| Alchemy Studios |
Honestly How could such a cool spell become so.. terrible?
First step = Your body is at 0 HP. Taking a standard action, pings you for one damage, starting the bleed countdown. You die.. using this spell. No where does it say that you don't start bleeding out AFAIK..
Step 2 = If your skin dies while your contagiousness is in it.. You die. Thus goes the idea of having a spy..
Step 3..= If your skin dies or other wise is unable to rejoin your body.. You remain helpless and skinless until someone can cast a six or seventh level spell on you.
About the only use I can find for this.. is forcing someone to drink a extract of it, to kill them off easier.
| Alchemy Studios |
A character with 0 hit points, or one who has negative hit points but has become stable and conscious, is disabled. A disabled character may take a single move action or standard action each round (but not both, nor can he take full-round actions, but he can still take swift, immediate, and free actions). He moves at half speed. Taking move actions doesn't risk further injury, but performing any standard action (or any other action the GM deems strenuous, including some free actions such as casting a Quicken Spell spell) deals 1 point of damage after the completion of the act. Unless the action increased the disabled character's hit points, he is now in negative hit points and dying.
A disabled character with negative hit points recovers hit points naturally if he is being helped. Otherwise, each day he can attempt a DC 10 Constitution check after resting for 8 hours, to begin recovering hit points naturally. The character takes a penalty on this roll equal to his negative hit point total. Failing this check causes the character to lose 1 hit point, but this does not cause the character to become unconscious. Once a character makes this check, he continues to heal naturally and is no longer in danger of losing hit points naturally.
You still lose 1hp and begin bleeding to death at 0 HP. Negitive HP, stable and conscious is still the same.
Do you mean Consciousness?
Do mean the skin is diseased?
Yes.. yes I did. Mean Consciousness I mean.
| Gobo Horde |
Words of wisdom might have just enough... wisdom to grasp the concept of something here. We are talking about magic here where you can bring objects to life, why couldn't you animate some letters or make them inteligent letters?
Now back to the op, it still has its uses ac can still be good, just not how you are thinking.
fun ideas to try with skinsend.
utilizing skinsend as a weapon
more clarification on above tactic
More ideas for skinsend and just funny things to do.
Other ideas that come to mind, use it to hide, no one should be able to identify a skinned corpse (think internal alchemist and faking dead). A npc BBEG uses it to appear as a helpless torture victim in front of the party paly thrus gaining access to the party. Collect the skins of your victims as trophys and disguises. Trade 'skins' with another party member for s&@*s and giggles. Sell sets of your skin on the black market. Get creative!
| DM Carpe |
Skins end is amazing, it's hour per level and gives you construct traits! You loose half your HP sure, but cast false life and you are probably about even
Traits: A construct possesses the following traits (unless otherwise noted in a creature's entry).No Constitution score. Any DCs or other Statistics that rely on a Constitution score treat a construct as having a score of 10 (no bonus or penalty).
Low-light vision.
Darkvision 60 feet.
Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
Immunity to bleed, disease, death effects, necromancy effects, paralysis, poison, sleep effects, and stunning.
Cannot heal damage on its own, but often can be repaired via exposure to a certain kind of effect (see the creature's description for details) or through the use of the Craft Construct feat. Constructs can also be healed through spells such as make whole. A construct with the fast healing special quality still benefits from that quality.
Not subject to ability damage, ability drain, fatigue, exhaustion, energy drain, or nonlethal damage.
Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
Not at risk of death from massive damage. Immediately destroyed when reduced to 0 up
Constructs do not breathe, eat, or sleep.
You also get DR 10 slashing or piercing!
Fighting a medusa, undead, enchanters, something that makes use of primarily bludgeoning weapons such as slams this is amazing! It's deathward, dark vision, mind blank, heavy fortification, and DR 10 from a 2nd level spell! Half your HP seems a tiny price to pay.
Diego Rossi
|
Disabled wrote:A character with 0 hit points, or one who has negative hit points but has become stable and conscious, is disabled. A disabled character may take a single move action or standard action each round (but not both, nor can he take full-round actions, but he can still take swift, immediate, and free actions). He moves at half speed. Taking move actions doesn't risk further injury, but performing any standard action (or any other action the GM deems strenuous, including some free actions such as casting a Quicken Spell spell) deals 1 point of damage after the completion of the act. Unless the action increased the disabled character's hit points, he is now in negative hit points and dying.
A disabled character with negative hit points recovers hit points naturally if he is being helped. Otherwise, each day he can attempt a DC 10 Constitution check after resting for 8 hours, to begin recovering hit points naturally. The character takes a penalty on this roll equal to his negative hit point total. Failing this check causes the character to lose 1 hit point, but this does not cause the character to become unconscious. Once a character makes this check, he continues to heal naturally and is no longer in danger of losing hit points naturally.
You still lose 1hp and begin bleeding to death at 0 HP. Negitive HP, stable and conscious is still the same.
Maybe you must read what you cite. A character at 0 hp or one that has negative hit point but is stable stable don't lose hp to bleeding. He start bleeding if he do a strenuous activity.
Read the stable condition too:
Stable: A character who was dying but who has stopped losing hit points each round and still has negative hit points is stable. The character is no longer dying, but is still unconscious. If the character has become stable because of aid from another character (such as a Heal check or magical healing), then the character no longer loses hit points. The character can make a DC 10 Constitution check each hour to become conscious and disabled (even though his hit points are still negative). The character takes a penalty on this roll equal to his negative hit point total.If a character has become stable on his own and hasn't had help, he is still at risk of losing hit points. Each hour he can make a Constitution check to become stable (as a character that has received aid), but each failed check causes him to lose 1 hit point.
| Alchemy Studios |
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. When your consciousness is in your body, you are helpless (except for transferring your will to your skin, or dismissing the spell).
Taking move actions doesn't risk further injury, but performing any standard action (or any other action the GM deems strenuous, including some free actions such as casting a Quicken Spell spell) deals 1 point of damage after the completion of the act.
Trouble is.. I have read it. IF projecting your consciousness was a move action then it wouldn't cause any problems. Trouble is.. Its not. It is a standard.
| DM Carpe |
Yup, you are not taking any actions with your body so it remains stable at 0hp. Meanwhile you travel around as a darkvision having enchantment fort save and death effect immune badass with situationally amazing DR.
You just need to find a convenient and safe place for your body, perhaps in an extradimensional space such as a bag of holding. Easier for a small caster.
The compression ability ought also to enable you to slip through keyholes and the like.
Diego Rossi
|
1) False life. Have a friend/familiar/construct/other pour a extract or infusion of false life down your body throat. Skin and body hp are tracked separately so it will work. You lose your hp from the false hp and don't start bleeding.
2) Aid, even better than above as you don't need to be an alchemist and don't need to have an alchemist at hand.
3) Returning the consciousness to your body is a standard action for the skin, so it don't start the bleeding condition for the body.
4) Your statement was that a Disabled character is still losing hp, not that a character that has cast skinsend has to use a standard action to project his consciousness in the skin and so will start losing hp.
I have taken your statement at face value and corrected it.
Next time say what you mean, your position was incomprehensible from your post.
Diego Rossi
|
The problem of aid and false life is that isn't clear where they go if cast before casting skinsend.
I think half of them will go with the skin and half will be lost as your body go to 0 hp. So you still need a second person help and that reduce the spell effectiveness.
Sending your consciousness to the skin should be a movement action. At most if the writer intention was to disallow the skinsend user from doing a standard action when projecting into the skin he could have added a caveat like in dimension door "after projecting you can't take further actions during your round".
And the spell should have a ST line that should be added to all the personal use spells:
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
With a few abilities (mostly alchemist abilities) that allow you to force a target to receive one of those spells it has become a needed addition.
| Alan_Beven |
The spell says when your skin leaves your body your body drops to 0 hp. However I understood that the events went like this:
- cast spell
- skin is still on your body, you haven't animated it yet
- take standard action to animate skin
- skin now leaves body. Body drops to 0 hp
In this case RAW works fine.
| Alchemy Studios |
My statement is that you are at 0 Hp with your body. Hence disabled. The spell isn't quite clear when your consciousness leaves your body, as written it suggests you need to do it on the next round.
Also it was a little more than face value, it was also pulled from context. I was posting vs Dari, as he was stating that 0hp doesn't follow the damage rules of negative hp(At least from what I read). Though I admit, I should have quoted him.
As written, the spell requires and over amount of prep work to even be able to use for any good amount of effect.
A Move action would make the spell useable.. but limited so. Making so you don't die if skin is destroyed while your mind is inside, would help a bit more. Then making it so you could start healing again after the spell ends in any fashion..
The spell is still very risky to use, you still lose half your HP, but now it has a purpose beyond using loop holes to exploit it.
I guess it is kinda cool your body though could die and you could keep on trucking for a few more hours, hopefully to use something later on.
Though looking at things, I wonder. Skinsend says it gives you construct traits for skin.. No.. it cuts out the idea of getting the bonus HP from the start I think. Can your skin still drink potions? I wonder if you can sleep like that even.
Would be kinda weird if you get to like level 12.. use extend spell to make it a 24 hour long spell, And end up living the rest of your 'life' as a hollow skin. Can you do that? With preservation flasks, metamagics.. and such.. you might very well be able to.
thistledown
|
Since I see this one being used against me in the future...
So, you just got hit with an infusion of skinsend, and your skin is being weird.
1. "You may project your conciousness to your animated skin or return it to your body as a standard action."
Don't choose to project your conciousness.
2. "When your conciousness is in your body, you are helpless (except for transferring your will to your skin, or dismissing the spell)"
Standard action, dismiss the spell.
3. "When your skin leaves your body [bad stuff happens]
If you never project your conciousness, the skin never leaves your body?
So, worst case, I see this as it hits you, you're helpless until you can take a standard action to dismiss the spell. Depending on where you fall in initiative, that could be a problem, but I'm not sure it's as bad as I first thought. In best case, the skin never leaves your body, you just got a weird spell on you doing... nothing unless you want it to?
| Xaratherus |
@thistledown: The range on Skinsend is personal, so unless your DM allowed someone to research a variant of it, you wouldn't have to worry about it being used on you by someone else.
As to the spell itself, it sounds like the designer probably did not think through most of the consequences, or made some assumptions (like, that the spell would drop you to 0 HP but that taking the further standard action of transferring your consciousness would not cause injury).
Assuming that you had a way to regenerate, the spell could have some nasty uses. Imagine sending your skin in to cast, say, a maximized Detonate on a group of enemies?
Diego Rossi
|
@thistledown: The range on Skinsend is personal, so unless your DM allowed someone to research a variant of it, you wouldn't have to worry about it being used on you by someone else.
Alchemist can make an infusion of it and then inject you with it using touch injection.
Preparing a combo of two second level spells that will last 1 hour level and, at least, will make an enemy helpless till is initiative with a touch attack?
Taken.
And I am a bit unsure about dismissing the spell:
(D) Dismissible: If the duration line ends with “(D),” you can dismiss the spell at will. You must be within range of the spell's effect and must speak words of dismissal, which are usually a modified form of the spell's verbal component. If the spell has no verbal component, you can dismiss the effect with a gesture. Dismissing a spell is a standard action that does not provoke attacks of opportunity.
1) What is needed to dismiss a alchemist infusion? Same as a standard spell?
2) Dismissing it require some knowledge of how the spell work. I would require a spellcraft check to dismiss it unless the creature know the spell (has it in his spellbook/formula book/it is one of his know spells).
3) A creature that can't speak can't dismiss it (the spell has a V component). So plenty of creatures can't dismiss it.
The spell assume a lot of things that aren't true as soon as someone can inflict the spell to some other creature.
| Xaratherus |
1) What is needed to dismiss a alchemist infusion? Same as a standard spell?
2) Dismissing it require some knowledge of how the spell work. I would require a spellcraft check to dismiss it unless the creature know the spell (has it in his spellbook/formula book/it is one of his know spells).
3) A creature that can't speak can't dismiss it (the spell has a V component). So plenty of creatures can't dismiss it.
The spell assume a lot of things that aren't true as soon as someone can inflict the spell to some other creature.
A number of the new Pathfinder classes could use a multi-page errata, heh. You bring up a scary point here: RAW, an alchemist could take any spell, even those with a range of 'personal', and make them into an infusion, allowing for interesting (and potentially disturbing) offensive uses for spells. And those spells won't even have saving throws, since they were never intended to be used against someone...
Urg.
| Joesi |
I'm wondering about the details of being a construct...
Under construct's attributes, some of the listed things are
- An extra X hit points (20 if medium size)
- Dies at 0 HP instead of getting into negative HP
- Cannot be healed (except by fast healing and repair-like spells/abilities)
Would any of those NOT apply for Skinsend? If-so why? Skinsend would indeed be quite bad if it didn't give the bonus hit points due to it's extreme fragility.
An average character at level 5 with 12 con would have about 32 or 37 HP (or less if d6 hit dice). Without the bonus 20 health, they'd be going from 44-49 hit points of damage to kill (not including any potential healing) down to only 16-18, which is nearly cutting it into 3.
Personally I have had a DM that constantly has creatures/hazards which easily deal over 50% of an average character's health (12 con, average HP, d8 HD) in one hit. That makes skinsend completely useless since it would be throwing the character to suicide. If the character's skin dying while controlling the skin didn't skill the character it could be reasonable, but as-is it's suicidal aside from the safest of safe conditions (in which case what point is there to even use it? to scare people?)
| HaraldKlak |
Under construct's attributes, some of the listed things are
- An extra X hit points (20 if medium size)
- Dies at 0 HP instead of getting into negative HP
- Cannot be healed (except by fast healing and repair-like spells/abilities)
1) Doesn't apply. The spell specifies the amount of HP you got.
2) Apply. Downside of being a construct.3) Doesn't apply, IMO. The spell makes it clear that you cannot be healed above the hp you got (skinwise) when the spell was cast. This suggest that you can actually be healed.
| StreamOfTheSky |
Yeah, Skinsend is a pretty awful spell. Used offensively as an Alchemist (and I think only they can do it) via Touch Injection is pretty sweet. But I still just...refuse to pay the feat/discovery tax on Infusion for the ability to do what any other caster can. So my alchemist will have to pass on that trick.
| Joesi |
3) Doesn't apply, IMO. The spell makes it clear that you cannot be healed above the hp you got (skinwise) when the spell was cast. This suggest that you can actually be healed.
In my opinion they're just saying that as another way of saying "that's your new max hit points (temporarily)", since while typical healing doesn't work, fast healing and make whole (and probably regeneration) would still work.
Not to say that healing shouldn't work, but I just don't see that as the justification for it to work. Personally the justification for me would be to make the spell useable/fair, since otherwise it's far to useless due to the risk of death. It's like giving a person +8 strength but -90% health, it just won't work. Even with healing spells allowed, the spell is still too useless in my opinion (or at least for use in games I've played, since many things will randomly deal damage of over 40% of someone's health)
Trying to use it out of combat to get past this poisonous corridor or statue of sleeping? what if someone ambushes you or you trigger a trap? You die permanently, that's what (unless you're lucky).
Yeah, Skinsend is a pretty awful spell. Used offensively as an Alchemist (and I think only they can do it) via Touch Injection is pretty sweet. But I still just...refuse to pay the feat/discovery tax on Infusion for the ability to do what any other caster can. So my alchemist will have to pass on that trick.
In my opinion it's more-or-less cheating to use it with touch injection without a save. If it's used with the standard DC of SL+int it's almost close to being reasonable, but even then it's strong considering that's it's essentially a guaranteed kill on any creature in the game that has skin (which is NOT something any old caster can do at level 4). Personally I think any spell that has a target of self should mean —and is potentially RAI— that the target can ignore/bypass/negate/block the effect if they so desire.
| HaraldKlak |
Yeah, Skinsend is a pretty awful spell. Used offensively as an Alchemist (and I think only they can do it) via Touch Injection is pretty sweet. But I still just...refuse to pay the feat/discovery tax on Infusion for the ability to do what any other caster can. So my alchemist will have to pass on that trick.
I bolded two parts, I find a bit inconsistent. As you state yourself, alchemists are able to pull of tricks that noone else can.
Apart from the offensive combo above, they get to grant some rather sweet personal buff spells to their allies.| Joesi |
Diego Rossi wrote:Alchemist can make an infusion of it and then inject you with it using touch injection.Can you clarify why this is considered legal? Is it just because the extract is treated like a potion with the infusion discovery?
It definitely seems against RAI.
Touch injection says in it's description that infused extracts can be used to inject, so if you weren't clear on that part, it's very clear RAW.
What isn't clear RAW, is what should happen if a spell like skinsend was used offensively, because the stats and description were never designed with that in mind as being possible.
RAW, the target's skin would leave the target's body (whether the target willed it or not) without any save (since none is indicated for the spell), and it won't return until after he spends his standard action on his turn to dismiss the spell. Between the time the creature's hit with skinsend, and the start of his turn, he's essentially dead in 1-shot. So as long as there's at least 1 other enemy of the target/victim around, the target of the skinsend has a virtually guaranteed death.
Obviously that's far too powerful, and I'd bet anything that the RAI is probably something like "no effect unless the target wills it", making this combination useless. Obviously if a DM wishes, they could still use it with the standard will/fort save (not sure which) of DC equal to 10+2(SL)+Int, or even without any save at all.
| StreamOfTheSky |
StreamOfTheSky wrote:Yeah, Skinsend is a pretty awful spell. Used offensively as an Alchemist (and I think only they can do it) via Touch Injection is pretty sweet. But I still just...refuse to pay the feat/discovery tax on Infusion for the ability to do what any other caster can. So my alchemist will have to pass on that trick.I bolded two parts, I find a bit inconsistent. As you state yourself, alchemists are able to pull of tricks that noone else can.
Apart from the offensive combo above, they get to grant some rather sweet personal buff spells to their allies.
Ok, I'll make it clearer...
What every other caster can do: Use their spells on other freaking people w/o having to spend a feat tax. And even after the tax, the multi-target spells like haste are nerfed down to single target.
What only Alchemists can do: If you pay the unfair tax, you can use self-only spells on other people. Which sounds great! Except...the alchemist spell list is fairly limited and poor, there's not much that this even opens up to get excited about.
The touch injection combo is basically it. And we see how people react when the alchemist actually *does* get a really neat trick out of his handicap. They'll find any way possible to interpret it as not working, or nerf it if they can't, because it's "too powerful" (no it's not; normal casters get save or lose spells at 1st and 2nd level, don't need to burn 2 slots to use them, and don't need to get into melee to deliver it or hit touch AC which while easy is still a point of potential failure). Yeah...I'd rather just have normal casting.
What sweet personal buffs are you thinking of? The polymorphing spells largely are bad for martial PCs due to not being able to wield their weapons anymore, and th polymorph spell lets other casters grant some of them to others anyway, and they get the higher level buff spells sooner, too. The only one on the Alchemist list that seems like a nice buff only they could give others is Twin Form, which as their highest level spell, will be quite limited in use, if your game even gets that far. Sending in an entire party of clones to do the fighting for you is pretty amusing, I suppose.
| Xaratherus |
| 1 person marked this as a favorite. |
I can look through the 1st-level spells only and I see a number of them that would be a huge boon to non-caster characters.
I don't know that Haraldklak meant unique buffs. Even then though, you have things like 'Alchemical Allocation', which could be useful passed on to others as an infusion; Amplify Elixir could be useful occasionally for others...
Basically, since there's not really such a thing as a 'useless' spell, Infusion allows any spell that exists on the alchemist's list (and there are a few) to benefit others... And even the non-unique ones can be helpful and might offer buffs that the party otherwise might not have.
| AnnoyingOrange |
I suppose it could be useful in some situations, when you expect to make many fortitude saving throws or/and encounter many bludgeoning attacks.
Exploration, under water or other environment where it is good to be a construct (poison, lack of oxygen, energy draining undead).
You can cast it on your familiar, either just to punish him or out of a sense of self-preservation.
Explore areas where you can not usually come thanks to your compression ability, you also get low light vision and dark vision.
Don't forget you can heal the skin with 'make whole'.
You do not need sleep.
False life and vampiric touch spells can boost your hit points considerably.
Casting cloud kill and stinking cloud around yourself is a viable tactic.
Cast it when you possess someone with magic jar.
It is entirely possible to go adventuring, while your body is safe at home, it does cost you half hit points but you get a great deal of immunities :
Constructs are immune to death effects, disease, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), necromancy effects, paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Constructs are not subject to nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. Constructs are not at risk of death from massive damage
, you can cast contingency coupled with raise dead on your body while going out of town with your skin, a servant or simulacrum could do that too of course.
All i have on short notice, but hey it is just a 2nd level spell.
Diego Rossi
|
One month ago I have made this thread with a a FAQ request about personal range spells and saving throws. So far it has gathered a grand total of 3 FAQ request. If some of you want to add his FAD request you are welcome.
Diego Rossi
|
Diego Rossi wrote:Alchemist can make an infusion of it and then inject you with it using touch injection.Can you clarify why this is considered legal? Is it just because the extract is treated like a potion with the infusion discovery?
It definitely seems against RAI.
Yes, with the infusion discovery you can prepare any extract on the alchemist list as a infusion that can be imbibed by anyone.
It is not something I would do lightly, as it say "As long as the extract exists, it continues to occupy one of the alchemist's daily extract slots." and the infusion is persistent, it don't lose its magic after a day, so if you somehow lose the infusion you have lost a spell slot until you recover it. But it is a powerful ability nonetheless.I think that changing it so that the infusion lose its magic after 24 hours and free your extract slot would make it way better, but that would open the market to alchemist selling "24 hours potions" for the price of the casting of a spell (the price under spellcasting services). Very good if you are playing a urban adventure or any adventure where you have a big town or a city within a half day of traveling (so anywhere when you get teleport).
Edit: the bit about the infusion duration come from James Jacobs as the creator of the alchemist, not as a developer.
I opened a FAQ about that there, 8 hit so far, if you have doubts, FAQ that post too.
Further edit: today apparently is the day of self promoting FAQs for me. What other FAQ of mine I can publicize? :-)
| Joesi |
"too powerful" (no it's not; normal casters get save or lose spells at 1st and 2nd level, don't need to burn 2 slots to use them, and don't need to get into melee to deliver it or hit touch AC which while easy is still a point of potential failure)
What kind of spells are you talking about that a level 3 wizard can use that essentially guarantees killing any living creature in the game (any creature with skin)?
| StreamOfTheSky |
What kind of spells are you talking about that a level 3 wizard can use that essentially guarantees killing any living creature in the game (any creature with skin)?
Pyrotechnics, Hideous laughter, Hold Person (clerics get it as a 2nd level), Blindness/Deafness, Color Spray....
As others have pointed out, the victim can just end the effect of skinsend on its turn (it does lose a lot of hp even so, though), so you have at most 1 round for the rest of the party to finish the guy off.
It is melee touch range (unlike ALL the examples I listed), takes 2 slots to make the combo happen, and a feat/discovery on infusion. In return for not having a save, as opposed to a caster just targeting a monster's weak save and nearly auto-winning.
Touch Injection + Skinsend might be stronger than basic, core spells. But really not by that much, and none of those require much or any investment or planning to use.
| Joesi |
I suppose it could be useful in some situations, when you expect to make many fortitude saving throws or/and encounter many bludgeoning attacks.
Exploration, under water or other environment where it is good to be a construct (poison, lack of oxygen, energy draining undead).
You can cast it on your familiar, either just to punish him or out of a sense of self-preservation.
Explore areas where you can not usually come thanks to your compression ability, you also get low light vision and dark vision.
Don't forget you can heal the skin with 'make whole'.
You do not need sleep.
False life and vampiric touch spells can boost your hit points considerably.
Casting cloud kill and stinking cloud around yourself is a viable tactic.
Cast it when you possess someone with magic jar.
It is entirely possible to go adventuring, while your body is safe at home, it does cost you half hit points but you get a great deal of immunities :
Constructs are immune to death effects, disease, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), necromancy effects, paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Constructs are not subject to nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. Constructs are not at risk of death from massive damage
, you can cast contingency coupled with raise dead on your body while going out of town with your skin, a servant or simulacrum could do that too of course.
"you do not need sleep" is pretty wrong/misleading. To "continually" maintain skinsend (as much as possible), one would still need to sleep as much as normal because the spell wears out and one needs to refill their spell slots. The useful part is protection from forced sleep/unconscious and other negative imposed effects on the mind.
"It is entirely possible to go adventuring, while your body is safe at home" hell no... Am I missing something? or is it you?
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).
"you can cast contingency coupled with raise dead on your body while going out of town with your skin, a servant or simulacrum could do that too of course.", So you'll spend 6500 gold every several days for this? As far as I know it wouldn't even work since Wizards can't cast raise dead, and even if they could, raise dead doesn't restore limbs; a spell like heal or regeneration would need to be used.
From an alchemist's perspective skin send is particularly bad for some things, such as:
- Make Whole. Make whole works, but it's really damn expensive to use potions of it, and it's not even a spell on alchemist's spell list so he can't use extracts of it nor scrolls.
Because an alchemist couldn't even potions of the spell, they'd have to buy them for 300g each, which results in a cost-per-HP of 10 times that of a wand of cure light wounds.
In my opinion this is a spell alchemists should have though. - Vampiric touch: alchemist doesn't have it
Even a wizard using skinsend would have scrolls of make whole cost 5 times more per hit point than a wand of cure light wounds, and it would have the nasty downside of having the 10 minute cast time.
While using it with cloud kill is a nice idea and all, it still doesn't protect any allies or party members from the cloud. Considering the terrible health the skin has (even with buffs), it's definitely not something that should be fighting in melee, which is generally the main/only reason to be sitting in such clouds in the first place, isn't it (I guess there's defensive use, but that kinda relies on them failing their save)
| Devilkiller |
I guess Skinsend could be kind of useful if you wanted to sneak through a very small space to steal something or kill somebody. Combining it with Escape Artist might allow you to enter a building through the plumbing, for instance. I guess that another use might be to escape a jail cell, steal the keys, and bring them back. There are probably better ways to do this, but Skinsend would be kind of stylish I suppose.
StreamOfTheSky - It seems like you feel that a spell requiring a touch attack is about the same as one allowing a saving throw. Do you feel it would be ok if Color Spray had similar effects but was a touch spell with no save? Would you still feel that way if it were being used with Awesome Display by a high Charisma Oracle to defeat 7HD creatures at 1st level? To scale it up a bit, would you be ok with a 4th level touch spell called "Hand of Mung" which kills any living creature without any saving throw? If not then what level do you think that spell would be OK at, maybe 5th? 6th? Never?
Cold Napalm
|
What only Alchemists can do: If you pay the unfair tax, you can use self-only spells on other people. Which sounds great! Except...the alchemist spell list is fairly limited and poor, there's not much that this even opens up to get excited about.
Are you kidding me? Ever since I found out that infusions work on personal spells (I kinda assumed they did not because I assumed that the PFS dev team would not be that stupid to allow that shenanigans to happen again...opps, was wrong) I've been drooling at the alchemist list. Monstrous humanoid line and giant form 1 allows all EQ to continue to be in function for example. Not much to get excited about? Umm yeah...not for me.
| AnnoyingOrange |
stuff
Ok, I understand that this spell does not negate the need for sleep entirely, I should have said you can not get tired or fall asleep while the spell is in effect.
Raise dead not working on a skinless person ? I did not consider that, seems awfully restrictive to me, personally wouldn't classify skin as a limb. either way you can get it on a scroll and UMD it or cast it as a mystic theurge.
You can go adventuring, yes you have half hit points and yes you need to reunite with your body before the spell ends, it does give quite a few benefits though that are likely to compensate for having half hitpoints, it is fairly good for solo exploration provided the adventuring site is easy to reach.
Many of the suggestions don't work for alchemists or various characters, it might not even be useful for an adventurer since they have to consider their companions but that does not make it a terrible spell, though maybe a terrible spell choice for a player. As a GM I could use it for my NPCs though which offers plenty of potential.
Make whole is not optimal healing, but it is healing that a wizard can do by himself, a wand might be better if you can spare the UMD or gold or can reliably activate it but that is not necessarily the case, of course those will not work on you as a construct. Infernal healing still works if you do not mind casting [evil] spells.
| Jodokai |
Joesi wrote:What kind of spells are you talking about that a level 3 wizard can use that essentially guarantees killing any living creature in the game (any creature with skin)?
Pyrotechnics, Hideous laughter, Hold Person (clerics get it as a 2nd level), Blindness/Deafness, Color Spray....
As others have pointed out, the victim can just end the effect of skinsend on its turn (it does lose a lot of hp even so, though), so you have at most 1 round for the rest of the party to finish the guy off.
It is melee touch range (unlike ALL the examples I listed), takes 2 slots to make the combo happen, and a feat/discovery on infusion. In return for not having a save, as opposed to a caster just targeting a monster's weak save and nearly auto-winning.
Touch Injection + Skinsend might be stronger than basic, core spells. But really not by that much, and none of those require much or any investment or planning to use.
Wow, I think this marks a first for me. The first post by Stream without the word "tax" in it.
| GreenMandar |
The description of Skinsend isn't clear when your skin leaves your body. Is it during the 1 minute casting, so when done it is already separate? Do you start off with your consciousness in your body or the skin if it does separate immediately after casting? If the skin is not already separate from your body immediately after spell casting, what action does it take to make it leave? What action to have it rejoin? There is a lot unclear about this.
Skinsend
School necromancy; Level alchemist 2, sorcerer/wizard 2, witch 2
Components V, S
Casting Time 1 minute
Range personal
Target you
Duration 1 hour/level (D)
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. When your consciousness is in your body, you are helpless (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, traits, and immunities; Str 3, 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. 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 heal above 0 hit points.
If your body is regenerated before your skin returns to it, the skin dies and your consciousness returns automatically to your body. 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. 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.
This spell leaves long scars on your skin where it split apart, although these fade normally with the use of healing magic.
| Joesi |
The description of Skinsend isn't clear when your skin leaves your body. Is it during the 1 minute casting, so when done it is already separate? Do you start off with your consciousness in your body or the skin if it does separate immediately after casting? If the skin is not already separate from your body immediately after spell casting, what action does it take to make it leave? What action to have it rejoin? There is a lot unclear about this.
While it's not clear as day, form what I recall reading, it seems clear-enough.
No effect until casting is finished (that's the case for all spells, isn't it?), skin separates upon completion of casting, consciousness starts in the body, because it doesn't specify otherwise. To make the skin rejoin is a standard action, which is to dismiss the spell (while adjacent or in the same square a the body)
| GreenMandar |
I wasn't questioning whether the skin was separate before the casting finished (although in rereading what I wrote I see why you took it that way), but whether it is automatically separate after the casting is done or whether the caster decides when the skin leaves the body. I don't see anywhere that it clearly states one way or the other. Where does it say that making the skin rejoin is a standard action or the bit about the adjacent square?
Diego Rossi
|
What do you think will be the effect of Infernal healing cat on the body of someone under the effect of skinsend?
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 heal above 0 hit points.
Infernal healing give you fast healing 1, so it give you an ability, it don't cure hit point per se. On the other hand it is not regeneration, so it shouldn't regrow your skin.
As I read the spell I think you will be incapable to go above 0 hp until you regrow your skin.
- * -
Raise dead will work on a person without skin, but it will not regrow the skin, so you would still need heal or regeneration.
Personally I think that restoration should work too and if I ever allow this spell in game I will probably allow it to regrow the skin, but that is a personal opinion.
| AnnoyingOrange |
What do you think will be the effect of Infernal healing cat on the body of someone under the effect of skinsend?
Skinsend wrote: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 heal above 0 hit points.Infernal healing give you fast healing 1, so it give you an ability, it don't cure hit point per se. On the other hand it is not regeneration, so it shouldn't regrow your skin.
As I read the spell I think you will be incapable to go above 0 hp until you regrow your skin.
- * -
Raise dead will work on a person without skin, but it will not regrow the skin, so you would still need heal or regeneration.
Personally I think that restoration should work too and if I ever allow this spell in game I will probably allow it to regrow the skin, but that is a personal opinion.
infernal healing will do nothing for the body but works fine on the skin, restoration might well work I'd be inclined to treat the loss of skin as a condition treatable by anything that can cure ability drain.
| Joesi |
I wasn't questioning whether the skin was separate before the casting finished (although in rereading what I wrote I see why you took it that way), but whether it is automatically separate after the casting is done or whether the caster decides when the skin leaves the body. I don't see anywhere that it clearly states one way or the other. Where does it say that making the skin rejoin is a standard action or the bit about the adjacent square?
It quite clearly says at the start something similar to "your skin separates from your body". I take it that happens as soon as the spell comes into effect, since that's generally how spells are written.
"If the spell ends before you reunite with your skin" dictates that you must be reunited with the skin to not experience terrible consequences, which means either adjacent, or sharing squares (not sure which; sharing square probably make more sense). Unfortunately the lameness of the description doesn't DIRECTLY cover the fact that it's a standard action to rejoin the skin, but it does say/imply that the skin joins back when the spell ends, and to end a spell early, you dismiss it (if it's a dismissible spell), which takes a standard action (explained in the intro to magic spells).