
Mercurial |

Melee-types:
Eldritch Heritage (Orcish Bloodline) grants Touch of Rage. Add in the trait Optimistic Gambler which extends morale bonuses by 1d4 rounds, meaning that a 12th level ground-pounder can give himself +5 attack and +5 damage as a standard action for 2-5 rounds a minimum of 4 times a day. At 20th level that bonus is +9/+9.
I find it an outstanding way to compliment a Paladin's Smite for when he's not facing Evil foes, Barbarians when they aren't raging (or when they are) and Fighters when they're using Dazing Assault and Power Attack at the same time.
A Summoner in our group has a large biped Eidolon with both the Push Evolution and the Standstill feat. Let's just say its damn hard to get past him.

truesidekick |
Robespierre wrote:Turin the Mad wrote:detect magic no checks needed. If non magical just have a big dude with a featherfall ring walk out in front.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.
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 ...
its one reason why the gave rogues access to level 0 spells as a rogue talent. detect magic means auto success on magical traps.

Hayato Ken |

Here's a combo: a rogue with Catch Off-Guard and Improved Disarm. He runs up, steals your weapon, then throws it away and beats you to death with a potato.
For extra lolpoints, challenge your target to a duel and give him a potato.
That´s a question that bothered me since some time. Aren´t character without weapons and improved unarmed strike automatically victims of sneak attack?
Anyway for that build you should add in greater disarm and weapon snatcher maybe later.

Sir Ophiuchus |
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A barbarian/oracle who's immune to fatigue using Furious Finish to deal amusing amounts of damage.
And before the incorrect rules arguments, furious finish says you'd be fatigued even if you'd normally not be (to prevent tireless rage use), not fatigued even if it is literally impossible for your character to be fatigued.

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Repose Domain touch ability + Quicken SLA + a friend with the same ability.
Touch = Staggered.
Second Touch = Asleep.
Person 2 then CdG with a Pick/Scythe/VeryLargeRock/etc.
(credit to Turin the Mad and his fabulous Black Sisters!)
Extremely strong critters, preferably quadruped (elephant/mammoth/bears/etc) + Animal Growth + Ant Haul. Seriously, who really needs a light load carrying capacity of 57,600lbs
Math for Carrying Capacity trick
Elephant Base Str 30, Huge Quadruped:133lbs (base) *4(tremendous Str) *6 (size/shape)= 3192lbs
Animal Growth (+8 Str, Gargantuan Size): 400lbs (base) *4(tremendous Str) *12 = 19,200 lbs
Ant Haul (triple capacity): 57,600 lbs
Keep piling on the buffs/items, and it progresses to silliness quickly.
Animal Growth, Ant Haul, Muleback Cords: 306lbs (base) *16 (tremendous Str) *12 (size/shape) *3 (Ant Haul) = 176,256lbs (approximate weight of a 12'6" diameter solid ball of granite)
Toss in a Bull's Strength, and its 133 lbs(base) *12 (tremendous Str) *12 (size/shape) *3 (Ant Haul) = 306,432lbs. (approximate weight of a 15' diameter solid ball of granite)
The stronger the starting creatures strength, the better for such tricks. Also realize the numbers above are for light load, so assuming the creature is capable of packing such weight (via bags/platforms/limbs), it is able to move, fight, and run without a problem.