how about craft (alchemy)?
you know, you're turning something, who knows what really, into a substance that breaks the rules of physics.
Like, take snake venom for instance. If you want to poison someone IRL with snake venom, a) milk a snake, b) keep the venom *cold*, and c) use it quickly. With alchemy? Eh, make the check, and then you get a vial of (admittedly overpriced) shelf-stable snake venom. How? bubbly tubes.
You want to fuse a pile of diamond dust, charcoal, or pencils into an uncut gemstone worth three times as much using fabricate? The craft check is Craft (alchemy). According to the crafting rules, actually doing this without the spell would takes decades. I call that a win.
Then you want to turn your giant blob diamond into a cut gemstone worth three times the price using fabricate? The check this time is Craft(jewelry), and I can tell you that there are no non-elven non-wizard jewelers in existence doing this.
Frankly, I'm not sure I would bother with jewelry. I mean, RL jewels are made that way because that's how uncut stones are formed. But who says alchemical diamond has to be a rock of a certain size? Why not a super-strong thread or sheet?
I'd go with weaving diamond-yarn shirts, or maybe just making a castle out of diamond bricks.
I've been working on how to beef up familiars for combat use, and I came across Evolved Familiar.
So, clearly the thing to do is as follows
a) be a Small character
Here's the trouble. Can a familiar take an evolution that 'makes sense', even if it doesn't technically qualify for the evolution? The pounce evolution says the eidolon must have the 'quadruped base form', which doesn't apply to a familiar, even a quadruped, because it doesn't have any base form at all. Similarly, a goat couldn't take hooves or claws, because it doesn't have the limbs evolution, even though it's got a number of fine limbs that don't have any sharp bits on the end of them.
So, a while back someone got me interested in the idea of using a familiar in combat using beast-bonded witch 1/fighter X, and giving all the combat feats to the familiar. It's not a good idea sure, but it's something to pass the time.
This got me thinking about other ways to use familiars in combat, and that brought me to the following combo
1. Be a half-orc, for the weapon proficiency. (another possibility is half-elf, I suppose).
Now, at 14th level, in combat, do the following
a) cast giant form I.
So, you can go to town as an axe-wielding giant witch. That's pretty neat.
5. Take Improved Share Spells and give a weapon proficiency feat to your goat.
Now you and your goat turn into axe-wielding maniac witch giants. woo-hoo!
Here's a feat load-out so far
So, two questions
1. What are some good feats, teamwork feats, or goat-only feats that would make this combo even 'better'?
Please, do not mention scarred witch doctor. Yes, it's really good, and yes, you can take both scarred witch doctor and beast-bonded witch, and if you get a familiar from a separate source (say Eldritch Heritage (arcane)), then you can use that with all the beast-bonded witch goodies. It just seems cheesy, is all.
Yeah, so, it's not really about Spell Perfection per se.
Is there any way to get more kick out of, say, giant form I? Like, some way to boost those stat mods? There's no metamagic feat that does something like that, as far as I know, and Spell Perfection would 'double' bonuses from a feat other than the spell itself...but I know of no such feat.
Here's what I got, it's really all I can think of: Improved Share Spells and a goat. Cast giant form I, and now your goat has 18 Strength. Throw on transformation, and it's a 20 Strength goat (and you're pretty beefy yourself).
Are there any other options out there?
hmm. true. thanks for the advice.
Combat Patrol gets me what I want, but removes the ability to do a full attack besides. hmm.
Pin Down adds to halting blow, I think. It includes some movement types that don't normally provoke, and I'd say it's great for the polearm user.
The archer's ranged trip ability is meh. 1st: tripping, 2nd: you get a -4 to an already difficult-to-use ability, 3rd: say you hit, and you've got Greater Trip? Good for you, take your prize: you can shoot your target, but at a -4 penalty.
Still, I hadn't thought about Combat Patrol/archer's trip shot. It's not bad. I didn't like the archer for the build I was working on (because trip shot arrives too late for the stalwart defender powers to be useful), and also because you get it in exchange for losing your armor prowess: basically, an archer loses AC (or, mobility and AC) next to a straight fighter.
Here's the combo so far: Improved Snap Shot + the Halting Blow defensive power from stalwart defender/stonelord. This works great if you want to stuff someone's charge who doesn't have any reach. However, any amount of reach ruins the combo (sure, the target stops moving, but they still get to attack), and by the time you can honestly pull this off (pretty sure it has to be level 12 for a stonelord, and it's either 11 or 12 for a stalwart defender), you're going to be facing nasties with reach all the time (giants, naughty cavaliers, etc).
So, how do I boost reach range once I've already got Improved Snap Shot?
Can a character with a natural weapon and the feat Feral Combat Training use brawling armor?
Feral Combat Training wrote:
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.
Brawling armor wrote:
The wearer of brawling armor gains a +2 bonus on unarmed attack and damage rolls, including combat maneuver checks made to grapple. Her unarmed strikes count as magic weapons for the purpose of bypassing damage reduction. These bonuses do not apply to natural weapons. This special ability does not prevent the wearer's unarmed strikes from provoking attacks of opportunity or make the wearer's unarmed strikes count as armed attacks. The brawling ability can be applied only to light armor.
In short, Feral Combat Training says you can, and Brawling says you can't. Which one wins?
Hmm, what I did was something really dissimilar.
claw attack free-hand fighter wielding a flail and focusing on disarm attempts.
1. steal weapons off bad guys. (sadly, their weapon doesn't end up in your free hand, because you're not unarmed. but picking up a weapon off the ground is fine because the bad guy doesn't threaten anymore!)
2. free hand fighter + Crane Style = birdy symmetry...uh...
3. at 13th level, Interference + Deadly Stroke = win...but not for PFS
Sure you're not using a sword...but for you, swords are free! caw caw!
Has anybody seen Ace Attorney Dual Destinies? Tengu Tetori monk FTW!
a) white-haired witch, 4 levels, Strength patron
then go Boar Style, and you can make your hair cut people
I think the 'trick' with sneak attack is to have as many different ways of doing it as possible
way #1: go first. take Improved Initiative (good choice). I'd rather shoot than charge, though. Being the first one in melee is not where you want to be
I am not sold on the Skulking Slayer, because you give up 8+Int skill points, and I don't think you get enough back in exchange. And yeah, even though you can take Surprise Follow-Through at 2nd level...there's no way to get Cleave by then to use it!
What TGMaxMaxer says is really interesting advice, actually
1. Attack a foe with a standard action (Felling Smash). This stacks with skirmisher from scout, but not from charging (the charge action is not the attack action).
Not a bad combo, but it does require tripping to work. This is similar to Surprise Follow-Through, in that you need adjacent foes for it to work. Kinda similar.
(I think in PFS now half-orcs can take human feats? Take Racial Heritage (dwarf), and stack on Cleave Through, or those other interesting feats in the 'Cleave non-adjacent foes' line).
1. I like oracles
So, which lords embody which curses and/or mysteries?
I'll go first
Black Butterfly - deaf curse
sort of shooting for a 'oracle character as mortal embodiment of empyreal lord' vibe. Any others?
There's a lot of 'lords in the weeds' so to speak. I guess I only really care about lords that Paizo bothered to make pretty pichurs of, that seems like the 'core set', if you will.
Hah! I was worried that sign language didn't exist in Pathfinder. Shows what I know!
Sign language is a thing both for drow and flail snails. DSL is a totally valid target for a rank of Linguistics.
a) be a deaf oracle
This is totally rude. I like it.
It's not a cure-all for the curse, because you still have to look at your monkey (or with a mirror) to know what your friends are saying, and the monkey can only translate one speaker at a time, and it's not instantaneous, etc. But still. That's a gold star right there.
This is an excellent stealth caster. With trapfinding. Very nice. Can't really do social skills, but it's still a very nice 'rogue oracle'. Thanks for the help, folks.
I'll post a build for a 'fighter oracle', 'wizard oracle', 'cleric oracle', and 'rogue oracle' over in the little used 'cool team builds' thread, once I get around to it.
Oh, I like that Seeker archetype. I always forget that Oracles get archetypes, because mysteries sorta take their place.
Okay, here we go
Race: Halfling (quintessential rogue race, duh)
Skills: Bluff, maybe Diplomacy, Disable Device, Perception, Stealth
(I think I'm going to skip paragon surge, because I'm working on a 'rogue' oracle, not a 'cheese' oracle)
What's a good mystery for a small-sized Seeker Oracle?
I'm somewhat convinced that you can sub out any of the basic classes (fighter, wizard, cleric, rogue) for an oracle. I mean, it's not a perfect match, obviously, but it gets pretty close
1. fighter: say, a dwarf oracle of metal. heavy armor proficiency, boosted fort saves, martial weapons, craft skills, etc. You know, the spell silverbeard?
Hmm. Make a mega-familiar? Good plan.
1 beast-bonded witch
1. for good starting strength, I think your familiar should be a goat. 12 Strength is as good as you get, I think.
Now, why is doing this with a familiar better than with an animal companion? I dunno, no Handle Animal checks? Your goat can talk to you?
If you possess a feat, class power, or trait that allows you to substitute one ability for another on a given skill or check...
(some examples include)
...is that skill a <new ability>-based skill or check, or does it retain its original 'basedness'?
(in the above example)
a) 1 level of synthesist summoner
those are all the ways I can think to get claws off the top of my head. that help?
Hmmm. I argue in the other direction, but, well, it might be unclear semantically.
The key words are 'instead' and '-based'.
If a trait, feat, power, whatever, lets you use a different ability to modify a d20 roll (the 'instead'), then does that roll become a <that ability>-based skill (the '-based')?
Lore Keeper, from the Lore oracle mystery wrote:
Instead of encyclopedic knowledge, you learn most of your information through tales, songs, and poems. You may use your Charisma modifier instead of your Intelligence modifier on all Knowledge checks.
circlet of persuasion wrote:
This silver headband grants a +3 competence bonus on the wearer's Charisma-based checks.
I say this should work. I don't think I have a good reason why, although it has to do with how I interpret the interaction between 'instead' and '-based'.
Student of Philosophy + Lore Warden is really weird. Much as it sounds even weirder, I'd say that the pieces of those skills are class skills for the Lore Warden, and they would lose the +3 when trying to use the other parts of the skills.
Here's what I cam up with for a half-orc 2hand rogue build: Throckmorton the Woodcutter
Basically, you're trying to maximize the ways in which you can use sneak attack, because it's really hard to pull off consistently. I value easy tools over, say, two-weapon fighting or Sap Master. I also despise feinting, because using it doesn't buy you anything, if you pull off a feint you just get _the chance_ to sneak attack someone (ie, it's 2 d20s to roll to get one effect: pass)
a) go first, shoot with shortbow. This is what Improved Initiative is for
1. Don't use the Skulking Slayer archetype. You lose 8+Int skills (you're bumped down to 6+Int), and get nothing good in exchange
50lbs...halflings can ride the thing.
You could cast animate objects on it, if you wanted.
You could in theory combine it with twine double for absolutely no effect whatsoever.
You could attach a rope to one corner of it, and make it turn a corner.
You could cast light on it.
Since it's made of clockwork, you could conceivably attach alchemical trigger items to it (because there's a big spring that powers the thing). Make it set off a thunderstone every round?
Hmm, this thing takes in rotational movement (at a rate of something like 1 foot^2 * pi/6 seconds) (by the way, useable by something with Strength 1), and provides 30 ft * 25 lbs. forward movement. This non-magical object probably violates conservation of energy, so you could build a factory out of these things, by putting them on treadmills or something.
Again, it's non-magical, so you could in theory build a larger (or smaller) version of it.
You could make a custom patch for a robe of useful objects with it.
Well, so here's the thing, and this gets right into the difference between medieval economics and modern capitalism (ha!)
In the medieval system, you had guilds. They're like, groups of tradesmen, and they did things like
a) set prices
In other words, protectionism. It so happens that a great way for guilds to get knocked around is by someone not in the guild coming up with a new technology, and disrupting the system to pieces.
The modern capitalism way works like this: Sandpoint is a small town, and Magnimar is a big city. Sandpoint has a famous glassworks, but it's probably true that it's not the only glassworks that supplies glass to Magnimar. In fact, what with the lack of paved roads or magic carpets, you'd probably want at least one glassworks in the city itself, as a competitor to Sandpoint.
So, your question, restated, is: Is there enough of an 'entrepreneurial spirit' in Sandpoint and Magnimar to absorb the loss of a single glassmaking business?
This is a subjective question, and I think it's best to answer on a city-by-city basis (as if that city were Sandpoint's closest market)
Korvosa, Janderhoff: You need a special writ from the queen to open a glassblowing business. Someone's already got this special paper, so if you want to blow glass for a living, you have to work at such-and-such. When everyone gets moidered at the Korvosa Glassworks, it's going to take a very long time to recover, because they were using a strict apprenticeship system. There may be apprentices waiting to go, but now there are no teachers.
Riddleport: Do whatever you like. If someone likes your work, you're likely to be robbed or enslaved. When everyone gets killed at the Riddleport Glassworks, pirates loot the place clean if the adventurers take their eyes off of it.
Kaer Maga, Mierani: wee ooo wee ooo wee ooo economics-huh?
Urglin: ::tinkle, tinkle::
Magnimar: You need a special writ from the lord-mayor to open a glassworks, but it's more like a 'seal of approval' than anything binding. Like, 'The bearer of this document is just trying to sell glass products, and is not a bandit'. When the Sandpoint Glassworks goes down, other glass makers will continue trying to copy the Kaijitsu designs and techniques. Some will eventually succeed. Many others will continue the workaday business of turning out serviceable, everyday panes. (This is what happens when you have a young, disruptive city like Magnimar)
In other words, I think it's really lucky that Sandpoint is close to Magnimar, and not any of the other big cities in Varisia. I imagine that there is a labor pool that's ready to step in.
a) in terms of building upkeep, the only gp cost is the cost of whatever manager you hire? Is there any upkeep costs for, say, a storage room full of food being used in a non-capital-generating kitchen?
b) say a building wants to generate revenue. fine, add up all the +gp bonuses, roll d20, and divide by 10. What can a PC do help out? Do they get to add their craft check (for example) as well?
So, I figure if the PCs get a pile of downtime (1 PC probably goes off and trains a dire bat), then I was going to offer them the Glassworks to refurbish. I went through the downtime rules and built the glassworks room by room.
(etc etc, I have this on my comp at home, I'm at work now, etc)
Now, a fair amount of this space has been trashed or looted by the goblins and by Tsuto (the bunks, the food pantry, the kitchen, the big workshop), but another fair chunk is in pretty good shape (the storage with all the paperwork in it, the sitting rooms, etc). If the PCs want the Glassworks to work, one thing they have to do is repair it.
I was going to do two things, and I could use some advice on both points
a) Ameiko would sell the Glassworks to the PCs (more or less) in installments. Price 2,500gp seem fair? They can use the revenue to pay the price over time, if everything's up and running this should take 3 years or so, not bad for a RL-ish loan (or the PCs could just buy it outright with adventurer treasure eventually)
b) I don't really like the rule that lets you generate revenue from buildings with no teams in place (very Erfworldy), so I was thinking that the PCs would need to recruit teams as well. Since everyone's dead, that's a fair amount of work/gold to pull off
1 bureaucrats to work the storefront and the sitting room
Now, the laborers should be easy, the bureaucrats nearly as easy, but all the previous Glassworks artisans are now dead. (and the scofflaws ties into a sczarni subplot with a different PC, if he goes for it). I'm thinking that to bring the works up to full speed, that I need some mini-hurdles (in addition to the team and repair cost) to recruit artisans.
I have some setup, but not payoff. How do I get these teams to help the PCs?
1 group can be fresh off the boat from Magnimar with Ameiko's other brother (he's setup fodder for Jade Regent, fyi). They want nothing to do with the place now, because the last crew was killed and eaten by goblins.
1 group can be former apprentices of Lonjiku's Glassworks. They always hated the old man for being such a so-and-so, and they're glad that he and all those other lickspittles are toast.
1 group can be newbies who don't have 4 levels of expert. They might be eager for the work, but not have the skill.
Any and all advice with this scenario would be greatly appreciated. I can use all of this later with that stronghold up in the mountains, I think.
Oh, I guess another idea would be to repurpose the whole building. Got any ideas on what that could be? It's not really well designed to be something other than a glassworks, like what else could you do with those really specialized ovens?
Regular Vital Strike gives you things like this. Mythic Vital Strike? Sign me up!
1. Somehow get your hands on a half-black dragon black pudding
hmm, someone just got on the subject of iconics for this AP...
something tells me there's going to be a new artificer-like iconic
I mean, you know, you're going to want the barbarian in that picture, so, Amiri, Miriel just flip a coin and she shows up in an AP (the other side is the ninja iconic methinks, robots vs. ninjas ftw), some healer or other for spot #3 and, what, Rincewind? Tiffany Aching? No way: Gadget Hackwrench!
hey there, the question is in the title. I'm just trying to figure out a way to replace a white-haired witch build with a prehensile hair hex witch build, because WHW has so much promise...and so much lacking, I figure I'd try going for awesome hair powers from the other direction.
Uh, can a multiclass monk/cave druid wild shape into an ooze and use the feat Feral Combat Training (slam) to flurry with a (extremely deadly, hehe) crystalline pseudopod?
I was wondering specifically about beast shape I because I wanted to know if you could use it to qualify for Weapon Focus (slam) (by turning into a dolphin and beating on some floating hay bales for 5 minutes). Apparently you can't, but maybe a beaststrike club will work (that item even specifically calls out Weapon Focus).
Hmm, that seems fair. What if I had a beaststrike club? Would that work?
Kazumetsa Raijin wrote:
So, you're saying that a cave druid can turn into an ooze, only they can't, because the 'as if' power doesn't let anybody do that normally?
Please forgive me, but that seems like saying zen archers can use flurry of blows with a bow, only they can't because regular monks can't do that.
beast shape III only lists for reference the extra abilities a cave druid can get when wild shaped into an ooze, which is practically nothing. I think there might be an ooze out there with grab, but that's about it.
A wand of beast shape I would let me turn into a dolphin for 5 minutes, which would let me use dolphin-fu powers at level 5 (instead of level 6). Or, presumably I could flurry with a beaststrike club set to slam.
Hmm, I don't see this 24 hour requirement in the feats rules. Where did you see that?
Kazumetsa Raijin wrote:
1. I've been seeing things from 7d8 to 21d8. It's slam in Medium form is 7d8. I'm fairly certain you would acquire that. With Improved Natural Attack I believe it would go to 9d8. With Strong Jaw it would climb to I think 14d8 or 13d8.
I think 14d8 is the right answer. If you look at the rate of dice growth per step, you'll notice a steady increase per step. 14d8 is the smallest dice between 12d8 and a hypothetical 16d8 that offers a commensurate increase...::head swimming::
Kazumetsa Raijin wrote:
It's not a waste. After Weapon Focus you take Feral Combat Training (slam), and now you can flurry with 7d8 punches at 10th level.
4. You can't have a potion of beast shape I as it is a personal spell. Let's presume instead someone has a wand of it. If I wanted to be restrictive, I'd use the Fly skill as a guideline and say you have to be able to have a slam attack each day. But, honestly, nothing prevents you from taking any feat you meet the prereqs for, whether or not you can actually use it. A barbarian can take Quicken Spell if they like. So a human can take Weapon Focus (tail slap) or (wings), they just have usually wasted a feat choice.
The trouble is here (this is the reason I ask)
1. Weapon Focus requires the user to have proficiency in the chosen weapon.
Hence my question.
So, the Fly skill rules say you can't take ranks in it unless you possess 'reliable' means to use the ability. So a wand of fly qualifies? I mean, the Fly rules don't actually say you have to fly every day, just that you possess the ability to become airborne reliably.
That is an expensive wand...but a good answer.
I figured I would ask some rules questions here, because I have an interesting build, and I would like some public opinion about some of the sketchier things the build is doing.
I know the protocol is to ask one question per thread...but, I don't really want to be a forum hog.
2. If a cave druid uses wild shape to turn into an ooze, do they lose their vision or hearing? An ooze is naturally blind (that's in the ooze traits), but the polymorph effect doesn't confer any changes in type or creature type abilities. On the other hand, the cave druid does have the 'no discernable anatomy' feature, and it's a little hard to imagine a druid turned into an ooze who can see without eyes. Then again, you can gain a similar ability with elemental body III, and presumably you don't lose your eyesight there.
3. Can a druid wild shape into the form of a chimpanzee? The polymorph rules would indicate no, but...it's not like variant animals don't exist, they're just not written out in the text using the named templates. I think the only creature I've seen so far that started out as a variant monster but isn't one anymore is the Deadly Mantis.
4. Can a character learn Weapon Focus (slam) if they only have 5 minutes worth of slam attack? beast shape I would let you turn into a dolphin (or possibly a chimpanzee), but a potion of that will only last for 5 minutes. Is that enough time to learn a feat? (This is probably a GM interpretation question more than anything else.)
I'm not really a fan of Devastating Strike, I mean compared to Furious Finish?
Death or Glory, wow, that's really neat.
a) I like the big bonus to hit
1. Furious Finish is really cool.
Now, there's a counter to this, and it takes this build in a whole different direction: martial artist/sensei
1. You don't get flurry of blows.
1st Power Attack, Toughness
hmmm....this still means you're tossing the +8 Strength from the polymorph and the rage away...urgh.
Thanks for the ideas!
ah, forget what I said there. There's a perfectly easy/cheesy way to lay hands on Weapon Focus (slam)
beast shape I, duh. Do this just as you're hitting 3rd level.
1. Get a boat. And preferably next to the ocean, but a lake or stream will do.
1st (mnk1) Improved Unarmed Strike, Dodge, Stunning Fist, Wind Stance
Final speed is what, 45 before magic?
a) good catch, I had forgotten the no-charging thing
PRD pre-reqs for Weapon Focus wrote:
Proficiency with selected weapon, base attack bonus +1
line from druid weapon proficiencies wrote:
They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below).
proficiency text from polymorph section wrote:
In addition to these benefits, you gain any of the natural attacks of the base creature, including proficiency in those attacks.
So: a druid only has proficiency with a natural weapon when they can wild shape into the creature that has that weapon. The only way a cave druid can pick up Weapon Focus (slam) is if they have wild shape first. Unfortunately, once the druid has wild shape, they have a lot of other feats they need to take first.
The small or medium land-based creature with a slam attack is an orangutan or chimpanzee. The rules say you can't polymorph into a template creature (mechanically: young gorilla), but the chimp is called out as a variant in the gorilla entry. Worth a Q on the rules forum, if it hasn't been asked yet already.
Ask your GM if you can play an awakened orangutan named the Librarian. Ha ha. Then proceed to kill everything with ooze-fu.
Aside from using the race builder, awaken, or taking a level in synthesist, I don't think there's any way of naturally having a slam attack to qualify for Weapon Focus (slam).
A different take is maybe...Whirlwind Attack?
1st Combat Expertise
or you could go 17 and 19 Spring Attack then Whirlwind Attack. meh, forget that: while cool, Whirlwind costs more feats and doesn't have the direct utility you get from iterative attacks.
EDIT: from what I can make out in the forums, polymorphing into a chimp is a no-no. Ah well.
1. You close with a bad guy, doing 24d8 damage. Somehow, he's still up.
I know that no escape is generally a terrible rage power. I think I like sprint better than swift foot twice, because swift foot twice would only be good if you couldn't charge. By the time you can even get sprint with this build, you're probably flying anyway, which makes charging easier.
Can you think of/find a Small or Medium animal with a slam attack? Otherwise the earliest you can use the feats at 3 and 5 is level 9, when I think you can wild shape into a gorilla.
The feats as presented are good for getting iterative attack quicker...which I'm not sure I like, seeing as how feats 3 and 5 are wasted for a few levels. I'm thinking that it might almost be better to take Vital Strike and Follow Up and such earlier (still going for Furious Finish at 13, I think)...let's see
1st Step Up (requires brb at level 1)
Weapon Focus might actually be a bit of a stretch, because it requires proficiency with the weapon (slam), and druid are only proficient with natural weapons once they can wild shape into the creature in question. I think that Weapon Focus and Feral Combat Training should be 17 and 19, actually.
Oh, there we go, that'll work!
Would you be annoyed if I wrote up a version of this (and credited you) and submitted it to here: Guide to the Builds? The ordering of things might need a little more thought, but that's about it.
Is there a way to summon gestalts of lantern archons?
Oh, I know! Ferocious Summons. The feat got some love from a FAQ update (to the ARG of all things) that lets them stick around after they have less than 0 hp. That's handy!
I know my other suggestions were cruddy. Leafy lanterns?
uh, be a 3rd-level groveborn sorcerer, and you can make your laserbots look, uh, leafy and natural. (They get a bonus on some saves and +2 AC)
There's always the feat Spell Perfection, although I'm not quite sure how you'd use it. If you have Augment Summons, you can use Spell Perfection to give your laserbots +8 Str and Con...which is meh I guess.
Here's the melee line from the Carnivorous Crystal
Bestiary 3 wrote:
slam +18 (7d8+9/18–20 plus entrap)
So, in theory, a cave druid who wild shaped into the form of a carnivorous crystal could slam bad guys into chowder (although he wouldn't get the entrap special ability). But wait! The carnivorous crystal has a special ability that modifies this, as follows
Bestiary 3 wrote:
Razor Sharp (Ex) A carnivorous crystal's slam attack deals devastating piercing and slashing damage, and threatens a critical hit on a roll of 18, 19, or 20.
Okay, clearly 'razor sharp' (like entrap) isn't a special ability that can be granted via beast shape III, so the cave druid's crystal slam will only deal bludgeoning, and only threatens a crit on a 20.
Does the word 'devastating' in the special ability entry modify the monster's damage to Dr.-Evil-finger-steepling levels (up from, say, a baseline slam for a Medium creature of 1d6), or is the word just fluff describing '7d8'?