Rule bending tricks that are still legal. (Compilation)


Pathfinder First Edition General Discussion

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darth_borehd wrote:
Due to the errata not be updated, a strict reading of the rules allows all spontaneous casters, except bards and sorcerers, to use metamagic without the 1 round increase in casting time.

What wording is this?

Sczarni

wraithstrike wrote:
darth_borehd wrote:
Due to the errata not be updated, a strict reading of the rules allows all spontaneous casters, except bards and sorcerers, to use metamagic without the 1 round increase in casting time.
What wording is this?

In the core rulebook, the section on metamagic feats says that people who prepare spells have to prepare them pre-metamagicked, and that bards and sorcerers apply the feats on the fly, but with the casting time increased.

Later books introduced new spontaneous casters, but the rule on how spontaneous casters apply metamagic feats to their spells still says "bards and sorcerers".


thenovalord wrote:
chaoseffect wrote:

I believe he's referring to Awesome Display and saying he's had experiences with people applying the bonus wrong or on spells without the descriptor. I'm not quite sure how though, as it's fairly straight forward (if using an illusion pattern, affected creatures HD is instead their HD - your cha mod as far as the spell is concerned).

** spoiler omitted **

yep, easy peasy, and thats why there are various threads about it

Im fine with it, it just comes up on threads once in a while

This is PF. Its has 1200 pages of rules. nothing is straight forward

Just out of curiosity, do you happen to remember what the issues were regarding it?

Silver Crusade

Jiggy wrote:

@shallowsoul:

So assuming Idea X is legal, how do you determine that it's still "rule-bending"?

Because with some rules it's very easy to see when you are bending that rule to the point of it not being what the designers intended.

The one about trying to memorize spells in 0 level spell slots in order to gain infinite uses.

Jason B came in and said that was not the way it was intended to work and that it would be changed.


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If you have access to the Mending cantrip, you can make your starting money stretch a bit further by starting life with "broken" equipment.


VRMH wrote:
If you have access to the Mending cantrip, you can make your starting money stretch a bit further by starting life with "broken" equipment.

**Yoink** <-- The sound of something being stolen. ;-) Though for a caster having a bunch of mundane crap isn't going to make that much of a difference. Maybe a better crossbow and clothes perhaps.

Paizo Employee Design Manager

"Magical lineage + walang spell hunter seems to have quite a few tricks you could do. Merciful fireball comes to mind ;] all your first level spells= merciful fireball, all your second level spells = merciful fireball, all your third level spells, ect..."

As a quick side note on that bend, it's only legal until JB gets the errata out, as he's already chimed in that those abilities are not intended to lower a spell past its base level and they will be putting out a FAQ/Errata to reflect that.

And first level Sohei with Mounted Skirmisher is the bomb-diggity yo.

Liberty's Edge

VRMH wrote:
If you have access to the Mending cantrip, you can make your starting money stretch a bit further by starting life with "broken" equipment.

This one is fun. Bending rules, but fun. It would even give a reason for a fighter to know a wizard

"Merry the fighter, how do you have got to know Marty the wizard?"
"He was the guy I hired to cast Mending on my gear."

Even paying full price for the spell he would cast to mend your equipment, at 5 gp/casting it would be a bargain for the fighter.


Diego Rossi wrote:
VRMH wrote:
If you have access to the Mending cantrip, you can make your starting money stretch a bit further by starting life with "broken" equipment.

This one is fun. Bending rules, but fun. It would even give a reason for a fighter to know a wizard

"Merry the fighter, how do you have got to know Marty the wizard?"
"He was the guy I hired to cast Mending on my gear."

Even paying full price for the spell he would cast to mend your equipment, at 5 gp/casting it would be a bargain for the fighter.

Yeah, consider this one stolen VRMH. (^-^)

EDIT: Also, a broken item costs 75% less than a fully functional one. The cost to have it repaired is 1/10th the cost of the item. Thus if you were to purchase broken chainmail (150 gp down to 112.5 gp) then have it repaired (at the cost of 15 gp), your total cost was 127.5 gp. You saved about 22.5 gp.

EDIT 2: Combos nicely with stone arrows which cost and weight 75% less at no penalty. Stone > Iron for arrows. Whee.

This shall be put to great use with my next character who I wanted to be something of a nobody with shoddy secondhand gear, ready to become an adventurer. Adventuring on a budget. I <3 it!


Witches and the Scar Hex

Witch uses Scar on her familiar. Witch is allowed to use Beast Eye on her own familiar. She sends it out to find the bad guy. Familiar can deliver touch spells and hexes. Witch has familiar touch bad guy to give him the scar hex. If successful, witch now has line to bad guy to use Evil Eye, Misfortune, Ice Tomb, and every other hex on him.

Witch sits cozy by fire a mile away the entire time, cackling.


darth_borehd wrote:

Witches and the Scar Hex

Witch uses Scar on her familiar. Witch is allowed to use Beast Eye on her own familiar. She sends it out to find the bad guy. Familiar can deliver touch spells and hexes. Witch has familiar touch bad guy to give him the scar hex. If successful, witch now has line to bad guy to use Evil Eye, Misfortune, Ice Tomb, and every other hex on him.

Witch sits cozy by fire a mile away the entire time, cackling.

Except that familiar = spell book. So you COULD do it, but not necessarily a good idea.


darth_borehd wrote:

Witches and the Scar Hex

Witch uses Scar on her familiar. Witch is allowed to use Beast Eye on her own familiar. She sends it out to find the bad guy. Familiar can deliver touch spells and hexes. Witch has familiar touch bad guy to give him the scar hex. If successful, witch now has line to bad guy to use Evil Eye, Misfortune, Ice Tomb, and every other hex on him.

Witch sits cozy by fire a mile away the entire time, cackling.

Combine with shadow projection for the ultimate lulz. :P You might need to be a multiclass witch to do it though. Witch X / Sorcerer 1 would allow it via a magic item.


Tiny Coffee Golem wrote:
darth_borehd wrote:

Witches and the Scar Hex

Witch uses Scar on her familiar. Witch is allowed to use Beast Eye on her own familiar. She sends it out to find the bad guy. Familiar can deliver touch spells and hexes. Witch has familiar touch bad guy to give him the scar hex. If successful, witch now has line to bad guy to use Evil Eye, Misfortune, Ice Tomb, and every other hex on him.

Witch sits cozy by fire a mile away the entire time, cackling.

Except that familiar = spell book. So you COULD do it, but not necessarily a good idea.

If you were just going to use it swoop down, Scar, and fly away, that's actually a really good idea.


Tiny Coffee Golem wrote:
darth_borehd wrote:

Witches and the Scar Hex

Witch uses Scar on her familiar. Witch is allowed to use Beast Eye on her own familiar. She sends it out to find the bad guy. Familiar can deliver touch spells and hexes. Witch has familiar touch bad guy to give him the scar hex. If successful, witch now has line to bad guy to use Evil Eye, Misfortune, Ice Tomb, and every other hex on him.

Witch sits cozy by fire a mile away the entire time, cackling.

Except that familiar = spell book. So you COULD do it, but not necessarily a good idea.

Hence shadow protection. Your familiar stays safely with you, and you send your shadow familiar to do the deeds. If the shadow familiar is killed, your familiar drops to -1 HP and you can just heal it. No problems. :3


Ashiel wrote:
Combine with shadow projection for the ultimate lulz. :P You might need to be a multiclass witch to do it though. Witch X / Sorcerer 1 would allow it via a magic item.

Skinsend is on the Witches' list. A deflated familiar is not quite as nice as a shadowy one, but it does mean that Fluffy can stay with you.

Plus it's a 2nd level spell.


VRMH wrote:
Ashiel wrote:
Combine with shadow projection for the ultimate lulz. :P You might need to be a multiclass witch to do it though. Witch X / Sorcerer 1 would allow it via a magic item.

Skinsend is on the Witches' list. A deflated familiar is not quite as nice as a shadowy one, but it does mean that Fluffy can stay with you.

Plus it's a 2nd level spell.

And would get bonus points for being creepy as hell! (^.^)


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Like half of the witch spell list needs to be banned for being super-gross. Especially anything involving skin. Swarm Skin and Skinsend are what nightmares are made of.


Use Leadership to gain 20+ followers that have Diplomacy. When you need to gather information or influence NPCs have all your followers do the Aid Another action to give you a +40 on your roll.

Repeat for any other skills you want a +40 bonus.


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Make sure you pick cohorts for leadership who also have leadership whose cohorts also have leadership whose cohorts also have leadership..

Spoiler:
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Talonhawke wrote:

Make sure you pick cohorts for leadership who also have leadership whose cohorts also have leadership whose cohorts also have leadership..

** spoiler omitted **...

But since your cohort's cohorts and such would get progressively weaker til they didn't qualify for Leadership and then that aside if they were that weak its likely the Explosive Ruins in there would massacre lots of them, lowering your Leadership score.


I think on another thread it ends up being like you and 5 or 6 others with the last one at lvl 5


Talonhawke wrote:
I think on another thread it ends up being like you and 5 or 6 others with the last one at lvl 5

I don't even want to do the math to see how many followers you'd have total.


Bobson wrote:

Scary, but true.

It's somewhat limited by the level requirement, though. You have to be 9th level with a Leadership score of 10 (so, net +1) to have a cohort who has a cohort. You have to be 11th level with a score of 16 (net +5) to have your cohort's cohort able to take Leadership, and they have to have the net +1 mod. And so on.

You cap out at 19th level with a leadership score of 24+ (net +5 still), at which point you can have a 17th level cohort, who has a 15th level cohort, who has a 13th level cohort, who has an 11th level cohort, who has a 9th level cohort, who has a 7th level cohort who has a 5th level cohort.

Assuming that everyone had the minimum required leadership score for those cohorts, as a group you'd have 250 first level followers, 24 second level followers, 12 third level followers, 6 fourth, 4 fifth, and 2 sixth.

Here is the break down like it says it assumes minimum leadership score for the listed cohort numbers.


Talonhawke the easy fix: GM determines feats for the cohorts and thus the cohorts never take leadership. Also within the 'rules'.

- Gauss


Umbral Reaver wrote:

Travel by animal:

If your ride skill is sufficient, you may mount an adjacent animal as a free action. You may also dismount as a free action.

This means you can traverse any distance so long as there is a string of animals separated by no more than five feet.

I saw this done with galloping horses in "Abraham Lincoln, Vampire Hunter."


Diego Rossi wrote:
Ashiel wrote:
Tiny Coffee Golem wrote:
Interzone wrote:

My favourite trick is Shadow Projection on a familiar...

It has target = you so you can use it via share spells, and then you just throw your comatose pet in your bag and you have a pet Str-damaging Shadow. Pretty drastically more effective than casting it on yourself, and basically negates the normal drawback.

And yes, evasion makes people cry.

You just made my jaw drop (a difficult task). That's F'in brilliant and I'm totally using that for my Arcane trickster's monkey, Jack II. Mostly for the scouting potential.

I wonder though can that shadow familiar now be your "toucher" for your toutch spells?

Shadow projection does not cause you to lose any of your abilities. In fact, it even goes so far as to say you gain the listed abilities, but lose none. A sorcerer using shadow projection could still cast spells for example. Your familiar loses none of its familiar abilities while made a shadow; so the answer would be yes, it can deliver them. It can even deliver them as part of its natural attack, and not expend them if it misses (see rules for unarmed attacks and touch spells).

For a few seconds I had cold shivers at the thought of what a summoner could do with a scroll of that spell, then I remembered that he could use share spells only with spell from his spell list.

Now the only problem is if he can add the spell to his spell list using some feat/archetype ability. There is a way to do that?

I have a plan for a Samsaran Summoner, and he can very much do that. Muahahahha...


How about abusing Beast-bound Witch after 10th level. Basically Immortal and you can swap into whatever powerful creature you come across permanently. So can your familiar.

How about Eidolons with Multi-weapon fighting and 10+ arms and Weapon Training. Light Crossbows and Rapid Reload. Ect.

Liberty's Edge

Adamantine Dragon wrote:
Umbral Reaver wrote:

Travel by animal:

If your ride skill is sufficient, you may mount an adjacent animal as a free action. You may also dismount as a free action.

This means you can traverse any distance so long as there is a string of animals separated by no more than five feet.

I saw this done with galloping horses in "Abraham Lincoln, Vampire Hunter."

I haven't seen that film, but it isn't how the Pony Express worked?

Liberty's Edge

Interzone wrote:
I have a plan for a Samsaran Summoner, and he can very much do that. Muahahahha...

Sadly for him, my BEEGs come from outer space and use ortilelry (orbital artillery). :P


Silent Saturn wrote:
wraithstrike wrote:
darth_borehd wrote:
Due to the errata not be updated, a strict reading of the rules allows all spontaneous casters, except bards and sorcerers, to use metamagic without the 1 round increase in casting time.
What wording is this?

In the core rulebook, the section on metamagic feats says that people who prepare spells have to prepare them pre-metamagicked, and that bards and sorcerers apply the feats on the fly, but with the casting time increased.

Later books introduced new spontaneous casters, but the rule on how spontaneous casters apply metamagic feats to their spells still says "bards and sorcerers".

Oh, ok. I misread your previous statement. I somehow missed the word "except".


This recipe requires:
- Arcane Archer of level 8 or above (x1)
- A decent bow, preferably with the "Distance" quality (x1)
- A siege weapon (x1)
- Ring of Feather Fall (x1)
- Suit of masterwork armour (x1)
- Armour spikes (1 pinch)
- Arrows (1 crapload)
- Wizard with Craft Magic Arms/Armour, and the spell "Telekinesis" (x1)

Garnishes to taste:
- Efficient Quiver
- Abundant Ammunition spell
- Gravity Bow spell

Method:
Step 1) Craft/obtain armor with Armor Spikes.
Step 2) Make the spikes magical.
Step 3) Give them the "Throwing" quality.
Step 4) Also give them the "Returning" quality.
Step 5) Have a siege weapon crew load you into the bucket of a catapult/trebuchet and to attack any large group of enemies, using you as the ammunition - on your own initiative step.
Step 6) Oh, uh, remember to have your Ring Of Feather Fall on (probably should have this at/before Step 1).
Step 7) While gliding on your way down, attack everything in sight with your bow using "Hail Of Arrows"
Step 8) When you land, you teleport back to the siege weapon before anyone can react.

Result:
Whee! Strafing Archer onna string!

Caveat:
Yes, ok, obviously a GM should see that the character is not technically thrown (s/he is 'fired') and could optionally advise you that your entire suit of armour "dutifully teleported back to it's point of origin", but it's not the point. I got a good laugh out of the thought. (Alternatively you could try convincing a handy Giant to throw you...)


Take Boat wrote:
All those outsiders with the greater teleport ability can't use it to escape from create pit, since the inside of the pit isn't part of the material plane and greater teleport forbids travel between planes.

nowhere does it say it isn't part of the material plane or another plane at all, it does say it is an extra-dimensional space though I am more inclined to believe that still works within the same plane just stretching it a little..


Remco Sommeling wrote:
Take Boat wrote:
All those outsiders with the greater teleport ability can't use it to escape from create pit, since the inside of the pit isn't part of the material plane and greater teleport forbids travel between planes.
nowhere does it say it isn't part of the material plane or another plane at all, it does say it is an extra-dimensional space though I am more inclined to believe that still works within the same plane just stretching it a little..

But just imagine the look on the thing's face...

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

Well, what's the difference between a plane and a dimension? The description of extradimensional spaces says that they don't exist in any dimension. Teleport doesn't allow planar travel. If plane = dimension, then they can indeed not teleport out. Otherwise, they're fine.


Interzone wrote:

My favourite trick is Shadow Projection on a familiar...

It has target = you so you can use it via share spells, and then you just throw your comatose pet in your bag and you have a pet Str-damaging Shadow. Pretty drastically more effective than casting it on yourself, and basically negates the normal drawback.

And yes, evasion makes people cry.

Samsaran can add the spell to any other arcane class, many of them can get their own pets (animal companion, eidolon, familiar) or use eldritch heritage to get a familiar. Which would likely result in a more lethal minion.

Liberty's Edge

chaoseffect wrote:
Remco Sommeling wrote:
Take Boat wrote:
All those outsiders with the greater teleport ability can't use it to escape from create pit, since the inside of the pit isn't part of the material plane and greater teleport forbids travel between planes.
nowhere does it say it isn't part of the material plane or another plane at all, it does say it is an extra-dimensional space though I am more inclined to believe that still works within the same plane just stretching it a little..
But just imagine the look on the thing's face...

If it's an extra dimensional space, what happens if a Bag of Holding goes into it?

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

Bag stops functioning.


They only extradimensional spaces that get angry when they interact are portable holes containing/inside bags of holding.


Take Boat wrote:
They only extradimensional spaces that get angry when they interact are portable holes containing/inside bags of holding.

Does that mean that you could use that combo to create a jail that no one can escape from? As in step 1, trip someone into a portable hole. Step 2, toss it in your bag of holding?

Edit-nevermind. The bag of holding description says exactly what happens and it is really cool. However, it also says what happens if the bag is ripped, that the contents are lost forever. Seems like a good way to banish someone to etherial (or whatever plane it is for extradimensional space). Just need a PC with a good grapple check and another to hold the bag :D


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Some of my favorites:

- Using Spell Perfection in conjunction with Echo Spell to NEVER run out of a given prepared spell or spell slot. Infinite fireball or enervation anyone?

- Using the Paragon Surge spell as a half-elf (or as a human with the Racial Heritage feat) to give your sorcerer the Expanded Arcana feat, effectively knowing ALL arcane spells that you can cast, spontaneously, with only a round to setup.


Except the Echoing Spell feat specifically forbids that.

Quote:
No effect that allows you to reprepare or recast a spell can affect the echoed spell.

Seems strictly worse than Split Slot for wizards.


There's another thread called The League of the One Trick Pony that has some interesting combinations along these lines.


Throwing a Throwing Shield is a free action. Which means you could bring with you as many as you can carry, and throw however many you like whenever you want.

Shadow Lodge

Pathfinder Lost Omens, Maps, Rulebook Subscriber
VRMH wrote:
Throwing a Throwing Shield is a free action. Which means you could bring with you as many as you can carry, and throw however many you like whenever you want.

Well, you can throw as many as your GM will allow ...

PRD wrote:

Free Action: Free actions consume a very small amount of time and effort. You can perform one or more free actions while taking another action normally. However, there are reasonable limits on what you can really do for free, as decided by the GM.

Silver Crusade RPG Superstar 2014 Top 16

Take Boat wrote:

Except the Echoing Spell feat specifically forbids that.

Quote:
No effect that allows you to reprepare or recast a spell can affect the echoed spell.
Seems strictly worse than Split Slot for wizards.

I don't think he was suggesting to be able to cast it more than once, I think instead he was saying that you can use Spell Perfection to cast your favorite spell as an Echoing Spell with no increase in spell level (normally +3) and then still be able to cast it again thanks to it being Echoing, and apply a different metamagic feat to it (such as Quicken Spell). Here's how I would use this as a sorcerer;

Round 1: Cast Echoing Fireball.
Round 2: Cast Quickened Fireball (using previous spell slot), then cast Echoing Fireball.
Round 3: Rinse, repeat til you're out of spell slots.

I may use this trick for my Wizard Pyromaniac, since pretty mcuh every spell I prepare is gonna be my favored fire spell anyway. :-D


Step 1) Craft/obtain armor with Armor Spikes.
Step 2) Make the spikes magical.
Step 3) Give them the "Throwing" quality.
Step 4) Also give them the "Returning" quality.
Step 5) Have a siege weapon crew load you into the bucket of a catapult/trebuchet and to attack any large group of enemies, using you as the ammunition - on your own initiative step.
Step 6) Oh, uh, remember to have your Ring Of Feather Fall on (probably should have this at/before Step 1).
Step 7) While gliding on your way down, attack everything in sight with your bow using "Hail Of Arrows"
Step 8) When you land, you teleport back to the siege weapon before anyone can react.

step 9, Stand naked in the middle of a bunch of angry people with arrows sticking out of them, as your armor has returned to the thing that threw it... the catapult.

Silver Crusade RPG Superstar 2014 Top 16

cartmanbeck wrote:
Take Boat wrote:

Except the Echoing Spell feat specifically forbids that.

Quote:
No effect that allows you to reprepare or recast a spell can affect the echoed spell.
Seems strictly worse than Split Slot for wizards.

I don't think he was suggesting to be able to cast it more than once, I think instead he was saying that you can use Spell Perfection to cast your favorite spell as an Echoing Spell with no increase in spell level (normally +3) and then still be able to cast it again thanks to it being Echoing, and apply a different metamagic feat to it (such as Quicken Spell). Here's how I would use this as a sorcerer;

Round 1: Cast Echoing Fireball.
Round 2: Cast Quickened Fireball (using previous spell slot), then cast Echoing Fireball.
Round 3: Rinse, repeat til you're out of spell slots.

I may use this trick for my Wizard Pyromaniac, since pretty mcuh every spell I prepare is gonna be my favored fire spell anyway. :-D

Speaking of fire, I just calculated how much damage my Gnome Sorcerer (Crossblooded[Draconic{fire}/Orc] 1/Wizard (Admixture) 19 will be able to do if she ever hits level 20 (right now she's level 3, LOL). She'll be able to cast an Intensified Stormbolts spell using a 9th-level slot, modified to use fire damage, for 23d8 + 55 damage in a 30-foot radius.

The math:
Caster level is 19 (Wizard levels) + 2 (Spell specialization) + 1 (Pyromaniac) + 1 (Varisian Tattoo[Evocation]). That's 23.
Extra damage: +1 damage per dice for orc bloodline (23), +1 damage per dice for draconic bloodline (23), +9 damage for Intense Spells wizard power. 23 + 23 + 9 = 55.

:-D


VRMH wrote:
Throwing a Throwing Shield is a free action. Which means you could bring with you as many as you can carry, and throw however many you like whenever you want.

I believe that was meant to express that it one did not need a Move Action to draw it and use (throw) it. It would still be limited to the number of shields or number of iterative attacks, whichever comes first.


This is more of an often overlooked concept. Instead of focusing on combat, focus on social skills.

Choose all traits and feats to maximize Bluff, Intimidate, and Diplomacy. Class is not important as long as you get all of them for class skills (some traits grant skills as class skills).

You should be able to talk your way through just about anything. Convince hordes of peasants to fight for you, convince the guards you are the king in disguise, seduce the queen, and do just about every other con in the book.


VRMH wrote:
Ashiel wrote:
Combine with shadow projection for the ultimate lulz. :P You might need to be a multiclass witch to do it though. Witch X / Sorcerer 1 would allow it via a magic item.

Skinsend is on the Witches' list. A deflated familiar is not quite as nice as a shadowy one, but it does mean that Fluffy can stay with you.

Plus it's a 2nd level spell.

gold

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