Rule bending tricks that are still legal. (Compilation)


Pathfinder First Edition General Discussion

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Diego Rossi wrote:

I can attest that spilling hot coffee on your cat head will:

- make its fur fall for a time ( so you get a bald cat for a few days)
- when it regrow the fur will be white (instead of grey, in my cat case).

It was a common trick used by horse breeders to get a white star on a horse front.

Do you have a source for that? It doesn't seem all that plausible to me, and Google isn't able to reference anything but this thread and unrelated stuff, like businesses named "White Horse Coffee".


  • Half-Elves are Humanoids with the Human and Elf subtypes.
  • The Neither Elf Nor Human feat states: "You are not considered elven or human for the purpose of harmful spells or effects based on your type".
  • The definition of Humanoid has this titbit: "Every humanoid creature also has a specific subtype to match its race".
  • Thus: Half-Elves with this feat are no longer Humanoid, for the purpose of harmful spells or type-based effects.
  • The definition of a creature? "Each creature has one type".

  • Ergo: Half-Elves can cease to be creatures, and become impervious to all hostile spells targeting or damaging creatures.

Liberty's Edge

Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber
VRMH wrote:
  • Half-Elves are Humanoids with the Human and Elf subtypes.
  • The Neither Elf Nor Human feat states: "You are not considered elven or human for the purpose of harmful spells or effects based on your type".
  • The definition of Humanoid has this titbit: "Every humanoid creature also has a specific subtype to match its race".
  • Thus: Half-Elves with this feat are no longer Humanoid, for the purpose of harmful spells or type-based effects.
  • The definition of a creature? "Each creature has one type".

  • Ergo: Half-Elves can cease to be creatures, and become impervious to all hostile spells targeting or damaging creatures.

This fails at step 2, or rather the conclusion drawn in step 3 is invalid. Yuo still have the Elf and Human subtypes. It is just not considered when applying spells. As you still actually have the subtypes, your type does not change for the purpose of spells and the rest of this withirs on the vine.


Among other things, Paul Watson wrote:
This fails

Spoilsport. :p

But upon reflection, you're probably right.


1 person marked this as a favorite.
VRMH wrote:
Ever wondered how "animal magnetism" works?
  • Druids can use Wild Empathy on animals.
  • Ape Shaman Druids can use it on "apes and other primates" with a +4 bonus.
  • Humans are primates.

Hey baby you and me ain't nothing but mammals...

Grand Lodge

BigNorseWolf wrote:
VRMH wrote:
Ever wondered how "animal magnetism" works?
  • Druids can use Wild Empathy on animals.
  • Ape Shaman Druids can use it on "apes and other primates" with a +4 bonus.
  • Humans are primates.
Hey baby you and me ain't nothing but mammals...

Just like Marsupials and Monotremes

Grand Lodge

What threads like this show are those "little tricks and traps" that some people like to use to "one-up" everyone at the table and make the DM resort to over powering their bad guys to keep up.

It is a great tool, especially for DMs but not to "control the players" but not have their game get out of hand and turn into "Deities and Dimensions" where it's a never ending battle of who can twist and spin between players and the DM who can be the best rules lawyer instead of Role Player and sometime Gambler (the "Roll-Player")


Re: Mending cantrip, broken equipment & it's uses for stretching your money.

Be aware of the 1 lb/caster level limitation of mending.

Sure, it works, but likely only on your lightweight equipment, not your chainmail. You'd need make whole for that and the typical NPC charges 60 gp or more for that one.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

24 hour time stop.
24 hour true strike.
24 hour shapechange.
24 hour blink.
24 hour fire shield.
24 hour anything you want, really.

Sovereign Court

Allied Spellcaster
Leadership (level 1 evocation wizards)
Magic Missile...

Liberty's Edge

Leisner wrote:
VRMH wrote:
It has been fixed. Or was never broken; I don't actually know.

Good to know.

I'm somewhat new to PF, but it was legal in 3.5

(still, I somehow missed it when reading the spell on PFSRD, which is kinda embarrassing)

Actually it wasn't: page 173 of the Player Handbook 3.5, under Summoning: "When the spell that summoned a creature ends and the creature disappear, all the spell cast expire. A summoned creature cannot use any innate summoning abilities it may have, and it refuse to cast any spell that would cost it XP, or use any spell-like abilities that would cost XP if they were spells."

Liberty's Edge

Keovar wrote:
Diego Rossi wrote:

I can attest that spilling hot coffee on your cat head will:

- make its fur fall for a time ( so you get a bald cat for a few days)
- when it regrow the fur will be white (instead of grey, in my cat case).

It was a common trick used by horse breeders to get a white star on a horse front.

Do you have a source for that? It doesn't seem all that plausible to me, and Google isn't able to reference anything but this thread and unrelated stuff, like businesses named "White Horse Coffee".

About the cat thing, I had it happening to my cat. He tripped my sister while she had a moka pot in hand and some of the hot coffe splashed on his head. He did hide under the sofa so we were unable to clear the hot coffee immediately. The fur on his forehead fell and when they regrow after a time they were white. The cat was grey.

About the horse trick it was in a book for farmers written by a veterinary in 1880 or so. It was discussed as a common trick to get a white star on a horse forehead. They weren't using hot coffee (that was about my cat) but low strength acid or alkaline substances.

In wikipedia you can find this under markings: "Scarring on a horse usually results in white hairs growing in over the injured area, though occasionally there may be no hair growth over the scar at all."


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"My name is Legion, for we are many."

Mirror Image is a popular defensive spell. Having multiple copies of yourself to confuse your enemies is a great tactic. But why not have them attack for you as well?

  • The Shadow Gambit feat lets you "cause an ongoing figment spell you cast to damage a foe as if the illusion were real".
    Mirror Image is a figment.
  • "The illusion must be one you retain ongoing control of".
    Well, the mirrored images follow you around, and (seem to) do as you do. That's "ongoing control", right?
  • "Using this feat immediately ends the figment’s duration."
    Now that's a bit of a pity, but still: One round you cast Mirror Image and you have eight shield-brothers ready to catch an arrow for you, and the next - when the enemy has closed in - all those who are left hack your foe to pieces (with a melee touch attack, no less!) before vanishing back into thin air.

Liberty's Edge

The damage is based on the spell level, so 2d6 damage with a touch attack. It is more a fun thing than a powerful attack. It say "a foe" so you can't target multiple enemies.

Sovereign Court

1 person marked this as a favorite.

It's a cool trick, but the way I read it, it's still only one attack, regardless of how many images you have attacking.


I cant remember if I posted on this thread, and I cant seem to find it. so at the risk of a double post, here goes :D

Alchemist.
touch injection with skinsend. you touch someone for a touch attack that does not dissipate on a miss that causes them to have an out of body experience. When it goes off, they shed their skin and stay inside their original body. they are now helpless, at 0 hp and cannot be healed. At worst, you cause them to waste an action to return to their original body at half hp. this only costs you 2 level 2 spells and is available as early as 4th level.

next up is the raging barbarian with roused anger, furious finish, giant hide armor, and a 2 level dip in horizon walker.

Liberty's Edge

Gobo, you assume that a infusion with a range of personal can be used by someone that isn't an alchemist. I am not so sure about that.
You have some piece of rules or Dev comment or FAQ that support your interpretation?


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Using Ultimate Equipment's new Endless Ammunition weapon enchantment along with ammo/weapon enhancements (such as flaming, frost, holy, et al) and your bow will be generating flaming, frost, holy shots forever (sans ammo).

You'll practically never need to buy magic ammo again since the bow creates AND enchants the ammo for you.


Ravingdork wrote:

Using Ultimate Equipment's new Endless Ammunition weapon enchantment along with ammo/weapon enhancements (such as flaming, frost, holy, et al) and your bow will be generating flaming, frost, holy shots forever (sans ammo).

You'll practically never need to buy magic ammo again since the bow creates AND enchants the ammo for you.

Wasn't there an "endless quiver" or something like that before this?


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Not in Pathfinder that I'm aware of, TCG. There was such a thing in a hard to find online article on the v3.5 D&D web site though.


Ravingdork wrote:
Not in Pathfinder that I'm aware of, TCG. There was such a thing in a hard to find online article on the v3.5 D&D web site though.

I know there is a spell. Perhaps that's what I'm thinking of.


Tiny Coffee Golem wrote:
Ravingdork wrote:
Not in Pathfinder that I'm aware of, TCG. There was such a thing in a hard to find online article on the v3.5 D&D web site though.
I know there is a spell. Perhaps that's what I'm thinking of.

Well, I guess you could make it as a custom magical item, for, oh 8000...

(1st level spell * 1 caster level * 2000 for an "use-activated or continuous" effect * 4 for spell effect measured in rounds, for course, that would make the item duplicate any non-magical ammo with Abundant Ammunition)

Edit: Forgot the times four for a spell measured in rounds.

Liberty's Edge

Yeah unlimited Adamantine/Silver/Cold iron/masterwork arrows after buying only one of each at the cost of 6.000 gp (the spell last minutes, not rounds).
And all the newly created ammunitions getting the benefits of greater magic weapon, align weapon or similar spells.

I am OK with Abundant ammunitions as a spell but I made very clear to my players that I will not allow the crafting of a quiver based on it. No permanent item version, or at least not for that price.

RPG Superstar 2012 Top 16

VRMH wrote:

"My name is Legion, for we are many."

Mirror Image is a popular defensive spell. Having multiple copies of yourself to confuse your enemies is a great tactic. But why not have them attack for you as well?

  • The Shadow Gambit feat lets you "cause an ongoing figment spell you cast to damage a foe as if the illusion were real".
    Mirror Image is a figment.
  • "The illusion must be one you retain ongoing control of".
    Well, the mirrored images follow you around, and (seem to) do as you do. That's "ongoing control", right?
  • "Using this feat immediately ends the figment’s duration."
    Now that's a bit of a pity, but still: One round you cast Mirror Image and you have eight shield-brothers ready to catch an arrow for you, and the next - when the enemy has closed in - all those who are left hack your foe to pieces (with a melee touch attack, no less!) before vanishing back into thin air.

You're not exerting ongoing control over a Mirror Image. On the contrary, you have no real control over it at all.

So, you can't make it attack. Have to settle for Phantasmal Force mixing with one of the images...and your ongoing control can, of course, be interrupted.

--

Leisner, feats and traits that reduce Metamagic costs of a feat cannot reduce that cost or the original spell level below 0/the original level. That's errata'd.

==Aelryinth


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Leisner wrote:
Tiny Coffee Golem wrote:
Ravingdork wrote:
Not in Pathfinder that I'm aware of, TCG. There was such a thing in a hard to find online article on the v3.5 D&D web site though.
I know there is a spell. Perhaps that's what I'm thinking of.

Well, I guess you could make it as a custom magical item, for, oh 8000...

(1st level spell * 1 caster level * 2000 for an "use-activated or continuous" effect * 4 for spell effect measured in rounds, for course, that would make the item duplicate any non-magical ammo with Abundant Ammunition)

Edit: Forgot the times four for a spell measured in rounds.

As I said in the other thread, that only works if your GM agrees to it. A sensible GM would compare it to a similar exiting item for pricing--an item such as a bow with the endless ammunition the weapon property. It's not likely you'll get a substantial discount.

EDIT: Ninja'd by Diego, who makes a hell of a point. It may well end up costing MORE then Endless Ammunition.


Diego Rossi wrote:

Gobo, you assume that a infusion with a range of personal can be used by someone that isn't an alchemist. I am not so sure about that.

You have some piece of rules or Dev comment or FAQ that support your interpretation?

Touch Injection specifies that you can use it with an elixir, infused extract, poison, or potion. It's essentially force feeding someone a potion (or extract in this case). "Infused extract" seems to mean you'd need the Infusion discovery, but besides that you're good to go and it's always worth taking anyway.

What I'd wonder is if you use an extract of Skinsend if they would be entitled to a saving throw; the spell doesn't have one because it's personal. RAI would say definitely yes, but RAW maybe not.


Diego Rossi wrote:

Yeah unlimited Adamantine/Silver/Cold iron/masterwork arrows after buying only one of each at the cost of 6.000 gp (the spell last minutes, not rounds).

And all the newly created ammunitions getting the benefits of greater magic weapon, align weapon or similar spells.

I am OK with Abundant ammunitions as a spell but I made very clear to my players that I will not allow the crafting of a quiver based on it. No permanent item version, or at least not for that price.

Player has to have more than one arrow for each type, because the spell only replaced what was fired the previous round, which means they have to have the arrows to use, and if they want a different arrow, they must start again with one if their own.

still, its 8k gp, if the gm allows it. Not sure why not, considering the quiver typically is the item that holds infinite ammo, not the bow, unless its Hanks bow.


Mending fixes destroyed arrows. Not worth the time for all arrows but for Adamantine it would be.

- Gauss


Ravingdork wrote:

24 hour time stop.

24 hour true strike.
24 hour shapechange.
24 hour blink.
24 hour fire shield.
24 hour anything you want, really.

You have to admit it though, true strike doesn't work.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Captain Sir Hexen Ineptus wrote:
Ravingdork wrote:

24 hour time stop.

24 hour true strike.
24 hour shapechange.
24 hour blink.
24 hour fire shield.
24 hour anything you want, really.
You have to admit it though, true strike doesn't work.

Yes it does. You can apply a +20 bonus on any one attack made within the next 24 hours, hence 24 hour true strike.


Diego Rossi wrote:

It was a common trick used by horse breeders to get a white star on a horse front.

...
About the horse trick it was in a book for farmers written by a veterinary in 1880 or so. It was discussed as a common trick to get a white star on a horse forehead. They weren't using hot coffee (that was about my cat) but low strength acid or alkaline substances.

In wikipedia you can find this under markings: "Scarring on a horse usually results in white hairs growing in over the injured area, though occasionally there may be no hair growth over the scar at all."

Yes, that's the part I was asking about, so thanks. Yeah, if they're pouring boiling water on the animal the scarring makes sense; it sounded like you were saying it had something to do with coffee specifically.

Diego Rossi wrote:

Yeah unlimited Adamantine/Silver/Cold iron/masterwork arrows after buying only one of each at the cost of 6.000 gp (the spell last minutes, not rounds).

And all the newly created ammunitions getting the benefits of greater magic weapon, align weapon or similar spells.

I am OK with Abundant ammunitions as a spell but I made very clear to my players that I will not allow the crafting of a quiver based on it. No permanent item version, or at least not for that price.

A couple things: I don't think the ammo reappears in the quiver on the same turn, so you'd want at least as many arrows of each type as you could possibly fire in a round. Special ammo is sold in batches of 50, so you'd have more spares than you really need, though you could buy a batch of each and divide them among multiple quivers.

I think the original was a Quiver of Ehlonna, though in Pathfinder that'd likely be renamed a Quiver of Erastil. I don't think it's a huge deal. A magic bow already passes its magical properties on to arrows it fires, so the only real purpose of a constantly-replenishing quiver would be for arrows with varying types of metal heads for getting through damage reduction... and a stronger enhancement on your bow can handle that too. Compare it to daggers, javelins, or axes of returning.

Liberty's Edge

The Quiver of Elhonna text was FAQed in first edition to explain that you can take from it only what you have previously put in it. It don't create any kind of ammunition. It is the Efficient quiver now.

It is true that the spell replace the ammunitions fired the previous round (and the broken arrow disappear) but special ammunitions are sold in singletons (silver is +2 gp for each shot, adamantine +60, cold iron x2 [and it is the only one that will be sold in batches of 20 arrows, like the mundane arrows], masterwork 6 gp for each shot, all in the prices are in the equipment page).

And to say it again: it would be 6.000 gp, not 8.000, the spell has a duration of minutes, not rounds, so the multiplicator is x3 not x4.

chaoseffect wrote:
Diego Rossi wrote:

Gobo, you assume that a infusion with a range of personal can be used by someone that isn't an alchemist. I am not so sure about that.

You have some piece of rules or Dev comment or FAQ that support your interpretation?

Touch Injection specifies that you can use it with an elixir, infused extract, poison, or potion. It's essentially force feeding someone a potion (or extract in this case). "Infused extract" seems to mean you'd need the Infusion discovery, but besides that you're good to go and it's always worth taking anyway.

What I'd wonder is if you use an extract of Skinsend if they would be entitled to a saving throw; the spell doesn't have one because it's personal. RAI would say definitely yes, but RAW maybe not.

Not the question I was asking.

The question is:
a) spell with a range of personal can't target someone that isn't the caster (barring things with the share spell ability).
b) Gobo suggested to use a infusion with a range of personal to affect another creature. It being a infusion somewhat bypass the spell limitation or not? I don't see any rule that say that the alchemist can bypass the rules limiting the targets he can affect.

c) If it isn't an infusion it cease function as soon as it leave the alchemist aura, so it will have 0 effect on the target.


Ravingdork wrote:
Unless consumed, the water from the create water spell doesn't last very long.

Create Water ---> City full of people to drink it ---> Moat filled with urine?


Ravingdork wrote:
Captain Sir Hexen Ineptus wrote:
Ravingdork wrote:

24 hour time stop.

24 hour true strike.
24 hour shapechange.
24 hour blink.
24 hour fire shield.
24 hour anything you want, really.
You have to admit it though, true strike doesn't work.
Yes it does. You can apply a +20 bonus on any one attack made within the next 24 hours, hence 24 hour true strike.

Only the first, though. You can "keep the charge" as long as you don't make any other attack roll, but as soon as you do it'll trigger.


Diego Rossi wrote:


Not the question I was asking.
The question is:
a) spell with a range of personal can't target someone that isn't the caster (barring things with the share spell ability).
b) Gobo suggested to use a infusion with a range of personal to affect another creature. It being a infusion somewhat bypass the spell limitation or not? I don't see any rule that say that the alchemist can bypass the rules limiting the targets he can affect.
c) If it isn't an infusion it cease function as soon as it leave the alchemist aura, so it will have 0 effect on the target.

A) The alchemist doesn't cast spells. He has a similar ability, that for the most part works entirely in its own way.

B) Extracts has its entirely own rules concerning which targets they can affect. Thus the spell casting limitations for a very specific spell-range can hardly be applied, when the rest of them is changed.
C) I think we are only talking about Infusion here, anyway.

Is it be unintentional that applying personal spells to others can be done through infusions? Maybe, maybe not. Generelly it is not problematic, just a little thing that makes the alchemist special.
The problem only arises when skinsend is considered. Two 2nd lvl spells to get a touch attack, that is taking half a monster's hit points, if not killing it outright, without any save... Terrible enough to disallow at the table.


Ravingdork wrote:
Captain Sir Hexen Ineptus wrote:
Ravingdork wrote:

24 hour time stop.

24 hour true strike.
24 hour shapechange.
24 hour blink.
24 hour fire shield.
24 hour anything you want, really.
You have to admit it though, true strike doesn't work.
Yes it does. You can apply a +20 bonus on any one attack made within the next 24 hours, hence 24 hour true strike.

True, but you have to agree, seeing "24 hour true strike" seems a bit deceptive and just scary to see, but it is not as bad as it looks.


stringburka wrote:
Ravingdork wrote:
Captain Sir Hexen Ineptus wrote:
Ravingdork wrote:

24 hour time stop.

24 hour true strike.
24 hour shapechange.
24 hour blink.
24 hour fire shield.
24 hour anything you want, really.
You have to admit it though, true strike doesn't work.
Yes it does. You can apply a +20 bonus on any one attack made within the next 24 hours, hence 24 hour true strike.
Only the first, though. You can "keep the charge" as long as you don't make any other attack roll,

Or cast any other target person spell.

Dark Archive

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Shield Master allows you to ignore any penalties on attack rolls for attacks made with shields. So feel free to stack as many penalties as you like through Power Attack, Combat Expertise, Fighting Defensively, etc, without reducing your attack bonus at all. Text trumps table.

RPG Superstar 2012 Top 16

Close, Jadeite!

You do not suffer any penalties on attack rolls made with a shield while you are wielding another weapon. Add your shield’s enhancement bonus to attack and damage rolls made with the shield as if it were a weapon enhancement bonus.

Cut and pasted. You do have to be wielding another weapon for this to apply.

Which leads to the hilarious idea of dropping/disarmed/sundered your 'other weapon', and suddenly you suck at using your shield...

==Aelryinth


Aelryinth wrote:
You do have to be wielding another weapon for this to apply.

Shields (light and heavy, spiked and unspiked) are in the weapons list.

Suddenly, dual wielding shields doesn't seem so stupid any more...


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Captain Sir Hexen Ineptus wrote:
True, but you have to agree, seeing "24 hour true strike" seems a bit deceptive and just scary to see, but it is not as bad as it looks.

Gotta admit, it sure did help get people's attention. :D


VRMH wrote:
Suddenly, dual wielding shields doesn't seem so stupid any more...
PRD wrote:
Benefit: You do not suffer any penalties on attack rolls made with a shield while you are wielding another weapon. Add your shield's enhancement bonus to attacks and damage rolls made with the shield as if it was a weapon enhancement bonus.

Does that mean that if you use two shields you don't take any negatives on ether weapons for using TWF?

RPG Superstar 2012 Top 16

Well, I'd probably be one of those saying that 'another weapon' means 'not a shield'. But, if you interpret it is any other weapon, including another shield, then yes.

By this interpretation, shield is by far the best offensive weapon in the game. Never taking a penalty from Power attack? From Expertise? From Defensive Fighting? From fear/nausea? No penalty TWF?

Of course, I'm absolutely sure RAI was that you didn't take the off hand weapon penalty for using a second weapon. But, that's not what it says...

So, you could get a TWF Heavy Shield user with two Spiked Shields of Bashing, doing 2-12 20/x2 base damage, with +9 AC from Defensive Fighting and Expertise, +12 damage from Power Attack with each, never taking an attack penalty, striking at full BAB all the time, before any magical modifiers.

I'm pretty sure that would break most DPR builds wide open. THW would win on a standard action, but that's about it.

Would you have enough feats to pay for all of this?

Spec x 4
TWFx3
Shield Mastery x4
Expertise.

It would take you 12 feats to pull off this combination.

Assuming a level 20 character with 34 str (+12) and +5 weapons...

+2/+4 Spec
+6 Weapon Training (Duelling gloves)
+5 Weapon/Shield (Note: This can get really sick if you stack weapon enhancements on the spikes...they are considered seperate from the enhancement of the Shield)
+12 or +6 Str
2-12 base
+12 Power Attack
+9 AC
20 BAB

+5 Shield of Bashing, 1 w +5 Defender spikes for +5 AC.

So,
4 attacks at +45/+40/+35/+30 for 2-12 +39 damage, avg 46.
3 attacks at +45/+40/+35 for 2-12 +33 damage, avg 40.

DPR is in the 350ish range, without resorting to tricks to raise it.
Don't forget the auto bull rushes, etc because you're slamming them.

+7 Shield AC, +5 Defender AC, +9 Expertise/defensive fighting AC = +21 AC from Shield, 14 points of it vs Touch.

With +5 Celestial Plate (+13), +5 Nat AC/Deflection, 24 Dex,

we're at 61 AC.

Make sure to have a spiked fist or spiked armor so you always have 'another weapon' and I'm pretty sure you're golden.

==Aelryinth


Aelryinth wrote:

Well, I'd probably be one of those saying that 'another weapon' means 'not a shield'. But, if you interpret it is any other weapon, including another shield, then yes.

==Aelryinth

yes a shield is a weapon, just like armor spikes. Even though people hate to think about that one.

Oh yeah here is one if it hasn't been mentioned.

Armor Spikes: These are melee weapons that don't take up a hand to be used. Good for attacking adjacent targets even though your hands maybe full holding a reach weapon. They don't take an exotic feat to use ether.

RPG Superstar 2012 Top 16

well, the key is 'another' weapon, meaning 'different' weapon, meaning not a shield, as opposed to 'a second weapon of any sort'.

==Aelryinth


Captain Sir Hexen Ineptus wrote:
Ravingdork wrote:
Captain Sir Hexen Ineptus wrote:
Ravingdork wrote:

24 hour time stop.

24 hour true strike.
24 hour shapechange.
24 hour blink.
24 hour fire shield.
24 hour anything you want, really.
You have to admit it though, true strike doesn't work.
Yes it does. You can apply a +20 bonus on any one attack made within the next 24 hours, hence 24 hour true strike.
True, but you have to agree, seeing "24 hour true strike" seems a bit deceptive and just scary to see, but it is not as bad as it looks.

True Strike FOREVER!

This trick gives you a true strike that lasts forever

Resources required:
Scribe Scroll, True Strike, 125 silver

Scribe the scroll. Done! ;D;D;D


2 people marked this as a favorite.

I must note that many of the first posts in this thread were very negative to the premise of the thread itself, nearly derogatory towards the OP for starting a thread like this, yet it turned out into an excellent discussion that's both fun and makes you think about how rules interpretation works.


Gobo Horde wrote:

I cant remember if I posted on this thread, and I cant seem to find it. so at the risk of a double post, here goes :D

Alchemist.
touch injection with skinsend. you touch someone for a touch attack that does not dissipate on a miss that causes them to have an out of body experience. When it goes off, they shed their skin and stay inside their original body. they are now helpless, at 0 hp and cannot be healed. At worst, you cause them to waste an action to return to their original body at half hp. this only costs you 2 level 2 spells and is available as early as 4th level.

Hahah I had forgotten that I had posted on this thread, and from the sounds of it, I better do a better job explaining the trick.

This is basic stuff about extracts and infusions but I feel it necessary to post anyways.

Extracts and infusions:
Alchemist, Alchemy wrote:
An extract is “cast” by drinking it, as if imbibing a potion—the effects of an extract exactly duplicate the spell upon which its formula is based, save that the spell always affects only the drinking alchemist.

And

Alchemist, Alchemy wrote:
When an alchemist mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately becomes inert if it leaves the alchemist’s possession, reactivating as soon as it returns to his keeping—an alchemist cannot normally pass out his extracts for allies to use (but see the “infusion” discovery below).

Regardless of there range, all extracts will only affect the alchemist (technically the imbiber) and cannot be passed around or affect anyone else. Also note, all extracts are 'cast' as a standard action regardless of how long the spell normally takes to cast. It dosent take 10 minutes to drink that shot! Next up is the infusion.

Infusion wrote:
Benefit: When the alchemist creates an extract, he can infuse it with an extra bit of his own magical power. The extract created now persists even after the alchemist sets it down. As long as the extract exists, it continues to occupy one of the alchemist’s daily extract slots. An infused extract can be imbibed by a non-alchemist to gain its effects.

This is the second method of imbibing an extract. With this anyone can drink the extract and benefit from it. It is still quite hard to convince the BBEG to drink the potion you are offering him tho.

next up is touch injection, the third and final way to be affected by an extract.

Touch Injection:
Touch Injection wrote:

School transmutation; Level alchemist 2, sorcerer/wizard 3

CASTING
Casting Time 1 standard action
Components V, S

EFFECT
Range personal
Duration 1 hour/level
Saving Throw none; Spell Resistance no

DESCRIPTION
You must hold an elixir, infused extract, poison, or potion in hand as you cast this spell. The held substance drains from its container into a magical sac in your body. While the spell lasts, you can deliver the substance with a mere touch. To do so to an opponent, you must make a successful melee touch attack. If you hit, the substance takes effect immediately, despite any onset period, and that opponent receives the normal saving throw (if any) against the substance. If you miss, the substance remains in the magical sac for you to use later.

This spell protects you from poison in the sac, but unless you have the poison use class feature, you suffer a 5% chance of exposing yourself to the poison when you first cast the spell. If you roll a natural 1 while attempting to inject the poison into an enemy, you are exposed to it.

Bolded parts are not for emphasis, just so you can see where I am looking at.

1) You need an infused extract, not just a regular extract so the discovery is mandatory.
2) The infusion drains from its container into a magical sac, you do not drink it. This means that alchemical allocation will only affect touch injection, not the substance you intend to deliver, it also has not been 'drunk' or used yet.
3) The opponent receives the normal saving throw (if any), so if you were to cast spell resistance, they could take a saving throw against it. Most likely skinsend has no saving throw because it was assumed it would be a voluntary action requiring 1 minute, not being used offensively in the heat of combat.

Alright, lastly is skinsend. Appon first figuring out this trick, I had to re-read this spell 10-20 times just to try to understand all that it does. Like above, bold is so you can see where I am reading, not for emphasis.

Spoiler:
Skinsend wrote:

School necromancy; Level alchemist 2, sorcerer/wizard 2, witch 2

CASTING
Casting Time 1 minute(1)
Components V, S

EFFECT
Range personal
Target you
Duration 1 hour/level (D)

DESCRIPTION

You cause your own skin to peel off your body and animate as a magical creature you control. You may project your consciousness to your animated skin or return it to your actual body as a standard action(2). When your consciousness is in your body, you are helpless(3) (except for transferring your will to your skin, or dismissing the spell).

Your possessed skin is identical to you in all ways, except the following: It has only half the number of hit points you had at the time you cast the spell, and cannot be healed above this maximum; construct type,(4) traits, and immunities; Str 3,(5) Con —; DR 10/piercing or slashing; and compression (as the universal monster ability). Your skin can take any actions you could normally take in your own body (such as to fight or cast spells).

When your skin leaves your body, your body’s hit points drop to 0.(6) Your body cannot heal damage naturally while you have no skin, nor do spells that cure hit point damage work on your body; only regeneration (from a regenerate spell, ring of regeneration, the regeneration monster ability, or any other effect that can regrow missing limbs) or heal can regrow your skin and allow you to heal above 0 hit points.(7)

If your body is regenerated before your skin returns to it, the skin dies and your consciousness returns automatically to your body.(8) Your skin can be preserved with gentle repose and is suitable for any purpose that requires some of your flesh (such as a resurrection spell) or any magic or ritual that requires a creature’s skin.

When your skin returns to your body, you regain hit points equal to your skin’s remaining hit points.(9) If the spell ends before you reunite with your skin or if your skin is killed while you are in your body, you remain helpless and at 0 hit points until your full body is restored to you (requiring powerful magic, as described above). If your body dies while you are possessing your skin, you die when the spell ends, regardless of how many hit points the skin has left. If your body or skin is slain with your consciousness in it, the spell ends and you are instantly killed.(10)

This spell leaves long scars on your skin where it split apart, although these fade normally with the use of healing magic.

Alright this one is a doosy, I will now attempt to dissect it.

1)This spell has a casting time of one minute, but because of touch injection and how extracts work, it activates immediately. Make sure you make a nice big POP! sound when you do this!
2) You start off with your consciousness inside your own body and, as a standard action, can shift it to your skin or back.
3) Because your body is helpless, these are the effects associated with it. Dex=0 (-5 modifier), melee attackers get a +4 to hit bonus, you can be sneak attacked, and you can be coup de graced. Because your dex is 0 you are also completely incapable of moving and your AC tanks into the ground.
4) Your skin has half the number of hps you had, so at worse case you dealt half hps to the target. Construct type grants it a whole slew of wierd effects. namely, bonus sight, immunity to mind effecting effects (despite your mind being inside), unable to be healed, except through special spells, and a whole slew of immunities.
5) Strength 3!! the skin hits like a wet paper towel but the real gem here is how much its cmd tanks. That 22 str fighter just went down 10 cmd. You can now reposition the skin away from the body quite easily so that it cannot join back.
6) having 0 hps with just basic con score or even decent con score means you only have to deal 10 to 20 damage to instantly ko the BBEG. if you can attack twice, or have someone else attack directly after you, you hit with skinsend, and he kos the 30000 hp monstrosity with just a small basic attack.
7) Being unable to be healed means that no one can cast a clutch heal to save your victim, and if they do manage to cast one of the higher level spells, it leads nicely to #8.
8) If he does somehow regenerate, or have it cast on him, he wil have lost all his hps except the ones that just got healed. Chances are he only has a handfull of hps left and unless he was miles above your group, still almost dead.
9) Ok it doesn't actually say how you reunite with your body. This is my biggest peeve about the spell, do you have to move to the same square as your body? does it take a standard action? We know that you can, we just dont know how.
10) This describes what happens when it ends. if the skin does not return or is destroyed, your consciousness returns to your body and you are helpless until healed by strong magic. If you were in your skin and your body dies, you remain until the duration expires then you die. if you are in the part that gets killed, you automatically die and the spell ends.

Phew! ok theres that!
Here is a brief summary for those who dont want to read the whole thing.
You cast touch injection while holding skinsend, skinsend disappears into a sac in your body and is dormant for the next few hours. you touch the BBEG and his skin rips off, dropping him to the ground with 0 hps and his consciousness still inside his body. Next you or a partner deals the killing blow of 10 or 20 damage. if you cannot deal the killing blow, you grapple the skin and reposition it away from the body so it cannot join. Worst case senario you fail to kill him, and he can then spend some actions to try to rejoin his body. If he succeeds then he is left at half hps. He is also un healable while in this form unless using high level magic like regeneration in witch case he loses all his hps except the healed ones.

Side note, I was never able to figure out what happend to his gear or how he was able to rejoin his body. Anyone else have any ideas?

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Gobo Horde wrote:
Gobo Horde wrote:

I cant remember if I posted on this thread, and I cant seem to find it. so at the risk of a double post, here goes :D

Alchemist.
touch injection with skinsend. you touch someone for a touch attack that does not dissipate on a miss that causes them to have an out of body experience. When it goes off, they shed their skin and stay inside their original body. they are now helpless, at 0 hp and cannot be healed. At worst, you cause them to waste an action to return to their original body at half hp. this only costs you 2 level 2 spells and is available as early as 4th level.

Hahah I had forgotten that I had posted on this thread, and from the sounds of it, I better do a better job explaining the trick.

This is basic stuff about extracts and infusions but I feel it necessary to post anyways.

** spoiler omitted **

...

Another fun thing here... touch injection gives you the option of using beast shape spells with it.

You use touch injection on an infused extract of Beast Shape IV. You slap the BBEG. Since the imbiber of an extract is treated as the caster, that means that the BBEG has to quickly make a choice of what animal to turn into!
"Oh crap... I'm about to turn into an animal! Better pick a good one! TRICERATOPS!" *holds up Blue Ranger belt*


13th level wizard, with reach spell metamagic, major creation and a dose of black lotus poison.

Thurval the Black looked down at the army below from his tower, thousands and thousands of men all sent to kill him. He carefully picked up the vial of the extract of the black lotus, and started chanting. 10 minutes later, the inside of every soldier's suit of armor was coated with the evil substance, spreading its poison through the bodies of the men. In just a few minutes, over half of the soldiers were dead, and most of the rest were badly sickened, and had ripped off all their armor.

Smiling to himself, Thurval reached for the vial of tears of death...

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