
Catprog |
Just wanted to thank all of you guys who have posted cool and fun ideas here. This has been one of my favorite threads of all time on these boards.
@VRMH: Every sorcerer or wizard I ever make will now be taking Sculpt Corpse. Such an awesome RPing tool, and you can make some money to boot.
** spoiler omitted **
(With regards to your spoiler)
Except in PFS you cannot get more then max gold + day job check.
VRMH |

Actually, I think you can do that anyway: the cloth listed as the Material Component has a size limit, but will be destroyed in the casting (being a Material Component and not a Focus). The description then mentions "all objects placed on a cloth". So you need two: one that'll be destroyed, and another - without size limits - to wrap that big golden statue in.
Or better yet: a dozen barrels of gunpowder, with lit fuses...

Skyth |
Here's one I thought of. Pay for the extravagent lifestyle. This allows you to find any item costing up to 25 gp in 1d10 minutes. Continuously search your house for a pound of saffron, which you can sell for 15 gp.
You earn 1309 gp in an 8 hour day. (For a 1000 gp investment)
Take the leadership feat and have all of your followers do this. (For even more fun, have all your cohorts take leadership down the line and do this).
I don't believe there's rules for what happens if you don't sleep, so technically, you could do this 24 hours a day, 7 days a week...
And if you do it on a demi-plane where time is sped up...You're looking at income in the 6 million gp per day range.

VRMH |

Bah. That sounds suspiciously like work! How about this one:
Wealthy (100 gp/month): The PC has a sizable home or a nice suite of rooms in a fine inn. He can secure any nonmagical item worth 5 gp or less from his belongings in his home in 1d10 minutes, and need only track purchases of meals or taxes in excess of 10 gp.So if you offer the local innkeeper a platinum piece per day for this, he'll take you up on it right away. Right? Considering you're paying thrice the going rate, there's no telling what he'll throw in to "sweeten the deal"! You just need to have one platinum piece, every day.
Once per day, when confronted with a situation that calls for a particular mundane item of equipment, you may make a Sleight of Hand check with a DC of 10 plus the item’s cost in gold pieces to “happen” to have such an item on your person.
Halflings with the Well-Prepared feat who have a +10 bonus to their Sleight of Hand skill, can take 10 on that skill and once per day produce that platinum piece.
Trust a Hobbit to never work a day in his life!

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My personal favorite is gaining cover behind a tower shield.
Attended or worn objects use their holder's stats for any effect that needs to know them, such as Shatter or sunder effects. That means if you're wearing a tower shield and someone tries to sunder or Shatter it, it uses your AC or your Reflex save bonus.
If you take cover behind a tower shield, you get a bonus to AC and Reflex saves from any effect originating behind the shield.
Therefore, you can help protect your tower shield from Shatter or sundering... by hiding behind it.
Against Sunder you use your CMD, not your AC.
"A creature can also add any circumstance, deflection, dodge, insight, luck, morale, profane, and sacred bonuses to AC to its CMD. Any penalties to a creature's AC also apply to its CMD. A flat-footed creature does not add its Dexterity bonus to its CMD."
You get full cover hiding behind a tower shield, not an Ac bonus, but the shield is not protected in any way.
Also, if you close your eyes you're flat footed.
You lose your dexterity bonus to AC. It is not the same thing as being flat footed.

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Silent Saturn wrote:My personal favorite is gaining cover behind a tower shield.
Attended or worn objects use their holder's stats for any effect that needs to know them, such as Shatter or sunder effects. That means if you're wearing a tower shield and someone tries to sunder or Shatter it, it uses your AC or your Reflex save bonus.
If you take cover behind a tower shield, you get a bonus to AC and Reflex saves from any effect originating behind the shield.
Therefore, you can help protect your tower shield from Shatter or sundering... by hiding behind it.
Against Sunder you use your CMD, not your AC.
"A creature can also add any circumstance, deflection, dodge, insight, luck, morale, profane, and sacred bonuses to AC to its CMD. Any penalties to a creature's AC also apply to its CMD. A flat-footed creature does not add its Dexterity bonus to its CMD."
You get full cover hiding behind a tower shield, not an Ac bonus, but the shield is not protected in any way.
Ah, my mistake. I thought the tower shield granted regular cover (+4 AC) instead of total cover.

Atarlost |
Silent Saturn wrote:My personal favorite is gaining cover behind a tower shield.
Attended or worn objects use their holder's stats for any effect that needs to know them, such as Shatter or sunder effects. That means if you're wearing a tower shield and someone tries to sunder or Shatter it, it uses your AC or your Reflex save bonus.
If you take cover behind a tower shield, you get a bonus to AC and Reflex saves from any effect originating behind the shield.
Therefore, you can help protect your tower shield from Shatter or sundering... by hiding behind it.
Against Sunder you use your CMD, not your AC.
"A creature can also add any circumstance, deflection, dodge, insight, luck, morale, profane, and sacred bonuses to AC to its CMD. Any penalties to a creature's AC also apply to its CMD. A flat-footed creature does not add its Dexterity bonus to its CMD."
You get full cover hiding behind a tower shield, not an Ac bonus, but the shield is not protected in any way.
Atarlost wrote:Also, if you close your eyes you're flat footed.You lose your dexterity bonus to AC. It is not the same thing as being flat footed.
Don't split hairs. All the stuff like sneak attack triggers off dex bonus denial, you lose your dex bonus, and you can't take attacks of opportunity because everything has full concealment against you. That's everything flat footed does. Yes, you also take an extra -2 to AC, a -4 to most Strength and Dex based skill checks and opposed perception checks, automatically fail all vision based checks, must make a DC 10 acrobatics roll to move faster than half speed, and fall prone if you fail the check, but that's just icing on the fail cake.
If you close your eyes in combat to counter mirror image you are leaving yourself wide open to everyone else on the battlefield.

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There several difference:
* you can act! If you are flat footed you cant.
* Combat reflex help you if you are flat footed, it don't if your eyes are closed.
* blind fighting help you if youe eyes are closed, it don't if you are flat footed.
* plenty of abilities that trigger when you are flat footed, none (AFAIK) that trigger when you are blinded.
Claiming that something is identical to being flat footed is a mistake that has game consequences, so splitting hairs when it is done is the right thing to do.

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Of course, a 20th level caster can beat the searching the home bit by constinuously selling a casting of mending. 50gp per casting, 10 castings per minute, 60 minutes per hour...30,000 gp in an hour's work.
No go. Mending has a casting time of 10 minutes so cut the hourly profit by a factor of 100. 6 castings an hour is only 300gp an hour.
You are better off doing this with create water or somesuch.

Icyshadow |

This thread is awesome. Dotting for future reference.
Why oh why do people feel the need to bend the rules or cheat. What's the point, I don't care if it's legal or not it's still cheating and darn right annoying and rude for everybody else at the table.
It ruins the game for everybody else, if you don't like the game do something else.
It should be all about having fun with a group of friends not anatagonising other players and GM's!
Get a grip.
Rant over
Thanks to that highlighted part, I think it's safe to say that I don't care about your opinion. If the bent rules are more fun (the main goal of D&D / PF as a game) then it can't really be a bad thing. Being a sour grape who whine when things don't go EXACTLY by your whim means you are either a frustrated DM (or just an incompetent one) or you got caught one time too many cheating (or saw others cheat and get away with it). Who knows? Then again, who cares?

Grimmy |

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.
Coming to this thread late but I came across this post and I seem to remember James Jacobs saying something about this in the Ask James Jacobs thread. I believe he said create pit is extra-dimensional but not inter-planar and you can use spells like dimension door to get out.
My apologies if you guys had already figured this out I know I'm a little late to the party.

Grizzly the Archer |

Rage ability + dueling weapon property from the Field Guide+ furious weapon enchant= greater bonus to your CMB for trip, disarm, sunder than normal. Since the furious provides a +2 enh bonus, it goes OVR the normal +5 enh. Bonus typically gained.
Dueling makes all enh. bonuses doubled and as a luck bonus in ADDITION to the normal enhancement. So, +5 weapon + +2enh from furious= +7.........7x2=+14...14+7= +21 to your CMB for sunder, trip, disarm, all from a +1 and a +2 enhancement on a + 5 weapon. This is how barbarians can keep up with the enemy CMD.

Ravingdork |
1 person marked this as a favorite. |

Jiggy wrote: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.Coming to this thread late but I came across this post and I seem to remember James Jacobs saying something about this in the Ask James Jacobs thread. I believe he said create pit is extra-dimensional but not inter-planar and you can use spells like dimension door to get out.
My apologies if you guys had already figured this out I know I'm a little late to the party.
This is a common misconception I find in roleplaying. Extradimensional or nondimensional =/= extraplanar

VRMH |
2 people marked this as FAQ candidate. 1 person marked this as a favorite. |

Would you like the ability Smite Anyone (ex)? Regardless of the target's nature or alignment? Here's how: be a 5th level Buccaneer.
Once per day as a swift action, the buccaneer can choose one target to attempt to knock out. The buccaneer adds his Charisma bonus (if any) on his attack roll and adds his buccaneer level on any nonlethal damage rolls made against the target. The bonus lasts until the buccaneer deals nonlethal damage to his target or until the buccaneer chooses a new target to attempt to knock out.
So, just don't hit with nonlethal attacks, and you permanently attack the target with your Charisma added to your AB. Which, being a Bard, should be significant. Add to that your own Inspire Courage (+2 to AB & damage at that point) and Arcane Strike (also +2), and you're "smiting" with an attack bonus of 2 + Charisma modifier, and +4 real, lethal damage.
Paladin, eat your heart out!

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Would you like the ability Smite Anyone (ex)? Regardless of the target's nature or alignment? Here's how: be a 5th level Buccaneer.Knock Out wrote:Once per day as a swift action, the buccaneer can choose one target to attempt to knock out. The buccaneer adds his Charisma bonus (if any) on his attack roll and adds his buccaneer level on any nonlethal damage rolls made against the target. The bonus lasts until the buccaneer deals nonlethal damage to his target or until the buccaneer chooses a new target to attempt to knock out.So, just don't hit with nonlethal attacks, and you permanently attack the target with your Charisma added to your AB. Which, being a Bard, should be significant. Add to that your own Inspire Courage (+2 to AB & damage at that point) and Arcane Strike (also +2), and you're "smiting" with an attack bonus of 2 + Charisma modifier, and +4 real, lethal damage.
Paladin, eat your heart out!
That is a seriously nice catch right there. I like it. Buccaneer ho!

VRMH |
2 people marked this as a favorite. |

Okay, I admit it: my "smite anything" wasn't smitey enough. I guess I'll have to do better...
How'd you like to cast Wail of the Banshee, Mass Suffocation or Energy Drain... at level 3? It's easy, for a Dirge Bard.
At 2nd level, a dirge bard ... may add one necromancy spell from the spell list of any arcane spellcasting class to his list of spells known at 2nd level and every four levels thereafter.See that? You add any arcane necomancy spell to your list of "spells known". Enter the Sorcerers' Arcane Bloodline power, which we'll get using the Eldritch Heritage feat (which is why you have to be third level).
Arcane Bond (Su): At 1st level, you gain an arcane bond ... Once per day, your bonded item allows you to cast any one of your spells known
And there we have it. You don't actually need to be able to cast the spell normally, it just needs to be known. So add a 9th level arcane necromancy spell to your Dirge Bard's list of "spells known", and then cast it through your bonded item.
Who needs to smite, when you can Enery Drain?

Gignere |
Okay, I admit it: my "smite anything" wasn't smitey enough. I guess I'll have to do better...
How'd you like to cast Wail of the Banshee, Mass Suffocation or Energy Drain... at level 3? It's easy, for a Dirge Bard.
Secrets of the Grave (Ex) wrote:At 2nd level, a dirge bard ... may add one necromancy spell from the spell list of any arcane spellcasting class to his list of spells known at 2nd level and every four levels thereafter.See that? You add any arcane necomancy spell to your list of "spells known". Enter the Sorcerers' Arcane Bloodline power, which we'll get using the Eldritch Heritage feat (which is why you have to be third level).Arcane Bloodline power wrote:Arcane Bond (Su): At 1st level, you gain an arcane bond ... Once per day, your bonded item allows you to cast any one of your spells knownAnd there we have it. You don't actually need to be able to cast the spell normally, it just needs to be known. So add a 9th level arcane necromancy spell to your Dirge Bard's list of "spells known", and then cast it through your bonded item.
Who needs to smite, when you can Enery Drain?
You sir win the munchkin awards.

VRMH |

Except that the Bard does not have 9th level spells. He is unable to add a 9th level spell.
He's unable to cast 9th level spells. But Secrets of the Grave will let you add any arcane necromancy spell to your list of spells known. So now you know a spell you could never ever cast. And the sorcerers' Arcane Bond will let you cast any known spell. No ability to actually be able to cast it otherwise is required.

Gauss |

Right, and on CRB Table 3-4 there is no column for level 7-9 Spells Known. Thus, he cannot add level 7-9 spells to his spells known. Additionally, he cannot add spells known of a level he has yet to acquire. IE: A 2nd level Bard cannot add a level 6 spell to his Spells Known because it has a dash instead of a number.
- Gauss

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Gauss wrote:Except that the Bard does not have 9th level spells. He is unable to add a 9th level spell.He's unable to cast 9th level spells. But Secrets of the Grave will let you add any arcane necromancy spell to your list of spells known. So now you know a spell you could never ever cast. And the sorcerers' Arcane Bond will let you cast any known spell. No ability to actually be able to cast it otherwise is required.
That is extremely munchkin-y and broken and full of ridiculousness, but as written it seems like it would work. No DM in their right might would allow it at their table, though, even in PFS.

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Right, and on CRB Table 3-4 there is no column for level 7-9 Spells Known. Thus, he cannot add level 7-9 spells to his spells known. Additionally, he cannot add spells known of a level he has yet to acquire. IE: A 2nd level Bard cannot add a level 6 spell to his Spells Known because it has a dash instead of a number.
- Gauss
This is a good point. You don't have ZERO level 6 spells known, you literally can't know level 6 spells, because of the dash. Interesting idea though.

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Okay, I admit it: my "smite anything" wasn't smitey enough. I guess I'll have to do better...
How'd you like to cast Wail of the Banshee, Mass Suffocation or Energy Drain... at level 3? It's easy, for a Dirge Bard.
Secrets of the Grave (Ex) wrote:At 2nd level, a dirge bard ... may add one necromancy spell from the spell list of any arcane spellcasting class to his list of spells known at 2nd level and every four levels thereafter.See that? You add any arcane necomancy spell to your list of "spells known". Enter the Sorcerers' Arcane Bloodline power, which we'll get using the Eldritch Heritage feat (which is why you have to be third level).Arcane Bloodline power wrote:Arcane Bond (Su): At 1st level, you gain an arcane bond ... Once per day, your bonded item allows you to cast any one of your spells knownAnd there we have it. You don't actually need to be able to cast the spell normally, it just needs to be known. So add a 9th level arcane necromancy spell to your Dirge Bard's list of "spells known", and then cast it through your bonded item.
Who needs to smite, when you can Enery Drain?
You do understand that you still have to be high enough level to cast a certain spell using Arcane Bond. Think about for a moment. Do you honestly think a 1st level ability is going to allow you to cast a 9th level spell before level 18? For example: If you are a 6th level Sorcerer then you can use Arcane Bond to cast a 3rd level spell, nothing higher that that until you reach 8th level and you gain 4th level spells.
You are letting your eyes lose their focus as you read some of these ability descriptions.

VRMH |

Gauss wrote:Right, and on CRB Table 3-4 there is no column for level 7-9 Spells Known. Thus, he cannot add level 7-9 spells to his spells known. Additionally, he cannot add spells known of a level he has yet to acquire. IE: A 2nd level Bard cannot add a level 6 spell to his Spells Known because it has a dash instead of a number.This is a good point. You don't have ZERO level 6 spells known, you literally can't know level 6 spells, because of the dash.
Doesn't matter: the basic concept of Pathfinder rules is that the specific overrules the general. The general rule is that Bards do not know spells over level 6. The specific rule (Secrets of the Grave) allows spells of any level.
You add spells that do not belong in your list. They don't belong there because they're the wrong class anyway, so why not the wrong level too?Mind you, anyone who actually tries to run this past a GM deserves to be ridiculed. Or worse: pitied.

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Okay, I admit it: my "smite anything" wasn't smitey enough. I guess I'll have to do better...
How'd you like to cast Wail of the Banshee, Mass Suffocation or Energy Drain... at level 3? It's easy, for a Dirge Bard.
Secrets of the Grave (Ex) wrote:At 2nd level, a dirge bard ... may add one necromancy spell from the spell list of any arcane spellcasting class to his list of spells known at 2nd level and every four levels thereafter.See that? You add any arcane necomancy spell to your list of "spells known". Enter the Sorcerers' Arcane Bloodline power, which we'll get using the Eldritch Heritage feat (which is why you have to be third level).Arcane Bloodline power wrote:Arcane Bond (Su): At 1st level, you gain an arcane bond ... Once per day, your bonded item allows you to cast any one of your spells knownAnd there we have it. You don't actually need to be able to cast the spell normally, it just needs to be known. So add a 9th level arcane necromancy spell to your Dirge Bard's list of "spells known", and then cast it through your bonded item.
Who needs to smite, when you can Enery Drain?
You do understand that a Sorcerer or any other Spontaneous caster doesn't know any spells until they reach a certain level. A Wizard could walk around with higher level spells in his spellbook but a Sorcerer or a Bard could not.
Level 0 1st 2nd 3rd 4th 5th 6th
1st 4 2 — — — — —
2nd 5 3 — — — — —
3rd 6 4 — — — — —
4th 6 4 2 — — — —
5th 6 4 3 — — — —
6th 6 4 4 — — — —
7th 6 5 4 2 — — —
8th 6 5 4 3 — — —
9th 6 5 4 4 — — —
10th 6 5 5 4 2 — —
11th 6 6 5 4 3 — —
12th 6 6 5 4 4 — —
13th 6 6 5 5 4 2 —
14th 6 6 6 5 4 3 —
15th 6 6 6 5 4 4 —
16th 6 6 6 5 5 4 2
17th 6 6 6 6 5 4 3
18th 6 6 6 6 5 4 4
19th 6 6 6 6 5 5 4
20th 6 6 6 6 6 5 5
If there is a slash through it then you can't access those slots with spell known until you reach the appropriate level. You can't choose a 6th level spell known until you hit 16th level.

VRMH |

Do you honestly think a 1st level ability is going to allow you to cast a 9th level spell before level 18?
Nah, of course not. The whole thing is silly. But I do maintain it's RAW.
Which just goes to show RAW means nothing. Common sense should trump it any time.
You are letting your lose their focus as you read some of these ability descriptions.
It's an exercise in theorycraft. Somewhere there's a line between "playing by the rules" and "bending the rules over a barrel". Tricks like this, which bend the rules over a barrel backwards, help us define that line.
Of course, that is just my opinion.
And frankly, I think you're right. I don't think you're correct, but I do think you're right. ;)

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shallowsoul wrote:Do you honestly think a 1st level ability is going to allow you to cast a 9th level spell before level 18?Nah, of course not. The whole thing is silly. But I do maintain it's RAW.
Which just goes to show RAW means nothing. Common sense should trump it any time.
Quote:You are letting your lose their focus as you read some of these ability descriptions.It's an exercise in theorycraft. Somewhere there's a line between "playing by the rules" and "bending the rules over a barrel". Tricks like this, which bend the rules over a barrel backwards, help us define that line.
Gauss wrote:Of course, that is just my opinion.And frankly, I think you're right. I don't think you're correct, but I do think you're right. ;)
But it's not RAW.
You can't access spell slots or spells known slots until you reach that certain level.

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shallowsoul wrote:Do you honestly think a 1st level ability is going to allow you to cast a 9th level spell before level 18?Nah, of course not. The whole thing is silly. But I do maintain it's RAW.
Which just goes to show RAW means nothing. Common sense should trump it any time.
Quote:You are letting your lose their focus as you read some of these ability descriptions.It's an exercise in theorycraft. Somewhere there's a line between "playing by the rules" and "bending the rules over a barrel". Tricks like this, which bend the rules over a barrel backwards, help us define that line.
Gauss wrote:Of course, that is just my opinion.And frankly, I think you're right. I don't think you're correct, but I do think you're right. ;)
While you can learn a spell of a higher level than you can cast (expanded Arcana do that too), you can't cast a spell of a higher level through the use of a bonded item as its rules say: "A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared.", so RAW, at least in this instance, is valid end it hasn't strange exceptions.

VRMH |

"A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared."
Yeah, I saw that one too. But then I noticed that particular stipulation is not in the Sorcerer's version: "Once per day, your bonded item allows you to cast any one of your spells known (unlike a wizard’s bonded item, which allows him to cast any one spell in his spellbook)."
But we should probably just agree to disagree, and move on to bits of cheese that don't stink this much.

Interzone |

Just an out there question have people considered the ramifications of Sylvan sorcerer, boon companion, Floating Disk and Shadow Projection?
An unkillable shadow dire tiger sounds like a truely nasty thing to run into.
What is the Floating Disk for? Oh, and Robes of Arcane Heritage is going to buff the Animal Companion more than Boon Companion. (Boon companion is max = character level, Robes give you an effective level+4, which results in a net of +1)

VRMH |

An unkillable shadow dire tiger sounds like a truely nasty thing to run into.
It's deliciously nasty, and it seems quite legit too. The main issue is getting Kitty to agree to this treatment time and time again.
What is the Floating Disk for?
Well, what arcane caster can carry a comatose tiger?

Interzone |

Bertious wrote:An unkillable shadow dire tiger sounds like a truely nasty thing to run into.It's deliciously nasty, and it seems quite legit too. The main issue is getting Kitty to agree to this treatment time and time again.
Interzone wrote:What is the Floating Disk for?Well, what arcane caster can carry a comatose tiger?
Oh right, duh.
(unless you have a bit of Strength and Ant Haul... I used to have a Dragon Disciple with super high Strength and Ant Haul.. his carrying capacity was ABSURD... but that is a corner case)

Interzone |

OR combine them for a plus 3 over level.
Doesn't work, I'm afraid. The Boon Companion can't give you any bonus that would take you over character level, so if you had the Robes Boon Companion would stop functioning : /
Even so. Just Robes gives you a better Animal Companion than a DRUID gets, which is significant.
Ravingdork |

Talonhawke wrote:OR combine them for a plus 3 over level.Doesn't work, I'm afraid. The Boon Companion can't give you any bonus that would take you over character level, so if you had the Robes Boon Companion would stop functioning : /
Even so. Just Robes gives you a better Animal Companion than a DRUID gets, which is significant.
I'm afraid so. Game developers sided with this interpretation in the case of an orange ioun stone, magical knack, and Spell Specialization

Bertious |

Amusingly you'd need to be about 8th level to do this with a sorcerer which gives you a 800lb limit to the disk and
Smilodon populator, 1 million-10,000 years ago; occurred in the eastern parts of South America and it was perhaps the the largest known felid with a body mass range of 220 to 360 kg (490 to 790 lb)[7][8] possessing a massive chest and front legs, It was more than 1.40 m (55 in) high at the shoulder, 2.6 m (100 in) long on average and had a 30 cm (12 in) tail. Its upper canines reached 30 cm (12 in) and protruded up to 17 cm (6.7 in) out of the upper jaw.[
So it all works out rather well. :D

Interzone |

Amusingly you'd need to be about 8th level to do this with a sorcerer which gives you a 800lb limit to the disk andWikipedia wrote:Smilodon populator, 1 million-10,000 years ago; occurred in the eastern parts of South America and it was perhaps the the largest known felid with a body mass range of 220 to 360 kg (490 to 790 lb)[7][8] possessing a massive chest and front legs, It was more than 1.40 m (55 in) high at the shoulder, 2.6 m (100 in) long on average and had a 30 cm (12 in) tail. Its upper canines reached 30 cm (12 in) and protruded up to 17 cm (6.7 in) out of the upper jaw.[So it all works out rather well. :D
Although oddly enough the bestiary entry for Smilodon lists its weight as 'up to 6000lbs'... I think maybe it has an extra digit in there :P

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And let's not forget the Paragon Surge spell! It may only work for Half-Elf casters, but you can cast it on your Animal Companion no matter what race you are. +2 dex, +2 int and any feat it qualifies for. There should be some nice stuff in the monster feat list...
Holy crap... that's another one that I would have NEVER thought of. Nice job!