Tricks of the trade - A not necessarily legal list of stuff for your character to do


Advice

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Charlie Bell wrote:
Use an unseen servant to follow you around holding a potion of cure whatever, with instructions to administer it should you become unconscious.

I think that's outside the scope of the spell.

"An unseen servant is an invisible, mindless, shapeless force that performs simple tasks at your command. It can run and fetch things, open unstuck doors, and hold chairs, as well as clean and mend. The servant can perform only one activity at a time, but it repeats the same activity over and over again if told to do so as long as you remain within range. "
This to me indicates that if it has the order to follow you around, it can't have the order to feed you the potion. I'm uncertain if an unseen servant can even have "triggered" orders.

The Exchange

Sounds like the tactics my magical engineer commandos use.

http://paizo.com/threads/rzs2mb41?Pathfinders-impact-on-my-Magical-Engineer #1

Dirty Tricks Inc!


What about:

Beguiling gift + hat/scarf/coat/backpack covered in/filled with flasks of oil and a smokestick?

Next turn (or readied action) spark?


fireball+daze metamagic feat+magical lineage(trait) 4lvl. spell area of effect daze targets reflex (lowest save on average).
expensive one but fun bag of holding and portable whole instantly destroys target 10ft. area by ripping a whole into astral plane, if you have craft (fletching) craft (traps) and knowledge (engineering) instant death trap with 120ft. range.


bumb


ray of frost+daze metamagic feat+ magical lineage attempt a daze attack every round you cannot do something more useful.


Dot.

Shadow Lodge

Nearyn wrote:


The Adventurer's Lockpick

The Adventurer's Lockpick is an old favorite of mine, and the bane of one of my former DMs.

The Adventurer's Lockpick is an Adamantine Dagger. That's it. 3002gp is a big investment, it's more than a +1 sword, but once you get the cash together, you really need one of these. An adamantine dagger has a million uses, but the best of them is going through doors.

If the rogue cannot open a lock, or worse yet, screws up and breaks the lock, you just cut the thing out of the door with your Adventurer's Lockpick. It usually only takes one round, just thrust it in gap between door and doorframe, and cut downward.

Of course, not every GM is going to buy into the adamantine = adamantium = cuts through anything like a knife through hot butter thing. Hell, I personally even have issues with it in the comic books....Wolverine simply isn't strong enough to shred through metal like he's often shown doing. And adamantine is is just a metal that's harder than steel, it's not the nigh-indestructible metal of Marvel's adamantium.

Lockpicks are prized as much for STEALTHILY opening locked doors are they are for just being able to get through the door. With your method, there is no stealth. Anything on the other side of the door knows you're coming in before you get through, while you probably do NOT know what's on the other side.

Addressing adamantine arrows: Only the head is going to be made of adamantine...the shaft is going to still be wood. Thus, still breakable. So the rules of the arrow being destroyed if it hits, and 50% being destroyed or lost if it misses would still apply.


Kthulhu wrote:
Nearyn wrote:


The Adventurer's Lockpick

The Adventurer's Lockpick is an old favorite of mine, and the bane of one of my former DMs.

The Adventurer's Lockpick is an Adamantine Dagger. That's it. 3002gp is a big investment, it's more than a +1 sword, but once you get the cash together, you really need one of these. An adamantine dagger has a million uses, but the best of them is going through doors.

If the rogue cannot open a lock, or worse yet, screws up and breaks the lock, you just cut the thing out of the door with your Adventurer's Lockpick. It usually only takes one round, just thrust it in gap between door and doorframe, and cut downward.

Of course, not every GM is going to buy into the adamantine = adamantium = cuts through anything like a knife through hot butter thing. Hell, I personally even have issues with it in the comic books....Wolverine simply isn't strong enough to shred through metal like he's often shown doing. And adamantine is is just a metal that's harder than steel, it's not the nigh-indestructible metal of Marvel's adamantium.

Lockpicks are prized as much for STEALTHILY opening locked doors are they are for just being able to get through the door. With your method, there is no stealth. Anything on the other side of the door knows you're coming in before you get through, while you probably do NOT know what's on the other side.

This...in most games I have been in, adamantine weapons make cutting through a stone wall more similar to chopping through wood than spooning ice cream from a bowl.


Kthulhu wrote:


Addressing adamantine arrows: Only the head is going to be made of adamantine...the shaft is going to still be wood. Thus, still breakable. So the rules of the arrow being destroyed if it hits, and 50% being destroyed or lost if it misses would still apply.

Durable is pretty cheap to throw on an arrow. Shoot some Adamantine arrows at the castle drawbridge chains. Charge with battering ram.

Shadow Lodge

Jaxtile wrote:
Kthulhu wrote:


Addressing adamantine arrows: Only the head is going to be made of adamantine...the shaft is going to still be wood. Thus, still breakable. So the rules of the arrow being destroyed if it hits, and 50% being destroyed or lost if it misses would still apply.
Durable is pretty cheap to throw on an arrow. Shoot some Adamantine arrows at the castle drawbridge chains. Charge with battering ram.

It's also fairly wasteful. The rules for destroyed/lost arrows don't refer to the hit points of the arrow. It's simply destroyed/lost. Putting an extra enchantment on it to give it more hit points or extra hardness just means that you've flushed MORE money/time/resources down the drain.

Grand Lodge

Huge sized Adamantine Durable Arrow is pretty cheap.

You can two hand it too.


sweet I jumpstarted it, I almost thought it was done for.


Aelryinth wrote:


Unlike a tent, which can be folded down and shrunk, the hat has to remain in its form to perform the task. Thus, it takes up a much higher volume.

Or just have some minor ribbing for shape. I'd not make mine a perfect cone. More like a circular wall that angles sharply toward the top to make it a hat.

Aelryinth wrote:
On the portable hole trick, there is nothing I've ever read that says you can't force open the hole from the inside. closing it up and drowning someone is virtually impossible. Those inside the hole can just grab the lip and force it open.

I partially disagree with this. Someone on the inside COULD open it, but in this instance he'd have to to do so while making a swim check and holding his breath. This is assuming the rogue isn't smart enough to hold the bag closed somehow, such as folding it back on itself and securing it. Ever try to get your arm into a shirt sleeve that's folded up a few times? It's not easy. It's not a direct correlation, but it's the closest relatable real world example I can think of.

Having said all that, the fighter could simply stab the wall and break the bag. Assuming he's smart enough to realize it before he drowns. I'm pretty sure the contents would spill into the prime, unlike if a portable hole goes in a bag of holding.

Aelryinth wrote:

For a variant on the portable hole trick: Having half a dozen people clamber into your portable hole allows you to easily bypass the weight limits on teleport. Combine with reduce item and you can evacuate a noble household without too much problem. If you're thinking ahead and have stands or something installed, it gets even nicer.

==Aelryinth

This is definitely an old standby.


@Kthulhu: Welcome to the thread.

Kthulhu wrote:
Of course, not every GM is going to buy into the adamantine = adamantium = cuts through anything like a knife through hot butter thing. Hell, I personally even have issues with it in the comic books....Wolverine simply isn't strong enough to shred through metal like he's often shown doing. And adamantine is is just a metal that's harder than steel, it's not the nigh-indestructible metal of Marvel's adamantium.

Thing is, people using this trick are not asking their DM's to 'buy' anything. The rules flatly state that adamantine ignores hardness beneath 20, and while I agree that an adamantine weapon is not a lightsaber, it does cut through basically anything not made of adamantine, given patience. By RAW you could punch your way through the walls of Jerusalem with a pair of adamantine brass-knuckles.

Kthulhu wrote:
Lockpicks are prized as much for STEALTHILY opening locked doors are they are for just being able to get through the door. With your method, there is no stealth. Anything on the other side of the door knows you're coming in before you get through, while you probably do NOT know what's on the other side.

Oh believe me, I'm not arguing that the Adventurer's Lockpick is stealthy. You're hacking your way through a door after all. However it -is- efficient, especially if your rogue fails and breaks the lock. What are you gonna do then? you can't throw your hands in the air and go home, you've got a princess to save! Then a sharp, pointy object, made from highly durable meteorite comes very handy. An adamantine dagger will cut its way througn a simple door on 5 swings, and a good door on 10, on average. And that's without any damage bonusses at all. Not to mention that this amount of swings are for utterly destroying the door, not simply breaking through the lock.

Kthulhu wrote:
Addressing adamantine arrows: Only the head is going to be made of adamantine...the shaft is going to still be wood. Thus, still breakable. So the rules of the arrow being destroyed if it hits, and 50% being destroyed or lost if it misses would still apply.

While I'd rule the same, saying that it's just the arrowhead that's adamantine, there is actually nothing in the rules backing this up. For all we know the entire bloody thing could be made of adamantine. It still breaks on a hit though, despite the material it happens to be crafted from.

Kthulhu wrote:
It's also fairly wasteful. The rules for destroyed/lost arrows don't refer to the hit points of the arrow. It's simply destroyed/lost. Putting an extra enchantment on it to give it more hit points or extra hardness just means that you've flushed MORE money/time/resources down the drain.

Not so. A durable arrow does not break from normal use.

Cheers.


is carving out a stone wall normal usage of an arrow? I thought the normal usage had something to do with bows.

regardless, there's a clause in the destroy objects section stating some types of weapons are unusable against some kinds of objects, so you ARE asking for the DM to buy it. It's very well within it's right to refer to that section and state that an arrow head is too small for you to put any leverage behind it.


@Ilja: I was under the impression that the durable-arrow talk dealt with the idea of firing the arrow at portcullis chains. Yeah, I just doublechecked, it totally does.

Also the clause you're thinking of is the one stating that typically an item needs to deal slashing or bludgeoning damage to deal damage to structures, yes? Because then I have to insist that I'm not asking the DM to buy anything, since I've been advocating the use of dagger :P

Cheers

Dark Archive

2 people marked this as a favorite.

One of the players in our group is a big fan of making silly/clever items like these.

I think my favorite has been a variation on the necklace of fireballs that people have been mentioning here. Just tie one to an alchemist's flask! Kind of expensive for a grenade, but awesome. (Upon rereading the rules, I'm not sure if an alchemist's flask counts as a magical fire attack. As a GM I'd say so, just for the sake of awesome).

A sack of weasels and sovereign glue also made for fun, if not particularly useful shenanigans. You can really find all sorts of uses for unbreakable glue though and I've become a big advocate of its use.

Sczarni

2 people marked this as a favorite.

My group of players encountered an animated goblet in a sack. It springs to life whenever anyone touches it. So they went to a Kobold fort, and just tossed the bag with the goblet in it at the front door and hid back in the trees.

Kobold guards come out, open up the sack, see the pretty goblet, and BAM.


Can we keep the profanity off of the boards please? Or at least warn people who might be clicking links in the company of others?

Sheesh.

Nearyn wrote:

@Ashiel: Welcome to the thread, glad to have you here :)

Oh! and in regards to Ashiel's Pointy Hat Trick

Thanks for sharing :D


Some Random Player wrote:

Can we keep the profanity off of the boards please? Or at least warn people who might be clicking links in the company of others?

Sheesh.

Nearyn wrote:

@Ashiel: Welcome to the thread, glad to have you here :)

Oh! and in regards to Ashiel's Pointy Hat Trick

Thanks for sharing :D

Apologies if the link inconvenienced you.

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