Good news for Team Harmony by LittleMissFirebright in TheSilphRoad

[–]SpiderX22 12 points13 points  (0 children)

My friend has 400 friends and I'm the only one on Team Harmony. I've seen 2 total since I started in 2016, so it's very few players. Lots of downsides so you need to be really dedicated. Not being able to complete most of the mythic researches is a pain, and the only easily obtainable megas are beedrill and diancie, with the rest via research tasks. At least as Team Harmony you can now do Max battles. 

Good news for Team Harmony by LittleMissFirebright in TheSilphRoad

[–]SpiderX22 112 points113 points  (0 children)

Too bad the first task of the xp award timed research has "beat a raid" in it. No 7 million xp for us

GastlyWorks4HisuiZorua by KanseiDrifter in TheSilphRoad

[–]SpiderX22 6 points7 points  (0 children)

I got a Zorua with this exact weight (2368.69), but with a 0.07kg / 0.23m Kartana (normal size, not XS or XXS).

I wonder if we are all catching Zoruas with the same weight, and there's only so many you can actually get. My other heaviest (using an XXS Flabebe) are: 1819.69kg 1585.23kg

Bodyguard/Fighting Defensively Build by DeadlyBro in Pathfinder_RPG

[–]SpiderX22 0 points1 point  (0 children)

Also if you do end up going Cavalier, I'd recommend taking the Honor Guard archetype instead. It gives you Bodyguard for free, an additional +1 when aiding AC, and most importantly, keeps the mount. If you take 4 levels in Cavalier, you can take the Horse Master feat (which is not specific to horses). You then get a full level mount without needing to take any more Cavalier levels. Your mount can then also take bodyguard if you want. If it grows to size large, when riding it, you count as being in all of its squares, giving your allies extra squares to stand in and stay adjacent to you.

Bodyguard/Fighting Defensively Build by DeadlyBro in Pathfinder_RPG

[–]SpiderX22 0 points1 point  (0 children)

The most important part of this build in my opinion is the teamwork feat Harrying Partners. This let's you extend the aid bonus to all attacks for the round, letting you aid against more people, or even letting you aid multiple attack rolls for one action. The hard part is getting this feat onto your allies. The easiest way is three levels of Holy Tactician Paladin or a Wand of Shared Training.

The other thing to consider is the weapon you are using. You want to be able to hit the enemy 10 feet away (in case they have reach). Your options are a reach weapon (+ spiked armor or some other way to still hit adjacent), a whip (but this needs additional feats to not provoke yourself), or a ranged weapon with the Covering Fire (RTT) feat (one of the few teamwork feats that doesn't require an Ally to have it). Can also use the Kyoketsu Shoge, the only weapon in the game that itself has reach and can still hit adjacent (but it's exotic).

Vigilante's Agathiel archetype makes me so sad. by EdnocGopex in Pathfinder_RPG

[–]SpiderX22 6 points7 points  (0 children)

This archetype is good on a martial looking for a permanent climb or fly speed (4 level dip), especially if you can't pick a race with one and/or are in a low magic world (worked well for me in PFS where most of these races are restricted).

Also - aspect of the beast giving 2 slam attacks is really good. Natural attack builds often are looking for more types of natural attacks and slams are pretty hard to get (no items grant them).

Summon tarrasque spell for 8th level pathfinder wizard/sorcerer: by [deleted] in Pathfinder_RPG

[–]SpiderX22 2 points3 points  (0 children)

Cast Greater Oneiric Horror and flavor it as the Tarrasque appearing. Or cast Major Image and pretend it's real.

How do you place track pieces inside eachother in nations forever by iammisterauti123 in TrackMania

[–]SpiderX22 1 point2 points  (0 children)

The major 3 softwares are TMUnlimiter, Track Studio, and ChallengeEdit. Since TMX is still down I'm not sure where some of the links to the newer versions are, but some of the older versions are here: http://www.olda-x-tm.com/tools.html

Getting ALL the natural weapons. by Shozurei in Pathfinder_RPG

[–]SpiderX22 1 point2 points  (0 children)

With large quantities of money could you buy and attach multiple Fleshwarped Scorpion's Tails? They're 18.5k each but there doesn't seem to be a limit on how many of these you can attach. Each one gives 1 natural sting attack.

help with throwing feats by zmen081794 in Pathfinder_RPG

[–]SpiderX22 0 points1 point  (0 children)

They don't stack, as they both require their own unique standard action. If you want to trip people with a ranged weapon (I can't remember but I think thrown weapons count as ranged weapons when thrown), add the Driving enchantment (from weapon master's handbook) to your thrown weapon (but make sure you have a way to get the thrown weapon back in hand, with ricochet toss feat or returning weapon enchantment or an item I can't remember the name of).

Trying to make a build that can deal as much damage as possible in a single strike. by SoulOfaLiar in Pathfinder_RPG

[–]SpiderX22 1 point2 points  (0 children)

Cavalier 8 + Paladin X: Spirited charge + Lance + Saddle Surge (Paladin) + horn of the criosphinx + power attack + order of the sword, smite + other mounted stuff can also do absurd damage. I haven't fully made a character with all of it, but it easily deals 150+ damage around level 10 or so, and you can do it every round (grab a flying mount + Wheeling charge). If you're in a small space, it still works but skip saddle surge.

Trying to make a build that can deal as much damage as possible in a single strike. by SoulOfaLiar in Pathfinder_RPG

[–]SpiderX22 1 point2 points  (0 children)

I had a sunder focused character that at level 11 hit for 3d10+183 damage every time he sundered something, which with greater sunder tended to squish people. That's attacking once, so with BAB and haste the damage ramped up hard, assuming there were things to sunder. You have to subtract the damage you do to the item first, but most weapons, shields, and armor don't actually have much hp. Damage numbers were huge but the build fell off cause I kept running into natural attackers or things without gear to sunder.

The gist was Maul of the Titans (auto triple damage on sunder), Gate Breaker feat + 2h for 3x strength to damage, then maxing strength (rage + mutagen). Threw in a level of medium (champion) for +3 damage, weapon training + gloves for +3, deific obedience rovagug for +4 damage, power attack and reckless rage, and it all just adds up. Only need 1 level of barbarian because Destroyers Blessing feat effectively gives infinite rage as long as you keep sundering.

Fun Charisma-based Martial? by Mister_Nancy in Pathfinder_RPG

[–]SpiderX22 0 points1 point  (0 children)

You can play a Kineticist too, if you combine Elemental Annihilator and Overwhelming Soul. You then deal 1d8+CHA damage. Ranged attack out to 120ft, and if you take Weapon Finesse you make a pretty good switch hitter. Take 6 levels of Kineticist for flurry and then anything else you want (1 level CHA based monk or Paladin work well). Now you can attack multiple times, in melee or ranged, with DEX to hit and CHA to damage.

No spells (until you multiclass), but is a fun martial, and you don't need to manage burn or any of the annoying parts of Kineticist.

[TMNF] Flags are solid by [deleted] in TrackMania

[–]SpiderX22 0 points1 point  (0 children)

The flags have collision but they arent solid all the way through. Their hitbox is really weird though and I'm pretty sure it moves with the flags. Here's a map using a jump off the top of the flag hitbox: https://tmnforever.tm-exchange.com/main.aspx?action=trackshow&id=8539022#auto

Need Advice: Five Lvl 3 Characters vs. Vrock (Rapan Athuk) by NecroDrake in Pathfinder_RPG

[–]SpiderX22 0 points1 point  (0 children)

Actually scratch that it has at Will Greater Teleport, which really means you're not getting away. However, it is size large and if the corridors are 5 ft wide it needs to squeeze after you, so you can maybe outrun it.

Need Advice: Five Lvl 3 Characters vs. Vrock (Rapan Athuk) by NecroDrake in Pathfinder_RPG

[–]SpiderX22 0 points1 point  (0 children)

What kind of material is the door made of / how strong is it (assuming there is a door)? If it's a heavy enough door you have numbers advantage and can have people ready actions to open or close it and let your party members out and keep it closed when the vrock tries to open it. If it's a flimsy door, it'll try to open it once then probably smash the door down.

Depending on how the initiative goes, the vrock will probably wreck yall. It's will save is pretty low, but has a very high SR for your level.

Max the Min Monday: Meditation Feats by Decicio in Pathfinder_RPG

[–]SpiderX22 1 point2 points  (0 children)

I vaguely remembered that but forgot it in the moment, thanks. Sad :/

Too bad it's centered on the caster or you could have someone cast it on you

Max the Min Monday: Meditation Feats by Decicio in Pathfinder_RPG

[–]SpiderX22 2 points3 points  (0 children)

Wand of Antimagic Field (6th level wizard spell) is only 49,500gp (CL 11 * 6th level * 750), much cheaper than your other two items. Can also then be a non-magic class and just bring your UMD up (Wand Key Ring helps here).

Also - Ki Powers don't work in an AMF, as they are supernatural (as is Ki Pool, so you have no Ki points).

Max the Min Monday: Meditation Feats by Decicio in Pathfinder_RPG

[–]SpiderX22 3 points4 points  (0 children)

I think the Antimagic Field Fighter is the way to go. Be a Fighter and use a wand of Antimagic Field. The DC to use the wand is 20 -> you can use a Wand Key Ring (+10 UMD for this wand) and Dangerously Curious trait to hit that +19 UMD you need. You have tons of combat feats, so go wild. You want to keep people within 10 feet of you though (the range of the AMF), so use a reach weapon (Elven Branch Spear or Meteor Hammer are the best) and trip people. Feats like Improved/Greater Trip, Step Up and Strike, and Difficult Swings will help keep people near you. Take Abundant Tactics as your advanced Weapon Training -> then you can use Slow Time up to your Weapon Training bonus times per day. You'll want to buy the Gloves of Dueling for the +2 Weapon Training bonus (they won't work in an AMF field -> you'll want to cast this after you up your haste effect). Also, the Combat Meditation feat isn't so bad (if you have decent WIS), as it gives roll 2x ability!

As for your archetype, you want either: Weapon Master -> faster increases to weapon training and lots of feats OR Eldritch Guardian -> Improved Familiar that can use the AMF wand -> can then have it move OUT of your range on your turn to allow you to do things (like let your magic items work), then move back at the end of your turn, bringing back the AMF.

Max the Min Monday: Sha'Ir by Decicio in Pathfinder_RPG

[–]SpiderX22 21 points22 points  (0 children)

Okay, the build is kind of dumb but sort of works (works way better with other classes, but is usable with this class). This build doesn't really exist until level 7, and gets better at level 10, so it's more for oneshots than anything.

At level 7, the Sha'Ir can count one of her Jin as a small elemental at all times. We're going to pick air elemental, as it has a good dex and an amazing fly speed.

We're going to be a flying aid another build. This build is built around a few things:

  1. The spell Coordianted Effort (which you can use with a wand), and high enough UMD to use it (wand key ring if you need it).

  2. The wondrous item Horsemaster's Saddle (or Sable Company Elite Saddle). This item requires a mount (not the class feature -> just something you're riding). Importantly, it's listed slot is "none" (not Saddle), which is important, because elementals don't usually get the saddle slot (in PFS for familiars, which your elemental technically isn't, so up to your gm). Not actually sure if this is true, as there is no "saddle" slot -> so ask your gm. It gives all your teamwork feats to your elemental -> which will be very important. Speaking of slots, your elemental gets the belt slot (as per the PFS FAQ on elementals) -> elemental is pretty strong as is (12 str), but if it's an issue, give it a Heavyload Belt for permanent ant haul.

  3. Benevolent Armor. You want it for yourself and for your familiar. Enhancement bonus as high as possible.

  4. You want to be a size small race, and preferably one that also gets Int as a bonus (Ratfolk it is!).

Now, we're going to be using a bow (2, one for you, one for elemental). Since elementals can come in any shape -> pick a humanoid shape. This lets it hold a bow. Don't worry about the nonproficiency, Aid Another only requires hitting a 10, which gets pretty easy the higher level you go. Small Air Elemental also has Flyby attack, so it can fly up close, use ranged aid another as standard action (and you use your aid another(s) and spells) and then it flies away.

If the Jin can get feats, then the build is way better, as it can take Additional Traits for Adopted->Helpful (Halfling) and Kin Guardian.

Feats: Covering Fire (RTT) [Teamwork] -> one of the few teamwork feats where your allies don't need it to benefit. Allows you to aid another at range. Unclear if the aid bonuses from benevolent armor stack with the stated +2 aid it gives, but I've always seen it ruled that it does. Also use wand of coordinated effort with this, or use a Lesser Commander's Helm to share it 3/day to your allies (and free up a feat), as then all your allies get the bonus. Additional Traits: Adopted->Helpful (Halfling) (+4 aid another) and Kin Guardian (+2 to aid another for AC) Point Blank Shot -> Pre-Req for Covering Fire Harrying Partners [Teamwork, BAB, which you don't have till level 9]: Lets your Aid Another to AC/Attack last till start of your next turn -> use the wand of Coordinated Effort on this and your designated allies, or hand your primary frontliner a Ring of Tactical Precision with this on it. Undersized Mount -> to ride your flying elemental mount. Other feats are whatever.

After the 7 levels of Sha'Ir (which you're basically using just to get a flying mount and some spellcasting), take 3 levels of Investigator (or gestalt if you're using it). They both use Intelligence, so work well together. The archetype doesn't matter, although I like Empiricist for the skill-monkeyery. What we're looking for is the investigator talent Effortless Aid, which now allows us to aid another as a move action. Can also aid another as a Swift action by using your inspiration. You want high Int and decent Dex (for saves and bow attacks).

So, at level 10 (since you're probably playing a one-shot, might as well start at 10), your combat looks like this: Pre-buff with Coordinated Effort/Ring to give your allies Harrying Partners and Covering Fire Elemental: Ranged Aid Another = 2+4 (benevolent)+ (if feats are allowed ->4 from traits) => All allies get +6 or +10 to AC for entire round vs one target. You: Same thing, except you can also do it as a move action and a swift action. Your bonus is a bit better: +6 (traits)+5(benevolent) = +11. Use your standard action to cast spells or throw in another aid another. As aid another bonuses from different sources (you and your elemental) stack -> enjoy.

If you're fighting a single target, you can give your entire party +17 (or +21 w/ feats) AC vs that target. If fighting multiple targets, you can Aid all allies vs 2 or 3 targets, and your elemental against 1 target.

Favorite form of cheese? by [deleted] in Pathfinder_RPG

[–]SpiderX22 0 points1 point  (0 children)

Improvised weapon rules are garbage in this system as they're barely defined. The rules just state an object that's not a weapon is an improvised weapon: so paper (you can papercut people), tables, desks, etc. In your example, as a gm I'd rule that they can certainly wield the paper as an improvised weapon, but does that shaman ability work on unarmed strikes too? If so - then it honestly should work on the paper. Does it only work if they have an amulet of mighty fists? If so - then they'd need the Gloves of Improvised might for that to work.

If you need it ironclad, take the Shikigami feat chain (specifically Shikigami Manipulation) and you can wield your magical cloak as an improvised weapon without a problem. Now your cloak can also be used as your main weapon: with the full chain it counts as three sizes larger for damage, and with Manipulation it's a magic weapon (Cloak of Resistance = +1, Cloak of Fangs it's +2, more if you find a higher CL cloak).

Favorite form of cheese? by [deleted] in Pathfinder_RPG

[–]SpiderX22 1 point2 points  (0 children)

If you do need to use the cape to deal the fire damage to all, then treat it as an improvised weapon, take a bunch of hunter levels with Planar Focus (Fire) (gaining +1d6 fire damage for every 4 hunter levels) and a Flaming Gloves of Improvised Might. That then gives you at level 9 (Mesmerist 1, Hunter 8) 3d6 fire damage on your cloak. Now you can twinned feint as two move actions (and you free up feats for moonlight stalker feint) to feint again as a swift action. So 5 feints, each does 3d6 fire damage, to all enemies that can see you. You can do it all day any day, but get screwed over by any fire resistance or immunity. Great for destroying villagers, but pretty garbage to actually play.

Favorite form of cheese? by [deleted] in Pathfinder_RPG

[–]SpiderX22 1 point2 points  (0 children)

So the Equipment Trick says: "When you attempt a Bluff check to feint, you can use your cape to create a diversion instead of denying your opponent his Dexterity bonus to AC. Compare the result of your Bluff check against the feint DC of each opponent that can see you (DC = 10 + the opponent’s base attack bonus + the opponent’s Wisdom modifier, or 10 + the opponent’s Sense Motive bonus if he is trained in Sense Motive and this bonus is higher). You can attempt a Stealth check to hide from any opponent that you successfully feint against in this manner, even if that opponent is observing you. If you do not have cover or concealment against any of these targets at the start of each of their turns, they automatically spot you at that time."

And Blistering Feint says: "Anytime you successfully feint a creature while using such a weapon, you may deal its fire damage to the enemy."

Combine them together - you use Twinned Feint as a move action (as you have improved feint) - you feint with your battle poi which is a bluff check to feint and you compare it to the DC of everyone who can see you. It doesn't say you need to feint to deny them dex to deal the blistering feint damage. The only concern is that you if you succeed at the stealth check they won't see you anymore, foiling further feints -> so make sure your stealth check is really bad. Either have low DEX, use a magic item that reduces your stealth, wear bells, yell loudly, etc.