Favorite Rules Exploits and Dubiously Legal Shenanigans


Pathfinder First Edition General Discussion

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Artofregicide wrote:

For myself, I'm a Lich of simple, classic tastes. I prefer the gamebreaking, conceptual shenanigans that fall strongly on the side of ridiculous. They're also the kind of thing that no sane player would bring to the table. I'm thinking of the awakened hummingbird deathstar currently.

Oh, and ridiculous template stacking or weird interactions between corner case monsters and templates or class abilities.

Did you know plants can be vampires? Neither did my players... until it was too late.

I thought I was clever making a Leshy Vampire Hunter gestalt with Herbalist Alchemist... little did I know. Lol.


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VoodistMonk wrote:
Artofregicide wrote:

For myself, I'm a Lich of simple, classic tastes. I prefer the gamebreaking, conceptual shenanigans that fall strongly on the side of ridiculous. They're also the kind of thing that no sane player would bring to the table. I'm thinking of the awakened hummingbird deathstar currently.

Oh, and ridiculous template stacking or weird interactions between corner case monsters and templates or class abilities.

Did you know plants can be vampires? Neither did my players... until it was too late.

I thought I was clever making a Leshy Vampire Hunter gestalt with Herbalist Alchemist... little did I know. Lol.

I have bad news.

“Vampire” is an acquired template that can be added to any living creature with 5 or more Hit Dice (referred to hereafter as the base creature). Most vampires were once humanoids, fey, or monstrous humanoids.


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Now I now, and knowing is half the battle... violence is the other half.


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I thought red and blue lasers were a sizeable percentage?


Artofregicide wrote:
VoodistMonk wrote:
Artofregicide wrote:

For myself, I'm a Lich of simple, classic tastes. I prefer the gamebreaking, conceptual shenanigans that fall strongly on the side of ridiculous. They're also the kind of thing that no sane player would bring to the table. I'm thinking of the awakened hummingbird deathstar currently.

Oh, and ridiculous template stacking or weird interactions between corner case monsters and templates or class abilities.

Did you know plants can be vampires? Neither did my players... until it was too late.

I thought I was clever making a Leshy Vampire Hunter gestalt with Herbalist Alchemist... little did I know. Lol.

I have bad news.

“Vampire” is an acquired template that can be added to any living creature with 5 or more Hit Dice (referred to hereafter as the base creature). Most vampires were once humanoids, fey, or monstrous humanoids.

that's pretty interesting given the lore and the biology of plants. I know the undead part is going to trump all that, but needing sunlight and water, which are now deadly to them as vamps is kind of neat. Seems like you can make an alternate lore for all vampires being plant-based going off that.


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yukongil wrote:
Artofregicide wrote:
VoodistMonk wrote:
Artofregicide wrote:

For myself, I'm a Lich of simple, classic tastes. I prefer the gamebreaking, conceptual shenanigans that fall strongly on the side of ridiculous. They're also the kind of thing that no sane player would bring to the table. I'm thinking of the awakened hummingbird deathstar currently.

Oh, and ridiculous template stacking or weird interactions between corner case monsters and templates or class abilities.

Did you know plants can be vampires? Neither did my players... until it was too late.

I thought I was clever making a Leshy Vampire Hunter gestalt with Herbalist Alchemist... little did I know. Lol.

I have bad news.

“Vampire” is an acquired template that can be added to any living creature with 5 or more Hit Dice (referred to hereafter as the base creature). Most vampires were once humanoids, fey, or monstrous humanoids.

that's pretty interesting given the lore and the biology of plants. I know the undead part is going to trump all that, but needing sunlight and water, which are now deadly to them as vamps is kind of neat. Seems like you can make an alternate lore for all vampires being plant-based going off that.

It's actually part of the original folklore, kinda.

Vampire Veggies


Set wrote:
DRD1812 wrote:
Scott Wilhelm wrote:
Song of Fiery Gaze gives you and all your allies the ability to see through Fire and Smoke
And here I was wasting all my gp on goz masks. Nice!
There's a Smoke School wizard variant in, IIRC, the Element Master's Handbook, that also grants immunity to smoke or fog, and, with a touch and a standard action, the ability to grant it to another for 1 hour 3+Int mod times / day. It's not remotely as awesome as being able to affect the whole group with bard song, but if you really want to be a wizard...

Yeah, but Wizards are very powerful. And this would really add some teeth to Arcane Tricksters. Also, it only costs 1 level in Wizard to obtain this ability, so you can be a powerful archer with a powerful trick, and you can get it fast. Getting it fast is a big deal. This is just the sort of tactical trick a non-PFS GM would manipulate encounters to jam. The moment you start doing this, all of a sudden, for reasons no one can explain, every creature you encounter has Scent and Greater Blind Fighting.

I'm envisioning a Half Elven or Half Orc Archer with an Orc Hornbow that starts as a Fighter to get Precise Shot, then dips into Ranger to use a Wand of Gravity Bow, and then takes levels in Wizard to specialize in the Smoke Subschool of Fire, then multiclasses between Arcane Trickster, Arcane Archer, Living Monolith, and Eldritch Knight. I don't know how it will work, but I think it will be pretty scary.

So like,
Half Orc: Shaman's Apprentice, Sacred Tattoos, Fate's Favored
1Fighter1: Precise Shot, BAB+1

effective archer: Orc Hornbows inflict 2d6

2F1R1: Freebooter's Bane, BAB+2

Powerful Archer: +1 Attack and Damage for you and all your allies against any single opponent as a Move Action, and that Wand of Gravity Bow increases the Damage of your arrows to a base 3d6.

3F1R1Wizard1: Smoke Subschool, Iron Will

Powerful Archer with a devastating Trick: make everyone Blind except for you and your allies!

4F1R1W1Brawler1: Snakebite Striker, Sneak Attack +1d6, BAB+3
5F1R1W1B1Ninja1: Poison, Sneak Attack +1d6, Accomplished Sneak Attacker

Now you are reliably inflicting lots of Sneak Attack Damage

6F1R1W1B1N2: Ki Pool, Ninja Vanishing Trick, BAB+4

Vanish as a Swift Action, another way to lock in your SA Damage.

7R1R1W1B1N3: Sneak Attack +1d6, Extra Trick: Rogue Talent: False Attacker, BAB+5

This lets you stay hidden after shooting from Stealth with a simple Bluff Check as an Immediate Action.

8F1R1W1B1N3Living Monolith1: Ib Stone, Enlarge 3/day

Enlarged, your arrows inflict arrows as if they were 1 size bigger. This stacks with Gravity Bow, so 3d6 increases to 4d6. Your arrows shrink again, so what you do is carry around a quiver of Size Large Arrows, Drop them as a Free Action, Enlarge as a Swift Action, and pick them up as a Move Action, then do something else as a Standard Action, like shoot an arrow or use your Wand of Gravity Bow, or use Freebooter's Bane. I was taught that trick by Mark Seifter.

9F1R1W1B1N3LM2: Stone Blood, Caster Level 2, Feat, BAB+6
10F1R1W1B1N3LM3: CL3, DR1/-

So, what do we have so far? An archer whose base damage is 2d6 and pumpable to 4d6 and has 2 reliable ways of locking in Sneak Attack Damage of 4d6, good saving throws, and a lot of skills + some spells.

This character can now start taking levels in Arcane Trickster or Arcane Archer to charge their arrows with magic spells or inflict Sneak Attack Damage. I think I prefer the latter, since I like Sneak Attack Damage and increasing Caster Level.

Spamming Ninja Vanishing Trick to lock in your Sneak Attack Damage limits your RoF to 1/round, so Vital Strike would be a good choice for the Level 9 Feat. But it also might make sense to like make Ranged Touch Attacks such as Finger of Cold or a Wand of Scorching Ray. Those won't stack with Vital Strike, but the arrows do, and all of those options stack with SA Damage.


Oh, has this one been mentioned yet? Combine Ninja Vanishing Trick with the Rogue Talent False Attacker. That helps you stay hidden and allows you to continue to Invisiblyish make Ranged Sneak Attacks.

1Fighter1: Precise Shot
2F1Ninja1: SA Damage 1d6, Poison
3F1N2: Ki Pool, Ninja Vanishing Trick, Extra Trick: Rogue Talent: False Attacker

Normally, to stay hidden after shooting someone, you have to make a Bluff vs. Perception Check at a -20 to stay hidden. With False Attacker you also get to make a simple Bluff vs. Sense Motive Check as an Immediate Action. If that succeeds, your targets think your attacks are coming from somewhere else, and you can stay hidden.


I submit, using the overwatch style feats with kinetic blast. Without the restriction to a weapon, wielding, or any of the other typical restrictions on ranged feats, overwatch vortex lets you ready 4 blasts as a full round action.

Similar exploit with master sniper.


Gorum's Swordmanship + Vital Strike + Scout's Charge + Bleeding Attack + Rhino Charge

Dark Archive

Scott Wilhelm wrote:

Yeah, but Wizards are very powerful. And this would really add some teeth to Arcane Tricksters. Also, it only costs 1 level in Wizard to obtain this ability, so you can be a powerful archer with a powerful trick, and you can get it fast. Getting it fast is a big deal. This is just the sort of tactical trick a non-PFS GM would manipulate encounters to jam. The moment you start doing this, all of a sudden, for reasons no one can explain, every creature you encounter has Scent and Greater Blind Fighting.

I'm envisioning a Half Elven or Half Orc Archer with an Orc Hornbow that starts as a Fighter to get Precise Shot, then dips into Ranger to use a Wand of Gravity Bow, and then takes levels in Wizard to specialize in the Smoke Subschool of Fire, then multiclasses between Arcane Trickster, Arcane Archer, Living Monolith, and Eldritch Knight. I don't know how it will work, but I think it will be pretty scary.

Gravity bow is already a wizard spell. No need to dip Ranger to be able to use wands


Name Violation wrote:
Scott Wilhelm wrote:

Yeah, but Wizards are very powerful. And this would really add some teeth to Arcane Tricksters. Also, it only costs 1 level in Wizard to obtain this ability, so you can be a powerful archer with a powerful trick, and you can get it fast. Getting it fast is a big deal. This is just the sort of tactical trick a non-PFS GM would manipulate encounters to jam. The moment you start doing this, all of a sudden, for reasons no one can explain, every creature you encounter has Scent and Greater Blind Fighting.

I'm envisioning a Half Elven or Half Orc Archer with an Orc Hornbow that starts as a Fighter to get Precise Shot, then dips into Ranger to use a Wand of Gravity Bow, and then takes levels in Wizard to specialize in the Smoke Subschool of Fire, then multiclasses between Arcane Trickster, Arcane Archer, Living Monolith, and Eldritch Knight. I don't know how it will work, but I think it will be pretty scary.

Gravity bow is already a wizard spell. No need to dip Ranger to be able to use wands

Oh. Oops. Cool. Thanks!


Scott Wilhelm wrote:
Name Violation wrote:
Scott Wilhelm wrote:

Yeah, but Wizards are very powerful. And this would really add some teeth to Arcane Tricksters. Also, it only costs 1 level in Wizard to obtain this ability, so you can be a powerful archer with a powerful trick, and you can get it fast. Getting it fast is a big deal. This is just the sort of tactical trick a non-PFS GM would manipulate encounters to jam. The moment you start doing this, all of a sudden, for reasons no one can explain, every creature you encounter has Scent and Greater Blind Fighting.

I'm envisioning a Half Elven or Half Orc Archer with an Orc Hornbow that starts as a Fighter to get Precise Shot, then dips into Ranger to use a Wand of Gravity Bow, and then takes levels in Wizard to specialize in the Smoke Subschool of Fire, then multiclasses between Arcane Trickster, Arcane Archer, Living Monolith, and Eldritch Knight. I don't know how it will work, but I think it will be pretty scary.

Gravity bow is already a wizard spell. No need to dip Ranger to be able to use wands
Oh. Oops. Cool. Thanks!

So, skipping that level in Ranger

Half Orc, Shaman's Apprentice, Sacred Tatoos, Fortune's Favored
1Fighter1: Precise Shot, BAB+1
2F1Ninja1: Poison, Sneak Attack +1d6
3F1N2: Ki Pool, Vanishing Trick, False Attacker, BAB+2
4F1N3: Sneak Attack +1d6, BAB+3
5F1N3Brawler1: Unarmred 1d6, Sneak Attack +1d6, Brawler Stuff, Iron Will, BAB+4
6F1N3B1Wizard1, Smoke Subschool, Level 1 Spells, BAB+5
7F1N3B1W2: BAB+6, Weapon focus?
8F1N3B1W2Living Monolith1
9F1N3B1W2LM2

Then maybe start taking levels in Arcane Tricker


False Focus and Alchemical Power Components

Shadow Lodge

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Artofregicide wrote:

For myself, I'm a Lich of simple, classic tastes. I prefer the gamebreaking, conceptual shenanigans that fall strongly on the side of ridiculous. They're also the kind of thing that no sane player would bring to the table. I'm thinking of the awakened hummingbird deathstar currently.

Oh, and ridiculous template stacking or weird interactions between corner case monsters and templates or class abilities.

Did you know plants can be vampires? Neither did my players... until it was too late.

My favorite is the "rock salt" Earth Elementals I came up with. Elementals are living creatures, after all, and a vampire can't be hit by sunlight very easily underground...


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Taking one level in Eldritch Scrapper Sorcerer instead of Iron Will, because free Martial Flexibility.

On those same lines... Eldritch Scrapper Sorcerer (Envenomed Bloodline) gestalt with Snakebite Striker Brawler is pretty awesome. Eldritch Scrapper has Martial Flexibility, and the Snakebite Striker gave it up for other fun stuff. One of the Bloodline Feats available is Skill Focus Bluff, which goes with all the feint shenanigans the Snakebite Striker can do. You can also actually have a snake's bite as a Bloodline Power, if you want it to match the whole Snakebite Striker thing.


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VoodistMonk wrote:

Taking one level in Eldritch Scrapper Sorcerer instead of Iron Will, because free Martial Flexibility.

On those same lines... Eldritch Scrapper Sorcerer (Envenomed Bloodline) gestalt with Snakebite Striker Brawler is pretty awesome. Eldritch Scrapper has Martial Flexibility, and the Snakebite Striker gave it up for other fun stuff. One of the Bloodline Feats available is Skill Focus Bluff, which goes with all the feint shenanigans the Snakebite Striker can do. You can also actually have a snake's bite as a Bloodline Power, if you want it to match the whole Snakebite Striker thing.

Martial Flexibility is awesome, and that level in Sorcerer also gives a +2 Will Save that Irong will gives, but I was taking Iron Will as a prerequisite for Living Monolith so the character can shoot Large Arrows which then get further enhanced by Gravity bow from an Orc Hornbow and do that sweet 4d6 Base Damage.


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Poisoner's Gloves tricks...

Toxic Spell = Spell + Poison
Infuse Poison = Poison + Spell

If you use an Infused Poison for a Toxic Spell:

Spell + Poison + Spell

If you use a Toxic Spell in an Infused Poison:

Poison + Spell + Poison

If you make an Infused Poison with a Toxic Spell, then use it to cast a different Toxic Spell:

Spell + Poison + Spell + Poison


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VoodistMonk wrote:

Poisoner's Gloves tricks...

Toxic Spell = Spell + Poison
Infuse Poison = Poison + Spell

If you use an Infused Poison for a Toxic Spell:

Spell + Poison + Spell

If you use a Toxic Spell in an Infused Poison:

Poison + Spell + Poison

If you make an Infused Poison with a Toxic Spell, then use it to cast a different Toxic Spell:

Spell + Poison + Spell + Poison

I had a similar idea that might work with Poisoner's Gloves, but I think it's safer to use with the Touch Injection Spell.

So, I like to give my Grapplers Expert Captor, so you Grapple your opponent as a Standard Action, then use Greater Grapple to Tie them Up as a Move Action. I spent a lot of time trying to figure out how to benefit from True Strike and get +20 on both rolls. What I came up with is to take the Infusion and Tumor Familiar discoveries. Give your Familiar an Infusion of True Strike.

Round 1: Give your Familiar an Infusion of True Strike and use Share Spells and Touch Injection.

Round2: Cast True Strike on yourself and Move to your opponent.

Round3: Initiate a Grapple with an extra +20 as a Standard Action.
Your Familiar injects the Infusion of True Strike as a Readied Action.
You use Grater Grapple to Tie Up your opponent, again with a +20 from True Strike, as a Move Action.

I had a 9th level grappler with a full time Grapple Mod of +30. The True Strike trick puts it up to +50. A Balor Demon's CMD is only 54!


"A greater transformative weapon becomes any other weapon the wielder desires when a command word is spoken."
OR
"A shadowcraft weapon can assume the form of any masterwork weapon that shares its type and handedness."

"Any" doesn't sound very limiting. What written is preventing you from having it assume the form of a modern firearm like the Madsen light machine gun or technological heavy weaponry like the plasmathrower or atom gun?

You may encounter problems with charging technological weapons since shadowcraft only produces its own ammunition, but an atom gun has its own reactor.


Sortis22 wrote:

"A greater transformative weapon becomes any other weapon the wielder desires when a command word is spoken."

OR
"A shadowcraft weapon can assume the form of any masterwork weapon that shares its type and handedness."

"Any" doesn't sound very limiting. What written is preventing you from having it assume the form of a modern firearm like the Madsen light machine gun or technological heavy weaponry like the plasmathrower or atom gun?

You may encounter problems with charging technological weapons since shadowcraft only produces its own ammunition, but an atom gun has its own reactor.

Assuming your character is aware of these weapons, and they share the hardness, and you have a shadowcraft weapon, why not?

I suppose you could get into trouble with the greater transformative weapon, but that's endgame shenanigans anyway. And again, to turn it into an atom gun you have to be aware of what an atom gun is or that weapons along those lines exist in the first place.


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ShroudedInLight wrote:
Intrepid Rescue Shenanigans
Wonderstell wrote:
The "you are your own ally" FAQ is probably the worst offender of them all... I was referring to the Intrepid Rescuer exploit brought up earlier in this thread.

Hmm, let's see:

1Fighter1: Titan Fighter, Catch Off Guard

Use a size Large Sledge Hammer that does 3d6 Damage, but imposes a -2 on the attack roll.

2F1Monk1: Master of Many Styles, Unarmed 1d6 & other Monk stuff, Shikigami Style

Now the 'Hammer does 4d6.

3F1M2: Evasion, Combat Reflexes, Monkey Style
4F2M2: Bravery +1, Intrepid Rescuer

You can always go Prone as a Free Action, and with Monkey Style, you take no AC nor Attack Penalties while Prone, and since you count as your own ally, if anyone attacks you while Prone, you get an Attack of Opportunity. This requires a MAD build, so it's likely I'd have to settle for a Dex of 14 or 16, but that's 3 or 4 Attacks of Opportunity every round!

5F3M2: Shikigami Mimicry, Incredible Heft
6F4M2 Shikigami Manipulation

And your base damage for every attack is 8d6!

So lots of high damage attacks: that's what I like in a melee character. The character is good at level 1, and devastating by level 4. Normally, I'd want to go for a level in Living Monolith to get the Base Damage up to 12d6, but that would result in losing 2 Dex and therefore losing an Attack of Opportunity every round, and that might result in a lower overall DPR. I'd have to build the character to check.

And I sooooo have to build this character. Shrouded in Light and Wonderstell: thank you so much for showing me this awesome combo!

Shadow Lodge

Witch Time, definitely an Exploit.

The Soothesayer, Protective Luck, and Cackle hexes together make for a downright nasty buff you can keep applying anytime it fades for any reason. Use this for a one shot, so the GM doesn't have a hard time.


White Haired Witch + Great Cleave.

You see, there is no stated limit as to how many people a Witch can Grapple in her White Hair, and of course when you are grappled in her white hair, she isn't; only you are.


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Scott Wilhelm wrote:

White Haired Witch + Great Cleave.

You see, there is no stated limit as to how many people a Witch can Grapple in her White Hair, and of course when you are grappled in her white hair, she isn't; only you are.

In a gestalt mythic game I'm in right now, I spent one session playing Harry Beardmeister. White-haired witch/mirror witch-fighter, with great cleave, goblin cleaver/orc hewer/giant (whatever it's called), with smash from the air, mythic combat reflexes, always a chance, meat shield, and master grappler. I just flew into the thick of battle and tossed people around. Due to the story we were playing, it was perfectly understandable for my regular character to dip out and Harry to pop in for a cameo.

It was so much fun to hit nearly everyone on the battlefield and keep a hold on the last guy attacked, then use him to block an enemy cleric who tried to hit me with an inflict spell.


DRD1812 wrote:
Scott Wilhelm wrote:
Song of Fiery Gaze gives you and all your allies the ability to see through Fire and Smoke
And here I was wasting all my gp on goz masks. Nice!

Ashen Path spell also works, without the class ability...


pad300 wrote:
DRD1812 wrote:
Scott Wilhelm wrote:
Song of Fiery Gaze gives you and all your allies the ability to see through Fire and Smoke
And here I was wasting all my gp on goz masks. Nice!
Ashen Path spell also works, without the class ability...

Awesome. That means a Wizard could do this without having to specialize in the Smoke School, but Specializing in Smoke gives you several more uses/day without using up a level 2 Spell/ally.

Song of Fiery Gaze works on all your allies, but you have to dip 3 levels in Bard to get it, and it is highly likely that if you play this trick too many times, your GM will start just sending all monsters that have Blindsight after you, so it would make sense to not invest too, too much in this trick.


Why do people keep saying dip 3 levels of Bard? Just be a Flame Dancer Bard at that point. There's a lot more to that archetype than that one stupid song. Plus, who "dips" three levels of Bard for 8rnds of Performance? A wet fart blows your cover away.


VoodistMonk wrote:
Why do people keep saying dip 3 levels of Bard? Just be a Flame Dancer Bard at that point. There's a lot more to that archetype than that one stupid song. Plus, who "dips" three levels of Bard for 8rnds of Performance? A wet fart blows your cover away.

I guess my point was that 3 levels in Flame Damcer Bard was all you need: if you want more levels, then go for it, and God bless. But I haven't played a Bard since 1st edition. I must admit that Song of Fiery Gaze was the only thing I ever really wanted from a Bard.

I had envisioned this for Pathfinder Society play where GMs aren't given leeway to say things like, "a wind is picking up," or "darn your luck, I just randomly rolled and all these guys have Tremorsense and Greater Blindfighting! That keeps happening to you: I'm so sorry!" The ability to selectively Blind everyone on the battlefield except your allies would turn nearly every PFS encounter into a curb stomp and nearly every adventure into a milk run.

It did occur to me along this thread that if the goal was to be some kind of magic thief/sniper, then after your 3rd level in Bard, it would only take 1 more before you got Level 2 Spells and could start taking levels in Arcane Trickster. Also, I was thinking a level in Living Monolith would be cool, so take 2 levels and choose an Ib Stone, and you get your level 2 spells that way.

This thread has provided a couple of good alternatives to Song of Fiery Gaze, though: a level 2 spell, and Wizard School Ability that are not as powerful as SoFG, but much less expensive to obtain, leaving room for more than 1 way to lock in your SA Damage, and I love having more than 1 option.


Song of Fiery Gaze only allows people to see through smoke, not breath it... so you still cannot use it indoors. It has a range of 30', which the enemy is not obligated to enter that radius. Sure, I suppose it can be situationally useful, but I don't see it worth the investment unless you actually want to be a Flame Dancer Bard...

It's not a bad archetype in and of itself, but the Song of Fiery Gaze is not really something to abuse. Flame Dancer stacks with Flamesinger... which gets Fire Music, and that IS something you can work some shenanigans around.


VoodistMonk wrote:
It's not a bad archetype in and of itself, but the Song of Fiery Gaze is not really something to abuse.

Totes is.

VoodistMonk wrote:
Song of Fiery Gaze only allows people to see through smoke, not breath it... so you still cannot use it indoors.

Sure you can. There is no limit on SoFG as to where. The Eversmoking Bottle doesn't create any breathing problems. The Pyrotechnics Spell it's derived from imposes -4 ST and Dex on a failed save, which would be unpleasant for party members, but very rarely would that compare with the opponents being Blinded while the party isn't. Smokesticks don't impose any other effects other than obsuring vision.

VoodistMonk wrote:
It has a range of 30', which the enemy is not obligated to enter that radius. Sure, I suppose it can be situationally useful, but I don't see it worth the investment unless you actually want to be a Flame Dancer Bard...

I guess a 60' diameter to contain the party circle is only adequate, but I think it's adequate.

VoodistMonk wrote:
Flame Dancer stacks with Flamesinger... which gets Fire Music, and that IS something you can work some shenanigans around.

Flamesinger is pretty cool and on-brand.


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found a nice thing i think:
level 2 Ashiftah witch can use a vanish effect (and 5 foot if wanted) as move action after using a hex, ANY HEX, the flight hex i mentioned before give an at will feather-fall which is immediate action, leave you with using standard to attack\cast\hex >featherfall on self as immediate action > vanish and 5 foot. this allow do so many things beside the obvious invisibility each turn(a 2 level dip then go for sniper rogues?)


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there are also the racial heritage feat shenanigans.
among them taking specific giants as heritage open up some impressive things (as giants are humanoids and thus allowed to be used with this feat.)

racial heritage (frost giant) - open up born of frost - +1d6 cold damage with unarmed\natural attacks, and 1 cold damage to attackers using natural weapons.

racial heritage (stone giant) - open up a few feats among them is stone soul which can be taken up to 3 times - +1 nat ac and 1/day stoneskin sla (not sure if taking more then once also increase the ac but the uses per day of the sla increase.)

racial heritage (storm giant) - open up storm soul - imunity to electricity (can be gained as early as level 1!!) and the follower feat - storm warrior - +1d6 electricity damage with metal melee weapons. (insert 'darker then black' theme song here)

also racial heritage(ogre) - open up ogre feats among them is the Vestigial Head which can be taken up to two times for 25%/50% automatic successes in any hostile will save (with a minor sickness effect instead)


Assuming your gm lets you use paizo 3.5 stuff(that is on aonprd) you can use secret of magical discipline
which let's you cast any spell to cast Genesis a spell which
1. Creates a demiplane with instantaneous duration (not even permanent)
2. Has an exp cost (which is not actually useful but interesting in pathfinder)


TheKillerCorgi wrote:

Assuming your gm lets you use paizo 3.5 stuff(that is on aonprd) you can use secret of magical discipline

which let's you cast any spell to cast Genesis a spell which
1. Creates a demiplane with instantaneous duration (not even permanent)
2. Has an exp cost (which is not actually useful but interesting in pathfinder)

the feat is also in pathfinder but you need to be a loremaster prestige class and have the 'secret' class ability first to gain it.

'Genesis' is not a spell with a level it's an occult ritual and non of those have a spell level so you can't expand your own spell slots\prepared spells to cast with the above feat. they also doesn't use the "cast spell" rules but "cast ritual".

although the feat mentioned does allow some nice option all by itself


zza ni wrote:
TheKillerCorgi wrote:

Assuming your gm lets you use paizo 3.5 stuff(that is on aonprd) you can use secret of magical discipline

which let's you cast any spell to cast Genesis a spell which
1. Creates a demiplane with instantaneous duration (not even permanent)
2. Has an exp cost (which is not actually useful but interesting in pathfinder)

the feat is also in pathfinder but you need to be a loremaster prestige class and have the 'secret' class ability first to gain it.

'Genesis' is not a spell with a level it's an occult ritual and non of those have a spell level so you can't expand your own spell slots\prepared spells to cast with the above feat. they also doesn't use the "cast spell" rules but "cast ritual".

although the feat mentioned does allow some nice option all by itself

1. Genesis is the 3.5 thing not secret of magical discipline

2. Genesis is a spell not a ritual

Both of which you would have seen if you had at least opened the links before replying.


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TheKillerCorgi wrote:

Assuming your gm lets you use paizo 3.5 stuff(that is on aonprd) you can use secret of magical discipline

which let's you cast any spell to cast Genesis a spell which
1. Creates a demiplane with instantaneous duration (not even permanent)
2. Has an exp cost (which is not actually useful but interesting in pathfinder)

Ah, If we are blending different d20 systems into Pathfinder, how's'about we combine the 3.0 Improved Sunder with the 3.5 Combat Brute, Deadly Concussion, Ancestral Relic, and Greater Sunder?

You use Ancestral Relic to magic-up your Adamantine Earthbreaker into a Maul of the Titans that does triple damage vs, inanimate objects. The 3.0 Improved Sunder gives you double damage vs. weapons, so quadruple damage. Greater Sunder makes the residual Damage from destroying someone's weapon, shield, or armor go into your opponent. Deadly Concussion makes it so when you destroy someone's Armor or Shield, the opponent takes the same damage. Combat Brute gives you a Free Action Attack when you break someone's weapon or shield.


TheKillerCorgi wrote:
zza ni wrote:
TheKillerCorgi wrote:

Assuming your gm lets you use paizo 3.5 stuff(that is on aonprd) you can use secret of magical discipline

which let's you cast any spell to cast Genesis a spell which
1. Creates a demiplane with instantaneous duration (not even permanent)
2. Has an exp cost (which is not actually useful but interesting in pathfinder)

the feat is also in pathfinder but you need to be a loremaster prestige class and have the 'secret' class ability first to gain it.

'Genesis' is not a spell with a level it's an occult ritual and non of those have a spell level so you can't expand your own spell slots\prepared spells to cast with the above feat. they also doesn't use the "cast spell" rules but "cast ritual".

although the feat mentioned does allow some nice option all by itself

1. Genesis is the 3.5 thing not secret of magical discipline

2. Genesis is a spell not a ritual

Both of which you would have seen if you had at least opened the links before replying.

i have opened the link. and the genesis (using your link) has a title saying "occult rituals" right above it. or have you never looked?

same for the feat you linked (again, using your link here),having the loremasted ability requirement ( linked in the feat itself) if you bothered looking at it.

after seeing the title i went and looked at the occult rituals and linked that as well.

so before accusing some1 of not looking do so yourself!


zza ni wrote:
TheKillerCorgi wrote:
zza ni wrote:
TheKillerCorgi wrote:

Assuming your gm lets you use paizo 3.5 stuff(that is on aonprd) you can use secret of magical discipline

which let's you cast any spell to cast Genesis a spell which
1. Creates a demiplane with instantaneous duration (not even permanent)
2. Has an exp cost (which is not actually useful but interesting in pathfinder)

the feat is also in pathfinder but you need to be a loremaster prestige class and have the 'secret' class ability first to gain it.

'Genesis' is not a spell with a level it's an occult ritual and non of those have a spell level so you can't expand your own spell slots\prepared spells to cast with the above feat. they also doesn't use the "cast spell" rules but "cast ritual".

although the feat mentioned does allow some nice option all by itself

1. Genesis is the 3.5 thing not secret of magical discipline

2. Genesis is a spell not a ritual

Both of which you would have seen if you had at least opened the links before replying.

i have opened the link. and the genesis (using your link) has a title saying "occult rituals" right above it. or have you never looked?

same for the feat you linked (again, using your link here),having the loremasted ability requirement ( linked in the feat itself) if you bothered looking at it.

after seeing the title i went and looked at the occult rituals and linked that as well.

so before accusing some1 of...

1. This is the aonprd general spells page. Notice how it says "occult rituals" in exactly the same place.

2.You said "the feat is also in pathfinder" which implied that you thought the 3.5 thing was the feat instead of the spell. I corrected you.


Scott Wilhelm wrote:
TheKillerCorgi wrote:

Assuming your gm lets you use paizo 3.5 stuff(that is on aonprd) you can use secret of magical discipline

which let's you cast any spell to cast Genesis a spell which
1. Creates a demiplane with instantaneous duration (not even permanent)
2. Has an exp cost (which is not actually useful but interesting in pathfinder)

Ah, If we are blending different d20 systems into Pathfinder, how's'about we combine the 3.0 Improved Sunder with the 3.5 Combat Brute, Deadly Concussion, Ancestral Relic, and Greater Sunder?

You use Ancestral Relic to magic-up your Adamantine Earthbreaker into a Maul of the Titans that does triple damage vs, inanimate objects. The 3.0 Improved Sunder gives you double damage vs. weapons, so quadruple damage. Greater Sunder makes the residual Damage from destroying someone's weapon, shield, or armor go into your opponent. Deadly Concussion makes it so when you destroy someone's Armor or Shield, the opponent takes the same damage. Combat Brute gives you a Free Action Attack when you break someone's weapon or shield.

Ah but this is not any 3.5e spell. This is a paizo published spell that is on aonprd and as such while isn't pathfinder by default is much more likely to be allowed by gms who give free pass to anything on aonprd.


Does Sacred Geometry count?


TheKillerCorgi wrote:
zza ni wrote:
TheKillerCorgi wrote:
zza ni wrote:
TheKillerCorgi wrote:

Assuming your gm lets you use paizo 3.5 stuff(that is on aonprd) you can use secret of magical discipline

which let's you cast any spell to cast Genesis a spell which
1. Creates a demiplane with instantaneous duration (not even permanent)
2. Has an exp cost (which is not actually useful but interesting in pathfinder)

the feat is also in pathfinder but you need to be a loremaster prestige class and have the 'secret' class ability first to gain it.

'Genesis' is not a spell with a level it's an occult ritual and non of those have a spell level so you can't expand your own spell slots\prepared spells to cast with the above feat. they also doesn't use the "cast spell" rules but "cast ritual".

although the feat mentioned does allow some nice option all by itself

1. Genesis is the 3.5 thing not secret of magical discipline

2. Genesis is a spell not a ritual

Both of which you would have seen if you had at least opened the links before replying.

i have opened the link. and the genesis (using your link) has a title saying "occult rituals" right above it. or have you never looked?

same for the feat you linked (again, using your link here),having the loremasted ability requirement ( linked in the feat itself) if you bothered looking at it.

after seeing the title i went and looked at the occult rituals and linked that as well.

so

...

1. This is the aonprd general spells page. Notice how it says "occult rituals" in exactly the same place.

2.You said "the feat is also in pathfinder" which implied that you thought the 3.5 thing was the feat instead of the spell. I corrected you.

no. its the page of spells\rituals so..yea..read everything before posting i only used your own links

and you assumed wrong. i never mixed the two.


zza ni wrote:

no. its the page of spells\rituals so..yea..read everything before posting i only used your own links

and you assumed wrong. i never mixed the two.

Fireball also says Occult Rituals in the exact same place. Does that mean it's a ritual? No. Genesis is a spell.

If you're not convinced let's look at the spell text:

"Genesis wrote:
You create an ... Demiplanes created by this spell are very ... The spell cannot create life ... You can cast this spell again to ...

See the bolded parts? See how they say spell?

Also also, genesis is 3.5e. 3.5e doesn't have occult rituals.


TheKillerCorgi is right, these things like "Occult Rituals" aren't headers for what is to follow, but links to subpages of spells. Genesis is a spell, not an occult ritual.
The URL says as much as well:
Genesis (a spell):
aonprd.com/SpellDisplay.aspx?ItemName=Genesis

Invariability (an occult ritual):
aonprd.com/OccultRituals.aspx?ItemName=Invariability

Another example:
Magical Lineage is a Trait, not a Drawback. The "Drawback" above just is a link to the list of drawbacks, not the header of the page.


Regardless you would need to be a lore master to take the feat you brought up.

Moving on before this gets heated again, again.

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