Desna Effigy

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So the following enchantment can be added to any weapon at the expense of gold without adding to the weapons enhancement bonus.

Spoiler:
Transformative

Price +10,000 gp
Aura moderate transmutation; CL 10th; Weight —

DESCRIPTION

This special ability can only be placed on melee weapons. A transformative weapon alters its shape at its wielder's command, becoming any other melee weapon of the same general shape and handedness; the weapon's categorization as simple, martial, or exotic is irrelevant. For example, a Medium transformative longsword can take the shape of any other Medium one-handed melee weapon, such as a scimitar, flail, or trident, but not a Medium light or two-handed melee weapon (such as a Medium short sword or a Medium greatsword). It can even take the shape of comparable weapons of different size categories. For example, a Small greatsword is a two-handed slashing weapon for a Small character, but is a one-handed slashing weapon for a Medium character, which is very similar to a Medium longsword; a Small transformative greatsword can thus become an actual Medium longsword, usable by a Medium creature without the —2 penalty for using a weapon of the wrong size. The weapon retains all of its abilities , including enhancement bonuses and weapon special abilities , except those prohibited by its current shape. For example, a keen transformative weapon functions normally in the form of a piercing or slashing weapon, but cannot use the keen special ability when in the shape of a bludgeoning weapon. When unattended, the weapon reverts to its true shape.

CONSTRUCTION REQUIREMENTS

Craft Magic Arms and Armor, major creation; Cost +5,000 gp

I don't know if this has ever been mentioned on here before...
But while sitting around tonight talking with some of the members of my group I had come up with the idea of using transformative on a magic staff.

You could enchant the weapon on two sides, thus carrying over the weapon enchantment and having it apply to the weapons new form.
It also states that the weapon retains all of its abilities, making a point to distinguish this statement separate from it also retaining weapon enhancement bonuses and weapon special abilities.

One of the major benefits to this is now you're wielding a sword or polearm that's loaded with a couple spells that you are capable of casting, using your caster level and DC's. Not to mention the fact that it can be recharged after your adventure.

As an extra benefit, you could place two different types of enchantments on each side of the staff for the purposes of 'changing' your weapon enchantments.
Say you transform the staff into a Greatsword.
One side of your staff is a +5 weapon, the other being a +2 Brilliant Energy.
This would allow essentially allow you to transform the weapon and decide between which weapon effect is active on your sword. Fighting a golem? Take a moment to swap back to that +5 bonus since your brilliant energy effect is now useless.

Is that too much of a strain on your gp limit?
Enchant one end, have the group wizard cast a Greater Magic Weapon on the other. This works even better if you're a Magus who can cast their own enhancements.

Just a thought!
This, paired with utilizing the Familiar Spell metamagic with an item familiar has lead to a very different character concept that is being used in our games now.


So during a fit of insomnia the other night I happened to pop open the forums and stumbled across a thread that, from what I can recall, talked about a trait that allowed a character to ignore the pre-requesites of the Monk's still mind feature for classes (feats?).

I went to bed elated and never considered that I should probably bookmark said thread or the link to the ability in question... and now I can't seem to find it for the life of me.
I can't recall if it allowed you to ignore it for all pre-reqs... maybe it was just for Monastic Legacy?

Does anybody have any insight as to what I may have been looking at? Or was it perhaps all just a beautiful dream...?

~L


Recently after a rather extensive foray into the horribly unbalanced world of Epic 3.5 that was only kept in check through endless house rules, my group and I stumbled across Pathfinder and instantly fell in love with the system.
A lot of people immediately cringe or are quick to condemn a group that plays an epic campaign, which I can understand to a point if the old rules were used word for word... but we were able to find a balance that kept our game going for a number of years and maintained a high level of interest and enjoyment.

Currently our new group of heroes aren't very high at all, but while browsing through the Advanced Player's Guide I happened to notice what could potentially be a very deadly combination once a player hit around level 32 in the Pathfinder universe.
The combination being a level 20 Mobile Fighter / 12 Monk of the Four Winds would technically allow the character to spend 6 ki and utilize Slow Time and gain 3 standard actions in a round. And then use the Whirlwind Blitz ability of a Mobile Fighter to take three full rounds worth of attacks?

I know that ki is a limited resource, but even then, that is a ridiculous amount of burst to unload on a villain.

I figured that such a build would prove impossible based upon the old rules that (near the beginning of 3.0+ anyways) Monks and Paladins were unable to multi-class, though I might have just overlooked it this time around... I was unable to find the same ruling in Pathfinder.

Did I miss something important here?
Or is the possibility of this whirlwind dervish of time-stands-still brokeness a distinct possibility?