Akyrak

TheKillerCorgi's page

90 posts (115 including aliases). No reviews. 1 list. No wishlists. 2 aliases.



1 person marked this as a favorite.
Cenna Kellen wrote:

Updated list! again let me know if you want anything changed!

...

Could you change my description to "A masterful liar, Syr is mostly a face, though I have full cleric casting so I can buff. And if needed, I can inspire courage, though the rounds are somewhat limited so I can't use them all the time. I can also cover knowledge skills if needed. I am willing to share the face role, could be fun.” for next time? Thanks.


2 people marked this as a favorite.
GM Falling Darkness wrote:
With the right Shaman build or oracle build you can do the same so I am going to say no to the 3pp stuff sorry

Wrong thread?


1 person marked this as a favorite.
Derklord wrote:
Java Man wrote:
TheKillerCorgi wrote:
Secret of Magical Discipline assuming your DM allows you to ignore the faq
What faq would that be?
I presume Corgi means this one, although it doesn't inhibit SoMD at all (unlike Dreamed Secrets.

Some people think that because of the line "as if it were one of your spells known" in SoMD and the last line of the FAQ which says "The spell slots of a class can only be used to cast spells that appear on the spell list of that class." it doesn't work.

Notably apperantly most people on the Pathfinder discord.


2 people marked this as a favorite.

Martial Versatility/Mastery allows so much shenanigans.

Cayden Cailaen's Divine Fighting Technique turns attacks into ki on the right monk.

Rhino charge breaks so many things with pounce

Secret of Magical Discipline assuming your DM allows you to ignore the FAQ

Auspicious Birth is the only way to ignore the Nat 1 rule on saves

Wretched Curator arguably allows you to make creating undead a non-evil act

Fiend Sight is one of the few ways to get See in Darkness

Beast Speaker especially because Mammoth Rider Sun Falcon is nice

Eclipsed Spell is so much fun because Eclipsed Light and Eclipsed Continual Flame

Talented Magician and Bookish Rogue are funny on a Phantom Thief

Cherry Blossome Spell because it triggers on every damage and just one-shots most animals

Racial and Planar heritage because, again, shenanigans

Destroyer's blessing because infinite rage with a merciful weapon

Greater Drow Nobility because at-will 3rd level spell

Extreme mood swings because it raises the effective ability score cap

The Hand's Autonomy chain is fun

Human Guise because Racial Heritage

Prestigious Spellcaster because spellcasting is the best class feature

Rat Stack (Plus maybe Pack Rat) is fun

Wyvaran Spellcasting could theoretically allow wish as a spell-like twice a day if you somehow technically had the ability to cast a 10th level spell though I haven't yet figured out how

Signature deed because no 1 grit minimum

Equipment trick because having something count as a weapon begets shenanigans

Shielded Gauntlet style because it makes anything count as a shield with Equipment Trick (plus maybe the weapon modification) and Martial Versatility

Skilled Rager, "Hulk apologize for teammates' poor conduct"


1 person marked this as a favorite.
Claxon wrote:
Ann4beth wrote:

Thanks everyone for the answers. However, i do not see what you are talking about.

SC allows me to cast a spell, and also make a full attack with my weapon. I really don't see why FoB is a separate action: it is clearly signed as a full attack.

Can i use pounce with FoB? If so, does that mean FoBs are a normal full attack action? And if so, why can't you use it as "You can make as many weapon attacks as you would normally be able to make if you were making a full attack with that weapon".

Sorry, I'm not very good at interpreting the rules, but it seems the intent of the FAQ SC was to allow a full attack along with the casting of the spell. But FoB is a complete attack, as Spell Combat wants it to be?

It looks like DerkLord got you straightened out, but I just want to comment on the pounce and flurry of blows question.

No, normally you cannot pounce and make a flurry of blows. For similar reasons as to why you can't spell combat and make a flurry of blows. Pouncing requires you to charge, and charge is another kind of full-round action.

You can replace individual melee attacks normally allowed by flurry of blows with weapon based combat maneuvers like disarm or trip. There are many things allow for the substitution you have in mind, but generally speaking abilities like flurry of blow, spell combat, and charge are all actions that can't be combined/replaced due to their action economy.

With regards to charges, there are some feats and abilities that change that kind of behavior but you'd have to look at the specific wording of the ability to understand how it behaves. And I don't think there's anything similar for FoB or Spell Combat.

You absolutely can combine pounce and flurry of blows. Pounce allows you to make a full-attack at the end of a charge and Flurry of Blows is a special kind of full-attack.

The reason that you normally can't perform two full-round actions at once is that you only have so many actions to spend, not because of a specific rule that limits the number of full-round actions.


1 person marked this as a favorite.

I just wanted to mention that the Equipment trick has this line:

Equipment trick wrote:
If the item would normally be considered an improvised weapon, you can treat it as either a normal weapon or an improvised weapon, depending on which is more beneficial for you.

This could be argued for both ways with one side saying that this means that improvised weapons, while not "normal" weapons are still weapons. On the other hand as this feat doesn't make them manufactured weapons, if they were already considered weapons, then this line would be useless.


1 person marked this as a favorite.

My favorite is the Double Hackbut which is the weapon with the highest damage which can technically still be used in the "choose target, make attack roll" way.
Also you can dual-wield them.

A butchering axe or an earthbreaker are actually better for maximum damage but I love the image of someone dual wielding two huge cannons too much. Especially if you add in Titan Mauler.


1 person marked this as a favorite.

Phantom Thief Rogues can choose major magic multiple times. Unfortunately this can't get you 4 frosbites at level 3 but, assuming the elf FCB, it can get you 6 Frosbites at level 4 and if you take talented magician for all your feats after level 3, you can get 13 Frosbites at level 6 and 27 Frostbites at level 9.

For higher levels you can get 69 at level 15 and 120 at level 20.


1 person marked this as a favorite.

Investigator archetypes that replace/alter alchemy are interesting in general.

Ankou's shadow slayer basically works as a force multiplier to do many interesting things.

Haaganti's third sentinel boon is proficiency in all weapons + basically a more specific but better martial versatility.

The Aspect of the Corgi is nothing mechanically interesting but is especially flavorful on a weretouched shifter.

I like Geas shenanigans and Ruthless Agent Investigator gets full-round geas at 11th level.

Eclipsed spell shenanigans (especially continual flame)

Iron-Ring Striker magus allows you to combine the unarmed strike damage of monk and brawler (which helps for things like softstrike monk)

Brevoy Bandit adds any second ability score on top of wisdom onto profession

Oathkeeper's Vow adds geas onto the paladin list at 4th level if you somehow lift off of it

Pageant of the Peacock in general

Divine Paragon Cleric gets early Deific Boons (the first boon at 5th level the other two one level early)

Ganzis can ignore fighter level prerequisites.

Arcane Archer and Arcane trickster have archetypes which change casting type to divine and psychic but aren't otherwise too notable.

Mammoth Rider only replaces companion lists from classes so technically lists from feats, especially such as beast speaker, work.

Synthesist has two evolutions (names starting with shadow) which when combined give permenant full concealment (not just miss chance) in anything other than bright light. This can be gotten with eclipsed spell. Works on normal summoner too. Full concealment gets immunity to Aoos.

There are some feats which let you share your tower shield cower. This means that 4 ratfolk or 4 people stacked on top of each other with 3 being mount synthesists (plus undersized mount) can get total cover from everything non-spell and maybe even non-targeted spells.

Half-orcs have a racial trait to get up to +6 bluff against humanoids and +4 against humanoids in all circumstances. This reduces to +2 against non-humanoids. (Secret mastermind)

Changelings can increase your miss chance by 5%.

Tieflings can get see in darkness for two feats(eyes of the devil I think) and tiger skinwalkers get it for free.

The ioun resonance feat for wyrwoods.

Charger: A mountless cavalier archetype for centaurs I guess?

Oath of Vengeance paladin can get A Lot of smites per day. There's an item that spends smites on summon monster too which when combined gets you a pretty high level of summon monster at early levels.

Humans and halflings get racial traits that give +2 to the ability score of their familiar/companion. You can apply this to int to get a 4 int companion at 1st level.

There's the argument that you can use the half-elf/half-orc traits that give "the human's skillfull trait" to get things like heart of the X.

Tengu rogues can get pounce that round if they succeed on a manuever check that round.

Monk Oracle
Flash of insight from cyclopean seer is nice too.


1 person marked this as a favorite.

I worded that wrong.
The gm above is a fictional gm.
Do not actually do these stuff in actual games people.


2 people marked this as a favorite.

4 players,
Each is ratfolk.
Each one has the Scurrying Swarmer feat (so that they count as adjecent for teamwork feats)
Each one has a tower shield.
Each one has the Mobile Bulwark Style feat so that they can use a tower shields and attack at the same time
Each one(Except maybe one) is a synthesist with the mount evolution at minimum
Each one(Except maybe one) has the Undersized Mount so that they can make a ratfolk mount tower.
Each one has the Shield Wall feat so that they share each other's tower shields.

Immunity to all non-spell attacks.

Bonus: Mobile Stronghold to be immune to one targeted spell per turn.

Note:This may or may not also make you immune to AOE spells depending on how your GM rules it


1 person marked this as a favorite.

There is also Noble Scion chaining:

At 10th level a noble scion's cohort can be the same level as them. So you get a cohort with 10 levels in Noble Scion and he gets a cohort and so on ad infinitum.


1 person marked this as a favorite.

Trying to revive the old thread.

There are ways to break pathfinder which no gm likes, like the infinite wish loop. But the real fun ones are the ones that combine options from many different places to get something interesting.

As an example:
1. Be synthesist.
2. Take the shadow form evolution which gives you constant concealment in exchange for halving your damage.
3. Take the shadow blend evolution which raises this to total concealment in everything other than bright light.
4. Be Changeling and take the Mist Child alternate racial trait to raise miss chances for concealment by 5%.
5. Take the Surface Stranger trait to raise miss chances from concealment by 10%
6. Cast Eclipsed light every 15 years so that you are never in bright light.

Congratulations, you now have constant 65% miss chance. And this is not counting mirror image or blink.

Alternatively, for 6., if you gm allows you to buy metamagicked scrolls or even metamagicked spellcasting services just get eclipsed continual flame cast on a rock or hat or two.

What is your favorite exploit? Alternatively, which exploit do you think is really interesting?


1 person marked this as a favorite.

You seem very angry for some reason.

Derek wrote:
Construct

"Loses any abilities" refers to those based on type e.g. claws. Are you also suggesting that it loses multiattack?

Derek wrote:
Doesn't provide standard abilities a familiar offers to it's owner

This refers to the abilities that each familiar type gives like alertness or +1 natural armor bonus. It even gives the example of a toad familiar not giving the +3 hp.

So yes a gingerbread familiar can be a mauler


4 people marked this as a favorite.

How To Get 2.5 Full Attacks Per Turn:

So the build is basically this: get 3 standard actions each turn from Monk of the Four Winds, charge using a standard action each turn using Rhino Charge and then Pounce.

First: Monk of the Four Winds. Basically at level 12 you spend a swift action and 6 ki to gain 3 standard actions instead of 1. It has some very harsh restrictions but none of those are relevant right now.

Slow Time:
Monk of the four winds wrote:
At 12th level, a monk of the four winds can use his ki to slow time or quicken his movements, depending on the observer. As a swift action, the monk can expend 6 ki points to gain three standard actions during his turn instead of just one. The monk can use these actions to do the following: take a melee attack action, use a skill, use an extraordinary ability, or take a move action. The monk cannot use these actions to cast spells or use spell-like abilities, and cannot combine them to take full-attack actions. Any move actions the monk makes this turn do not provoke attacks of opportunity. This ability replaces abundant step.

Second: Rhino Charge makes you able to ready a charge. Now, readying a charge is a standard action and you can trigger readied actions while it it is your turn so this is essentially a standard action charge.
Rhino Charge:
Rhino Charge wrote:
You may ready a charge, though you may only move up to your speed on the charge.

Now we need to get pounce. For that we take 4 levels of weretouched shifter with the Deinonychus or Tiger aspect. This nets us pounce and some other goodies for 4 + wis hours a day.

We still have a huge problem: Slow Time uses 6 ki for every use. For that we stack Drunken Master onto Monk of The Four Winds which gives us a temporary ki point every time we drink a tankard of alcohol. Deep drinker makes it two ki points per tankard drank.

Drunken Ki:
Drunken Master wrote:
At 3rd level, a drunken master can drink a tankard of ale or strong alcohol and gain one temporary ki point. The act of drinking is a standard action that does not provoke attacks of opportunity. The monk can have a maximum number of drunken ki points equal to 1 plus one additional point for every two levels thereafter (5th, 7th, and so on). The monk can gain this temporary ki even before he gains a ki pool at 4th level. These drunken ki points last for 1 hour or until spent, whichever is shorter.

Deep Drinker:
Deep Drinker wrote:
When you gain temporary ki from drunken ki, you gain 2 temporary ki rather than just 1.

We still have two problems:
1. A monk can only hold 5 drunken ki at once at level 12 and slow time spends 6
2. We still have to drink 3 tankards of alcohol every turn

Solving the former is easy just get a Ring of Ki Mastery and reduce slow time’s cost to 5 ki.

Ring of Ki Mastery:
Ring of Ki Mastery wrote:

This ring is half onyx and half clear-white crystal, magically fused together and hardened to the strength of steel. It allows a wearer with a ki pool to store up to 2 ki points in the ring as a swift action. These points remain in the ring until used. The wearer can use the ki points normally, or can gain the following benefits when he has ki points stored in the ring.

As long as there are at least 2 ki points stored in the ring, the wearer reduces the number of ki points needed to use a ninja trick or ki ability by 1 (minimum 1 ki point).

For the latter, we worship Cayden Cailean and take the Divine Fighting Technique Feat(see notes for alignment restriction) to gain Cayden Cailean's Divine Fighting Technique which allows us to drink from a tankard instead of attacking with it if we're tfw'ing with it and a light weapon. So instead of flurrying we tfw with tankard and another light weapon and burn 3 of the attacks for drinks.

Cayden Cailean's Blade and Tankard:
Cayden Cailean wrote:
You can wield a tankard (or mug) as a weapon, treating it in all ways as a light mace appropriate for your size. If you engage in two-weapon fighting with a rapier or light weapon in one hand and a tankard in the other, you can drink a potion or other liquid from the tankard or attempt to toss liquid from the tankard as a dirty trick combat maneuver (such as to blind a foe) in place of attacking with it. You do not provoke attacks of opportunity for attempting a dirty trick maneuver with a tankard.

We only have a minor problem left: refilling the tankard. For that we buy a Cailean Fighting Tankard which can hold up to 3 cubic feet of ale (which amounts to about 150-180 mugs of ale depending on what kind of gallon you use).

Cailean Fighting Tankard:
Cailean Fighting Tankard wrote:
This steel tankard functions as a +1 light hammer. Worshipers of Cayden Cailean are automatically proficient with it. The interior of the tankard contains six identical extradimensional spaces. Each space can hold 1 dose of a different potable liquid of up to 1/2 cubic foot in volume (including potions, but not poisons). Liquid never sloshes out of the these spaces accidentally (though it often appears ready to do so), and when the wielder drinks from the tankard, it provides the drink from the desired extradimensional pocket (or a random pocket, if the wielder has no preference).

And that's how you full attack 2 times a round plus the extra attacks from the drinking twf.

Notes:
Aonprd doesn't have an alignment restriction on Divine fighting style but Weapon Master's and d20pfsrd requires you to be the same alignment as the deity so if that requirement is enforced we pick Aasimar and take the Enlightened Warrior trait which allows us to be neutral good monks and then take a level of warpriest and sacrifice a blessing which allows us to ignore prerequisites for the divine fighting style.

Enlightened Warrior:
Enlightened Warrior wrote:
You have always found it easy to maintain inner peace and enlightenment that translate well to the battlefield. You may take levels in monk even while maintaining a neutral or neutral good alignment.

Divine Fighting Style:
Divine Fighting Style wrote:
A cleric, inquisitor, or warpriest who worships a deity can choose to give up either the first power of one of her domains or a minor blessing benefit to gain access to her god’s divine fighting technique without having to meet the technique’s prerequisites (including the Divine Fighting Technique feat). In addition, a warpriest can give up a major blessing to gain the advanced benefit without meeting its prerequisites.

Btw, you still have a move action free after all this.


2 people marked this as a favorite.

Could you effectively fly using globe of tranquil water?


1 person marked this as a favorite.

Yes, moving on. A Sohei can, at 6th level, flurry of blows with any weapon group he had weapon training with. Flurry guns.
If you either 1. dont want to lose levels 2. restrict the ability to only weapon trainings gained through sohei, you can use weapon modification to make a firearm count as weapon group(bows) or (crossbows).
TWF double hackbut.


1 person marked this as a favorite.

1. 3 of 4 people each take at least a level of synthesist summoner, specifically the mount evolution.

2. 2 of the mounts + the non-synthesist takes undersized mount.

3. Stack all of them together and give each a tower shield.

4. Take shield wall or Mobile Bulwark Fortress(this also gives move action tower shield)

Congratulations, you now have total immunity to non-spell attack rolls.
For bonus points take 11 levels of inquisitor for stalwart and get a ring of evasion.


1 person marked this as a favorite.

Please do not necro dead threads.