for its allies.

Doesn't just stop flanking!  Nope!  Stops invisiblity, feinting, and anything else your stupid crappy rogue can think of to try and be useful in combat!  Screw the weak!  Not even having pre-requisites is just the urination icing on the turd cake!
Title: Re: Interesting stuff in PF
Post by: Prime32 on August 06, 2011, 03:46:39 AM
There's another neat use of Feral Combat Training - combine it with graft weapon (http://www.d20pfsrd.com/psionics-unleashed/psionic-powers/g/graft-weapon).




And now an unusual build attempt. A 20th-level PF fighter gets 21 feats, a rogue can gain bonus feats through talents, and there are more feats with fighter level prereqs now. Can we get anything useful out of this?

Not the Face!
Alchemist 1/Fighter (crossbowman (http://www.d20pfsrd.com/classes/core-classes/fighter/archetypes/paizo---fighter-archetypes/crossbowman)) 19//Rogue (sniper (http://www.d20pfsrd.com/classes/core-classes/rogue/archetypes/paizo---rogue-archetypes/sniper)) 20
Rogue Talents: Bleeding Attack, Fast Getaway, Stealthy Sniper (advanced)
Traits: Heirloom Weapon (launching crossbow)
Feats: Crossbow Mastery (http://www.d20pfsrd.com/feats/combat-feats/crossbow-mastery-combat), Deadly Aim (http://www.d20pfsrd.com/feats/combat-feats/deadly-aim-combat), Disrupting Shot (http://www.d20pfsrd.com/feats/combat-feats/disrupting-shot-combat), Far Shot, Focused Shot (http://www.d20pfsrd.com/feats/combat-feats/focused-shot-combat), Improved Precise Shot, Point Blank Shot, Precise Shot, Rapid Shot, Rapid Reload
Equipment: Sniper's goggles (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/e-g/goggles-sniper-goggles)

The launching crossbow is a type of exotic crossbow which fires splash weapons. Proficiency is provided by the Ancestral Weapon trait. It normally takes a full-round action to load, but Crossbow Mastery reduces that to a free action. If you don't want to take 13 levels of fighter to avoid AoOs, Point Blank Master (http://www.d20pfsrd.com/feats/combat-feats/point-blank-master-combat) also works.

Splash weapons are touch attacks. Crossbowman fighter adds Dex to damage with crossbows and denies Dex to AC (as long as it's a readied attack). Alchemist adds Int to damage with splash weapons. Focused Shot adds Int to damage with standard-action ranged attacks, which readied attacks are. Deadly Aim gives you 2:1 Power Attack with ranged weapons. Crossbow expert gives you another +4 attack/damage. Oh, and you also get to deliver sneak attack at out to 90ft any range, and don't take a penalty on Stealth checks made to snipe.

There's still plenty of room left in the build for other stuff, like social skills. Some levels could be swapped out for broader abilities. For instance, you could move the alchemist level to the rogue side and add the Vivisectionist (http://www.d20pfsrd.com/classes/base-classes/alchemist/archetypes/paizo---alchemist-archetypes/vivisectionist) archetype, replacing some or all of the rogue levels with that.
Title: Re: Interesting stuff in PF
Post by: StreamOfTheSky on August 06, 2011, 04:05:26 AM
You cannot sneak attack with flasks.  And you cannot Deadly Aim with touch atttacks.

Unless the touch attacks are from a gun, because gods forbid we hold guns to the rules of the game when they're special little snowflakes.  :shakefist
Title: Re: Interesting stuff in PF
Post by: Prime32 on August 06, 2011, 04:19:05 AM
You cannot sneak attack with flasks.
PAAAAIIIIZOOOOO!!! :shakefist

Oh well. Lose the alchemist level and go Double crossbow (http://www.d20pfsrd.com/equipment---final/weapons/weapon-descriptions/crossbow-double) then?
Title: Re: Interesting stuff in PF
Post by: Prime32 on August 07, 2011, 02:43:00 AM
Hey neat.
http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/e-g/goggles-sniper-goggles

Sneak attack at any range, or turn ranged sneak attacks within 30ft into d10s. Added to build above.
Title: Re: Interesting stuff in PF
Post by: StreamOfTheSky on August 07, 2011, 08:17:10 AM
Someone in a Paizo thread pointed out water sight from the Oracle's Waves mystery.  Lets you see just fine in any sort of fog or mist as long as you could see in the prevailing lighting conditions (yay darkvision?).  So...dip 1 level in Oracle with a 12 charisma and 4/day you can lay down Obscuring Mist (more with wand, of course) and pick the least annoying curse you can (probably the tongues one).

Obscuring Mist explicitly stays stationary and is described as "cloud-like," so it's pretty much beyond reproach that if conjured in mid-air, it would not sink or anything.  Grab sniper goggles, get a means of flight and sneak attack (a Vivvisectionist Alchemist with the Wings discovery or new Beastform archetype from APG can have both by class level 6).  When these powers combine...profit?

Most annoying obstacle is finding a way to get bow proficiency so you can full attack w/o wasting a feat or additional dip level.  Elf or Half-Elf can give you it, but...they suck.

I was entertaining the combo as a backup option for a melee Alchemist, I suppose if you were making a build around it you could take actual ranged feats and possibly dip Ranger 2.
Title: Re: Interesting stuff in PF
Post by: Prime32 on August 07, 2011, 02:27:51 PM
What the hell?

The Heirloom Weapon trait used to give you proficiency with any one weapon, make it masterwork for free, and give you a +1 trait bonus on attack rolls with it. Now it gives you proficiency with a simple or martial non-masterwork weapon. The old version still appears in the description in d20pfsrd and Google searches for now, but apparently even the PDF in which it appeared has been modified.

http://paizo.com/paizo/messageboards/paizoPublishing/pathfinder/pathfinderCompanion/heirloomWeaponTraitFixed


EDIT: You can still be a half-elf with the Ancestral Arms variant (one free weapon proficiency feat).
Title: Re: Interesting stuff in PF
Post by: StreamOfTheSky on August 07, 2011, 02:45:28 PM
Well, it was kinda overpowered before... :)

It is a little over-nerfed now, but what can you do?  I was working on a Zen Archer Monk guide a few days ago and was going to include HW as one of the only ways I know of for the poor ZAM to actually start the game with a bow (the idiot designers left them with monk starting wealth!!!!) and noticed the change.  I guess now the only way for a ZAM to start with the only weapon he's able to use his flurry with is to take the Rich Parents trait, which is super depressing...

On a related note, there used to be two Noble Scion feats.  One general and one local.  The local one had Narikopolus as a sub-option to gain +2 damage with composite bows with a str rating that matched your str.  It wasn't great, but it was literally the only worthwhile bow related feat a ZAM could take at level 1 (Far Shot is NOT worthwhile, you get Point Blank and Precise at 1 & 2 as bonus feat, can't use Rapid, and Deadly Aim requires BAB +1).  And...the feat has just plain vanished from the site now!  It's almost as annoying as how they're putting whole swathes of class features on their own page, that page serving no purpose other than to link to each of the individual descriptions, themselves on their own friggin' page!  It should not take half an hour to read through the Rage Powers section of Barbarian!
/rants and complaints
Title: Re: Interesting stuff in PF
Post by: Prime32 on August 07, 2011, 03:20:43 PM
Well, it was kinda overpowered before... :)
The proficiency was the only part I cared about, really.
Title: Re: Interesting stuff in PF
Post by: Agita on August 07, 2011, 04:12:39 PM
Well, it was kinda overpowered before... :)
The proficiency was the only part I cared about, really.
Yes. It wasn't so much overpowered as it was a way to give your character a cool weapon without wasting a feat amidst a bunch of bland, small bonuses. Had they just turned the +1 to hit into the bonuses there are now, it'd have been a drop in power, but fine. Now there's no reason to take it, at all.
Also, now that MW weapons are not allowed, you also can't enchant the thing, meaning it's now absolutely useless. The free weapon focus was minor, really. They went from that to making the whole thing a waste of a trait, which is saying something.
Title: Re: Interesting stuff in PF
Post by: StreamOfTheSky on August 07, 2011, 04:26:40 PM
Well, before it was basically weapon focus + exotic weapon proficiency + free masterwork cost, when traits are supposed to be about half as good as a feat, so it was kind of ridiculous.  Now that it doesn't even give exotic proficiency and can't be masterwork, it is pretty useless, though.

If it just gave you proficiency with the weapon and let you "unlock" the masterwork quality by doing some 24 hour ceremony and spending 300 gp later on, it'd probably be fine.
Title: Re: Interesting stuff in PF
Post by: Agita on August 07, 2011, 05:16:24 PM
Well, before it was basically weapon focus + exotic weapon proficiency + free masterwork cost, when traits are supposed to be about half as good as a feat, so it was kind of ridiculous.  Now that it doesn't even give exotic proficiency and can't be masterwork, it is pretty useless, though.
Masterwork cost is 300 gold. At lvl 1 and lvl 2, that's neat, even kind of a big deal, beyond that it's hardly worth mentioning. EWP and Weapon Focus are both an absolute waste of a feat slot. I'd call both together maybe on the upper end of what "half a feat slot" is worth, maybe a bit above that.
What it is absurd for is exotic weapons that are worth the feat slot on their own, but that's not so much a problem with the trait.
Title: Re: Interesting stuff in PF
Post by: Prime32 on August 07, 2011, 05:57:02 PM
I'd go with making "proficiency with one type of weapon" a trait, and having a "Master of Arms" feat which makes you proficient with everything.
Title: Re: Interesting stuff in PF
Post by: StreamOfTheSky on August 07, 2011, 07:06:32 PM
Well, before it was basically weapon focus + exotic weapon proficiency + free masterwork cost, when traits are supposed to be about half as good as a feat, so it was kind of ridiculous.  Now that it doesn't even give exotic proficiency and can't be masterwork, it is pretty useless, though.
Masterwork cost is 300 gold. At lvl 1 and lvl 2, that's neat, even kind of a big deal, beyond that it's hardly worth mentioning. EWP and Weapon Focus are both an absolute waste of a feat slot. I'd call both together maybe on the upper end of what "half a feat slot" is worth, maybe a bit above that.
What it is absurd for is exotic weapons that are worth the feat slot on their own, but that's not so much a problem with the trait.

It has to be balanced against what exists.  A trait that gives you free proficiency AND free masterwork weapon makes the Rich Parents trait look like dogcrap.  A trait that gives free Exotic Proficiency and what's efectively weapon focus makes both of those feats look like crap, too.  You want to make the similar feats/traits better, then fine, but without changing them, Heirloom Weapon was WAAAAY too good, and would remain so if it gave EWP + free money.

And if you don't think the 300 gp is a big deal ultimately, why would you be opposed to making the HW user pay for it?  It's not a big deal, after all.
Title: Re: Interesting stuff in PF
Post by: veekie on August 07, 2011, 07:35:15 PM
^^
Well, the old version was
Proficient with a single specific weapon - Half of Weapon Proficiency feat
Weapon Focus with a single specific weapon - Half of Weapon Focus feat
Masterworking - Half of a trait.

Personally, I'd just make it:
Proficient with a single specific weapon, which you buy with your normal wealth.

That said, there IS a cure for the masterworking problem!
Masterwork Transformation to the rescue! (http://www.d20pfsrd.com/magic/all-spells/m/masterwork-transformation)
Title: Re: Interesting stuff in PF
Post by: Prime32 on August 07, 2011, 07:49:16 PM
That said, there IS a cure for the masterworking problem!
Masterwork Transformation to the rescue! (http://www.d20pfsrd.com/magic/all-spells/m/masterwork-transformation)
According to the thread I linked, in official play instantaneous spells wear off eventually. Which means you have to cast that spell and reenchant the weapon for every game.

I'm baffled as to why they forbid masterwork weapons if you still have to pay for them normally. Right now the trait's fluff is "my weapon is more special" and its mechanics are "my weapon is less special".
Title: Re: Interesting stuff in PF
Post by: StreamOfTheSky on August 07, 2011, 08:06:46 PM
Well, you'd need your other trait in Rich Parents or some other means of higher starting wealth (or starting above level 1) to actually be able to pay for your masterwork weapon.  But yeah, if you can pay for it, you should be able to make it your HW, making it HAVE to be a non-masterwork weapon is dumb.

Masterwork transformation: It's great that exists!  Prime, that's pretty lame if your Dm would have it wear off, instantaneous means the magic's gone, just the result remains.  And you're paying the 300 gp, it's not like you're cheating the system.

That said...why does it always have to be magic that solves everything?  Why can't a smith just enhance a normal weapon to become masterwork using the craft skill?  Ditto for increasing the draw on a strength bow?  Why is this crap impossible to alter without magical assistance?
Title: Re: Interesting stuff in PF
Post by: Prime32 on August 07, 2011, 08:35:59 PM
Masterwork transformation: It's great that exists!  Prime, that's pretty lame if your Dm would have it wear off, instantaneous means the magic's gone, just the result remains.  And you're paying the 300 gp, it's not like you're cheating the system.
Read the thread. In PFS play, instantaneous spells wear off. Including spells which create creatures, so no creating utopias where skeletons do all the work.

Also from that thread: It doesn't say a smith can't enhance weapons, therefore he can.

...excuse me, I'm just going to be in this soundproof room for a second.
Title: Re: Interesting stuff in PF
Post by: StreamOfTheSky on August 08, 2011, 01:38:43 AM
Is there a rule unique to PFS that ISN'T freaking retarded?  Because every time someone mentions "How something works in PF Society," it's had a 100% success rate of getting me to think, "that's freaking retarded!" thus far.

That's almost as bad as the whole, "Rangers will only ever be able to choose animals from the ones listed in the original class entry, no matter how many new monster books come out nor even if the animal entry specifically says rangers can have them.  Oh, druids?  Yeah, they're fine.  They can take any new animal companions that pop up in new books."
Title: Re: Interesting stuff in PF
Post by: veekie on August 08, 2011, 01:51:41 AM
Organized Play tends to be retarded in a special way to begin with.
Title: Re: Interesting stuff in PF
Post by: StreamOfTheSky on August 09, 2011, 12:27:53 AM
In other news, Monks continue to lag behind the other classes at doing even the very, very specific crap their entire class is supposed to be the best at.

Quote from: Ultimate Combat
Unarmed Style: At 1st level, a unarmed fighter gains the Improved Unarmed Strike feat and any single style feat (see Chapter 3) as a bonus feat. The unarmed fighter need not meet all the prerequisites of the style feat he chooses, but style feats that grant additional uses of the Elemental Fist feat cannot be taken until the unarmed fighter has that feat. This ability replaces the bonus feat at 1st level.

In case you're wondering, the style feats that work with Elemental Fist are pretty much without exception the absolute crappiest styles in the book anyway, so not getting them is no loss at all.
Title: Re: Interesting stuff in PF
Post by: Prime32 on August 09, 2011, 01:01:08 AM
In other news, Monks continue to lag behind the other classes at doing even the very, very specific crap their entire class is supposed to be the best at.
To improve monks:
And use archetypes well.
Title: Re: Interesting stuff in PF
Post by: StreamOfTheSky on August 09, 2011, 01:11:22 AM
I already have a thread in the homebrew section for PF monks.  I'm gonna give them genuine full BAB, and a crapload of other stuff.
Title: Re: Interesting stuff in PF
Post by: StreamOfTheSky on August 14, 2011, 04:46:10 AM
OMG!  Sohei Monk is my new favorite dip!  The best part is that the class is hilariously godawful going 1-20, but the first two levels are AMAZING for dipping.  It gets full simple/martial weapon proficiency and light armor.  It gets Handle Animal as a class skill.  It trades Stunning Fist for the ability to always act in a surprise round.  And best of all...

Quote from: Ultimate Combat
Bonus Feats: A sohei may select mounted combat feats as bonus feats.

Without any stipulation to the contrary, we fall back on what the core rule book says regarding monk bonus feats:

Quote from: PRD
A monk need not have any of the prerequisites normally required for these feats to select them.

 :lmao

So...

Mounted Skirmisher (Combat)
You are adept at attacking from upon a swift moving steed.

Prerequisites: Ride rank 14, Mounted Combat, Trick Riding.

Benefit: If your mount moves its speed or less, you can still take a full-attack action.

Normal: If your mount moves more than 5 feet, you can only take an attack action.
 

Trick Riding (Combat)
You are not only skilled at controlling a horse in combat; you can make it look like art.

Prerequisites: Ride 9 ranks, Mounted Combat.

Benefit: While wearing light or no armor, you do not need to make Ride skill checks for any task listed in the Ride skill with a DC of 15 or lower. You do not take a –5 penalty for riding a mount bareback. You can make a check using Mounted Combat to negate a hit on your mount twice per round instead of just once.


Anyone else notice crazy high level mounted feats that could be useful to this dip?  :D
Title: Re: Interesting stuff in PF
Post by: veekie on August 14, 2011, 12:18:47 PM
At this rate the Monk will be fantastic at doing anything except being a monk.
Title: Re: Interesting stuff in PF
Post by: Prime32 on August 14, 2011, 03:32:07 PM
The godling classes are now up on the SRD, and the magus gets an enormous number of new archetypes and arcana. Some of the latter are pretty interesting, such as an archetype which trades spells for seven inquisitor inquisitions (note that they give things like rage) and can use three of them per round, and an arcana which gives you quickened telekinesis.
Title: Re: Interesting stuff in PF
Post by: veekie on August 15, 2011, 11:07:48 AM
Links to each of those. It's a bit hard to find them from vague descriptions. >: |
Title: Re: Interesting stuff in PF
Post by: Prime32 on August 15, 2011, 12:32:20 PM
http://www.d20pfsrd.com/classes/base-classes/magus/archetypes/3rd-party-publishers/super-genius-games---magus-archetypes/tovenaar
http://www.d20pfsrd.com/classes/base-classes/magus/magus-arcana/3rd-party-publishers/rite-publishing---magus-arcana/force-adept-sp

Also, an arcana which transforms your weapon into any other weapon (http://www.d20pfsrd.com/classes/base-classes/magus/magus-arcana/3rd-party-publishers/rite-publishing---magus-arcana/eldritch-athame-su). Neat. Also Animate Weapon (http://www.d20pfsrd.com/classes/base-classes/magus/magus-arcana/3rd-party-publishers/rite-publishing---magus-arcana/animate-weapon-su), which is self-explanatory.
Title: Re: Interesting stuff in PF
Post by: veekie on August 15, 2011, 01:09:15 PM
Hmm, Eldritch Athame looks pretty good, but Animate Weapon is just asking for trouble. Add an extra full attack every round? U Mad?

Force Adept...Violent Thrust, Violent Thrust, Violent Thrust.
As for the Inquisitions....a skim over shows them to be inferior to spells by far, but we knew that already.
Title: Re: Interesting stuff in PF
Post by: Prime32 on August 16, 2011, 01:03:29 PM
I can't believe they did this. (http://www.d20pfsrd.com/classes/core-classes/monk/archetypes/3rd-party-publishers/super-genius-games---monk-archetypes/air-master) :p
Title: Re: Interesting stuff in PF
Post by: veekie on August 16, 2011, 02:26:35 PM
Yeah...at this rate the monk can do anything except fight unarmed properly...
Title: Re: Interesting stuff in PF
Post by: Prime32 on August 16, 2011, 02:46:16 PM
Yeah...at this rate the monk can do anything except fight unarmed properly...
They don't give up unarmed strike. And besides, that wasn't what I meant...
[spoiler](http://mydisguises.com/wp-content/uploads/2009/05/aang-avatar2.png)

I should note that Air Master (with air swapped for earth) is compatible with Monk of the Sacred Mountain (http://www.d20pfsrd.com/classes/core-classes/monk/archetypes/paizo---monk-archetypes/monk-of-the-sacred-mountain). If you drop the Slow Time ability it can also be combined with Monk of the Four Winds (http://www.d20pfsrd.com/classes/core-classes/monk/archetypes/paizo---monk-archetypes/monk-of-the-four-winds).[/spoiler]
Title: Re: Interesting stuff in PF
Post by: veekie on August 16, 2011, 02:48:18 PM
Quote
unarmed strike
Does not allow a monk to fight unarmed properly. :P
Title: Re: Interesting stuff in PF
Post by: veekie on August 18, 2011, 11:04:13 AM
Interesting, I just realized you could polymorph into templated creatures in PF. This includes the Giant and Young templates so every creature now occupies 3 potential sizes.
Title: Re: Interesting stuff in PF
Post by: StreamOfTheSky on August 18, 2011, 02:46:43 PM
Interesting, I just realized you could polymorph into templated creatures in PF. This includes the Giant and Young templates so every creature now occupies 3 potential sizes.

Man, it's a good thing Pathfinder's more balanced than 3E, then!
Title: Re: Interesting stuff in PF
Post by: Prime32 on August 18, 2011, 03:00:20 PM
Interesting, I just realized you could polymorph into templated creatures in PF. This includes the Giant and Young templates so every creature now occupies 3 potential sizes.

Man, it's a good thing Pathfinder's more balanced than 3E, then!
Polymorph works completely differently, so...

EDIT: Just noticed that transmutation effects now give +20 Disguise (though disguise self is still +10). Also http://www.d20pfsrd.com/magic/all-spells/r/recorporeal-incarnation (pre-final-PF)
Title: Re: Interesting stuff in PF
Post by: veekie on August 18, 2011, 07:55:58 PM
Interesting, I just realized you could polymorph into templated creatures in PF. This includes the Giant and Young templates so every creature now occupies 3 potential sizes.

Man, it's a good thing Pathfinder's more balanced than 3E, then!
Polymorph works completely differently, so...
Optimizationally speaking it does give a wider range of favorable special ability, natural attacks and sizes, especially for things like giant octopi.
Title: Re: Interesting stuff in PF
Post by: Prime32 on August 20, 2011, 01:36:13 PM
Some UC content is up. (http://www.giantitp.com/forums/showthread.php?t=212264)

Treat any weapon as a monk weapon. (http://www.d20pfsrd.com/feats/general-feats/crusader-s-flurry)
Heal allies as a free action. (http://www.d20pfsrd.com/feats/general-feats/contingent-channeling) (requires this (http://www.d20pfsrd.com/classes/core-classes/cleric/archetypes/paizo---cleric-archetypes/merciful-healer) archetype)
Rage without losing your senses, or rage properly for more power. (http://www.d20pfsrd.com/classes/core-classes/barbarian/archetypes/paizo---barbarian-archetypes/urban-barbarian) (zomg barbarians are even more anime nao)
Cleric that trades Channel Energy for +10 initiative. (http://www.d20pfsrd.com/classes/core-classes/cleric/archetypes/paizo---cleric-archetypes/divine-strategist)
Dervish bard (http://www.d20pfsrd.com/classes/core-classes/bard/archetypes/paizo---bard-archetypes/dervish-dancer) + Eberron's favourite archetype (http://www.d20pfsrd.com/classes/core-classes/bard/archetypes/paizo---bard-archetypes/archaeologist)
Better mounts for cavaliers (http://www.d20pfsrd.com/classes/base-classes/cavalier/archetypes/paizo---cavalier-archetypes/beast-rider)
Title: Re: Interesting stuff in PF
Post by: Garryl on August 20, 2011, 08:14:29 PM
Cleric that trades Channel Energy for +10 initiative. (http://www.d20pfsrd.com/classes/core-classes/cleric/archetypes/paizo---cleric-archetypes/divine-strategist)
It's better than that. They also get to act in every surprise round. As long as someone is more aware than anyone else (doesn't matter if it's your guys or their guys, as long as someone is aware enough for a surprise round), that's an extra standard action at the beginning of combat. However, it also costs a domain (you get 1 instead of 2), not just channel energy.
Title: Re: Interesting stuff in PF
Post by: Prime32 on August 21, 2011, 01:12:56 PM
Barbarian rage powers to sunder spells (http://www.d20pfsrd.com/classes/core-classes/barbarian/rage-powers/paizo---rage-powers/spell-sunder-su) and magic items (http://www.d20pfsrd.com/classes/core-classes/barbarian/rage-powers/paizo---rage-powers/sunder-enchantment-su)
Title: Re: Interesting stuff in PF
Post by: Kuroimaken on August 21, 2011, 07:12:46 PM
Why would you want to sunder a magic item? Did they change the mechanic in some way I don't know about?  ???
Title: Re: Interesting stuff in PF
Post by: Prime32 on August 21, 2011, 07:17:06 PM
Why would you want to sunder a magic item? Did they change the mechanic in some way I don't know about?  ???
There's a "broken" condition which inflicts penalties at half hp (but can be repaired with mending/make whole), and you can always choose to leave an item at 1hp.
Title: Re: Interesting stuff in PF
Post by: Prime32 on August 24, 2011, 02:41:17 PM
So firing certain guns without support knocks you prone unless you're Large? (http://www.d20pfsrd.com/equipment---final/firearms)

Put a stand on your mount so you don't have to set it up.
Title: Re: Interesting stuff in PF
Post by: Garryl on August 24, 2011, 11:55:26 PM
Gah! Why must game designers refuse to be consistent across scale? If a Large creature can use a Medium Double Hackbut without risk, why can't a Medium creature use a Tiny one without being knocked on his backside?
Title: Re: Interesting stuff in PF
Post by: Prime32 on August 25, 2011, 12:26:47 AM
Tiny creatures can, however, use siege weapons. Take 1 rank in Knowledge (engineering), have an Improved Familiar with Siege Engineer, Master Siege Engineer and Vital Strike, and have some other familiars or summons help with loading. Buy a Colossal fiend's mouth cannon and cast the spell which increases projectile damage (I have no idea what three size increases does to 8d6 base damage, but Vital Strike then doubles it). Be sure to enchant the cannon as a magic weapon too.

http://www.d20pfsrd.com/gamemastering/siege-engines
Title: Re: Interesting stuff in PF
Post by: ShadowViper on August 25, 2011, 02:26:00 AM
Familiars should be gaining feats when their master's gain feats, correct? Sometimes I really feel like a noob.... For the longest time my group has always been of the mindset that animal companions and familars don't gain attribute bonuses or feats, only recently has this changed, so never really looked into it as far as familars.
Title: Re: Interesting stuff in PF
Post by: Garryl on August 25, 2011, 03:10:09 AM
3.5 familiars don't get feats, but 3.5 animal companions do (it's specifically addressed for both). 3.5 psicrystals aren't specifically addressed, so they get feats by default.

In Pathfinder, the gaining of feats for familiars (http://www.d20pfsrd.com/classes/core-classes/wizard/familiar) is not specifically addressed (unless it's somewhere else in the rules I can't find), so they should gain feats by default. Animal Companions (http://www.d20pfsrd.com/classes/core-classes/druid/animal-companions) specifically gain feats.
Title: Re: Interesting stuff in PF
Post by: Prime32 on August 25, 2011, 03:27:24 AM
Then again, something that might be easier:

Make the cannon an animated object (19,000gp), and add a brain (http://www.d20pfsrd.com/magic/building-and-modifying-constructs) (+22,750gp) so it can take Master Siege Engineer. Have two smaller animated objects ride around on it (2,000gp each) to serve as crew.

Okay, that's pretty expensive, but also awesome - you just invented the Barrelion.
Title: Re: Interesting stuff in PF
Post by: ShadowViper on August 25, 2011, 03:49:35 AM
3.5 familiars don't get feats, but 3.5 animal companions do (it's specifically addressed for both).

Aye, familars afterall are really only 1HD creatures who are treated as having HD equal to the master for dependant effects(IIRC). Partly why I never really payed much attention to feats for familars. But for Pathfinder might have to start digging around a bit.  :plotting
Title: Re: Interesting stuff in PF
Post by: Prime32 on August 26, 2011, 03:11:34 PM
Some talk of firearms in this thread: http://www.giantitp.com/forums/showthread.php?t=212964

Including a half-giant gunslinger/barbarian who dual-wields cannons.
Title: Re: Interesting stuff in PF
Post by: StreamOfTheSky on August 26, 2011, 11:11:51 PM
I just want to post this here for future reference.  SKR endorsing this as acceptable.  Hurray for monks being able to take Weapon Focus at level 1 and other fringe benefits.

http://paizo.com/paizo/messageboards/paizoPublishing/pathfinder/pathfinderRPG/rules/archives/feralMutagenAndCertainFeats

Quote from: Sean K Reynolds
I'm a proponent of the school of "you can *select* it if you sometimes qualify, but you can only *use* it when you actually meet all the requirements."
Title: Re: Interesting stuff in PF
Post by: Prime32 on August 27, 2011, 03:07:06 AM
Just noticed that an undead alchemist can benefit from mutagens (including ragechemist (http://www.d20pfsrd.com/classes/base-classes/alchemist/archetypes/paizo---alchemist-archetypes/ragechemist) versions) without taking penalties.

Also, there's a discovery to infuse projectile weapons with bombs (http://www.d20pfsrd.com/classes/base-classes/alchemist/discoveries/paizo---alchemist-discoveries/explosive-missile)... and another which does it with siege weapons (http://www.d20pfsrd.com/classes/base-classes/alchemist/discoveries/paizo---alchemist-discoveries/siege-bomb). Another one allows turning a bomb into a short-range breath weapon.
Title: Re: Interesting stuff in PF
Post by: StreamOfTheSky on August 27, 2011, 04:04:35 AM
Likewise, an Undead Barbarian can Rage Hop (flit in and out of rage each turn for repeated spamming of once/rage powers due to being immune to fatigue) right from level 1.  Well, level 2, since that's when you get rage powers...
Title: Re: Interesting stuff in PF
Post by: veekie on August 27, 2011, 07:36:32 AM
The projectile bombs thing work pretty nicely with rapid bombs and archery firing rates plus at least one debuff mixed in.
Title: Re: Interesting stuff in PF
Post by: StreamOfTheSky on August 27, 2011, 06:34:57 PM
Other than range, what is archery adding, really?  Why waste a discovery on this?  You can Rapid Shot and even TWF (which you can't with a bow) with thrown bombs.
Title: Re: Interesting stuff in PF
Post by: ShadowViper on August 27, 2011, 10:32:14 PM
AFAIK you can only throw a certain number of bombs per day, so why would you want an archery fire rate? Seems like you'd run out of bombs real quick.
Title: Re: Interesting stuff in PF
Post by: StreamOfTheSky on August 28, 2011, 01:14:19 AM
Also a good point.  Bomb alchemists seem to rely heavily on nova + 15 min. adventuring day.  Except their novas are ridiculously tame compared to what a caster could do.  "Half level d6 to ONE enemy?  Man, careful you don't break the game, there."

From what I can tell, the only way to make a bomb alchemist marinally playable is to use the bombs sparingly, a few per combat, and use them for attached nasty effects.  Like the multiround confusion one that offers no save (unless that's been eratta'd).  And then in other rounds just shoot a bow or chuck regular alchemical explosives you made.  Not amazing, but semi- battlefield control possible.
Title: Re: Interesting stuff in PF
Post by: Prime32 on August 28, 2011, 02:42:52 AM
And that's exactly why I created this: http://brilliantgameologists.com/boards/index.php?topic=11950
Title: Re: Interesting stuff in PF
Post by: veekie on August 28, 2011, 02:59:10 AM
Yeah, the rapid shot archery method is more to oh, deliver those stinking clouds where they need to go, between regular bow attacks.
Title: Re: Interesting stuff in PF
Post by: Prime32 on August 29, 2011, 09:25:00 PM
UC monk archetypes are up, and they look pretty neat.
http://www.d20pfsrd.com/classes/core-classes/monk

Flowing Monk: Different bonus feats, attacking you or your allies provokes a pseudo-AoO which trips moves and sickens the opponent at the same time (with bonuses), hitting an enemy with an AoO makes them flat-footed, Evasion for attacks, Elusive Target, reflect spells blocked by your SR
Maneuver Master: Flurry uses combat maneuvers and works with everything, all maneuver-related feats as bonus feats (ignore prereqs), using maneuvers always provokes AoO from you, roll maneuvers twice, add Wis to maneuvers, Cleave/Whirlwind maneuvers.
Martial Artist: Boosts to ability DCs, monk levels count as fighter levels for prereqs, spend a swift action at-will to ignore DR/hardness with all attacks OR add half monk level to AC/Ref/Sense Motive, immunity to fatigue/exhaustion/stunning/death effects/energy drain, resistance to ability damage/drain, defensive roll 3/day, apply evasion to defensive roll.
Master of Many Styles: Gain style feats as bonus feats (ignore prereqs), use 5 styles at the same time. Seems kind of meh.
Sensei: More class skills, bardic music, Wis SAD, share passive monk abilities with party. No flurry, but does not trade any of the abilities that can be used for Quingong monk, meaning maximum benefit from that archetype.
Sohei: Proficient with simple/martial weapons and can use them for all monk abilities (even crossbows), initiative hax, all mounted combat feats as bonus feats (ignore prereqs), unlimited quickened healing for mount, share ki-powered and passive monk abilities with mount (including AC bonus), cast swift greater magic weapon.
Tetori: Bonus feats chosen for you, Improved Grab that works against larger enemies, grapple without dropping your defences, can make AoOs against grapplers even if they have 60ft reach and are invisible, can make second saving throw against movement-hindering effects, any magical ability which makes your opponents harder to grapple is negated (including shapeshifting, freedom of movement, incorporeality and plane shift), iron body as a Su ability.
Title: Re: Interesting stuff in PF
Post by: Prime32 on August 30, 2011, 05:39:04 PM
Piecemeal armor (http://www.d20pfsrd.com/gamemastering/variant-rules). Here's some example suits I came up with.

Quote
Arms: Scale (10gp medium; +1 AC, +3 Dex, -2 ACP, 25% ASF)
Legs: O-yoroi (300gp heavy; +2 AC, +2 Dex, -3 ACP, 20% ASF)
Torso: Plate (200gp heavy; +6 AC, +3 Dex, -4 ACP, 35% ASF)
Mixed suit (+1 AC, +5% ASF)
End result: 510gp heavy; +10 AC, +2 Dex, -4 ACP, 40% ASF

Quote
Arms: Horn lamellar (25gp medium; +1 AC, +5 Dex, -2 ACP, 25% ASF)
Legs: Studded leather (5gp light; +1 AC, +5 Dex, 0 ACP, 10% ASF)
Torso: Do-maru (200gp medium; +5 AC, +4 Dex, -4 ACP, 25% ASF)
Mixed suit (+1 AC, +5% ASF)
End result: 230gp medium; +8 AC, +4 Dex, -4 ACP, 30% ASF

Quote
Arms: Horn lamellar (25gp medium; +1 AC, +5 Dex, -2 ACP, 25% ASF)
Legs: Studded leather (5gp light; +1 AC, +5 Dex, 0 ACP, 10% ASF)
Torso: Do-maru (200gp medium; +5 AC, +4 Dex, -4 ACP, 25% ASF)
Mixed suit (+1 AC, +5% ASF)
Add armoured kilt (20gp light; +1 AC, +6 Dex, 0 ACP, 0% ASF)
End result: 250gp heavy; +9 AC, +4 Dex, -4 ACP, 30% ASF

Quote
Legs: Kikko (10gp medium; +1 AC, +3 Dex, -1 ACP, 10% ASF)
Add mithral (1500gp, +0 AC, +2 Dex, +2ACP, -10% ASF)
Add armoured kilt (20gp light; +1 AC, +6 Dex, 0 ACP, 0% ASF)
End result: 1530gp medium; +2 AC, +5 Dex, 0 ACP, 0% ASF

Add gauntlets and a mithral light shield, confuse everyone with your armoured wizard.


Also, a plate torso is equivalent to a breastplate, meaning you should be able to use Construct Armor as a component of a heavier suit. Wear a chain shirt underneath so you still have decent protection.
Title: Re: Interesting stuff in PF
Post by: Prime32 on September 07, 2011, 12:49:31 AM
All the UC content for classes seems to be up. Including the wizard who uses guns (http://www.d20pfsrd.com/classes/core-classes/wizard/archetypes/paizo---wizard-archetypes/spellslinger). The siege mage (http://www.d20pfsrd.com/classes/core-classes/wizard/archetypes/paizo---wizard-archetypes/siege-mage) is pretty pointless, except maybe as a dip - his only ability is to stand 30ft away from a siege engine while he's using it. Arcane bomber (http://www.d20pfsrd.com/classes/core-classes/wizard/archetypes/paizo---wizard-archetypes/arcane-bomber) would be more interesting if bombs didn't come in finite supply.

A combination of these two rogue archetypes and one talent looks interesting:
http://www.d20pfsrd.com/classes/core-classes/rogue/archetypes/paizo---rogue-archetypes/knife-master
http://www.d20pfsrd.com/classes/core-classes/rogue/archetypes/paizo---rogue-archetypes/bandit
http://www.d20pfsrd.com/classes/core-classes/rogue/rogue-talents/paizo---rogue-talents/underhanded-ex
Dual-wield kukris, naturally, and with some of these (http://www.d20pfsrd.com/equipment---final/goods-and-services#TOC-Wrist-Sheath-spring-loaded).

Save against mind-affecting effects every round, even if they don't normally allow a save. (http://www.d20pfsrd.com/classes/core-classes/rogue/rogue-talents/paizo---rogue-advanced-talents/hard-to-fool-ex)
SAed opponents can't make AoOs. (http://www.d20pfsrd.com/classes/core-classes/rogue/rogue-talents/paizo---rogue-advanced-talents/confounding-blades-ex)
Some of the other talents look interesting but are highly dependent on the DM and type of game, such as the one which lets you spread rumours.
Title: Re: Interesting stuff in PF
Post by: Prime32 on September 07, 2011, 07:19:14 PM
If you can port Dragonfire Inspiration...
http://www.d20pfsrd.com/classes/core-classes/monk/archetypes/paizo---monk-archetypes/sensei
http://www.d20pfsrd.com/classes/core-classes/monk/archetypes/paizo---monk-archetypes/drunken-master
http://www.d20pfsrd.com/classes/core-classes/monk/archetypes/paizo---monk-archetypes/monk-of-the-four-winds
http://www.d20pfsrd.com/feats/combat-feats/shaitan-style-combat-style
http://www.d20pfsrd.com/feats/combat-feats/shaitan-skin-combat
http://www.d20pfsrd.com/feats/combat-feats/shaitan-earthblast-combat
SO MUCH ACID.


Also: Janni Tempest (http://www.d20pfsrd.com/feats/combat-feats/janni-tempest-combat) is like the 3.5e Improved X feats on drugs but also with no arms. Horse Master (http://www.d20pfsrd.com/feats/combat-feats/horse-master-combat), available to lv4 cavaliers, is just begging for a neo-ubermount build (be sure to combine with the Beast Rider (http://www.d20pfsrd.com/classes/base-classes/cavalier/archetypes/paizo---cavalier-archetypes/beast-rider) archetype). Hex Strike (http://www.d20pfsrd.com/feats/combat-feats/hex-strike-combat) lets you CURSEPUNCH, and that is an end in itself (a number of similar feats exist for specific spells/SLAs/SUs).

Kirin Style (http://www.d20pfsrd.com/feats/combat-feats/kirin-style-combat-style) (plus Kirin Strike (http://www.d20pfsrd.com/feats/combat-feats/kirin-strike-combat) and Kirin Path (http://www.d20pfsrd.com/feats/combat-feats/kirin-path-combat)) is the PF equivalent of Knowledge Devotion.
Mantis Style (http://www.d20pfsrd.com/feats/combat-feats/mantis-style-combat-style)+Mantis Wisdom (http://www.d20pfsrd.com/feats/combat-feats/mantis-wisdom-combat) is interesting, letting you heal people as an attack action or get the cool SF effects sooner (dunno if Mantis Torment (http://www.d20pfsrd.com/feats/combat-feats/mantis-torment-combat) is worth it; maybe if it also lets you remove fatigue).
Marid Style (http://www.d20pfsrd.com/feats/combat-feats/marid-style-combat-style) + Marid Spirit (http://www.d20pfsrd.com/feats/combat-feats/marid-spirit-combat) + Marid Coldsnap (http://www.d20pfsrd.com/feats/combat-feats/marid-coldsnap-combat) = Extra reach and FREEZE PEOPLE SOLID
Monkey Style is notable mainly for Monkey Shine (http://www.d20pfsrd.com/feats/combat-feats/monkey-shine-combat).
Panther Style (http://www.d20pfsrd.com/feats/combat-feats/panther-parry-combat) is the PF version of Karmic Strike/Robilar's Gambit.
Snake Style (http://www.d20pfsrd.com/feats/combat-feats/snake-style-combat-style) = Baffling Defence
Tiger Style (http://www.d20pfsrd.com/feats/combat-feats/tiger-pounce-combat) = Shock Trooper + Decisive Strike

The "Nightmare" line of feats (Nightmare Fist (http://www.d20pfsrd.com/feats/combat-feats/nightmare-fist-combat)/Nightmare Weaver (http://www.d20pfsrd.com/feats/combat-feats/nightmare-weaver-combat)/Nightmare Striker (http://www.d20pfsrd.com/feats/combat-feats/nightmare-striker-combat)) is pretty odd.

Knockout Artist (http://www.d20pfsrd.com/feats/general-feats/knockout-artist) + Sap Adept (http://www.d20pfsrd.com/feats/combat-feats/sap-adept-combat) + Sap Master (http://www.d20pfsrd.com/feats/combat-feats/sap-master-combat) gives you 3x sneak attack damage when punching people in the head. If you can throw your unarmed strikes somehow, add in sniper's goggles - by this point each d6 has become 2d6+10. Sadly I can't think of a way to combine this with knife master to turn the dice into d8s.

Weird touch attack thing. (http://www.d20pfsrd.com/feats/combat-feats/pinpoint-poisoner-combat)

Raging Throw (http://www.d20pfsrd.com/feats/general-feats/raging-throw) + Minotaur's Charge (http://www.d20pfsrd.com/feats/general-feats/minotaur-s-charge) is a pseudo-Dungeoncrasher.

Seize the Moment (http://www.d20pfsrd.com/feats/combat-feats/seize-the-moment-combat-teamwork) + Butterfly's Sting (http://www.d20pfsrd.com/feats/general-feats/butterfly-s-sting-critical) = muhahaha

A feat which dispels shapeshifting magic whenever you hit. (http://www.d20pfsrd.com/feats/general-feats/shapeshifter-foil)
Title: Re: Interesting stuff in PF
Post by: StreamOfTheSky on September 08, 2011, 01:15:47 AM
Quote from: Prime32
Also: Janni Tempest is like the 3.5e Improved X feats on drugs but also with no arms. Horse Master, available to lv4 cavaliers, is just begging for a neo-ubermount build (be sure to combine with the Beast Rider archetype). Hex Strike lets you CURSEPUNCH, and that is an end in itself (a number of similar feats exist for specific spells/SLAs/SUs).

Sadly, you can't normally combine Beast Rider with Horse Master.  The latter requires Expert Trainer class feature and the former loses it.  HOWEVER, a Sohei Monk dip can abuse its whole "choose mounted feats as bonus feats" without needing to meet pre-requisites to get it...probably...

In fact, since I've long wondered how the heck a Rough Rider (and with UC, you can add Dragoon to that list) Fighter, much as I like it, is supposed to function, when it's mount-based and yet gets no special mount.  The solution now seems to be a Sohei 1-2 dip (for Horse Master, and possibly another feat like Mounted Skirmisher) plus dipping some other class that gives a special mount/animal 1 level.  (Beast Rider) Cavalier probably being the best choice.
Title: Re: Interesting stuff in PF
Post by: Prime32 on September 08, 2011, 02:35:24 AM
And the Seize the Moment + Butterfly's Sting combo is better than I thought.

Take two or more characters with both feats (easier if one is an Inquisitor who can share it via his Solo Tactics ability). When someone confirms a critical, activate Butterfly's Sting and transfer it to your partner, who then uses Seize the Moment to gain an AoO to use it with. But note, BS causes the ally to confirm a critical, and confirming a critical is the trigger for their feats to activate. The pair can pass a crit back and forth to generate as many attacks as they have AoOs.
Title: Re: Interesting stuff in PF
Post by: Prime32 on September 09, 2011, 10:05:22 PM
Infinite healing from lv5. (http://www.giantitp.com/forums/showthread.php?t=214794)
Title: Re: Interesting stuff in PF
Post by: Prime32 on September 16, 2011, 11:07:42 PM
Search to find spells from UC (http://www.d20pfsrd.com/system/app/pages/customSearch?q=%22ultimate+combat%22+spell&scope=cse-goog_2141708271) - dunno if they're all up or not.

Interesting ones, for one reason or another:
Abundant Ammunition (http://www.d20pfsrd.com/magic/all-spells/a/abundant-ammunition) (find the loophole :p)
Adjuring Step (http://www.d20pfsrd.com/magic/all-spells/a/adjuring-step)
Bestow Weapon Proficiency (http://www.d20pfsrd.com/magic/all-spells/b/bestow-weapon-proficiency)
Blistering Invective (http://www.d20pfsrd.com/magic/all-spells/b/blistering) (just for the coolness factor)
Communal Mount (http://www.d20pfsrd.com/magic/all-spells/m/mount) (a communal air walk also exists)
Frightful Aspect (http://www.d20pfsrd.com/magic/all-spells/f/frightful-aspect) (no save? Dip antipaladin, profit)
Haunted Fey Aspect (http://www.d20pfsrd.com/magic/all-spells/h/haunted-fey-aspect)
Hostile Juxtaposition (http://www.d20pfsrd.com/magic/all-spells/h/hostile-juxtaposition)
Life Conduit (http://www.d20pfsrd.com/magic/all-spells/l/life-conduit)
Litany of Righteousness (http://www.d20pfsrd.com/magic/all-spells/l/litany-of-righteousness) (the verbal component is "HISSATSU!" and the somatic component involves sunglasses)
Litany of Sloth (http://www.d20pfsrd.com/magic/all-spells/l/litany-of-sloth)
Shadow Bomb Admixture (http://www.d20pfsrd.com/magic/all-spells/s/shadow-bomb-admixture)
Title: Re: Interesting stuff in PF
Post by: oslecamo on September 16, 2011, 11:18:24 PM
Could anyone explain me why in PF efreetis are still CR 8 wish-givers with lesser planar binding still around? It should be an interesting answer.
Title: Re: Interesting stuff in PF
Post by: Garryl on September 17, 2011, 09:37:05 PM
Abundant Ammunition (http://www.d20pfsrd.com/magic/all-spells/a/abundant-ammunition) (find the loophole :p)

I don't get it. It has to be nonmagical, and whenever a new ammo appears, the previous one goes away. Unless...

The quiver has to contain nonmagical ammo... when cast. I don't see anything that says you can't shove magic ammo in there after casting.

Quote
Litany of Righteousness (http://www.d20pfsrd.com/magic/all-spells/l/litany-of-righteousness) (the verbal component is "HISSATSU!" and the somatic component involves sunglasses)

Reference, please?
Title: Re: Interesting stuff in PF
Post by: Prime32 on September 17, 2011, 10:05:04 PM
Abundant Ammunition (http://www.d20pfsrd.com/magic/all-spells/a/abundant-ammunition) (find the loophole :p)

I don't get it. It has to be nonmagical, and whenever a new ammo appears, the previous one goes away. Unless...

The quiver has to contain nonmagical ammo... when cast. I don't see anything that says you can't shove magic ammo in there after casting.
Not even that. A quiver that contains both magical and nonmagical ammunition can still receive the spell.
Title: Re: Interesting stuff in PF
Post by: radionausea on September 18, 2011, 08:52:00 PM
There are some interesting things in Inner Sea Magic.  I've only had a quick scan through and not seen anything absurdly broken (a re-read of Primal Magician archetype was needed, I didn't notice the 'pass a spellcheck to not lose a spell slot was 1/day).

I like the Shadow Caster archetype.  Gain additional spell slots/day equal to the highest level spell you can cast eg. if you can cast 5th level spells you gain 5 spells slots that can either be a level 1 spell and a 4th, a 2nd and 3rd etc.  Replaces Arcane Bond.
Title: Re: Interesting stuff in PF
Post by: Prime32 on September 20, 2011, 03:25:29 PM
Some unusual 3rd-party PrCs from 4Winds

Blood Caster (http://www.d20pfsrd.com/classes/3rd-party-prestige-classes/4-winds-fantasy-gaming/blood-caster) (easily broken, 7/10 casting)
Jinx (http://www.d20pfsrd.com/classes/3rd-party-prestige-classes/4-winds-fantasy-gaming/jinx) (curse-focused, 7/10 casting)
Ioun Angel (http://www.d20pfsrd.com/classes/3rd-party-prestige-classes/4-winds-fantasy-gaming/ioun-angel) (based on ioun stones, full casting)
Pikeman (http://www.d20pfsrd.com/classes/3rd-party-prestige-classes/4-winds-fantasy-gaming/pikeman) (just what it sounds like)
Title: Re: Interesting stuff in PF
Post by: McPoyo on September 20, 2011, 03:46:33 PM
I don't know about the Ioun Angel, the magic item creation errata of way back already removed the CL requirement for wondrous items in the first place for crafting purposes (1st level ability), you could always steal an ioun stone as a touch attack (2nd level), I'm not sure how useful that incredibly expensive 7th level ability would ever be, and the level 10 ability seems like it would be very rarely helpful, unless I'm missing something important.
Title: Re: Interesting stuff in PF
Post by: Garryl on September 20, 2011, 08:42:02 PM
Some of those cracked and flawed ioun stones are interesting.

Opalescent White Pyramid (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/h-l/ioun-stones/opalescent-white-pyramid-ioun-stone), Cracked: 1500g for Exotic Weapon Proficiency if you already have proficiency with all martial weapons.
Scarlet and Green Cabochon (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/h-l/ioun-stones/scarlet-and-green-cabochon), Flawed: If you have immunity to sickened and nauseated conditions, now you also have immunity to fatigue and exhaustion.
Dusty Rose Prism (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/h-l/ioun-stones/dusty-rose-prism-ioun-stone), Cracked: +1 to initiative for 500g.
Pale Green Prism (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/h-l/ioun-stones/pale-green-prism-ioun-stone), Cracked: Cheap (4000g) +1 to attacks or saves. Cheaper than upgrading from a +2 to +3 cloak of resistance.
Pearly White Spindle (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/h-l/ioun-stones/pearly-white-spindle-ioun-stone), Cracked: Immunity to bleed damage and lets you reattach severed body parts for 3400g.
Orange Prism (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/h-l/ioun-stones/orange-prism-ioun-stone), Cracked: Gain an extra 0th level spell for 1000g. Quite possibly lets you add it from any list, too (instead of just your own).
Vibrant Purple Prism (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/h-l/ioun-stones/vibrant-purple-prism-ioun-stone), Cracked: Transfer around 1st level personal spells (or whatever else you do with rings of spell storing) for 2000g.
Gamboge Nodule (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/h-l/ioun-stones/gamboge-nodule-ioun-stone), Cracked: Coat yourself in Minor Creation-made Black Lotus Poison without worry for 1500g.
Title: Re: Interesting stuff in PF
Post by: Prime32 on September 21, 2011, 03:35:18 AM
Was there ever an explanation on what happens when you put an ioun stone in a wayfinder (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/wayfinder-standard)? I mean, they're cheap enough that with Rich Parents (http://www.d20pfsrd.com/traits/social-traits/rich-parents) you can have both at lv1.
Title: Re: Interesting stuff in PF
Post by: veekie on September 21, 2011, 07:30:46 AM
Seeker of Secrets page 51 to 54. Theres an enormous table.
Title: Re: Interesting stuff in PF
Post by: bkdubs123 on September 22, 2011, 08:15:37 PM
Piecemeal armor (http://www.d20pfsrd.com/gamemastering/variant-rules).

I am highly intrigued by this concept of piecemeal armor, but as with many things, the Pathfinder design of the concept leaves a bit to be desired. How would you improve on the execution if you were in charge?
Title: Re: Interesting stuff in PF
Post by: Prime32 on September 23, 2011, 03:03:31 AM
A 1-level dip of wizard, magus (soul forger (http://www.d20pfsrd.com/classes/base-classes/magus/archetypes/paizo---magus-archetypes/soul-forger)) or sorcerer (arcane bloodline (http://www.d20pfsrd.com/classes/core-classes/sorcerer/bloodlines/bloodlines-from-paizo/arcane-bloodline)) gets you an arcane bond, letting you enchant your unarmed strikes. The latter can be replicated by taking the Eldritch Heritage feat.
A 1-level dip of magus (kensai (http://www.d20pfsrd.com/classes/base-classes/magus/archetypes/paizo---magus-archetypes/kensai)) gets you EWP, Weapon Focus and +1 AC.

Piecemeal armor (http://www.d20pfsrd.com/gamemastering/variant-rules).

I am highly intrigued by this concept of piecemeal armor, but as with many things, the Pathfinder design of the concept leaves a bit to be desired. How would you improve on the execution if you were in charge?
I suppose make medium armor consist of light armor and a "medium layer", with heavy armor adding a "heavy layer" as well. You can remove the outer layers of your armor when you need speed. One suit might be plates over chain over leather.
Title: Re: Interesting stuff in PF
Post by: StreamOfTheSky on September 23, 2011, 09:34:56 PM
Jury-Rig (http://www.d20pfsrd.com/magic/all-spells/j/jury-rig) + Fortified Armor Training (http://www.d20pfsrd.com/feats/combat-feats/fortified-armor-training-combat) = low level crit immunity!
Title: Re: Interesting stuff in PF
Post by: Eviltedzies on October 01, 2011, 08:32:20 PM
I was wondering if anybody had noticed the series of Create Pit  (http://www.d20pfsrd.com/magic/all-spells/c/create-pit) spells from the Advanced Players Handbook.

The fact that it is a Conjuration (Creation) effect means it can still function inside an antimagic field and duplicated with Shadow Conjuration.

Despite the fact that it is a save or flop spell I see many many various uses for creating deep pits out of nowhere.
(Persistant Spell helps with the Save or Flop, but only so much.)

Despite the wording of "pit" it can be used on ceilings as well as floors.

Another creative and rather funny idea....

1. Obtain a 10ft by 10ft by 1ft board of wood or whatever material you desire.
2. Lay it flay on the ground, it is now a horizontal surface.
3. Cast whichever pit spell you want on it.
4. Cast Shrink Item (http://www.d20pfsrd.com/magic/all-spells/s/shrink-item) on said object.
5. Amaze you friends at parties and cover your foes in a pit trap... literally.  :clap

Also note that the wording only checks for a horizontal surface at the casting. Afterward you could prop the board up vertically and have a walk in closet. Alternatively you could cast this spell on a large piece of cloth and then fold it up.

Solid Fog (http://www.d20pfsrd.com/magic/all-spells/s/solid-fog) + Spiked Pit (http://www.d20pfsrd.com/magic/all-spells/s/spiked-pit) + Various Methods to Reduce Speed = No Reflex Save. (DM Disgression, but still plausable.)

Or perhaps a more entertaining thought for those with long and perverse memories.... Acid Pit (http://www.d20pfsrd.com/magic/all-spells/a/acid-pit) +  a lovely tentacle surprise at the bottom (http://www.d20pfsrd.com/magic/all-spells/b/black-tentacles)= A burnin loving the foe won't soon forget :lmao

Overall I'd say that the Pit series adds an interesting new method of Battlefield Control and adds some creative flavor to the spell mix. If anybody notices any other nifty ways to make use of this series of spells please let me know.  :clap
Title: Re: Interesting stuff in PF
Post by: Garryl on October 01, 2011, 08:49:22 PM
I was wondering if anybody had noticed the series of Create Pit  (http://www.d20pfsrd.com/magic/all-spells/c/create-pit) spells from the Advanced Players Handbook.

The fact that it is a Conjuration (Creation) effect means it can still function inside an antimagic field and duplicated with Shadow Conjuration.

The 1 round + 1 round/level duration makes this not work. AMF still blocks creation spells in general. It only lets in ones with instantaneous durations.
Title: Re: Interesting stuff in PF
Post by: Prime32 on October 04, 2011, 08:37:19 PM
Fastest route to Tomb-Tainted Soul in PF other than dhampir race? (http://www.d20pfsrd.com/classes/base-classes/oracle/archetypes/paizo---oracle-archetypes/black-blooded-oracle)

Also, there are now mechanics for worshipping an Elder Evil, or something like it. Some options even give free templates (including ghost and lycanthrope). The final boon is generally an lv9 SLA.
http://www.d20pfsrd.com/feats/general-feats/demonic-obedience
http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/c-d/demoniac

EDIT: Haha.
Quote
True Temptation (Sp): If any creature speaks Pazuzu's name aloud three times with a single breath, and that creature is within 60 feet of you, you can cast quickened charm monster on that creature as an immediate action. You can use this power up to three times per day. Creatures with fly speeds take a –4 penalty on saves against this effect. If a creature that fails its save against this effect has protection from evil or a similar effect activated, that effect is immediately and automatically dispelled. You can use this ability against a creature that has not invoked Pazuzu's name, but if you do so, it functions as a normal (non-quickened) charm monster spell that does not dispel protection from evil effects. This ability is the equivalent of a 9th-level spell.
Shax's second boon lets you treat bleed effects as fast healing. Note that there are at-will bleed effects.

EDIT2: Huh. This line from PF's lycanthrope template.
Quote
Ability Scores: +2 Wis, –2 Cha in all forms; +2 Str, +2 Con in hybrid and animal forms. Lycanthropes have enhanced senses but are not fully in control of their emotions and animalistic urges. In addition to these adjustments to the base creature's stats, a lycanthrope's ability scores change when he assumes hybrid or animal form. In human form, the lycanthrope's ability scores are unchanged from the base creature's form. In animal and hybrid form, the lycanthrope's ability scores are the same as the base creature's or the base animal's, whichever ability score is higher.
It's CR+1 regardless of the animal (though you use its CR as a base if higher than yours), so dump Str and pick an arsinoitherium (http://www.d20pfsrd.com/bestiary/monster-listings/animals/arsinoitherium) or a giant octopus or something.
Title: Re: Interesting stuff in PF
Post by: Kuroimaken on October 04, 2011, 11:42:04 PM
So basically the equivalent of Legacy Champion is CE only now?  :lol
Title: Re: Interesting stuff in PF
Post by: Prime32 on October 04, 2011, 11:58:33 PM
the equivalent of Legacy Champion
???
Title: Re: Interesting stuff in PF
Post by: Kuroimaken on October 05, 2011, 12:48:45 AM
Lookit the table, Prime.
Title: Re: Interesting stuff in PF
Post by: veekie on October 05, 2011, 04:06:55 AM
Fastest route to Tomb-Tainted Soul in PF other than dhampir race? (http://www.d20pfsrd.com/classes/base-classes/oracle/archetypes/paizo---oracle-archetypes/black-blooded-oracle)
Black (http://www.youtube.com/watch?v=MrZ7hvpTs_Y) Blood (http://souleater.wikia.com/wiki/Crona#Abilities)?
Title: Re: Interesting stuff in PF
Post by: Prime32 on October 26, 2011, 03:53:44 AM
Got constrict? Then these UC feats are for you.

http://www.d20pfsrd.com/feats/combat-feats/final-embrace-combat
http://www.d20pfsrd.com/feats/combat-feats/final-embrace-horror-combat
http://www.d20pfsrd.com/feats/combat-feats/final-embrace-master-combat
Title: Re: Interesting stuff in PF
Post by: veekie on October 26, 2011, 10:39:22 AM
HugzTM?
Title: Re: Interesting stuff in PF
Post by: StreamOfTheSky on October 26, 2011, 04:14:48 PM
http://www.d20pfsrd.com/feats/general-feats/divine-interference

Yeah, I'm pretty sure negating critical hits within 30 ft of you is > anything else you could ever do with a 1st level divine spell.  Screw the penalty, that's a trap.  Stick to blowing low level spells for it.
Title: Re: Interesting stuff in PF
Post by: Senevri on October 27, 2011, 12:09:08 AM
Hm. Should the Barbarian Power Hack be mentioned in this thread?
Title: Re: Interesting stuff in PF
Post by: Kuroimaken on October 27, 2011, 01:20:44 AM
Hm. Should the Barbarian Power Hack be mentioned in this thread?
Probably. I don't think there's a particular limitation going on.
Title: Re: Interesting stuff in PF
Post by: McPoyo on October 27, 2011, 03:34:48 AM
Hm. Should the Barbarian Power Hack be mentioned in this thread?
Probably. I don't think there's a particular limitation going on.
at least a link to it, maybe. I have never heard of this one.
Title: Re: Interesting stuff in PF
Post by: Senevri on October 29, 2011, 01:03:19 PM
Well, it's basically built-in.
- a barbarian can enter and end rage as a free action.
- After rage, barbarian is fatigued.
- Barbarian cannot enter rage while fatigued or exhausted.
Then, they get all these rage powers, some of which are useable only once per rage.
Say, Strength Surge, Surprise Accuracy, Spell Sunder.

So, step 1. be a barbarian
step 2. become immune to fatigue
step 3. profit.
Title: Re: Interesting stuff in PF
Post by: Kuroimaken on October 29, 2011, 03:10:34 PM
Not much of a hack if you ask me, but. *shrug*
Title: Re: Interesting stuff in PF
Post by: StreamOfTheSky on October 30, 2011, 12:58:48 AM
Oh, that?  Yeah, you just take Oracle 1, Horizon Walker 3, or...(wait for it) Barbarian 17.  It's been known widely for a long time.  I call it "Rage Hopping." :)