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NoneParticular's page
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So, I've noticed some feats have a Special "hidden" bonus to them, that doesn't show unless you click on the link and read in detail, the feat in question. Showing at the bottom, if it has it; Special.
I would like to know if someone has a list of all the feats, combat and general, if possible that have these "Special" parts about them.
An example would be the Combat Feat: Artful Dodge,
Which reads "If you are the only character threatening an opponent, you gain a +1 dodge bonus to AC against that opponent."
However, if you would click the link and read the full description, it then has a Special ability "Special: The Artful Dodge feat acts as the Dodge feat for the purpose of satisfying prerequisites that require Dodge.
You can use Intelligence, rather than Dexterity, for feats with a minimum Dexterity prerequisite."
At a glance, the feat was alright, but knowing that extra bit, I would want to take it now.
So, if anyone has a list of feats that have these additional abilities, it would be greatly appreciated, because I can't seem to find a way to search for them in the database, or elsewhere
38. Prophylaxis Isle
This island, found far off the coast, has several gigantic structures of chess pieces strewn about it's surface. Some knocked over,and some broken, others standing proud and austere, with moss and fauna growing over it. Each meticulously detailed in design, and carved from large slabs of stone. It's said that in ancient times, this was a make-shift chess board used by waring giants, when they once roamed the lands. There have never been any concrete proof of giants existing, though what would have built these structures and why do they exist?

I actually had a very similar idea to yours! I'm in a home game and right now, playing a wizard that tries not to use spells unless either she needs to use them to survive, or she feels it's absolutely necessary. Though she doesn't fear it. Her religion is on Boccob, the god of magic, and she believes that magic is a gift, and shouldn't been thrown about and used in selfish and demeaning ways, such as; prestidigitation to clean, Mage hand to pick things up, detect magic to see what aura is on an object, if any etc..
So she believes in bettering her understanding of all things in the world, and believes with enough knowledge, she can overcome a situation without having to "waste" magic. Such as; being trapped in an empty house, with no way out, windows are barred shut, and you don't seem to have the strength to budge it.. Well, you could use the spell "break" or use your knowledge in engineering to take apart the door hinges. It might also tell you, that the way the house is built from the outside, it doesn't make since on the inside that it is too small, which could reveal, maybe a secret room, and never needing to use magic in the process. In combat, she uses her knowledges to assess the monsters' weak points, and is ready to counter spells, or create a situation favorable to the party, if need be.
For pathfinder society, this build may work, though I would say don't be afraid to use magic, just use it more cunningly and keep to the fact that you don't spam it, especially for personal gain. It's for combat, if need be, and life or death situations that you can't seem to find an alternative answer to.
Anyway, best of luck with your future endeavors!
I've been thinking about running a low magic campaign as well, though it is tough to "fix" all the things to make it fun and fair. What I was going to do, for health items and stat boosts, was use "item drops" from creatures and give them to the local potion brewer. actually i was planning to have a traveling potion maker that seemed to go around where the pcs were, he wouldn't carry any potions himself, so as the pcs couldn't just kill and steal all his stock, but he would make them potions if they had the ingredients. No magic to make the potions, obviously. The fun thing in this is the pcs may encounter a rare monster and defeat it and gain its "item"... They would have no idea what, if any it could be used to make. That's where you come in with your ideas. I was also thinking about having meals that the pcs prepare, give them temp stat boosts depending on what they use and how they want to prepare it. All just ideas though.
Hmm.. I guess when you put it that way, maybe it wouldn't be the wisest idea. In no way am I trying to to make the pcs look dumb, but then again I don't want them to just rush into things, I'd like for them to think a little before hand. Gavmania, I like your idea of just being good at controlling the battlefield and using knowledges to help with great setups for battle, while not making any complicated ideas the pcs couldn't do themselves. So I guess the best way to implement this, if I did have a NPC that was extremely clever and good with physics and chemistry, I'd have to make him a villain. Which would make the pcs hate him. Though even then, the pcs may feel like the villain is always one step ahead of them, in a bad way and not fun. Ugh, apparently it's not so easy to include a character like this into the game. I'd really like to, especially to hit home that he's very intelligent, though I guess I'm going about it the wrong way?
Hmm..that would work too, though I'm trying to figure out how to take down more monsters that have a higher intelligence, or situations more complex.

Lightminder wrote: the north they use to kill polar bears by sharpening a seal floating rib at both ends and bending it, freezig it inside a ball of blood and fat, they would leave that out and the bear would find the treat and eat it, they track the bear until the injury from the melted ball spring spike opened in its belly and it bled to death internally. no spells, no special weapons, a knife and an animal with soft ribs is all you need for that one. could work on large critters of any predatory quick eating type. Perfect. That's exactly the kind of thing I'm looking for. Thank you! I'll definitely incorporate that one somehow. I don't know if it counts, but that reminds me of something my friend did someone else's home game; there were these colossal worm-like creatures in the desert called "camp eaters". Well, appearently they didn't have any intelligence. Or wry low, so my friend thought to deal bleed damage to it, and since the creature wasnt intelligent, it jus kept bleeding till it died out. The DM was upset he figured a loophole around it, but I reward my players for thinking outside the box. I enjoy those moments.

I'm in a bind, I'm wanting to make an NPC that is very clever and wise, but doesn't use much, if at all any magic to deal with numerous problems and situations. Things that take a bit of thought, that would make the players go "huh, that's a really good idea". My goal is to introduce this character at the start and have him perform all of these clever tactics and ideas in hopes that the PCs actually start to think through a situation and not just rely on attacking with brute force or using spells. After I feel they don't just charge into a situation, I'd have the NPC leave due to some issue. A few examples of what I'm trying to go for would be these;
The party encounters a slime/blob/jelly ect. The NPC would think to use a bar of soap and cover the tip of an arrow with it before shooting it to break the surface tension, dealing more damage.
There's a Dragon that attacks a town every so often, yet no one can seem to best it. Well, the NPC decides to do a little research an sees if he can't find it's eating habits. Perhaps farm life of some kind. Once the NPC knows what the dragon likes to eat, he would make a toxin against the dragon and apply it to the feed of the animals, thus eventually making the dragon weaker and able to bested.
Honestly, I can't think of too many off the top of my head, and was wondering if any of you had some interesting ideas to add.
Thanks
OK, so from what I read, the sidestep feat states, that after an attack misses me, I can take a 5ft step as an Immediate action as long as I remain in that opponent's threatened area and it does not provoke an AoO.
Also the odd moving rule states, that the first move diagonally is 1 square and not 2.
Maybe I'm just getting hopeful that I found a good use for this feat, but my question is this:
If an enemy is right in front of me, (we'll say medium sized, as is my character) gets to attack me and has 3 attacks, if he misses the first, am I able to diagonally side step to the side of him (I'm still in his threatened range) and have him fore-go his other two attacks because I am no longer in front of him?
I can't really find anything in the rules that state an enemy can't keep attacking you if you move, but at the same time, haven't found any rules that say they can either.
I would choose the improved disarm or improved trip, maybe even both. Since your using a whip, you can use those abilities from a distance.
Being able to disarm a wizard's wand or trip a giant warrior, considerably helps the party.

If you REALLY want all knowledge checks to be stupid high for your character, go two levels Alchemist(Mindchemist) simply for the Perfect Recall ability.
Adds your Intelligence bonus on any knowledge check, twice. So, right now you have a 20 int? That means your knowledge base skills all get +10, you also get the Cognategen ability to boost your intelligence even more, +4 to int.
Since your a wizard too, use Fox's Cunning. All your Knowledge skills now have at least a +18 to the check. That's not including the ranks and magic items you have, if any.
I'd say, at about level 5, if you have a 20 Int, and you take 2 levels Mindchemist and 3 wizard, you should have 39 points to use for skills. If you take an extra skill point once in place of an extra hit point each time you gain a level in your favored class, You'll have 40 skill points. So 4 ranks in every Knowledge. You also get 3 extra since they are all trained.
So, at lv 5 if you use your spells and abilities, you can have +25 to any knowledge check and not have used any feats.
Your best bet, is to take two levels Inquisitor, one level fighter. For what you want to do, you need to be feat hungry, so your also going to have to choose Human as the race.
First establish your proficient with the repeating crossbow. Go ahead and buy a heavy crossbow too, will give more damage... Though I'm not sure actually if you'd be considered proficient with it, if it's heavy. If not, then forget the heavy aspect of it.
Next go ahead and spend your now 4 feats; 1 for human, 1 for lv 1 fighter, and 2 for your level. Make sure you have at least a 15 dex too. Get Point Blank Shot, Rapid Reload, Rapid Shot, and finally Crossbow Mastery
Cool, now you can shoot cross bolts to your hearts content and no attacks of opportunity, even when reloading.
I think that's what you wanted, best of luck with the rescue

It sounds to me, no offense, that your DM won't understand more complex workings in the game. So I would build a character on that theory. Only one arm? Need a buffer/debuffer? You probably want Witch
Take prehensile hair, so that helps with the no arm... or don't and wait to take it until your DM gives you some good equipment cause he thinks you only have one hand, so to speak.
Grab a familiar too, pick a terrible one. Then later, when he gives you whatever magic items, cause he believes you've shunted yourself a familiar, get the Improved Familiar feat. If your NG aligned, you can even get the Silvanshee familiar that can use lay on hands on your character.
Witches use Intelligence, so use this to your advantage, and throw quite a few points in it, to gain a lot of different languages. Your DM shouldn't really see anything wrong with that. Something tells me your DM though, doesn't really understand how helpful that is.
As for Patron, choose the Insanity Patron. Why? Tell your DM you chose it cause you thought it would be fun to have NPCs forget what they were doing just a moment ago. Though you should know, it's an amazing spell with all sorts of neat tricks.
As for the hex, choose Charm, yeah it's good but try to use it just to charm NPCs your still pretty with just one arm. lol. Maybe your DM will forget how useful it really is, if you use it enough that way.
Don't forget about the skill in combat; fighting defensively, it gives a -4 to attack but +2 to AC.
Also if bullets and/or arrows are still hitting you after doing your reworking, you can, as a free action, drop prone to give you +4 to your AC against ranged attacks. Don't do that with melee enemies nearby though.
If STILL bullets and/or arrows are giving you problems, take the two feats; unarmed strike and deflect arrows. Granted, you need one hand free to deflect arrows and you fight two-handed, dropping a weapon is a free action.
Maybe I missed something, though how are you able to have Flurry of stars as well as Shuriken style? Flurry of stars is from the ninja class, and Shuriken style is from the Shadow Assassin class.
Is there a way you can mix and match both that I don't know of? I THINK you took the style master ability from the Ninja class and used it that way? Which I think that ninja trick refers to the combat style feats; snake style, crane style, etc.
I don't mean any offense, I'm just asking, cause if so, I think I'll be making a ninja next.
Here's a thought, since your doing illusions. If you take 1 level in Oracle and take the Heavens Mystery and choose the Awesome Display revelation, all your illusion(pattern) spells is treated as if its total number of Hit Dice were equal to its number of Hit Dice minus your Charisma modifier.
So if you use something like hypnotic pattern, a level 2 sorcerer spell, if you roll two 1's on the 2 d4 you have to roll to determine the HD of creatures affected, with this you basically add 3 to it, if your Charisma is at least a 16. You add more if it's higher of course, which I'm sure it is since Sorcerers rely on Charisma for their spells
This works with color spray too. Instead of creatures not really being affected by the spell if they are 5 HD or higher, with this, they get knocked unconscious as if 2 HD.
One other thing, taking 1 level in oracle also gives you access to cure spells.
I don't know of too many items that do that, but you can dip in wizard for one level and take familiar as your arcane bond and select Compsognathus to gain +4.
Also if you go that route, choose divination as your arcane school to gain the Forewarned supernatural ability. It gives you an initiative bonus based on half your wizard lv, min +1.
Hi SmiloDan, just wanted to say, read over all the classes you made here and love all of them. really great work, you seem to really know what your doing. I do have a request if you have the time and find it to your interest. I'd love to see a jinx type class. Yes, there is a jinx prestige class kind of already on the Pathfinder srd, but to me, it seems lackluster at best and extremely feat hungry. To gain all those jinx feats you have to have things such as iron will and lightning reflexes first, just seems off. Was hoping you might be able to make a much better base class for one, if it interests you.
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