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Isn't the ring of invisibility grossly overpriced already anyway?
'Harry, why do you keep shouting 'Obfuscato!' every three minutes? Argus Flich'll hear you for sure!'
I'll take my chances.
this is what I get for searching 'decoy ring' in just the rules questions forum. meh. I'm FAQing this anyway. I'm with you in any case: this ring isn't a unitasker, in the same way that 'expeditious retreat' is just a euphemism. I'll throw in the section on invisibility the condition, which this ring appears to grant you
and again as a condition
Core Rulebook wrote:
Invisible: Invisible creatures are visually undetectable. An invisible creature gains a +2 bonus on attack rolls against sighted opponents, and ignores its opponents' Dexterity bonuses to AC (if any). See Invisibility, under Special Abilities.
Nowhere in there does it say you lose it if you use it. Your victim does pinpoint you if you're in melee, though.
The ring doesn't say what kind of invisibility you get, and the spell the ring is based on is mislead. For reference, here's the
which explicitly references the spell invisibility, including its limitations.
So, the question: does a decoy ring give you invisibility per mislead (which in turn references greater invisibility), or regular old 'invisibility, as the spell'?
Ultimate Equipment wrote:
Decoy Ring: This ring is a thick loop of mirrorlike metal. Whenever the wearer of this ring takes the withdraw action or becomes helpless (including falling unconscious), it instantly makes her invisible for 3 rounds and creates four illusory duplicates that either run off in opposite directions or perform other plausible actions that could draw enemy attention away from her. The duplicates last for 3 rounds before disappearing, but they instantly pop out of existence if struck by an attack (AC 10) and can be disbelieved (Will DC 19). Allies of the wearer always know her true location and can freely provide aid or assistance to her.
a) the ring's power is based on mislead, which in turn acts like greater invisibility. This is the only source of consumable-free greater invisibility I've ever seen.b) the ring is great for a melee rogue. If you can't position yourself in the perfect spot during your 'withdraw' round, and kill your target in the next 2, then you're doing it wrong.
c) illusionary duplicates! who cares! enemy-only invisibility! also ridiculous! a mislead effect contingent on dropping into negatives (ie, right when you need it)! don't provoke when withdrawing from a creature with reach! craziness!
d) the ring costs 12K gp. That's 8K cheaper than a ring of invisibility!
Ultimate Equipment wrote:
Sniper Goggles: The leather strap attached to these bulbous lenses allows their wearer to fit them to his head. The wearer of these goggles can make ranged sneak attacks from any distance instead of the normal 30 feet. When making ranged sneak attacks within 30 feet, the wearer gains a +2 circumstance bonus on each sneak attack damage die.
...man, if only I had a consumable-free, repeatable source of greater invisibility...oh wait! the goggles cost 20K, and now they're worth it! also: call yourself GOGGALOR
Best of all, no feats! You want to play some total fruitcake build, or The Conqueror Ooze, or whatever, go for it! But some feats can make this even better
Advanced Player's Guide wrote:
Parting Shot: Once per encounter, when using the withdraw action, you can make a single ranged attack at any point during your movement.
Use with a dart in the ol' spring-loaded wrist sheath. Too bad you need 4 feats before this one. Also, once per encounter? wha?
Pathfinder Society Primer wrote:
oh, you know, this is cute
Favored enemy (core races)
I could see that as a good compromise. Although, take favored enemy core races and find out the campaign involves infiltrating the Kitty Cat Empire or something...
how about the top halfling being a summoner, and the bottom half is a Small Eidolon?
eh, this calls for a little rules bending here, because a small eidolon can only be ridden by a tiny rider, and you can't apply the mount evolution to a bipedal eidolon. so what? take Undersized Mount and call it a day.
say you're suffering paralysis. okay, how can you get out of it?
you can take 'purely mental' actions, such as a spell with no components. So like a Stilled, Silent remove paralysis spell would work.
What won't work: lay on hands with the paralysis mercy (you need to touch with your hands)
So other than a heavily metamagicked up spell, or possibly a contingency, are there any other ways to pull this off?
In other words, how to unlock a 'lock in' effect?
hmm, bumping this. Is cutting someone with a sword considered 'deformation'? What if you give your opponent a beautiful scar? Failing that, how about bruising? Can you bruise someone (using nonlethal damage) and avoid deforming them?
Was the aim just to have an unarmored greatsword wielding paladin, or did you have something more specific in mind? If you wanted to optimize lay on hands, I'd consider a tiefling (for the favored class bonus) with the fey foundling feat. (If I could do this without taking the fiendish heritage feat, I'd make it a demon-spawn one.)
I was aiming for an unarmored paladin with a greatsword.
a) I looked at mystery cultist to get the 2nd boon faster, but that class gives up so much against the paladin that I decided it wasn't worth it. Until level 16, I'd just wear some full plate.
Yeah, if I was really Solanging it up, I'd probably grab a level of oracle (lunar maybe?), and go Temple Guardian with the Nobility domain.
The trick with the low CON is the possibility of getting one-shotted by a crit, especially if you are taking other hits before that. At level 12 this build will have about 83 HP. Getting CON to 16 and putting FCB into hp brings it up to 119. A big jump. Since you are not planning to use a shield you will get hit fairly often, and you can only lay on hands during your action.
Ultimate Magic wrote:
Prerequisites: Cha 19, Greater Mercy, lay on hands, mercy class feature.
So, it looks like I don't need to be level 11, just some level I can reasonably expect to have 10 lay on hands
18 cha: 4 LoH
that's 10 by level 6, just in time for the feat at level 7. And without a headband even.
I liked the energy resistance because it's something different, but hit points for this character are really appealing. I think skating a 12 Con for a melee character could work with all the LoH shots.
here's a start, where next?
race: dual-talented human
aiming for eventually, what? swinging a greatsword without wearing armor, uh...glowing?
I like the concept of a greatsword-wielding paladin of Arshea. I like getting enough LoH shots to be able to raise dead by level 8 (level 7 with a +2 headband). I like the concept of the Cut Your Losses feat, but I'd never take it on purpose. I like the idea of the mystery cultist prestige class, but unless the level 3 boon lets you shoot death rays from your eyes it's not worth it for a paladin. So what else is good?
you can also take the feat 'Monstrous Mount', to get access to some different critters, and you can pile that on with Mammoth Rider
So, riding a Huge griffon say, or a Huge worg if you're true neutral
@kestral good point. however, this build gets flurry of cards instead of spell combat. not the best trade, but I'll take it. Dodge is a prereq for Close-Quarters Thrower. I threw that feat in because it's on the list of 'ranger style thrown weapon' feats.
Here's this, it sounds better than pure 1-and-1 scaling: 7 levels of magus, 4 of monk, 1 of fighter
archetypes for magus: kensai, card caster
the first feat in the pile is a non-bonus feat, if applicable
magus 1: Dodge, Weapon Focus (cards), Deadly Dealer, Skill Focus (fortuneteller)
People seem to like the far strike monk archetype, although woe betide those who need to purchase a dozen enchanted daggers.
Can we combine the two?
feats (and a magus arcana)
Question #1: There's a lot of slack feat choices I just busted out because it's 1 in the morning EST. How do I make this wackiness better?
Inner Sea Combat wrote:
Code of Conduct: Respect the innate beauty in all things, and strive to preserve it from corruption and perversion. Never willfully cause damage to crafted objects or works of art, nor cause a creature or object to be deformed in any way.
Can you still, you know, stab a bad guy with a sword? Or does this pretty much mean you're stuck with non-lethal or non-violent attacks (grapple, trip, etc.)
gee, I dunno, Magical Tail (disguise self), close enough, yeah?
okay, that's kind of funky
a counterfeit mage sanctified rogue of Picoperi, duel-wielding a signature wand and a blowgun (a 'wand of darts')
not where I was thinking, but a cool idea nonetheless.
So, the favored weapon of the empyreal lord Picoperi is the blowgun. He's sort of a demigod of jokes. Like if Kobal from In Nomine was a good guy.
What sorts of hijinks can you get up to with a blowgun? Looking for feats, spells, magic item properties, poisons, tactics, you name it, that lets you pull pranks (or at least non-lethal mayhem) with a blowgun.
so sad, the aasimars and tieflings have all gone home. How now to early-access the mystic theurge? Magical Tail!
1. Any improvements to the general concept? I hadn't seen Magical Tail mentioned in a mystic theurge guide, is that good to go?
hmm, you used an interesting phrase twice back there 'potentially elastic'. What does that mean, if a thing is 'potentially elastic'?
If you wanted a power in the game like what FCT might do, how would you write it to avoid potential elasticity and vagueness?
Here are a bag of white-haired witch questions. Feel free to quote the Wizard of Oz at me instead of answering them.
1. Is the free grapple attempt you get after hitting with hair...is that the 'grab' monster power?
a) a white-haired witch with Weapon Finesse get +Int to CMB when initiating a grapple with her hair, and (hopefully) gets +Dex to her CMB when maintaining the grapple.
Can she still use +Dex to grapple? Or does she now need to use +Str? If she decides to attack with her hair while grappled, and succeeds on her grapple check, is the grapple condition on her effectively broken? (because she's using her hair and not her limbs anymore)
6. If you grapple a creature at range, the target is forced to move adjacent to the witch. Does this movement provoke attacks of opportunity, and if so, from who?
I think 13 is a witchy number of questions on the subject, don't you?
uh, here's a silly question: can you use the feat Improvisation instead?
Advanced Race Guide wrote:
Improvisation: You gain a +2 bonus on all skill checks for skills you have no ranks in. Furthermore, you can use all trained skills untrained.
Pretty sure the flurry +Str to damage rule overrides the 1 natural attack rule. It's +Str to damage (or in the WHW's case, +Int) across the board, no modifiers. Plus I'm pretty sure that even if you do get +1.5xStr to a natural attack, you're only getting a -1/+2 trade with it, not -1/+3.
It's an idea that I hadn't considered. I'm not entirely sure that I want to trade attack bonus for anything, but it's certainly an idea.
for a while now, my default idea of making an awesome white-haired witch revolves around 2 ideas
1. figuring out a way to attack more than once a round with your hair
all while still being good at, you know, spellcasting. This more or less dictated trying to use the Eldritch Knight prestige class. Here's a build
white-haired witch 4/sohei monk 1/white-haired witch 1/eldritch knight 6
however, I recently turned my eye to the evangelist prestige class, because
a) this way you get longer hair, strangling grappling, and divine power
white-haired witch 3/snakebite striker brawler 2/evangelist of Calistria 7 (aligned class: witch)
Note: Feral Combat Training with brawler's flurry is probably okay, but I'm not 100% convinced it's kosher
7: Boar Style
1. You lose the grapple feats. Not a huge loss, because you still have a crab familiar, extreme flexibility, a brawling haramaki, and your amulet of mighty fists (grappling with a weapon is beautiful)
...I think this build is worth it. What do you think?
I'm not Lemmy, but how about Feral Combat Training?
Ultimate Combat wrote:
Special: If you are a monk, you can use the selected natural weapon with your flurry of blows class feature.
Thanks to the brawler's martial training class feature, Feral Combat Training's Special section can read like this
Ultimate Combat plus Advanced Class Guide wrote:
Special: If you are a [brawler], you can use the selected natural weapon with your flurry of blows class feature.
Does martial training also give you this?
Ultimate Combat plus Advanced Class Guide plus squinting wrote:
Special: If you are a [brawler], you can use the selected natural weapon with your [brawler's flurry] class feature.
okay, my question is more or less the same, but I want to ask it a different way.
Here's my years-old white-haired witch build
white-haired witch 5/sohei monk 1/eldritch knight 6
You take Feral Combat Training (hair) in order to full attack with your hair. Fine. Relatively well-understood. Here's a new concept
white-haired witch 3/brawler 2/evangelist 7
Same base attack bonus at the end, and you get one level less of spells, but the good bit is more reach and for a Strength-patron witch, divine power. Not to mention whatever boon and the evangelist goodies.
You still want Feral Combat Training (hair), but the catch is you don't have flurry of blows: you have brawler's flurry.
Very simply: does this work?
So here's an idea
1. Get a familiar. Say, a crab.
Now, cipher rings are made out of wood, and cost 10gp for two. The platinum rings you need for shield companion cost 50gp.
3. Use alchemical glue to stick one of the rings to your crab. Don't glue the cipher bits shut while you're at it.
So, how much do platinum cipher rings cost?
Here's a question: where is the love?
1. How come there is no oracle mystery of love?
Scott Wilhelm wrote:
"Sir, could you take off that weird mask? I think you're trying to lie to me."
"No I'm not."
nicholas storm wrote:
Narrow frame is a feat for your companion, not PC. You can get one combat teamwork feat from combat trick.
maybe I just want to be really skinny!
::goes and eats one of those ding-dong cupcake things::
okay, trying to do this with pack tactics without retraining
1: Mounted Combat
then the slayer talents could be
3 slayer talents clear, but you do basically get to flank whenever you want. Maybe take combat trick (Precise Strike) for an extra +1d6? If there's some nutty way to gain a teamwork feat as a slayer talent, you could pile them on with this combo.
The Spirited Charge multiply isn't a critical hit. If it was, heck, I'd pile on a ton of those 'critical' rider feats onto it. Precise Strike is multiplied on a lance charge, or a spirited charge, or both.
nicholas storm wrote:
you might be better off taking pack tactics (from Advanced Class Origins) instead of depending on the vanguard ability. Pack tactics gives all of you teamwork feats to your animal companion (but it doesn't benefit from those feats; only you and your companions do).
Nice catch! I guess...that means I wouldn't need to use the Vanguard archetype to grant my AC Pack Flanking, I just need to find space for one more feat. Hmm. That's actually an awesome feat, but it presents a problem
1. earliest you can take Animal Ally is 4th, but it's effectively 5th.
Is there any way to get Animal Ally at exactly 4th level? That way you could be online at 7th, and all the time too, no 1/day silliness.
Huh. So, say, you had a daring champion cavalier with Spirited Charge, they could triple (with a lance in one hand, naturally)
a) their regular weapon damage
Anyway, good point, something else should go there instead of Spirited Charge. How about Narrow Frame then Boon Companion?
The Dragon wrote:
Spirited charge doesn't work like that. Only doubles stuff that'd be doubled on a crit.
really? where does it say that?
Core Rulebook wrote:
Spirited Charge: When mounted and using the charge action, you deal double damage with a melee weapon (or triple damage with a lance).
A vanguard has both tactical teamwork feat sharing, and sneak attack
Advanced Class Guide wrote:
Pack Flanking: When you and your companion creature have this feat, your companion creature is adjacent to you or sharing your square, and you both threaten the same opponent, you are considered to be flanking that opponent, regardless of your actual positioning.
So here's a build
1: Mounted Combat
1. as long as you're riding your horse, you get flanking for free once or twice per day.
EDIT: Adoptive Parentage replaces the bonus feat, oops
hmm, okay, let's try a full feat list
stats: Str 10, Dex 18, Con 14, Int 8, Wis 12, Cha 14
1: Weapon Focus (rapier)
let's see: the standard challenge damage, precise strike damage, +Dex damage, monster diplomacy powers, a little CLW, and summon nature's ally V at 11th level. time to put on a cape!
what do you think?
So, after my 'where is the love?' post about the OA spiritualist phantoms all being Grouchy Guses, I decided to try and figure out what would make a good peaceful hero-type
race: silver tongued human
so, massive crazy diplomancy: two chances to shift a creature from hostile to friendly
now what? what are good feats (combat, teamwork, or otherwise) for someone who wants to be friends with everybody?
yeah, I think someone's right on the money with the skill selection, and either a bard with Spellsong or a Rakshasa sorcerer is the way to go to disguise/hide spellcasting
maybe go with Combat Expertise/Improved Feint, and kill people with a twilight knife in combat.
Sin magic goop aside, I like your use of 'dark baggage'. I'm so glad someone brought that up.
So, let's say that Whoopi Goldberg is a spiritualist and Patrick Swayze is her phantom. What is Patrick Swayze's emotional focus? It's not one of playtest ones, that's for sure.
James Jacobs wrote:
This forum is for general discussion of the playtest process, announcements, and updates. If you have feedback of a general nature, not necessarily tied to actual playtest feedback, please post that feedback in the Rules Discussion forum. All feedback tied directly to actual playtesting should be posted in the Playtest Feedback forum.
This is feedback of a general nature. Therefore, into the Rules Discussion forum go I. I suppose my question is this: are there nice emotions a phantom can be based off of? (Love being a perennially underserved favorite of mine)
In Thassilonian sin magic terms, zeal is the 'positive' reflection of sloth. Since sloth is traditionally a 'deadly sin', that makes zeal a good thing. Although the zeal phantom does seem a little OCD, perhaps.
So, please forgive me, but I'm just looking through all the phantom choices, and here's what we got
1. Okay, so, these look a little like thassilonian magic schools (4 negative, 1 positive). All well and good. Maybe that's the idea, and the final book will have all 7 (although if OA is a hardcover, what, the Lust phantom will be called the 'dancing hall' phantom).
Fear is the path to the dark side. Fear leads to anger. Anger leads to hate. Hate leads to suffering.
Uh, basically, where is the spirit of love? And, okay, I know the game is Pathfinder, not Oubliettes and Ogres, but there's seriously a lot of negative emotions to use to beat up bad guys: whatever happened to the opposite end of the scale?
Yes, I suppose one could play an inquisitor of Love, but a) there's no 'Love' inquisition, and b) a lot of the inquisitor's powers involve being grouchy at people.
For that matter, why no 'love' oracle mystery? Surely love is mysterious, just as much as nature or metal, right?
there are some magic items that boost your CMB, there's gloves of something something, some sort of bracer, and sticking a particular ioun stone into a wayfinder. There's also now the spell 'extreme flexibility'. You can also get a crab familiar somehow.