Favorite Rules Exploits and Dubiously Legal Shenanigans


Pathfinder First Edition General Discussion

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Yes, moving on. A Sohei can, at 6th level, flurry of blows with any weapon group he had weapon training with. Flurry guns.
If you either 1. dont want to lose levels 2. restrict the ability to only weapon trainings gained through sohei, you can use weapon modification to make a firearm count as weapon group(bows) or (crossbows).
TWF double hackbut.

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TheKillerCorgi wrote:

Yes, moving on. A Sohei can, at 6th level, flurry of blows with any weapon group he had weapon training with. Flurry guns.

If you either 1. dont want to lose levels 2. restrict the ability to only weapon trainings gained through sohei, you can use weapon modification to make a firearm count as weapon group(bows) or (crossbows).
TWF double hackbut.

And don't forget

A monk applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands

Full str on bullet damage too


Name Violation wrote:
TheKillerCorgi wrote:

Yes, moving on. A Sohei can, at 6th level, flurry of blows with any weapon group he had weapon training with. Flurry guns.

If you either 1. dont want to lose levels 2. restrict the ability to only weapon trainings gained through sohei, you can use weapon modification to make a firearm count as weapon group(bows) or (crossbows).
TWF double hackbut.

And don't forget

A monk applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands

Full str on bullet damage too

Wow. Just wow. I wonder if the writer of the Sohei realized that when he wrote bows and crossbows onto the list of weapon groups a Sohei gets.

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TheKillerCorgi wrote:
Name Violation wrote:
TheKillerCorgi wrote:

Yes, moving on. A Sohei can, at 6th level, flurry of blows with any weapon group he had weapon training with. Flurry guns.

If you either 1. dont want to lose levels 2. restrict the ability to only weapon trainings gained through sohei, you can use weapon modification to make a firearm count as weapon group(bows) or (crossbows).
TWF double hackbut.

And don't forget

A monk applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands

Full str on bullet damage too

Wow. Just wow. I wonder if the writer of the Sohei realized that when he wrote bows and crossbows onto the list of weapon groups a Sohei gets.

And nothing stops a gunslinger from still adding dex.

I think there's actually a way to add dex,str,cha, and maybe int to damage on guns if you jump threw all the hoops

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Mysterious stranger 1/trench fighter 5/ sohei x.

Bullets can now add str and dex, and cha as a swift action.

Or (correct me if this is wrong) for a 1 big shot be a grenadier, and use a hybridization funnel, explosive missile, and a conductive weapon, and the kirin strike feat. Suddenly you add;
Weapon damage
+Bomb damage (xd6 +int explosive missile)
+Alchemist fire (d6 +int, alchemical weapon, hybridization funneled)
+acid (d6+int, alchemical weapon, hybridization funneled)
+bomb(xd6+int conductive weapon)
+2xint (kirin strike)


It's like you guys are reading my Halfling Warslinger build notes... Weapon Master Fighter 3/Sohei Monk X, and Weapon Master 3/Grenadier Alchemist X...


Name Violation wrote:

Mysterious stranger 1/trench fighter 5/ sohei x.

Bullets can now add str and dex, and cha as a swift action.

Or (correct me if this is wrong) for a 1 big shot be a grenadier, and use a hybridization funnel, explosive missile, and a conductive weapon, and the kirin strike feat. Suddenly you add;
Weapon damage
+Bomb damage (xd6 +int explosive missile)
+Alchemist fire (d6 +int, alchemical weapon, hybridization funneled)
+acid (d6+int, alchemical weapon, hybridization funneled)
+bomb(xd6+int conductive weapon)
+2xint (kirin strike)

I threw together a bolt ace/underground chemist once that got int and dex damage with splash weapons shot from a launching crossbow.

The one hiccup was figuring out a cheap way to use it. I didn't want to ask if the GM would allow abundant ammunition shenanigans, and I didn't want to do water balloons, either...I just ended up filing it away.


Scott Wilhelm wrote:
VoodistMonk wrote:
Song of Fiery Gaze only allows people to see through smoke, not breath it... so you still cannot use it indoors.
Sure you can. There is no limit on SoFG as to where. The Eversmoking Bottle doesn't create any breathing problems. The Pyrotechnics Spell it's derived from imposes -4 ST and Dex on a failed save, which would be unpleasant for party members, but very rarely would that compare with the opponents being Blinded while the party isn't. Smokesticks don't impose any other effects other than obsuring vision.
Environmental Rules wrote:

Smoke

A character who breathes heavy smoke must make a Fortitude save each round (DC 15, +1 per previous check) or spend that round choking and coughing. A character who chokes for 2 consecutive rounds takes 1d6 points of nonlethal damage. Smoke obscures vision, giving concealment (20% miss chance) to characters within it.

...

Dense smoke, as might fill a burning building, can prove even more dangerous than the flames that create it. In addition to the rules for smoke inhalation presented on page 426 of the Core Rulebook, a character in dense smoke must make a DC 10 Fortitude save every round that she is subject to these conditions. A character may fail this save a number of times equal to her Constitution modifier. After failing to save for the last time, the character falls unconscious and is subject to suffocation.

Quote:

Smokestick

Price 20 gp; Weight 1/2 lb.

This alchemically treated wooden stick instantly creates thick, opaque smoke when burned. The smoke fills a 10-foot cube (treat the effect as a fog cloud spell, except that a moderate or stronger wind dissipates the smoke in 1 round). The stick is consumed after 1 round, and the smoke dissipates naturally after 1 minute.

Quote:

Eversmoking Bottle

...The amount of smoke is great if the stopper is pulled out, pouring from the bottle and totally obscuring vision across a 50-foot spread in 1 round.

The definition of 'heavy' smoke (or 'dense' smoke for that matter) is unclear, but even if the GM concludes that the 'thick' smoke from a smokestick is different because it says to treat it as a fog cloud, Eversmoking Bottle doesn't say the same.

Although the environmental effects only say that characters who breathe smoke choke, so I guess if you say you're holding your breath you might be OK for a while.


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Matthew Downie wrote:
Scott Wilhelm wrote:
VoodistMonk wrote:
Song of Fiery Gaze only allows people to see through smoke, not breath it... so you still cannot use it indoors.
Sure you can. There is no limit on SoFG as to where. The Eversmoking Bottle doesn't create any breathing problems. The Pyrotechnics Spell it's derived from imposes -4 ST and Dex on a failed save, which would be unpleasant for party members, but very rarely would that compare with the opponents being Blinded while the party isn't. Smokesticks don't impose any other effects other than obsuring vision.
Environmental Rules wrote:

Smoke

A character who breathes heavy smoke must make a Fortitude save each round (DC 15, +1 per previous check) or spend that round choking and coughing. A character who chokes for 2 consecutive rounds takes 1d6 points of nonlethal damage. Smoke obscures vision, giving concealment (20% miss chance) to characters within it.

...

Dense smoke, as might fill a burning building, can prove even more dangerous than the flames that create it. In addition to the rules for smoke inhalation presented on page 426 of the Core Rulebook, a character in dense smoke must make a DC 10 Fortitude save every round that she is subject to these conditions. A character may fail this save a number of times equal to her Constitution modifier. After failing to save for the last time, the character falls unconscious and is subject to suffocation.

Quote:

Smokestick

Price 20 gp; Weight 1/2 lb.

This alchemically treated wooden stick instantly creates thick, opaque smoke when burned. The smoke fills a 10-foot cube (treat the effect as a fog cloud spell, except that a moderate or stronger wind dissipates the smoke in 1 round). The stick is consumed after 1 round, and the smoke dissipates naturally after 1 minute.

Quote:

Eversmoking Bottle

...The amount of smoke is great if the stopper is pulled out,
...

For starters, we are only talking about Smokestick Smoke and Eversmoking Bottle Smoke. There is a choking hazard for Pyrotechnics Smoke. Pyrotechnics is different, and not what I consider a big deal.

The magic smoke produced by the Eversmoking Bottle doesn't say it has the same choking effects of environmental smoke, and as a general rule, magic items don't do what they don't say they do. But a GM might decide that it does, especially with a player who is up to shenanigans.

But even in that case, the choking affects friend and foe alike. So if we are in a fight, and both of us are choking, and I'm blind, and you're not, then you're probably going to kick my ass. It would be the kind of ass-kicking you'd feel guilty about later, a beating-on-a-blind-man-ass-kicking.

Meanwhile, the smoke-choking environmental hazard is not that big a deal. It's just a DC 15 Fort Save. Especially if the party knows it's coming, they should be able to prepare for that easily enough. And even if that prep is only good Fort Saves, and you are concerned that the DC goes up by +1 every round, we are still talking about a fight where 1 opponent is blind and the other isn't, so the fight should not be a very long one.


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- Kineticist
- Elemental Annilihator
- 20th level
- Ominicide + Kinetic Blade (yes, that is a legit combo, because Omnicide is a Composite Blast, which can be modified by form infusions)
- 3 MELEE attacks dealing 50d6+50 points of damage (150d6+150)
- 1 extra MELEE attack if hasted (200d6+200)
- 10 ft. reach if you use Kinetic Whip, leaving you out of reach for counter-attacks.

Ouch... your boss character/creature isn't gonna last long.

Here's the joke: ever since the initial publication of Occult Adventures, the Kineticist got 2 new elements, Wood and Void. if we speak rationally, the Omincide could legally get TWO extra thresholds, each dealing 10d6+50 points of damage (piercing for Wood; negative energy for Void)... leading to 70d6+70 each Blast, 170d6+170 / 280d6+280 total.

Ok, fine, that's houseruling, but still, the possibility is there XD


20th level Omnicide is just good clean fun.


VoodistMonk wrote:
20th level Omnicide is just good clean fun.

Yeah, but there are drawbacks ^^;

- It costs 4 Burn points (which can be reduced or even negated with the right tools)
- You lose utility talents.
- The archetype itself works better with Physical Blasts... which rules out Fire.

Yeah, this is something I kinda wished they would have rectified:
- Fire has no Physical Blast, when it could have gotten [Hard] Light, especially to mirror Void's gravity blast.
- Earth has no Energy Blast, when it could have gotten Acid, especially with poison-related infusions.
- Aether has no Energy Blast either when it could have gotten Sonic (with a lower damage). Why? Because I see several Aether-using fictional characters screaming their lungs out :P.

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This is very low on the rules shenanigans, but I always loved the Anatomy Doll.

This item needs to be attuned to a person, and from that moment on it can only ever be attuned to that person (so it can never be changed). From then on, you can twist/stab the doll to make the person sickened and deal 1 damage (+1 for any sneak attack dice you might have). The person in question can make a DC 14 Will save to negate the damage and break the link, which causes the enemy to have to re-establish it to that same person.

This is all very underpowered, but there is a very niche way to use this: If you have negative energy affinity (dhampir, oracle curse, etc), you can link this doll to yourself! The damage it deals is negative energy, which heals you. You just need to twist the doll to heal 1 hp (+1 per sneak attack die you have).

For a 1000 gp you have an never ending healing doll. Hell, you can pass the doll around to your allies as a form of stress-management.


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Mr. Bonkers wrote:

This is very low on the rules shenanigans, but I always loved the Anatomy Doll.

This item needs to be attuned to a person, and from that moment on it can only ever be attuned to that person (so it can never be changed). From then on, you can twist/stab the doll to make the person sickened and deal 1 damage (+1 for any sneak attack dice you might have). The person in question can make a DC 14 Will save to negate the damage and break the link, which causes the enemy to have to re-establish it to that same person.

This is all very underpowered, but there is a very niche way to use this: If you have negative energy affinity (dhampir, oracle curse, etc), you can link this doll to yourself! The damage it deals is negative energy, which heals you. You just need to twist the doll to heal 1 hp (+1 per sneak attack die you have).

For a 1000 gp you have an never ending healing doll. Hell, you can pass the doll around to your allies as a form of stress-management.

If you have the Bleeding Wounds Oracle Revelation, then that negative energy causes Bleed. If you have Demnic/Fiendish Obedience (Shax), then that Bleed turns into Fast Healing...

Shadow Lodge

Mr. Bonkers wrote:

This is very low on the rules shenanigans, but I always loved the Anatomy Doll.

This item needs to be attuned to a person, and from that moment on it can only ever be attuned to that person (so it can never be changed). From then on, you can twist/stab the doll to make the person sickened and deal 1 damage (+1 for any sneak attack dice you might have). The person in question can make a DC 14 Will save to negate the damage and break the link, which causes the enemy to have to re-establish it to that same person.

This is all very underpowered, but there is a very niche way to use this: If you have negative energy affinity (dhampir, oracle curse, etc), you can link this doll to yourself! The damage it deals is negative energy, which heals you. You just need to twist the doll to heal 1 hp (+1 per sneak attack die you have).

For a 1000 gp you have an never ending healing doll. Hell, you can pass the doll around to your allies as a form of stress-management.

I had a pfs character that did that. She was an oracle1/bloodrager2/fghtr2/paintaster prc. Oracle gave her black blood curse for negative healing and sidestep secret for dumping dex. Bloodrager for spelleater, Fast healer feat, & 26 con while raging, giving her fast healing 5. Sneak attack from paintaster & fast healer made poking the doll a decent amount of healing too.


I've never seen it used with the doll, but Fast Healer with Fey Foundling can get insane in a hurry. A Human Unbreakble Fighter can pretty much have it all at level 1, but the one level dip in Unbreakable Fighter will set you up for Fast Healer any time you want... which opens up other fun exploits like Half-Orc/Sacred Tattooes/Fate's Favored... Fey Foundling obviously has to be taken at level 1.

Great start for a Paladin or Warpriest, due to swift action self-healing...

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There is also the spell Globe of Tranquil Water that create some fun (read unfair) builds.

As written, the spell causes a 20 ft. globe of calm water around you, which also travels with you (which is the reason some people say it shouldn't be an Abjuration spell). In other words: instant underwater combat. A long as you are better underwater than your enemy, you'll have a great advantage.

Be a Warpriest as this spell can be fervored, which is a huge action economy saver. Bonus points if you also have the Void Blessing.

Move action move, swift action fervor (globe of tranquil water), standard action Minor Void Blessing. Suddenly the enemy is underwater, cannot hold it's breath and immediately needs to make drowning checks.

To be able to be better underwater than any opponent, consider being an amphibious Undine with Aquatic Advantage and maybe Improved Trip.


I absolutely love that. Thank you.


For Kineticist's, Racial Heritage (Gathlain) sets you up to take the ridiculously broken Gathlain FCB for Kineticists...

Shadow Lodge

Gathlain make for halfway decent Overwhelming Souls because of that FCB.

Dark Archive

Mr. Bonkers wrote:

There is also the spell Globe of Tranquil Water that create some fun (read unfair) builds.

As written, the spell causes a 20 ft. globe of calm water around you, which also travels with you (which is the reason some people say it shouldn't be an Abjuration spell). In other words: instant underwater combat. A long as you are better underwater than your enemy, you'll have a great advantage.

Be a Warpriest as this spell can be fervored, which is a huge action economy saver. Bonus points if you also have the Void Blessing.

Move action move, swift action fervor (globe of tranquil water), standard action Minor Void Blessing. Suddenly the enemy is underwater, cannot hold it's breath and immediately needs to make drowning checks.

To be able to be better underwater than any opponent, consider being an amphibious Undine with Aquatic Advantage and maybe Improved Trip.

not quite

fervor As a swift action, a warpriest can expend one use of this ability to cast any one warpriest spell he has prepared with a casting time of 1 round or shorter. When cast in this way, the spell can target only the warpriest, even if it could normally affect other or multiple targets. Spells cast in this way ignore somatic components and do not provoke attacks of opportunity. The warpriest does not need to have a free hand to cast a spell in this way.

globe: Range 20 ft.
Area 20-ft.-radius emanation, centered on you

its centered on you, but doesnt target you. not valid for fervor


Is this a legal combo?
- Shocking Grasp
- Intensify Spell
- Empower Spell
- Craft Wand

Can you really craft a 15d6 shock baton :P ?

I say Shocking Grasp, but... Burning Hands, Snowball, Corrosive Touch, Ear-Piercing Scream, Burning Arc and others :P


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JiCi wrote:

Is this a legal combo?

- Shocking Grasp
- Intensify Spell
- Empower Spell
- Craft Wand

Can you really craft a 15d6 shock baton :P ?

Sort of. It'd be 10d6 x 1.5, not 15d6. It'd also have a market price of 45,000 gp (4 x 15 x 750), so probably not worth it.

Dark Archive

Name Violation wrote:
Mr. Bonkers wrote:

There is also the spell Globe of Tranquil Water that create some fun (read unfair) builds.

As written, the spell causes a 20 ft. globe of calm water around you, which also travels with you (which is the reason some people say it shouldn't be an Abjuration spell). In other words: instant underwater combat. A long as you are better underwater than your enemy, you'll have a great advantage.

Be a Warpriest as this spell can be fervored, which is a huge action economy saver. Bonus points if you also have the Void Blessing.

Move action move, swift action fervor (globe of tranquil water), standard action Minor Void Blessing. Suddenly the enemy is underwater, cannot hold it's breath and immediately needs to make drowning checks.

To be able to be better underwater than any opponent, consider being an amphibious Undine with Aquatic Advantage and maybe Improved Trip.

not quite

fervor As a swift action, a warpriest can expend one use of this ability to cast any one warpriest spell he has prepared with a casting time of 1 round or shorter. When cast in this way, the spell can target only the warpriest, even if it could normally affect other or multiple targets. Spells cast in this way ignore somatic components and do not provoke attacks of opportunity. The warpriest does not need to have a free hand to cast a spell in this way.

globe: Range 20 ft.
Area 20-ft.-radius emanation, centered on you

its centered on you, but doesnt target you. not valid for fervor

Crap, no quickened Globe of Tranquil Water then. Action economy wise it can still be salvaged with Quicken Blessing: Cast spell as standard, move towards enemy (assuming swim speed), swift for Void Blessing (using two).

But the use of Globe of Tranquil Water in this way is already extremely powerful, so it might not need the extra optimization of the swift action.


Darigaaz the Igniter wrote:
JiCi wrote:

Is this a legal combo?

- Shocking Grasp
- Intensify Spell
- Empower Spell
- Craft Wand

Can you really craft a 15d6 shock baton :P ?

Sort of. It'd be 10d6 x 1.5, not 15d6. It'd also have a market price of 45,000 gp (4 x 15 x 750), so probably not worth it.

Still nothing to sneeze that though... and wands like this can be useful to avoid wasting spells.


It's not really cheating, just using what's available to great effect... Divine Paragon Cleric 5/Evangelist PrC 10 can be a beast. Literally the epitome of all things "Cleric".

At 15:
BAB +10
Base Saves +7/+6/+7
CL 14, 7th level spells
7D6 Channel Energy
All 3 Evangelist Boons
All 3 of either Exalted or Sentinel Boons (your choice)

Another really fun combination is the Warsighted Oracle 10/Mortal Usher PrC 10. You actually finish out all 15 levels of Martial Flexibility stuffs from Warsighted Oracle via Mortal Talents.

At 20:
BAB +14
Base Saves +8/+6/+12
CL 15, 7th level spells

There are probably more powerful ways to exploit Aligned Class/Mortal Talents/whatever that Warden PrC calls its similar continuation of the previous class... but these ones go together so well, it feels like it must be cheating.


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Could you effectively fly using globe of tranquil water?


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TheKillerCorgi wrote:
Could you effectively fly using globe of tranquil water?

It stays centered on you, so yeah, just swim upwards...? It's absolutely clownshoes, but this IS the right thread for it.


VoodistMonk wrote:

It's not really cheating, just using what's available to great effect... Divine Paragon Cleric 5/Evangelist PrC 10 can be a beast. Literally the epitome of all things "Cleric".

At 15:
BAB +10
Base Saves +7/+6/+7
CL 14, 7th level spells
7D6 Channel Energy
All 3 Evangelist Boons
All 3 of either Exalted or Sentinel Boons (your choice)

Another really fun combination is the Warsighted Oracle 10/Mortal Usher PrC 10. You actually finish out all 15 levels of Martial Flexibility stuffs from Warsighted Oracle via Mortal Talents.

At 20:
BAB +14
Base Saves +8/+6/+12
CL 15, 7th level spells

There are probably more powerful ways to exploit Aligned Class/Mortal Talents/whatever that Warden PrC calls its similar continuation of the previous class... but these ones go together so well, it feels like it must be cheating.

See Diverse obedience.

The feat's text explicitly allows using it in addition to prestige classes and probably divine paragon.


Diverse Obedience is neat.

Divine Paragon already lets you pick whatever Boons you want, as far as Evagelist/Exalted/Sentinel are concerned... but one you make the choice, you are locked into that path. Obviously, don't pick the Evagelist Boons, since they will be gifted via the PrC.

Diverse Obedience could be worth it if you wanted to cherrypick between Exalted and Sentinel Boons... interesting. Options are good. I like options.

I knew about the feat, I don't know why I didn't connect it to this build from the start. I guess I thought getting two complete paths was good enough. Lol. I am an idiot for not seeing the potential of this WAY earlier...


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How To Get 2.5 Full Attacks Per Turn:

So the build is basically this: get 3 standard actions each turn from Monk of the Four Winds, charge using a standard action each turn using Rhino Charge and then Pounce.

First: Monk of the Four Winds. Basically at level 12 you spend a swift action and 6 ki to gain 3 standard actions instead of 1. It has some very harsh restrictions but none of those are relevant right now.

Slow Time:
Monk of the four winds wrote:
At 12th level, a monk of the four winds can use his ki to slow time or quicken his movements, depending on the observer. As a swift action, the monk can expend 6 ki points to gain three standard actions during his turn instead of just one. The monk can use these actions to do the following: take a melee attack action, use a skill, use an extraordinary ability, or take a move action. The monk cannot use these actions to cast spells or use spell-like abilities, and cannot combine them to take full-attack actions. Any move actions the monk makes this turn do not provoke attacks of opportunity. This ability replaces abundant step.

Second: Rhino Charge makes you able to ready a charge. Now, readying a charge is a standard action and you can trigger readied actions while it it is your turn so this is essentially a standard action charge.
Rhino Charge:
Rhino Charge wrote:
You may ready a charge, though you may only move up to your speed on the charge.

Now we need to get pounce. For that we take 4 levels of weretouched shifter with the Deinonychus or Tiger aspect. This nets us pounce and some other goodies for 4 + wis hours a day.

We still have a huge problem: Slow Time uses 6 ki for every use. For that we stack Drunken Master onto Monk of The Four Winds which gives us a temporary ki point every time we drink a tankard of alcohol. Deep drinker makes it two ki points per tankard drank.

Drunken Ki:
Drunken Master wrote:
At 3rd level, a drunken master can drink a tankard of ale or strong alcohol and gain one temporary ki point. The act of drinking is a standard action that does not provoke attacks of opportunity. The monk can have a maximum number of drunken ki points equal to 1 plus one additional point for every two levels thereafter (5th, 7th, and so on). The monk can gain this temporary ki even before he gains a ki pool at 4th level. These drunken ki points last for 1 hour or until spent, whichever is shorter.

Deep Drinker:
Deep Drinker wrote:
When you gain temporary ki from drunken ki, you gain 2 temporary ki rather than just 1.

We still have two problems:
1. A monk can only hold 5 drunken ki at once at level 12 and slow time spends 6
2. We still have to drink 3 tankards of alcohol every turn

Solving the former is easy just get a Ring of Ki Mastery and reduce slow time’s cost to 5 ki.

Ring of Ki Mastery:
Ring of Ki Mastery wrote:

This ring is half onyx and half clear-white crystal, magically fused together and hardened to the strength of steel. It allows a wearer with a ki pool to store up to 2 ki points in the ring as a swift action. These points remain in the ring until used. The wearer can use the ki points normally, or can gain the following benefits when he has ki points stored in the ring.

As long as there are at least 2 ki points stored in the ring, the wearer reduces the number of ki points needed to use a ninja trick or ki ability by 1 (minimum 1 ki point).

For the latter, we worship Cayden Cailean and take the Divine Fighting Technique Feat(see notes for alignment restriction) to gain Cayden Cailean's Divine Fighting Technique which allows us to drink from a tankard instead of attacking with it if we're tfw'ing with it and a light weapon. So instead of flurrying we tfw with tankard and another light weapon and burn 3 of the attacks for drinks.

Cayden Cailean's Blade and Tankard:
Cayden Cailean wrote:
You can wield a tankard (or mug) as a weapon, treating it in all ways as a light mace appropriate for your size. If you engage in two-weapon fighting with a rapier or light weapon in one hand and a tankard in the other, you can drink a potion or other liquid from the tankard or attempt to toss liquid from the tankard as a dirty trick combat maneuver (such as to blind a foe) in place of attacking with it. You do not provoke attacks of opportunity for attempting a dirty trick maneuver with a tankard.

We only have a minor problem left: refilling the tankard. For that we buy a Cailean Fighting Tankard which can hold up to 3 cubic feet of ale (which amounts to about 150-180 mugs of ale depending on what kind of gallon you use).

Cailean Fighting Tankard:
Cailean Fighting Tankard wrote:
This steel tankard functions as a +1 light hammer. Worshipers of Cayden Cailean are automatically proficient with it. The interior of the tankard contains six identical extradimensional spaces. Each space can hold 1 dose of a different potable liquid of up to 1/2 cubic foot in volume (including potions, but not poisons). Liquid never sloshes out of the these spaces accidentally (though it often appears ready to do so), and when the wielder drinks from the tankard, it provides the drink from the desired extradimensional pocket (or a random pocket, if the wielder has no preference).

And that's how you full attack 2 times a round plus the extra attacks from the drinking twf.

Notes:
Aonprd doesn't have an alignment restriction on Divine fighting style but Weapon Master's and d20pfsrd requires you to be the same alignment as the deity so if that requirement is enforced we pick Aasimar and take the Enlightened Warrior trait which allows us to be neutral good monks and then take a level of warpriest and sacrifice a blessing which allows us to ignore prerequisites for the divine fighting style.

Enlightened Warrior:
Enlightened Warrior wrote:
You have always found it easy to maintain inner peace and enlightenment that translate well to the battlefield. You may take levels in monk even while maintaining a neutral or neutral good alignment.

Divine Fighting Style:
Divine Fighting Style wrote:
A cleric, inquisitor, or warpriest who worships a deity can choose to give up either the first power of one of her domains or a minor blessing benefit to gain access to her god’s divine fighting technique without having to meet the technique’s prerequisites (including the Divine Fighting Technique feat). In addition, a warpriest can give up a major blessing to gain the advanced benefit without meeting its prerequisites.

Btw, you still have a move action free after all this.


So you're a hybrid deinonychus who constantly swigs booze? I... don't know if I love it or hate it, but I'm definitely impressed.


Quote:


Second: Rhino Charge makes you able to ready a charge. Now, readying a charge is a standard action and you can trigger readied actions while it it is your turn so this is essentially a standard action charge

That's a lot of research but doesn't work.

Quote:

Ready

The ready action lets you prepare to take an action later, after your turn is over but before your next one has begun.

That's corebook.


Is "ready" on the list of possible actions for Slow Time?


Cavall wrote:
Quote:


Second: Rhino Charge makes you able to ready a charge. Now, readying a charge is a standard action and you can trigger readied actions while it it is your turn so this is essentially a standard action charge

That's a lot of research but doesn't work.

Quote:

Ready

The ready action lets you prepare to take an action later, after your turn is over but before your next one has begun.

That's corebook.

Ok if so we just set the trigger for the readied actions to "when my turn ends" or something and take them once your turn has ended.


Java Man wrote:
Is "ready" on the list of possible actions for Slow Time?

"Use an extraordinary ability" and feats are extraordinary by default.

Dark Archive

VoodistMonk wrote:
TheKillerCorgi wrote:
Could you effectively fly using globe of tranquil water?
It stays centered on you, so yeah, just swim upwards...? It's absolutely clownshoes, but this IS the right thread for it.

But Gravity still pulls it down


TheKillerCorgi wrote:
Java Man wrote:
Is "ready" on the list of possible actions for Slow Time?
"Use an extraordinary ability" and feats are extraordinary by default.

Hmm, I'm dubious, which seems to make this perfect in this thread, carry on!


Java Man wrote:
Hmm, I'm dubious, which seems to make this perfect in this thread, carry on!

You might very well be "dubious", but I think you mean "doubtful" here. xD

Still, when using the readied charge doesn't work in your own turn, then how can Pounce work? It seems you have to ready the charge to take place right before your turn starts.


im might be wrong, but im not sure a ready action is one of the actions your allowed to take in the restricted 3 standard action the monk ability allow:
" The monk can use these actions to do the following: take a melee attack action, use a skill, use an extraordinary ability, or take a move action."
non of them is a ready action. which is a special kind of standard action.

you can do 3 vital strikes though, as they can be done with the special attack action.(melee only though)


pad300 wrote:
For Kineticist's, Racial Heritage (Gathlain) sets you up to take the ridiculously broken Gathlain FCB for Kineticists...

That one definitely won't work, as Gathlain are feys, not humanoids.


Even if Slow Time doesn't quite work with Rhino Charge, it's still pretty cool. You can use it to make 3 Great Cleaves in a Round or 3 Attacks with Vital Strike in a Round.

Maybe there is another way to get 3 Full Attacks.


TheKillerCorgi wrote:
Cavall wrote:
Quote:


Second: Rhino Charge makes you able to ready a charge. Now, readying a charge is a standard action and you can trigger readied actions while it it is your turn so this is essentially a standard action charge

That's a lot of research but doesn't work.

Quote:

Ready

The ready action lets you prepare to take an action later, after your turn is over but before your next one has begun.

That's corebook.
Ok if so we just set the trigger for the readied actions to "when my turn ends" or something and take them once your turn has ended.

I don't think you can ready more than one action. Theres a style for that.

I just don't see this one working.


Vital Strike with crossbows or firearms

It might not be a HUGE exploit, but considering the debate around that feat, we may have forgotten that it can be used with slow-firing weapons and/or weapons with long reload times.

I'd like to know if you can even Vital Strike with a direct-fire siege weapon. I mean, you usually cannot make more than one attack per round with these, but still :P


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Firing Siege Weapons use a normal attack roll/action... so, by RAW, it SHOULD work with Vital Strike.

And if you have taken the proper steps to be the one firing siege weapons, and picked up Vital Strike along the way... you have earned the right to Vital Strike with siege weapons.

Bought and paid for.


4 people marked this as a favorite.

Tech items are explicitly non magical, which means they can be animate object ed and shrink item ed.

Have pile of grenades, animate them and have them roll themselves over to set themselves off.

Better, tie them all together with wire so now they're one contiguous object, shrink them, rinse and repeat until you have wah more grenades occupying a single animated object creature's space than any same GM is okay with, then have the thing wander over and set itself off.

Ion tape is basically duck tape and can be used for about as many things.
Contracting Rope is an alchemical item that contracts when heated.

Using the two together creates tension and pulls on stuff however your imagination can devise.

For example, how much ion tape and contracting rope would it take to activate a string of grenades?

We were told by our GM we could do it, but that the NPCs would start fielding grenade bombs against us soon after.

Tech being not magic is nice. Means you can Animate your technology laboratory, a tech artifact, and have it follow you around. Fabricate is a nice way to free said room-creature from its dungeon.

Animated tech could also be Simulacrum ed. So I wonder, are there any other tech artifacts one would desire to have at the low low cost of a single Simukacrum spell? An Extinction Wave Device perhaps?

The Salvage spell restores a sunken ship to functioning. Use it on the last dungeon from the Iron Gods campaign and laugh maniacally.

Alternatively, use the Memory of Function spell on the last boss to return it to sanity.

SPOILERS
The Iron Gods campaign has tech artifact items that ultimately let the players build their own deity.
Use Simulacrum to make as many copies as you want.
OR use the Price by CR rules to build them as Animated Object versions of themselves instead.

The Price by CR guidelines are great. Except... the Trompe L'oeil, Alter Ego, and Artificial Intelligence templates are all just Simulacrum by any other name, two of which are also effectively Construct liches on top of being exceedingly cheap ways to photocopy your player characters.


Following 4 levels of Scout/Underground Chemist UnRogue with Vivisectionist...

Take the Bomber Rogue Talent at level 2, now you have Bombs that deal damage equal to your Sneak Attack, and add your Intelligence to damage.

Vivisectionist gives up Bombs for Sneak Attack... which stacks with your Rogue Sneak Attack.

You lose no BAB, and no Sneak Attack. You gain Dex to Damage, and Sneak Attack on a charge, as well.


VoodistMonk wrote:

Following 4 levels of Scout/Underground Chemist UnRogue with Vivisectionist...

Take the Bomber Rogue Talent at level 2, now you have Bombs that deal damage equal to your Sneak Attack, and add your Intelligence to damage.

Vivisectionist gives up Bombs for Sneak Attack... which stacks with your Rogue Sneak Attack.

You lose no BAB, and no Sneak Attack. You gain Dex to Damage, and Sneak Attack on a charge, as well.

done that and added the "Explosive Calligraphy" discovery (if gm say you can't take as alchemist discovery since your alchemist class has no bombs take as a rogue talent "Bomber’s Discovery") added the rogue talent of "Cunning Trigger" and you can add explosive runes (that you can stockpile days before) to anything you throw and swift action blow them up. (i ether tie a tag to thrown weapons or glue a coin to alchemical weapons)

side note on explosive runes
1. if you blow them up with the cunning trigger talent they are best used on arcane mark. make sure they are invisible arcane marks so others won't accidentally trigger them.(you don't need to be the one casting the marks or even be able to see them. the item used just need to have writing on it, even invisible writing works)

2 with normal, force damaging runes, if you can get an improved familiar an aether elemental is both constantly semi-invisible and immune to force damage, so it can be used to set them off.

-which rises the question. the item that has the rune on take full damage, but if you'r immune to a damage type so is your gear - would a scroll with explosive runes survive the explosion if held by an aethar elemental who read out the runes?
can a fire giant light matches?


VoodistMonk wrote:

Following 4 levels of Scout/Underground Chemist UnRogue with Vivisectionist...

Take the Bomber Rogue Talent at level 2, now you have Bombs that deal damage equal to your Sneak Attack, and add your Intelligence to damage.

Vivisectionist gives up Bombs for Sneak Attack... which stacks with your Rogue Sneak Attack.

You lose no BAB, and no Sneak Attack. You gain Dex to Damage, and Sneak Attack on a charge, as well.

That reminds me. If you are a class that gets sneak attack, but at a slower progression, consider a 1 level dip in vivisectionist.

The text of their sneak attack clearly states that it stacks with other sources and is as rogue.

"Sneak Attack: At 1st level, a vivisectionist gains the sneak attack ability as a rogue of the same level. If a character already has sneak attack from another class, the levels from the classes that grant sneak attack stack to determine the effective rogue level for the sneak attack’s extra damage dice (so an alchemist 1/rogue 1 has a +1d6 sneak attack like a 2nd-level rogue, an alchemist 2/rogue 1 has a +2d6 sneak attack like a 3rd-level rogue, and so on). This ability replaces bomb."

Dark Archive

haremlord wrote:
VoodistMonk wrote:

Following 4 levels of Scout/Underground Chemist UnRogue with Vivisectionist...

Take the Bomber Rogue Talent at level 2, now you have Bombs that deal damage equal to your Sneak Attack, and add your Intelligence to damage.

Vivisectionist gives up Bombs for Sneak Attack... which stacks with your Rogue Sneak Attack.

You lose no BAB, and no Sneak Attack. You gain Dex to Damage, and Sneak Attack on a charge, as well.

That reminds me. If you are a class that gets sneak attack, but at a slower progression, consider a 1 level dip in vivisectionist.

The text of their sneak attack clearly states that it stacks with other sources and is as rogue.

"Sneak Attack: At 1st level, a vivisectionist gains the sneak attack ability as a rogue of the same level. If a character already has sneak attack from another class, the levels from the classes that grant sneak attack stack to determine the effective rogue level for the sneak attack’s extra damage dice (so an alchemist 1/rogue 1 has a +1d6 sneak attack like a 2nd-level rogue, an alchemist 2/rogue 1 has a +2d6 sneak attack like a 3rd-level rogue, and so on). This ability replaces bomb."

not sure how that's any better than just taking rogue levels for SA

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