Funny But Useless


Pathfinder First Edition General Discussion

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Just made some calculations for fun. If you have done anything similar please post.

Human Stormborn Sorcerer at lvl 20

All feats taken are 'Fleet'

Can use lightning form thingy to travel 14000ft in 2 minutes once per day. Thats one way to leave your party for dead and get away.

=D


I think you might have done the math wrong.

The way I calculated it:

Human = 30 ft
Fleet taken = 11 times (including 1 lvl Human bonus)
Speed bonus = 11 x 5 = 55
Total speed = 30 + 55 = 85
Ride the Lighting = Move at 10 times normal speed (85 x 10 = 850 ft. in 2 minutes)

That's still ridiculas though. Imagine if it was just rounds/day instead of 1/day. You would essentially be The Flash.


And then a synthesist comes along and flies that fast on his own


U can move 10x movement per round. and lasts as many rounds as levels of sorcerer u have.

1 round = 6 seconds 20 rounds = 2 minutes

so u can move at

(base movement + fleet)x10x20

so if base speed + fleet = 85 (as u have calculated)

then 85*10 = 850

850*20= 17000ft


Ahhhhhhhhhh, okay I missed that. Thanks for the clarification.


Back in 3.x I once made horrible arcane/psionic/rogue crossbow sniper. Used the shrink item spell on a 'steel telephone pole sized' bolt, oversized crossbow, true strike, etherial jaunt, and a bunch of 'once per' psionic abilities to get 1 hellascious shot each day. Then almost all of the abilities were used up for the day and he was a rather poor crossbowman the rest of the time.
It was fun for a singleton module, but would have quickly become boring for an extended campaign. Plus getting to those levels would have been really tough.


lol, the character would be average at best. but that ability is hilarious in my mind.

its like storm spirit in dota, lol

Liberty's Edge

Still nothing compared to top fly speeds though.


Addicted2Fail wrote:

Just made some calculations for fun. If you have done anything similar please post.

Human Stormborn Sorcerer at lvl 20

All feats taken are 'Fleet'

Can use lightning form thingy to travel 14000ft in 2 minutes once per day. Thats one way to leave your party for dead and get away.

=D

You could also dip 1 level Barbarian and 1 level Cleric (Travel Domain) for an extra 20 speed. This probably increases the distance, but I don't have time to do the math.

Also, Boots of Springing and Striding or, even better, Expeditious Retreat.


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One group wanted more magic items but not to the extent of throwing off the power curve. So I used to give out lots of not terribly useful magic items.

Magic clock that keeps perfect time for any location you ask from it. But it was too big to move around easily.

Magic saddle for an extinct animal.

+3 Arrows that deliver cure moderate on a hit.

Crossbow bolts that are +6 to hit and -6 damage.

+4 Lance that shattered on contact with any metal (including a gauntlet on the hand holding it).

Tiny golem 'edward siscor hands' to mow lawns.
Tiny golem to clean all the rust from links of a chain mail armor.

Formal 'mood' clothing that changes color based on emotional state.

Magic ship that will continue to move at 1 mph even in dead calm but is otherwise 2 mph slower in all weather conditions.

Hunting shack that slowly moves in random direction (can not be steered).

Things like that.


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In 3.5 they I remember a discusion about the Commoner Rail gun.

Take 1000 commoners and place them in a line 5 feat apart. Have each delay to act after the person to the left. Starting at the first he hands off a Iron ball to the next... and the next and the next.

Now because how 3.5/PF deals with rounds all 1000 people hand off the ball in the same 6 seconds.

So that iron ball just moved 5000 ft in 6 seconds.... last person should be able to just let go of the ball... and boom...

Commoner Rail gun.


I think I see what you mean, even if it is a move to take it, and a move to pass it on, that is still 5000x2 moves in one round.

Course, there are not 5000 or 5000x2 moves after one-another in the time of a round, so it wouldn't get very far before the round ended and the others wasted their actions.

Shadow Lodge

Shantak laughs at the slowpoke.

The Exchange

I was talking to a friend of mine about the archetypes for Pathfinder. We couldn't stop laughing at the Empyreal Knight archetype for the Paladin. We decided that if either of our characters in our current campeign died, we would make one with the bonded mount in which it would be some sort of flightless bird. Giant Chickens, Giant Penguins, Giant Kiwis, Ostriches, Emus, and the ever popular Giant Dodo. We questioned if they would grow extra wings or if the old ones were useable for flight now... Not exactly useless, but extremely funny, none the less.


Pathfinder Maps Subscriber

I remember a thread where we tried to get a super-sonic dragon. I don't recall if we succeeded or not.

RPG Superstar 2012 Top 32

Our World Serpent Inn campaign had a half-ogre (base speed 40) barbarian 1/monk X that also took all Fleet feats.

Kind of a one-trick pony, but at least he did size-Large unarmed damage...


I had an idea in 3.5 for a fighter that took toughness every feat until he qualified for imp. toughness and then did that his entire career


I always loved the swordsage from 3.5 that could run around the earth in a single round and using a Desert Wind maneuver set one hemisphere on fire.


A friend of mine once tried to wish for giant carp to rain from the sky... we were fighting kyuss

http://en.wikipedia.org/wiki/Kyuss_%28Greyhawk%29


3.5 Loyalist wrote:

I think I see what you mean, even if it is a move to take it, and a move to pass it on, that is still 5000x2 moves in one round.

Course, there are not 5000 or 5000x2 moves after one-another in the time of a round, so it wouldn't get very far before the round ended and the others wasted their actions.

Thats the issue. PF doesnt give a hardcap on how many people can act in a round. In fact there is no hard cap or issue with every single one redied to take the object and pass it on. By RAW all 5000 people act in one round... which causes the hilarous situation where you have an object traveling 5000 ft in 6 seconds (one round).

Sovereign Court

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what about a bard that performs dance like Stomp and fights using Vicious Stomp (when applicable) and improvised weapons (trash cans, buckets, etc.)


I've used this on the party as a reoccuring villian.

Gnome rog/ill heading toward arcane trickster. All his spells, abilities, and magic items were geared for escape and evasion. he had a grudge against the party, but wasn't a bad guy.

He would show up once or twice an adventure by following the party invisibly. He would buff himself up. From surprise cast a single debuff or controlling spell during one of their battles or negotiations (ex were: slow, faerie fire, stinking cloud, greater darkness, illusion so everyone (that failed a save) on the field looks the same, suggestion to tell the baron your real opinion of him, etc...). Then he would flee.

Drove them nuts after awhile.


Dragonamedrake wrote:
3.5 Loyalist wrote:

I think I see what you mean, even if it is a move to take it, and a move to pass it on, that is still 5000x2 moves in one round.

Course, there are not 5000 or 5000x2 moves after one-another in the time of a round, so it wouldn't get very far before the round ended and the others wasted their actions.

Thats the issue. PF doesnt give a hardcap on how many people can act in a round. In fact there is no hard cap or issue with every single one redied to take the object and pass it on. By RAW all 5000 people act in one round... which causes the hilarous situation where you have an object traveling 5000 ft in 6 seconds (one round).

I think an elegant solution to this glitch would be to limit the number of creatures who can affect a particular object in one round to two. So, one person can use a weapon as a standard action and pass it off as a move action. The second person takes it as their move action and then can do something with it, but it cannot be passed on further.


I liked the interaction between Monk of the 4 Winds, Slow Fall, and the Cloud Step feat.

Cloud step did the following:

Cloud Step wrote:
As a move action, you can air walk (as the spell) up to half your slow fall distance. You must reach a solid, level surface by the end of your turn or you will fall.

Slow Fall at level 20 lets the monk use slow fall for any distance.

Monk of the 4 Winds (Aspect of the Kirin) allows the monk to fly (they must land before the end of the turn).

So, the combo essentially let the monk air walk half of their infinite slow fall distance. Since half of infinity is still infinity, it allowed the monk to be anywhere they could move to in a single round.

I think there's been some nerfing of the combo, which strikes me as a shame. Level 20 is a great time for doing crazy things


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Cloud step has a maximum distance of 50 feet.


Cloud step now has a maximum distance of 50 feet. Originally it was left open ended so when you had slow fall 'any distance' you could effectively cloud step around the world in one round.


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Level 20 half-elf synthesist (quadruped):

4 feats are Extra Evolution
4 feats are the Eldritch heritage (Stormborn) line (skill focus bonus, 3 eldritch heritage feats)
3 feats are fleet.

All evolutions are in the Flight evolution. 35 pts total (26 base, 4 from bonus feats, 5 from choosing 1/4 ev.pt. every level as a half-elf). That makes a fly speed of 715 ft (40 base, 660 from extra points, 15 for fleet)

As a full round action, he can travel 7150 feet in 6 seconds through the sky. That is ~1192 ft/s. The sound barrier is ~1116 ft/s. He can travel faster than the speed of sound for 2 minutes every day.

EDIT: hasted bumps the speed up by 30. 745 base fly speed, 1242 ft/s for 2 min. a day.


Thanis Kartaleon wrote:
Dragonamedrake wrote:
3.5 Loyalist wrote:

I think I see what you mean, even if it is a move to take it, and a move to pass it on, that is still 5000x2 moves in one round.

Course, there are not 5000 or 5000x2 moves after one-another in the time of a round, so it wouldn't get very far before the round ended and the others wasted their actions.

Thats the issue. PF doesnt give a hardcap on how many people can act in a round. In fact there is no hard cap or issue with every single one redied to take the object and pass it on. By RAW all 5000 people act in one round... which causes the hilarous situation where you have an object traveling 5000 ft in 6 seconds (one round).
I think an elegant solution to this glitch would be to limit the number of creatures who can affect a particular object in one round to two. So, one person can use a weapon as a standard action and pass it off as a move action. The second person takes it as their move action and then can do something with it, but it cannot be passed on further.

Well its all theoretical to begin with. I dont see someone really trying this in a game. After all it would be almost impossible to get 5000 people in a line and all working together.

But it is fun to consider. You could also use it to pass notes back and forth lol. Get a note or pass one back every 6 seconds...

Commoner Instant Messaging!


just so you guys can play with it, the speed of sound at sea level is roughly 1,100 feet per second, or 6,600 feet in six seconds (1 1/4 miles) or one round.

So if you can get faster than 6,600 feet per round, you will generate a sonic boom.

Silver Crusade

This is a neat idea, and I got a quick laugh from it. Though, perhaps a more useful useless calculation would be to determine how a to get a creature up to 88 miles per hour, and then have someone in position with a Readied Action (Lightning Bolt spell) at that exact point?


Celestial Pegasus wrote:
This is a neat idea, and I got a quick laugh from it. Though, perhaps a more useful useless calculation would be to determine how a to get a creature up to 88 miles per hour, and then have someone in position with a Readied Action (Lightning Bolt spell) at that exact point?

LOL this one did make me laugh.

As a side note 88 miles per hour is equal to 129.066667 feet per second. If you are moving 850 feet a round you are moving 141.666666 feet per second. Which works out to 95.5909091 miles per hour.


Banecrow wrote:
Celestial Pegasus wrote:
This is a neat idea, and I got a quick laugh from it. Though, perhaps a more useful useless calculation would be to determine how a to get a creature up to 88 miles per hour, and then have someone in position with a Readied Action (Lightning Bolt spell) at that exact point?

LOL this one did make me laugh.

As a side note 88 miles per hour is equal to 129.066667 feet per second. If you are moving 850 feet a round you are moving 141.666666 feet per second. Which works out to 95.5909091 miles per hour.

So you're telling us it can be done! Now all we need is a flux capacitor!


Dragonamedrake wrote:

In 3.5 they I remember a discusion about the Commoner Rail gun.

Take 1000 commoners and place them in a line 5 feat apart. Have each delay to act after the person to the left. Starting at the first he hands off a Iron ball to the next... and the next and the next.

Now because how 3.5/PF deals with rounds all 1000 people hand off the ball in the same 6 seconds.

So that iron ball just moved 5000 ft in 6 seconds.... last person should be able to just let go of the ball... and boom...

Commoner Rail gun.

Talking about this?

Shadow Lodge

I prefer the line of several thousand 1-hit point mooks all in a row, vs a fighter with both Cleave and Great Cleave. With a near-infinite supply of mooks, the fighter COULD achieve speeds in excess of c.


Adamantine Dragon wrote:

just so you guys can play with it, the speed of sound at sea level is roughly 1,100 feet per second, or 6,600 feet in six seconds (1 1/4 miles) or one round.

So if you can get faster than 6,600 feet per round, you will generate a sonic boom.

Already did, check two posts above yours.

Liberty's Edge

Kydeem de'Morcaine wrote:


...

+3 Arrows that deliver cure moderate on a hit.
..

I should talk to our cleric and wizard. My Zen Archer would love some of those. So would the ranger on whom I would use them.


Theconiel wrote:
Kydeem de'Morcaine wrote:


...

+3 Arrows that deliver cure moderate on a hit.
..

I should talk to our cleric and wizard. My Zen Archer would love some of those. So would the ranger on whom I would use them.

In practice, they always gave them to the archer. But he had so many bow special abilities that he usually did almost as much damage as was healed.

They did use them to evvectively annoy a aristocrat. "Look officer I don't see what he thinks happened. If I shot him would he have a wound somewhere on his body?"


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Kydeem de'Morcaine wrote:
Theconiel wrote:
Kydeem de'Morcaine wrote:


...

+3 Arrows that deliver cure moderate on a hit.
..

I should talk to our cleric and wizard. My Zen Archer would love some of those. So would the ranger on whom I would use them.

In practice, they always gave them to the archer. But he had so many bow special abilities that he usually did almost as much damage as was healed.

They did use them to evvectively annoy a aristocrat. "Look officer I don't see what he thinks happened. If I shot him would he have a wound somewhere on his body?"

See, I'd be holding back to use those against undead, but I'm like that.

Liberty's Edge

Serisan wrote:
Kydeem de'Morcaine wrote:
Theconiel wrote:
Kydeem de'Morcaine wrote:


...

+3 Arrows that deliver cure moderate on a hit.
..

I should talk to our cleric and wizard. My Zen Archer would love some of those. So would the ranger on whom I would use them.

In practice, they always gave them to the archer. But he had so many bow special abilities that he usually did almost as much damage as was healed.

They did use them to evvectively annoy a aristocrat. "Look officer I don't see what he thinks happened. If I shot him would he have a wound somewhere on his body?"

See, I'd be holding back to use those against undead, but I'm like that.

Both brilliant!

I misunderstood what the arrows were doing; I thought they inflicted healing instead of damage. It sounds as if they did both simultaneously.

Our party, as it happens, is about to take on a huge infestation of undead. I shall have to see about this, if I can come up with a way fo justify my "beef-witted" monk's thinking of it.


Theconiel wrote:

...Both brilliant!

I misunderstood what the arrows were doing; I thought they inflicted healing instead of damage. It sounds as if they did both simultaneously.

Our party, as it happens, is about to take on a huge infestation of undead. I shall have to see about this, if I can come up with a way fo justify my "beef-witted" monk's thinking of it.

Oh it was definitely both. A level 10 cure moderate heals an average of 19 damage and the archer was doing an average of about 14 iirc. One time he actually crit'd with a healing arrow and nearly killed the guy (he was far into negative and only survived because of really hogh con). The group used up almost the whole quiver of arrows before it occured to them that they would work alot better for the halfling that was using a non-magical, non-strength shortbow.

I don't know of any way RAW to econmically make those in PF. I don't think they were even RAW in 3.x ed.

To be honest, I don't think any of us ever even thought about using them on undead.

RPG Superstar 2012 Top 32

The 3.0 Ranger splatbook had arrows of healing (clw). They cost about double or triple what a potion of CLW cost.

Liberty's Edge

I'll double-check. My cohort is a monk/sorcerer (empyreal) who has Disrupt Undead as a cantrip. Maybe we can work out a way to put that spell onto some arrows. It's only 1d6 damage, but it would cost a lot less than a higher level cleric spell.


Kydeem de'Morcaine wrote:


I don't know of any way RAW to econmically make those in PF. I don't think they were even RAW in 3.x ed.

To be honest, I don't think any of us ever even thought about using them on undead.

RAW is use existing items as benchmarks, so taking arrows of fireball as a guideline, I think the formula is:

40 * CL * Spell level + 6 (from masterwork arrow); only for single targeted spells and AoE spells.

So arrows of cure moderate:
40 * 3 * 2 + 6 = 246 gp

Humbly,
Yawar


Why not go monk and use the eldritch heritage feats?

Human Monk

30+60=90

Ki

110

Feats (11)
Skill Focus Knowledge Nature
Eldritch Heritage
Greater Eldritch Heritage
Improved Eldritch Heritage
Fleet*7

110+35=145

And for fun the monk bonus feats are dodge mobility and spring attack

145*10=1450 feet/round


Oh wait, I got one!

Core monks! :D


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Ashiel wrote:

Oh wait, I got one!

Core monks! :D

cue sad trumpet... wah wah waaaaaahhhhh


Carpet Bomb

Magic Carpet+a lot of necklaces of fire balls

just fly around tossing out beads.

A fun Magic item i came up with was fun.

BloodStone

When the target is damaged his blood shoots forth and turns to hard red outcrops that are as hard as stone.

The way i set it up is you ether get a AC boost or you get a good amount of damage on a grapple.

You had to watch out if you where damaged to much it slowed you down a good bit even causing you to to be denied you dex to AC.

A non magic item i came up with was the Sticky grenade take a fuse grenade some casting plaster or other substance to keep it help to a tangle foot bag cover the fuse with flash powder and you got something fun to throw at creatures.


Munkir wrote:

Carpet Bomb

Magic Carpet+a lot of necklaces of fire balls

just fly around tossing out beads.

This sounds decidedly not useless. :P

The Exchange

I can remember a time discussing whether or not buying 200~ chickens and training them to attack enemies like Orc fighters or Dragons. It only took 4 Gold, too. Could do some serious damage.


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Tirq wrote:
I can remember a time discussing whether or not buying 200~ chickens and training them to attack enemies like Orc fighters or Dragons. It only took 4 Gold, too. Could do some serious damage.

My group decided that chickens would be similar to land-bound cat-sized birds, and used the 3.5 stats for Ravens (Tiny, 1/4HD animals, swapped fly and land speeds). I had one of my necromancers buy up a lot of chickens and animate them as bloody burning skeletons, and created a small army of exploding regenerating chicken bombs. They only had 1 hit point, and were tiny, so you could get a lot of them to pop at once (especially if you dropped an AoE attack on them). When they explode, they would deal 1d6 fire damage to everything around them. Each regenerated within 1 hour after being destroyed.

Have hordes of flaming regenerating chickens dogpile the bad guy, drop sound burst and make 'em all blow sky high. XD

EDIT: Training normal chickens would still have their uses. For one, if they kept dogpiling enemies, they would either eat up the enemy's attacks of opportunity, occasionally peck the enemy for 1 nonlethal damage, or drive enemies crazy with aid-another or by providing cover to hamper attacks of opportunity.

Reminds me of the wish option in Baldur's Gate II. If you make the wish "I wish for a horde to overrun my enemies", a horde of rabbits spawns on the screen and clogs up the battle something fierce. They're useless and can't attack worth beans, but it's surprisingly hard to move through all those rabbits! XD

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