Dirty Tricks (Pathfinder Beta edition)


General Discussion (Prerelease)


So, has anyone come up with any sneaky things to do with the Pathfinder Beta rules yet?

Here's one of mine:

The sorcerer's Arcane Bloodline 20th level ability allows her to use 3 spell slots in exchange for a charge from an item. So I'd suggest getting a nice staff -- say, a staff of Miracle. Then she could convert all of her spell slots from level 1-8 into Miracles.

But let's say your DM won't let you buy a custom staff of Miracle. Luckily, our sorcerer also has an Arcane Bond. So she makes her Arcane Bond a staff and enchants it into a staff of Limited Wish; it's not quite as useful as Miracle and the expensive component raises the price significantly, but at least she can create it herself. And if it gets broken or lost, she can get it back for only 4,000 gp. :)

Sovereign Court

Nice catch there.


Hand of the apprentice doesn't specify size restrictions on the weapon it can draw. Presumably they're one handed, but I can concieve of it drawing a really really big dagger or club, as long as you can carry it on your person.

-Steve


hogarth wrote:

So, has anyone come up with any sneaky things to do with the Pathfinder Beta rules yet?

Here's one of mine:

The sorcerer's Arcane Bloodline 20th level ability allows her to use 3 spell slots in exchange for a charge from an item. So I'd suggest getting a nice staff -- say, a staff of Miracle. Then she could convert all of her spell slots from level 1-8 into Miracles.

Minor point you essentially already addressed, but a Sorcerer can't use a Staff of Miracle in the normal manner - not a Sorcerer spell.

Dark Archive

Pathfinder Roleplaying Game Charter Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Majuba wrote:
hogarth wrote:

So, has anyone come up with any sneaky things to do with the Pathfinder Beta rules yet?

Here's one of mine:

The sorcerer's Arcane Bloodline 20th level ability allows her to use 3 spell slots in exchange for a charge from an item. So I'd suggest getting a nice staff -- say, a staff of Miracle. Then she could convert all of her spell slots from level 1-8 into Miracles.

Minor point you essentially already addressed, but a Sorcerer can't use a Staff of Miracle in the normal manner - not a Sorcerer spell.

Yes, but Use Magic Device is a Sorcerer class skill, and a Charisma-based one to boot.


Here's another tip:

Why cast Stone to Flesh (a 6th level spell) when you can cast Beast Shape IV (another 6th level spell) on your familiar and turn it in to a gorgon?

  • Your pet can breathe 5 times, not just once.
  • It's an area effect attack, not single target.
  • It's a (Su) ability, so there's no spell resistance!


hogarth wrote:

Here's another tip:

Why cast Stone to Flesh (a 6th level spell) when you can cast Beast Shape IV (another 6th level spell) on your familiar and turn it in to a gorgon?

  • Your pet can breathe 5 times, not just once.
  • It's an area effect attack, not single target.
  • It's a (Su) ability, so there's no spell resistance!

Because 10+half HD+CHA, for your familiar, won't be a very high DC.


LogicNinja wrote:
hogarth wrote:

Here's another tip:

Why cast Stone to Flesh (a 6th level spell) when you can cast Beast Shape IV (another 6th level spell) on your familiar and turn it in to a gorgon?

  • Your pet can breathe 5 times, not just once.
  • It's an area effect attack, not single target.
  • It's a (Su) ability, so there's no spell resistance!
Because 10+half HD+CHA, for your familiar, won't be a very high DC.

Fortunately, if you actually read the rules for the Polymorph subschool, you will find out that you use the spell's DC, not the formula you mention above.


Here's a tip mentioned to me by Shadowdweller:

If you need a specific skill for some purpose, but no one in your party has invested in that skill, you can get around this by crafting a Headband of Vast Intelligence containing the skill. Wearing it will give you full ranks in the skill you need; the item description doesn't say that the crafter needs to know the skill. Then, once you're done with it, you can sell the headband on the open market and get all of your money back.

Of course it takes a few days to craft the headband, but there's no harm in carrying your wealth around in headband form most of the time, as long as your DM allows easy buying and selling of magic items.


You're correct about Beast Shape IV.

hogarth wrote:
as long as your DM allows easy buying and selling of magic items.

With a party that can Teleport to any major city they like and Plane Shift to places like the City of Brass, Sigil (if you're using it), Union (see Sigil), and any other massive planar city, it's hard for a DM to reasonably restrict easy buying and selling. It's also part of the assumed rules (GP limit for cities).

Liberty's Edge

LogicNinja wrote:
With a party that can Teleport to any major city they like and Plane Shift to places like the City of Brass, Sigil (if you're using it), Union (see Sigil), and any other massive planar city, it's hard for a DM to reasonably restrict easy buying and selling. It's also part of the assumed rules (GP limit for cities).

?

Actually... its quite easy
"sorry that doesn't fit this game or this setting... no magic shops... nothing like that... so good luck finding one of those things"

i like magic to be special in my campaign, not just another easy marketeable headband, thank you

PD: as a master i will enforcethe need to know the skill for the headband

Liberty's Edge

hogarth wrote:
the item description doesn't say that the crafter needs to know the skill.

This, by the way, is Dumb. It clearly needs to be addressed before the final version.

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