Clever Combos


Advice

1 to 50 of 64 << first < prev | 1 | 2 | next > last >>
Sovereign Court

7 people marked this as a favorite.

What are some of your favorite clever combos? One of mine has to be using Summon Monster III to get a few small Earth Elementals, then casting a Pit spell. If my opponent makes the save, I have the elementals Bull Rush him in. (I imagine if I have 3, I command one to earth glide beneath my opponent, pop up behind him to act as a setup, and command the other two to rush him.) Then I have them stand guard and smack him down if he tries to climb out. (Extra effective on Spiked and Acid pits!)

What are your guys' favorite fun tactics? Combat or roleplay.


i had a friend that did barbarian/alchemist for the raging mutagens.....hes str was ridiculous


2nd edition
Entangle and taunt!


aaaaaaaaaaaaaaaaaaaand, another friend is doin a deaf Wave oracle/ ninja.

1st mystery is to see in mist/for. casts obscuring mist, attack with a spear for flat footed sneak attack, and does silent spell casting

i have not discovered a good combo yet on my own......the blade bound kensi magus is a good one. i had an idea for a ninja/summoner. his eidlon would be his "shadow". havent actually made it out to see if it would/could be a useful combo. just the concept is what intrigues me

Shadow Lodge

Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Just for funsies... Barbarian (personally I like the Urban archetype/Martial Artist (monk)

Scarab Sages

Rogue w/ two menacing weapons, the butterfly sting feat, and a Holy Tactician Paladin or straight Cavalier with outflank.

Gravy.


Quicken Spell + Ill Omen for a Witch
Cold Ice Strike + Freezing Spells mystery for a Waves Oracle
The aforementioned Obscuring Mist + Water Sight mystery for a Waves Oracle


1 person marked this as a favorite.

Yep, Obscuring Mist+Water Sight+Rougue Archer= insane damage


Sleet Storm wrote:
Yep, Obscuring Mist+Water Sight+Rougue Archer= insane damage

More like, Obscuring Mist + Water Sight + Rogue Archer = only viable way of doing ranged SA in PF.

And I'd replace the rogue in that equation w/ a Vivvisectionist Alchemist with the Wings discovery that hovers safely in midair, but that's just my preference.


How about Antagonize feat + Spike Growth or Spike Stones + large field?

:D
It's a magical trap, can't see it w/o trapfinding.


Arcane trickster with improved invis and telekinesis. SO MANY SNEAKS!

Scarab Sages

hello, my name is ninja wrote:
Arcane trickster with improved invis and telekinesis. SO MANY SNEAKS!

Actually, I'm sorry to say that, RAW, you only get one instance of sneak attack from Telekinesis (and scorching ray, etc.) because it is a Volley type attack.


Davor wrote:
hello, my name is ninja wrote:
Arcane trickster with improved invis and telekinesis. SO MANY SNEAKS!
Actually, I'm sorry to say that, RAW, you only get one instance of sneak attack from Telekinesis (and scorching ray, etc.) because it is a Volley type attack.

You're have to provide evidence. I don't believe there is anywhere that saids Scorching Ray and Telekinesis are volley type attack. I don't even think the volley type attack exists in PF.


Silence + Touch your BSF weapon + BSF charges casty. Is always a classy staple.

Sczarni

My favorite: Improved Bull Rush with a reach weapon. The rules for bull rushing say that you no longer need to move when you bull rush, regardless of how far you end up pushing your target. So you can just can bull rush anyone who gets into your reach back out!

Sovereign Court

Wizard focusing on ray attacks with a cohort who is a summoner with a big nasty rending machine of an eidelon. The fighters rush in to close with the big baddies, I d door us behind the big baddies, with the squishies behind the big nasty rending machine eidelon. Instant carnage and mayhem ensues.

Also, summoner casting a pit spell, followed immediately with a fireball into the pit. Have also utilized wall spells over the top of a pit ... squishies making things go squish. ;)


Create Pit + Transmute Rock to Mud; If you ensure the mud falls on top of the creature stuck in the pit you can drown it.

For added effect once covered toss in a Transmute Mud to Rock to give em a concrete bath.


Davor wrote:
hello, my name is ninja wrote:
Arcane trickster with improved invis and telekinesis. SO MANY SNEAKS!
Actually, I'm sorry to say that, RAW, you only get one instance of sneak attack from Telekinesis (and scorching ray, etc.) because it is a Volley type attack.

you would be correct if we were still playing 3.5 as that rule was in the complete arcane(at least I think so). As it stands in pathfinder though, you get sneaks on all attack rolls when flanking or when the targets denied his dex. Hell, you could even get deadly aim on the telekinesis, though it may not be the best idea as your attack bonus wont be too high and you get alot of extra damage anyway.


This is not really practical, since it takes 2 rounds to do, takes a 5th level spell and a 4th level spell, and doesn't actually do THAT much damage, but I did it in a game the other day anyway just for giggles. Many giggles were, indeed, had.

Level 11 Witch
1) Cast Hostile Juxtaposition on baddie #1
2) Dimension door 490' into the air directly over baddie #2, bring your familiar with you
3) Your own familiar "attacks" you, use Hostile Juxtaposition to swap places with #1
4) Baddie #1 drops 490 feet, taking 20d6 damage, probably doing 3d6 damage to whoever he falls on, #2 (arguably more like 6d6 if #1 is particularly dense, like wearing heavy armor)

The rules aren't specific on exactly when falling takes place (ie immediately after you swap? on #1s turn? can #2 get out of the way?) but it does say you can't cast a spell if you are falling less than 500'. Also even if #2 does go "first" keep in mind it'd be a dc 49 perception check to notice where his ally went.

Unrelated, actually useful combo:
Round 1) I evil eye+split hex to give two baddies -4 saves. Bard starts performance+dazzling display to shaken enemies for -6 total.
Round 2) I split hex+misfortune same two baddies and cackle. Bard uses Heroic Finale to give me another standard action, I do split hex+sleep to both baddies, almost no chance that they can make the save, at -6 and probably having to roll 2x, disabling two serious baddies in two rounds. Do it to an enemy that is next to one of your melee'ers and then they coup-de-grace to finish off enemies pretty quickly.

Sovereign Court

Ooh, new thought. Forget Fireball - pour some Mad Monkeys in the pit. (I always depict the imagery of my Mad Monkeys spell as a big blue barrel that slowly tips over...)

I always figured you should get some kind of bonus on the attack if you gave your monkey familiar a touch spell to deliver, then slipped it into a swarm of monkeys attacking someone.


Wand of Dimension Door + Spring Loaded Wrist Sheathe = Easy way out of black tentacles and the like.

It's not clear to me if spring loaded wrist sheathe is intended to provoke when used... since it's a swift action, I would think not. If your DM agrees with this, then its also an easy way out of a plain grapple, since using wands doesn't provoke either.


For a low-level bad guy able to hit and run with a group that has some cash, carrying capacity and a bit of time to prepare a suitable location:

Site: abandoned cottages, perhaps along a creepy freshwater lake, one or more are "prepped". Encounter happens at night, during some decent fog. Bugs chirp, water laps the overturned camping supplies on the shore.

Prepping: floor is slathered in lamp oil, caltrops and smoke-producing combustibles. Barricades of some kind ideally available on at least one cottage. Trapped building/cottage should be one door in with a bar or suitable barring implement leaning up against the outside or even simply being held by the Stealth'd baddy hiding in the bushes across the way.

Set up: PCs gingerly explore the cottage to investigate Something Important as far away from the single door as possible. The last one in (whether by bad guy bull rush or voluntary movement) gets the BBEG to step forward and toss a tindertwig onto all that lamp oil. As they fire ignites the smokesticks - plunging them into total concealment every which way - the baddie can hopefully secure the door behind them.

Priceless: PCs dealing with smoke inhalation, dense smoke, holes in their feet, ongoing fire damage, a quickly barricaded door and a bad guy waiting to shoot them full of bullets/bolts/arrows/bullets if/when they finally stagger out of the building. (Or just to machete them, either way works.)

TL;DR: lamp oil, caltrops, smoke producing combustibles, tindertwig vs. unsuspecting victims = hilarity ensues.


Eh... if a group all piles into a small cottage, without any light and their perception checks are so terrible no one notices all the crap on the floor, they deserve whatever they get... but I don't see that working vs most groups :\

If the fog is so dense that they can't see this stuff at their own feet, the baddie most likely can't see when/if they enter the cottage.

Grand Lodge RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

2 people marked this as a favorite.

Take a level of Maneuver Master monk and take Improved Dirty Trick. You can now do a "free" dirty trick during a full-attack.

Take TWF, and put the rest of your levels in ninja.

Full-attack someone. Start with a dirty trick. If it fails, fine, you still get to attack twice.

But if it succeeds? You blind them. Now you TWF (two attacks) and spend a ki point for an extra attack. Hit them with three sneak attacks.

Better yet, take the Flurry of Stars ninja trick and 5ft step back once they're blind.

Shredded.

Silver Crusade

1 person marked this as a favorite.

One combo I've seen around these forums that I've considered trying is Magical Lineage + Magic Missile + Toppling Spell Metamagic = Trip up to 5 targets at level 9 with a 1st level spell. Skip the Magical Lineage if you don't want to waste a trait on the combo, and it still seems like a pretty good use for a level 2 spell slot.


Haha wow, I SO have to write some of these down.


1)High Bluff (or enchantment spell of some kind) + Teleport. this one can be enhanced by terrain knowledge, like knowing where active volcanoes are, or spotting a location at the bottom of the ocean, or simply having an available room in the middle of the earth with only walls.

2) Imp Familiar + Wand of Magic Missiles/Cure Light wounds + Ranks in UMD. Nice to have some extra spells flying around the battlefield.

3) Any Ranged Character + Ready vs Spell. Basically, this is damage and a counterspell wrapped into one.

4) Summon monster 2- Lantern Archon + Bag of Holding III. Cheap teleport trick at VERY early levels.

5) Reach Spell + Cleric. All of those spontaneous cures (or inflicts) can now be cast at range spontaneously as a single lower level spell.

Some of these may not work with your DM... but they seem pretty legit to me.


2 people marked this as a favorite.
Fromper wrote:

One combo I've seen around these forums that I've considered trying is Magical Lineage + Magic Missile + Toppling Spell Metamagic = Trip up to 5 targets at level 9 with a 1st level spell. Skip the Magical Lineage if you don't want to waste a trait on the combo, and it still seems like a pretty good use for a level 2 spell slot.

Take the meta feat to deal nonlethal with a spell and magical lineage on magic missile. You now have nonlethal magical missile as a cantrip and can cast it infinitely many times per day. If only you could treat it as bludgeoning damage, this could be the start of a great arcane trickster build w/ Sap Master.

Grand Lodge RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

StreamOfTheSky wrote:
Fromper wrote:

One combo I've seen around these forums that I've considered trying is Magical Lineage + Magic Missile + Toppling Spell Metamagic = Trip up to 5 targets at level 9 with a 1st level spell. Skip the Magical Lineage if you don't want to waste a trait on the combo, and it still seems like a pretty good use for a level 2 spell slot.

Take the meta feat to deal nonlethal with a spell and magical lineage on magic missile. You now have nonlethal magical missile as a cantrip and can cast it infinitely many times per day. If only you could treat it as bludgeoning damage, this could be the start of a great arcane trickster build w/ Sap Master.

I won't clutter the thread with the details, but that doesn't work.


I'd like to see the details. Unlike the 3E arcane thesis feat, magical lineage has no text at all about a minimum level adjustment. I realize you can't magic missile w/ sap master as it's not bludgeoning damage nor a weapon-like spell, if that's what you mean. Though Arcane Trickster 10 may take care of the latter issue.


Matthias_DM wrote:

1)High Bluff (or enchantment spell of some kind) + Teleport. this one can be enhanced by terrain knowledge, like knowing where active volcanoes are, or spotting a location at the bottom of the ocean, or simply having an available room in the middle of the earth with only walls.

2) Imp Familiar + Wand of Magic Missiles/Cure Light wounds + Ranks in UMD. Nice to have some extra spells flying around the battlefield.

3) Any Ranged Character + Ready vs Spell. Basically, this is damage and a counterspell wrapped into one.

4) Summon monster 2- Lantern Archon + Bag of Holding III. Cheap teleport trick at VERY early levels.

5) Reach Spell + Cleric. All of those spontaneous cures (or inflicts) can now be cast at range spontaneously as a single lower level spell.

Some of these may not work with your DM... but they seem pretty legit to me.

Summoned creatures lose their ability to teleport, sadly.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Cast Elemental Body to turn into an earth elemental that looks like a statuesque version of yourself. Earthglide underground. Cast summon monster to summon a team of earth elementals that ALSO look like statuesque versions of yourself. Play cat and mouse games with your victims Shiar Emperor style.

StreamOfTheSky wrote:

How about Antagonize feat + Spike Growth or Spike Stones + large field?

:D
It's a magical trap, can't see it w/o trapfinding.

Anyone can find magical traps in Pathfinder, can't they? You only need to be a rogue to DISARM them.


That is correct RD.

The Exchange

StreamOfTheSky wrote:
Fromper wrote:

One combo I've seen around these forums that I've considered trying is Magical Lineage + Magic Missile + Toppling Spell Metamagic = Trip up to 5 targets at level 9 with a 1st level spell. Skip the Magical Lineage if you don't want to waste a trait on the combo, and it still seems like a pretty good use for a level 2 spell slot.

Take the meta feat to deal nonlethal with a spell and magical lineage on magic missile. You now have nonlethal magical missile as a cantrip and can cast it infinitely many times per day. If only you could treat it as bludgeoning damage, this could be the start of a great arcane trickster build w/ Sap Master.

reducing a spells effective level to 0 does nto make it a cantrip


Invisibility + Mage Hand + Precast Explosive Runes.

The Exchange

my favorite trip is playing a monk with trip at low levels with greater trip quick reposition and greater and and vicious stomp. you trip someone as soon as teh trip is confirmed you get an ao. as soon as they fall prone you get an ao. use the first ao to strike and the second ao as a quick reposition moving the enemey around so that your allies get many aos and put them ina position where you have flanking now.

this can work best with a maneuver master monk but i wanted to show how anyone can do it.
maneuver master monk feats
improved trip
combat refelxes
combat expertise
all at level 1
level 2
improved reposition
level 3
vicious stomp
level 5
open feat
level 6
greater reposition
level 7
open feat
level 9
greater trip

by level 9 you can attempt 2 standard action maneuvers before all of your attacks

first attack
trip, provokes 2 aos
just stike with both of these.
now with your other maneuver attack reposition the fallen opponent in between you and a friend to provoke more aos and slaughter them.

The Exchange

but on a less technical note i like training my rangers cat pet the rhino charge feat and make them hide near me so when someone closes in on me as i am going bow crazy out of no where a large cat lunges out and grabs them.

or for characters created later than level one play a monk with a guided amulet of might fists and use strength as a dump stat.

again maneuver master monk level 10 ish with the following feats
improved dirty trick, greater dirty trick, weapon focus unarmed strike, dazzling display, shatter defenses,
use dirty trick to apply the shaken condition which instantly flatfoots your enemy proccing medusas wrath allowing tons of attacks a round.


Nephril wrote:

but on a less technical note i like training my rangers cat pet the rhino charge feat and make them hide near me so when someone closes in on me as i am going bow crazy out of no where a large cat lunges out and grabs them.

or for characters created later than level one play a monk with a guided amulet of might fists and use strength as a dump stat.

again maneuver master monk level 10 ish with the following feats
improved dirty trick, greater dirty trick, weapon focus unarmed strike, dazzling display, shatter defenses,
use dirty trick to apply the shaken condition which instantly flatfoots your enemy proccing medusas wrath allowing tons of attacks a round.

Large cat? Rangers usually can only get a small cat.


my favorite combo for any character or as a gm, is illusionary wall+ elevated terrain. man ive never had so much fun then watching npc's/pc's falling through the floor.


oneplus999 wrote:

Eh... if a group all piles into a small cottage, without any light and their perception checks are so terrible no one notices all the crap on the floor, they deserve whatever they get... but I don't see that working vs most groups :\

If the fog is so dense that they can't see this stuff at their own feet, the baddie most likely can't see when/if they enter the cottage.

mirage arcana

The Exchange

Gignere wrote:
Nephril wrote:

but on a less technical note i like training my rangers cat pet the rhino charge feat and make them hide near me so when someone closes in on me as i am going bow crazy out of no where a large cat lunges out and grabs them.

or for characters created later than level one play a monk with a guided amulet of might fists and use strength as a dump stat.

again maneuver master monk level 10 ish with the following feats
improved dirty trick, greater dirty trick, weapon focus unarmed strike, dazzling display, shatter defenses,
use dirty trick to apply the shaken condition which instantly flatfoots your enemy proccing medusas wrath allowing tons of attacks a round.

Large cat? Rangers usually can only get a small cat.

take beast master archetype plus boon companion =level 7 large cat.


2 people marked this as a favorite.
Ravingdork wrote:
Anyone can find magical traps in Pathfinder, can't they? You only need to be a rogue to DISARM them.

Wow, I didn't think it was possible for PF rogues to suck even more and be still yet more useless. I was wrong. (-_-)


1) Blunt Silver arrows- now you take no dmg penalty, and your lycanthropes/skeletons/ undead, will have to deal with it anyway.

2)Durable adamantine arrows- 2 uses: 1. improvised adamantine weapon that can ignore hardness up to 20 and is automatically masterwork, nice; 2. keep using them over and over again to sunder traps, pin rope to a wall, etc.

3. Rain arrows - vial of holy water + regular water= save the people from the burning house...Extinguish a path for them...gain role playing xp.

4. Hat of disguise, greater + turn into either a Sasquatch=medium or char-ka (ape men)=small +gain scent ability + hemisphere arrows= automatically get a +2 atk/dmg. ---> Gets better if you have a quiver with continuous Abundant Ammunition casted on it. First arrow pheromone, all others whatever you want. Next round, pheromone arrow gets replaced, as do the others. Use replaced pheromone to take mark next guy you need to kill. If first guy didn't die, use arrow anyway on someone else, then go back to first enemy, finish them off, then go to next one, no issue, since they're now marked.

5. Goz mask + ability/spell to do obscuring mist + either on a monk, or archer= Archer can see you, but he now gets concealment, even if 5ft away, at 20%. (one of my favorites, especially with the snap shot feats)

6. Glide> feather fall... exactly the same as feather fall, except you can now glide 5ft/10 ft falling. Not too bad if lets say your party is flying but you don't... flier lifts you 1000's of feet in the air. and you glide the next few miles. Rinse, repeat.

7. If GM allows the SGG archer archetype book, try to get injector arrows. If so, injector arrows+ potion of cure X = RANGED HEALING!!!
Also, injector + enlarge person = friendly doesn't waste action.
Want a nasty trick, reduce person potion + injector arrow= beefed up enemy is now not as tough. :) (try to make the injector arrow, blunted, so as not to do actual damage, but non-lethal.

8. Never use regular arrows, use cold iron. Costs only 2gp (if normal), since its 2 * 1gp= 2gp. Just use these as your base arrow. Make everything else from this. If you want adamantine version, just use weapon blanch adamantine- 100 gp--> 10 units of ammunition. Solved.

9. rage ability + Combat maneuver- such as sunder + furious weapon + dueling-fg weapon (same weapon)= extra +4 cmb just from raging. When not raging, still dbl bonus. Ex. +1 furious dueling earth breaker...when raging is a +3 enh., but when doing sunder it is +9, since furious adds 2.. 2+1=3... 3(enh)*2(dueling)= +6 luck bonus + 3 enh = +9 cmb just from those two, with a +1 (+3 total enh.)---> at +5 it's, 5+2=7 enh., 7*2=14 luck....... 14+7= +21 cmb not too shabby for disarm, trip, (sunder isn't listed, but it does use weapon, so it works).


StreamOfTheSky wrote:
Ravingdork wrote:
Anyone can find magical traps in Pathfinder, can't they? You only need to be a rogue to DISARM them.
Wow, I didn't think it was possible for PF rogues to suck even more and be still yet more useless. I was wrong. (-_-)

Rogues I believe are the only ones that can get "trap-radar", permitting passive checks to perceive traps.

Shadow Lodge

1st level oracle, take blindness curse.
Then go gunslinger all the way.


Turin the Mad wrote:
StreamOfTheSky wrote:
Ravingdork wrote:
Anyone can find magical traps in Pathfinder, can't they? You only need to be a rogue to DISARM them.
Wow, I didn't think it was possible for PF rogues to suck even more and be still yet more useless. I was wrong. (-_-)

Rogues I believe are the only ones that can get "trap-radar", permitting passive checks to perceive traps.

detect magic no checks needed. If non magical just have a big dude with a featherfall ring walk out in front.


Robespierre wrote:
Turin the Mad wrote:
StreamOfTheSky wrote:
Ravingdork wrote:
Anyone can find magical traps in Pathfinder, can't they? You only need to be a rogue to DISARM them.
Wow, I didn't think it was possible for PF rogues to suck even more and be still yet more useless. I was wrong. (-_-)

Rogues I believe are the only ones that can get "trap-radar", permitting passive checks to perceive traps.

detect magic no checks needed. If non magical just have a big dude with a featherfall ring walk out in front.

A magical trap is not detectable that way, or at least it shouldn't be. That's kind of the entire point of a magical trap, that it doesn't show up, especially to something as simple as a cantrip/orison, without dedicated effort.

Hrm ... although since it takes 3 rounds at a clip, sweeping an area in that fashion takes a LOT longer ...


it does take a long time however you're basically going to be spending the same amount of time the other way as well. Whether or not it should be that way doesn't really matter. That's the easiest way to deal with traps. Btw your avatar bothers me.


Halfling rogue and halfling oportunist 5 levels.
Improved snap shot and combat patrol.
At some point you will threaten 25' and get sneak attack on every AoO.
Have some trippers or other AoO creators in your group and it gets funny.
You lack precise shot, but seeking enhancement helps.
Combat patrol lets you move if you can make an AoO, so you just keep enemies on distance with boots of springing and striding and expeditious retreat as a wand with UMD. Equipment take greater bracers of archery, sniper goggles, seeking bow, something giving you better stealth. Swift as shadows trait lets you snipe great if necessary.

Alternatively mix in levels of fighter archer, at least 2, maybe 3. Then you can have precise shot and other stuff like ranged feinting.
Outflank and enfilading fire would also be hilarious with this if you find a partner for it.

Scarab Sages

hello, my name is ninja wrote:
Davor wrote:
hello, my name is ninja wrote:
Arcane trickster with improved invis and telekinesis. SO MANY SNEAKS!
Actually, I'm sorry to say that, RAW, you only get one instance of sneak attack from Telekinesis (and scorching ray, etc.) because it is a Volley type attack.
you would be correct if we were still playing 3.5 as that rule was in the complete arcane(at least I think so). As it stands in pathfinder though, you get sneaks on all attack rolls when flanking or when the targets denied his dex. Hell, you could even get deadly aim on the telekinesis, though it may not be the best idea as your attack bonus wont be too high and you get alot of extra damage anyway.

Huh. Well, I went through a bunch of old threads, and at the time everyone seemed to say "Well, Paizo doesn't cover this rule, so the 3.5 ruling is Canon". I guess people's minds have changed. /shrug

1 to 50 of 64 << first < prev | 1 | 2 | next > last >>
Community / Forums / Pathfinder / Pathfinder First Edition / Advice / Clever Combos All Messageboards

Want to post a reply? Sign in.