Rule bending tricks that are still legal. (Compilation)


Pathfinder First Edition General Discussion

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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Nope. I meant casting an echo spell for free (thanks to Spell Perfection), then applying echo spell to the second casting (since Spell Perfection only requires the spell to be cast to work). In short, having infinite castings on one spell, provided you always apply echo spell to every casting.

That prohibitive line is new. Hurray for stealth errata. :|


Diego Rossi wrote:
Ashiel wrote:
chaoseffect wrote:
Fleshgrinder wrote:

One could argue that a maximized time stop + 3 or 4 maximized delayed blast fireballs is a pretty cheesy use of the rules.

Sure, it's 4 or 5 spells, but it's also 240 to 300 damage.

One 9th level and 4 or 5 8th levels. It's a lot of destruction quickly, but that is a lot of resources. Hope you don't have more than one encounter that day or god forbid you unstop time just to watch the enemy Improved Evasion away =p
Even normal evasion can make you cry. A must have for Paladins and such is a Ring of Evasion. :3

Hmm:

PRD wrote:


Ring of Evasion

This ring continually grants the wearer the ability to avoid damage as if she had evasion. Whenever she makes a Reflex saving throw to determine whether she takes half damage, a successful save results in no damage.

...

Evasion (Ex): At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

I don't see anything that allow the ring to bypass the need to be in light or no armor. Generally the paladins use heavy armor. Granted you can decide that in a high level game AC don't matter and have your paladin go around in light armor but it isn't a standard choice.

Doesn't say gains evasion "as a rouge", doesn't even say gains evasion "as a ranger" which would allow for medium armor. The ring simply grants the ability. No prerequisite required.


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darth_borehd wrote:

This is more of an often overlooked concept. Instead of focusing on combat, focus on social skills.

Choose all traits and feats to maximize Bluff, Intimidate, and Diplomacy. Class is not important as long as you get all of them for class skills (some traits grant skills as class skills).

You should be able to talk your way through just about anything. Convince hordes of peasants to fight for you, convince the guards you are the king in disguise, seduce the queen, and do just about every other con in the book.

At first level a human arcane bloodline sorcerer princess can have +17 to diplomacy checks. (1 (paid ranks) + 3 (class) + 1 (trait bonus) + 3 (familiar bonus from a thrush) + 3 (skill focus) + 2 (persuasive) + 5 (20 starting charisma)) The way diplomacy DCs fail to scale that's pretty potent. And she's still a sorceress with a maxed casting stat and one trait still available for magical lineage or whatever.


Ravingdork wrote:

Nope. I meant casting an echo spell for free (thanks to Spell Perfection), then applying echo spell to the second casting (since Spell Perfection only requires the spell to be cast to work). In short, having infinite castings on one spell, provided you always apply echo spell to every casting.

That prohibitive line is new. Hurray for stealth errata. :|

That did not even work by RAW before, as it was pointed out when you first brought it up.

It was just written in such a way that the incorrect interpretation could be argued for.


VRMH wrote:
Ashiel wrote:
Combine with shadow projection for the ultimate lulz. :P You might need to be a multiclass witch to do it though. Witch X / Sorcerer 1 would allow it via a magic item.

Skinsend is on the Witches' list. A deflated familiar is not quite as nice as a shadowy one, but it does mean that Fluffy can stay with you.

Plus it's a 2nd level spell.

I got really excited for a minute there... and then I re-read the spell. The drawbacks are huuuuuuuge and the benefit is so much smaller... Just doesn't do it for me at all.

Part of what I like so much about the Shadow Projection is worst case scenario, the shadow-familiar dies... which just means it goes back to its body at -1hp. Its one tiny cure spell from being fine.

Skinsend is still a you die = you are dead scenario.
Also, flying +strength damaging attacks +everything else is much better/cooler than construct traits+compression :P

Still a neat concept though, and way better on a familiar than on yourself!


chaoseffect wrote:

I believe he's referring to Awesome Display and saying he's had experiences with people applying the bonus wrong or on spells without the descriptor. I'm not quite sure how though, as it's fairly straight forward (if using an illusion pattern, affected creatures HD is instead their HD - your cha mod as far as the spell is concerned).

** spoiler omitted **

May I add: Awesome Display is one of the most broken things I have seen in the game. I used to play a character built around it, but it got to be just not even fun due to trivializing such a huge number of encounters... Loathsome Veil is really nice with it, but even color spray is ridiculously good into fairly late levels.


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Gobo Horde wrote:


Alchemists in general have quite a few tibits you can exploit. Off the top of my head are Touch injection with detonate, touch your opponent and have him explode for 5d6 damage with no save and have him hurt everyone around him for 10d6 damage. Alchemical Allocation allows you to essentially cast any spell of any level multiple times by using up a second level spell slot. Think cure critical wounds at level 10 used 7 times a day with a int of 16. A internal alchemist only needs to breathe twice a day with a measly con score of 12, so is essentially immune to inhaled effects, and can survive underwater/vacuum. mix this with the fact that with 2 feats at level 10, she becomes immune to poison, disease, cold, non-lethal, sleep, and paralyzation. Most classes have effects that when combined...

Most broken use of Alchemical Allocation...

Alchemical Allocation: This extract causes a pale aura to emanate from your mouth. If you consume a potion or elixir on the round following the consumption of this extract, you can spit it back into its container as a free action. You gain all the benefits of the potion or elixir, but it is not consumed. You can only gain the benefits of one potion or elixir in this way per use of this extract.

Plus

Elixir of life: Once per day, the alchemist can brew an elixir of life. This special concoction costs 25,000 gp to create and takes 1 hour of work. An elixir of life, when administered by the alchemist who brewed it, restores life to a dead creature as per the spell true resurrection. Alternatively, the alchemist himself may drink the elixir of life, after which point he is immediately targeted with a resurrection spell the next time he is killed. Used in this manner, the effects of an elixir of life persist only for a number of days equal to the alchemist's Intelligence modifier; if he does not die before that time expires, the effects of the elixir of life end. An alchemist must be at least 16th level before selecting this discovery.

Elixir of life costs 25000gp to make... but is powerful enough to justify it. Alchemical Allocation is a 2nd level extract that can let you use the the same Elixir of Life over and over and long as you please. Yes please! Sure you need to be level 16 for this trick... but pretty cheap form of near-immortality.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
wraithstrike wrote:
Ravingdork wrote:

Nope. I meant casting an echo spell for free (thanks to Spell Perfection), then applying echo spell to the second casting (since Spell Perfection only requires the spell to be cast to work). In short, having infinite castings on one spell, provided you always apply echo spell to every casting.

That prohibitive line is new. Hurray for stealth errata. :|

That did not even work by RAW before, as it was pointed out when you first brought it up.

It was just written in such a way that the incorrect interpretation could be argued for.

Remind me again how it didn't work prior to the errata?


Ravingdork wrote:
wraithstrike wrote:
Ravingdork wrote:

Nope. I meant casting an echo spell for free (thanks to Spell Perfection), then applying echo spell to the second casting (since Spell Perfection only requires the spell to be cast to work). In short, having infinite castings on one spell, provided you always apply echo spell to every casting.

That prohibitive line is new. Hurray for stealth errata. :|

That did not even work by RAW before, as it was pointed out when you first brought it up.

It was just written in such a way that the incorrect interpretation could be argued for.

Remind me again how it didn't work prior to the errata?

Maybe they didn't notice that a line was added? It didn't have that part before about not being able to reprepare/recast....

It worked before, now it doesn't.


Use Dominate Person to force a Druid to teach you Druidic.

Use Beguiling Gift on a Druid and force them to equip a Steel Shield.


BigDTBone wrote:


Use Beguiling Gift on a Druid and force them to equip a Steel Shield.

Could you not have shared that when I rolled up my level 4 bard, two weeks ago?

But perhaps I'll come around to learning beguiling gift at some time.
It's sad that clerics aren't restricted in which weapons they are allowed to use any more.


BigDTBone wrote:
Use Beguiling Gift on a Druid and force them to equip a Steel Shield.

Not exactly the easiest endeavor. You have to stand right next to him (which is always a bad idea), and have to beat the Will save of a class with good Will saves and usually high Wisdom... with the less-than-stellar DC of a first level spell...


Midnight_Angel wrote:
BigDTBone wrote:
Use Beguiling Gift on a Druid and force them to equip a Steel Shield.
Not exactly the easiest endeavor. You have to stand right next to him (which is always a bad idea), and have to beat the Will save of a class with good Will saves and usually high Wisdom... with the less-than-stellar DC of a first level spell...

But it gets bonus points for being funny.


wraithstrike wrote:
Ravingdork wrote:

Nope. I meant casting an echo spell for free (thanks to Spell Perfection), then applying echo spell to the second casting (since Spell Perfection only requires the spell to be cast to work). In short, having infinite castings on one spell, provided you always apply echo spell to every casting.

That prohibitive line is new. Hurray for stealth errata. :|

That did not even work by RAW before, as it was pointed out when you first brought it up.

It was just written in such a way that the incorrect interpretation could be argued for.

Isn't that in keeping with this whole thread? Incorrect or highly suspect interpretations of rules that someone will argue for?


its not quite rules bending, but mirror image is so ridiculously powerful that our 14th level characters are still using it. For the love of Asmodan, it gives you better miss chance than invisibility or displacement. I would never leave home without it.

Grand Lodge

Pathfinder Adventure Path, Rulebook Subscriber
Queen Moragan wrote:

Don't spill coffee on your cat either!!! It is also mean and won't make your cat better, just very wet.

If you do however, use your character sheet to wipe off your cat, this should make you character sheet perfectly unreadable.;-D

My cat kind of deserves it, he comes down and climbs up on the table and sits in the middle of the battle mat. I'm pretty much waiting for him to get a pike up his arse when he sits on the wrong mini, and hoping that deters him.

Grand Lodge

Pathfinder Adventure Path, Rulebook Subscriber
Atarlost wrote:
darth_borehd wrote:

This is more of an often overlooked concept. Instead of focusing on combat, focus on social skills.

Choose all traits and feats to maximize Bluff, Intimidate, and Diplomacy. Class is not important as long as you get all of them for class skills (some traits grant skills as class skills).

You should be able to talk your way through just about anything. Convince hordes of peasants to fight for you, convince the guards you are the king in disguise, seduce the queen, and do just about every other con in the book.

At first level a human arcane bloodline sorcerer princess can have +17 to diplomacy checks. (1 (paid ranks) + 3 (class) + 1 (trait bonus) + 3 (familiar bonus from a thrush) + 3 (skill focus) + 2 (persuasive) + 5 (20 starting charisma)) The way diplomacy DCs fail to scale that's pretty potent. And she's still a sorceress with a maxed casting stat and one trait still available for magical lineage or whatever.

Diplomacy is pretty much a substitute for any other skill in the game, don't have a profession/knowledge/craft/perform skill handy, go do a Diplomacy check to gather information on the best guy in town, and then diplomacy him to get him to do it. Might cost a little coin, but it works.


I am entirely unsure if this would be rule legal or not.

1) Sever hand.
2) Mage hand with permanence on the stump (would this be as good as a normal hand? DM discretion is my guess)
3) Dagger with permanent invisibility.

Always ready for a sneak attack, even in the middle of a friendly conversation.

As for point 2, a mage hand can only lift so much, but that is likely due to the fact that your hand has little to no muscles to begin with. Wiggle your fingers, you'll notice the contractions are happening in your forarm.

So, arguably, a mage hand attached to a permanent stump may work as well as a normal hand.


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Interzone wrote:
Skinsend is still a you die = you are dead scenario.

True, although you can simply evacuate the Skin and return to your own body as a Standard Action. So if things get hairy, Fluffy can abort the mission leaving only a deflated pelt behind. And the Construct immunities should mean you have the time to do that, when caught.

If you're feeling particularly abusive, this can be a source of infinite animal skins. Rabbit fur coats for everyone!

Quote:
Also, flying +strength damaging attacks +everything else is much better/cooler than construct traits+compression :P

No argument there! ;)

Further abuse of Skinsend spell on a familiar lies in the line "Your skin can take any actions you could normally take in your own body". When you interpret that as a continuous effect, you can designate the skinned Familiar as a toucher of your spell and then have the Skin deliver the spell even though it's miles away.
Stay at home and drink tea with a skinned cat, while sending a balloon animal with the party to act as their healer!


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Anburaid wrote:
its not quite rules bending, but mirror image is so ridiculously powerful that our 14th level characters are still using it. For the love of Asmodan, it gives you better miss chance than invisibility or displacement. I would never leave home without it.

This reminds me of another "rules bender". Caster has images up? Close your eyes as a free action right before you swing, reduce miss chance to 50/50. Even better, true strike eliminates miss chance from concealment (blindness) so use true strike and then close your eyes, mirror images negated altogether


Fleshgrinder wrote:
I am entirely unsure if this would be rule legal or not.

...it should be, if only to protect you from yourself. ;)

But if not: use Spectral Hand, and have it fly off your stump to Vampiric Touch-slap people at a distance! (I'd still drop the "sever your own hand" part though...)


Implant bombs with any of the following:
Twin form, Tumor Familiar, Alchemical Zombie, Alchemical Simulacrum, Greater Alchemical Simulacrum, Doppelganger Simulacrum, Elixir of Life, Clone Master, Reanimator, or your buddy Fighter McFighty. You implant bombs into one of the creatures here, yourself, or your friends. These bombs are a varied lot, some are maxed damage bombs, some are tanglefoot bombs, some are force cage bombs, some are inferno bombs with the rocket bomb feat, others might be greater plague bombs or immolation bombs. Some bombs have been reduced to 1 die of damage, cost you 150gp, and an hour of work to create mini nukes. then send that simulacrum or your twin form or even your familiar into the mass ranks of your foes. When he dies, and there is little reason he wont, the resulting explosion will be like a mini sun that you can read books to or toast your marshmallows with. If you ever manage to die, you take out the entire room and possibly even collapse the cave you were in then hop into your doppelganger simulacrums or one of your clones, or the elixir of life goes off and you emerge unscathed from the wreckage true phoenix style, just slightly weaker... If you ever are in a situation where it is about to be a TPK you might as well empty the room as you go. and it costs 150 gp per bomb to create some of these...

Liberty's Edge

Fleshgrinder wrote:

I am entirely unsure if this would be rule legal or not.

1) Sever hand.
2) Mage hand with permanence on the stump (would this be as good as a normal hand? DM discretion is my guess)
3) Dagger with permanent invisibility.

Always ready for a sneak attack, even in the middle of a friendly conversation.

As for point 2, a mage hand can only lift so much, but that is likely due to the fact that your hand has little to no muscles to begin with. Wiggle your fingers, you'll notice the contractions are happening in your forarm.

So, arguably, a mage hand attached to a permanent stump may work as well as a normal hand.

Mage hand isn't an hand at all. It is a tractor/pressor beam.

Mage Hand

School transmutation; Level bard 0, sorcerer/wizard 0

Casting Time 1 standard action

Components V, S

Range close (25 ft. + 5 ft./2 levels)

Target one nonmagical, unattended object weighing up to 5 lbs.

Duration concentration

Saving Throw none; Spell Resistance no

You point your finger at an object and can lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell's range.


Silent Saturn wrote:

The only think I can think of is the Peasant Railgun.

-Line up a bunch of NPC's.
-Give the one on the end a +5 shortbow with all the enchants you can.
-Peasant 1 fires it, then drops it. Peasant 2 picks it up (move action), fires it (standard), then drops it (free action).
-Repeat all the way down the line, for however many peasants you have.

Result: More attacks with your enchanted bow per round than you've ever seen in your life.

The better version of this is to line up your peasants and hand the one at the end a 10ft pole. Have about 100 or so all ready actions to pass it to the next guy in line and suddenly you have a railgun proper.


Silent Saturn wrote:

The only think I can think of is the Peasant Railgun.

-Line up a bunch of NPC's.
-Give the one on the end a +5 shortbow with all the enchants you can.
-Peasant 1 fires it, then drops it. Peasant 2 picks it up (move action), fires it (standard), then drops it (free action).
-Repeat all the way down the line, for however many peasants you have.

Result: More attacks with your enchanted bow per round than you've ever seen in your life.

Actually, that one is called the peasant gatling.

Akeaka wrote:
The better version of this is to line up your peasants and hand the one at the end a 10ft pole. Have about 100 or so all ready actions to pass it to the next guy in line and suddenly you have a railgun proper.

Won't work as a railgun. The last one will just drop the pole which will then fall to the ground, having gained no relevant kinetic energy.

You can, however, create a very fast transportation mechnic that way.


Anburaid wrote:
its not quite rules bending, but mirror image is so ridiculously powerful that our 14th level characters are still using it.

Perhaps I'm missing something but I learned it with my magus but never used it because as I understood it it was just not good enough (for him)

At 4th level, when you can first cast it as a magus you get 1d4+1 images. So 2 to 5.
Every time someone misses you by 5 or less one image is gone.
As a magus you always try to have a decent AC, so odds are good that some or all of your images are destroyed without you having any benefit at all.

That my be totally different for a wizard with low AC. But as is I always used ablative barrier instead of mirror image. I didn't benefit from the AC bonus (except vs incorporeals) but a good amount of damage I was delt was nonlethal at least.
And except for not being hit there wasn't anything that could just make my spell useless.


Midnight_Angel wrote:
Silent Saturn wrote:


Won't work as a railgun. The last one will just drop the pole which will then fall to the ground, having gained no relevant kinetic energy.

You can, however, create a very fast transportation mechnic that way.

Yes, fighting fires should be very easy RAW as the same instant transport works with buckets of water.


Paragon Surge + Expanded Arcana for the spontaneous casters.

Dark Archive

Anburaid wrote:
its not quite rules bending, but mirror image is so ridiculously powerful that our 14th level characters are still using it. For the love of Asmodan, it gives you better miss chance than invisibility or displacement. I would never leave home without it.

I just have the bad guys shut their eyes while they swing .... EDIT - I see someone else already suggested this.


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Animal messenger body disposal:

Use a body as the material component to the animal messenger spell on a rat. POOF, body gone into the ether.


have wizards and such wear armored kilts and use mithral shields for no arcane spell failure and no armor check penalty but getting armor and shield bonus.


BigNorseWolf wrote:

Animal messenger body disposal:

Use a body as the material component to the animal messenger spell on a rat. POOF, body gone into the ether.

Just re-read the spell and that's fantastic.


Umbranus wrote:
Anburaid wrote:
its not quite rules bending, but mirror image is so ridiculously powerful that our 14th level characters are still using it.

Perhaps I'm missing something but I learned it with my magus but never used it because as I understood it it was just not good enough (for him)

At 4th level, when you can first cast it as a magus you get 1d4+1 images. So 2 to 5.
Every time someone misses you by 5 or less one image is gone.
As a magus you always try to have a decent AC, so odds are good that some or all of your images are destroyed without you having any benefit at all.

That my be totally different for a wizard with low AC. But as is I always used ablative barrier instead of mirror image. I didn't benefit from the AC bonus (except vs incorporeals) but a good amount of damage I was delt was nonlethal at least.
And except for not being hit there wasn't anything that could just make my spell useless.

Lets examine this at level 4:

1d4+1 images (average of 3.5). At this level, you can only wear light armor. Assuming 24 AC (10 + 4 Dex + 4 Hide Armor + 4 Shield spell + 2 Deflection/Natural armor magic item) against a +10 enemy (4 Str + 4 BAB + 2 Magic).

Without Mirror Image
Hit chance: 14+ to hit or 35% hit

1st swing:
Hit chance: 35% hit * (1/(1+3.5)) hit you, not an image = 7.7778%
Mirror Image dies?: (Roll of 9-13:) 25% + 35%*3.5/(1+3.5) = 52% chance to lose an image

2nd swing: 48% chance to be same as 1st swing, 52% chance of 2.5 images remaining.
Hit chance: 7.778% * 48% + 52% * (35% * 1/(1+2.5)) = 8.933%
Mirror Image dies?: 25% + 35%*48%*52%+35%*52%*(1/(1+2.5) )= 38.9%

3rd swing: 48%*48%=23% chance to have 3.5 images. 39% chance to have 1.5 images. (1-.23*.39)=38% chance to have 2.5 images.
Hit Chance: 7.778%*23%+10.0%*.38%+(35%*1/(1+1.5))*39%=11%
Mirror Image dies? 25% + 35%*23%*48% + 35%*38%*39%+35%+39%*(1/(1+1.5))= 35%

etc..... As the average # of images drop, average chance to get hit goes up, but average chance to kill an image goes down.

Summary: you drop from ~35% chance to be hit to ~12% chance to be hit for ~7 swings. That is a better miss chance than greater invis or blink and last long enough for most fights.

Mirror Image might not be your cup of tea, but it is one of the best spells for physical defense in the game.


Tiny Coffee Golem wrote:
BigNorseWolf wrote:

Animal messenger body disposal:

Use a body as the material component to the animal messenger spell on a rat. POOF, body gone into the ether.

Just re-read the spell and that's fantastic.

It does say "morsel" and I assume a medium sized creature is a bit more than a morsel for a single rat.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

As a long time player of spellcasters, I've come up with some really great spell combos which may be questionably legal for some GMs' liking.

***

I really liked using Decompose Corpse and Restore Corpse in conjunction with Purify Food and Water to create an infinite food source out of a cow.

It's any wonder butchers are so rich if they can just use these spells to sell an infinite number of steaks with little to no overhead.

***

Using the Create Demiplane line of spells to create whole worlds full of natural resources (even rare ones like mithral or admantine) then mining them to pay for their expansion, or the creation of entirely new demiplanes.

***

Has anyone mentioned using Eschew Materials or False Focus in conjunction with Fabricate to create gold out of nothing yet?

***

Rob your own Magnificent Mansion of all its furniture and valuables to sell in real world markets. Create a new one, rinse and repeat.

***

Use Polymorph Any Object to turn anything into rare and deadly materials such as lava or poison.

"That's no floor ye be standin' upon. Tis' lava mate!"
"That's nah' air yer breathin'. Tis burnt othur fumes!!!"

Alternatively, use Fabricate instead if you have the appropriate ingredients at hand. Makes even those speedy alchemists cry. Especially if you can find said ingredients growing out in the woods for free (or better yet, create them with Minor Creation)!

Heck, why not turn the very air into solid stone trapping everyone?

***

Stone shape is better than most people give it credit for:

I did some mathematical calculations and, as a 5th-level cleric or druid, I found that you could manipulate 15 cubic feet of stone.

That means you could...

- Create spikes...big spikes...under enemies...impaling them. With 15 cubic feet I could create 45 right cones, each 5 feet long with a 3 inch radius at their base (if I did my math correctly). By reducing the radius, I can create well over a hundred spikes (albeit more fragile ones). At later levels, I could potentially impale small armies numbering in the hundreds.

- Prepare an action to create the above spikes (facing at an angle from the ground) when the enemy charges you and your friends so that they impale themselves.

- Touch a stone tower or similar structure and reshape a diagonal sliver out of it (moving it somewhere else in the tower) effectively cleaving the tower in half causing the top half to slide off the bottom half. I haven't done the math, but considering towers are rarely solid and I would only need to move a 1/2" x W' x D' or so, I should be able to pull this off even at low levels.

- Similar to the spike trick above, but the objective is to trap the victim(s) rather than to harm them. Simply have the cones spring up all around them thereby restricting their movement and making them helpless.

- Reshape a wall or ceiling into small spheres causing it to collapse on people standing nearby. Since I am not so much "turning the stone into spheres" as much as I am "reshaping/moving the stone from all the spaces BETWEEN the spheres," I can affect a surprisingly large amount of ceiling/wall this way.

- A combination of the above tricks: Instead of shaping a section of ceiling, shape them into cone spikes, then move a sliver of stone from their base causing them to fall on people below. I have no idea how much volume it would take to do that though...

- Cause a door in a stone frame to become blocked by stone cross bars in order to stop an enemy pursuit dead in its tracks.

- Seal a stone sarcophagi so that the horrible undead can't escape.

- Open a narrow passage (such as a door or series of murder holes) through a stone wall.

- Create a series of crude HOLLOW humanoid statues (I estimate about 1 per 5 cubic feet) to trick far off enemies or something.

- Create a mundane object such as thin slabs in the shape of a tent or shelter, or create a narrow bridge over a small chasm, or make a goblet or bowl for holding liquids or food.

See this thread for even more ideas on weaponizing Stone Shape.

***

Mage's magnificent mansion (MMM) says that anyone you select may enter. It also says that the layout of the mansion is entirely up to you up to a certain size. Not only does it make a good escape/hideaway spell much like rope trick does (as you can keep pretty much everyone out), but you could potentially use it to set up a battleground of sorts.

For example, I am fighting the BBEG (he/him/his). It's not going as well as I'd like because I am on his turf and his terms, so I cast MMM and step through the doorway. He can't pursue until I make him a designated target (the spell doesn't say I have to do it right away). Furthermore, depending on your interpretation, he may even have to wait for me to open the door for him (since it closes behind me). So let's say I go inside and on my next turn cast invisibility upon myself. Then I let him in, slam the door shut behind him (both to creep him out and to trap him), and let him wonder aimlessly in the maze I've trapped him in (the spell seems to indicate that only I can open the door again). At that point, he's on my turf. Since I can design the mansion to have any layout I want, there could be any number of doors and rooms for him to go through, some of which might contain sudden drop offs (nothing says the layout can't be vertical) or other structural hazards/tactical advantages.

Basically, he's a fly caught in a spider's web. Imagine if the layout was something like that one famous piece of optical illusion artwork where the stairs and doorways go all over the place. ONLY I KNOW THE LAYOUT OF THE MANSION. That alone gives me a huge advantage. Via invisibility and other tricksy spells and illusions (some of my favorites being project image and summon monster) I can perform a variety of hit and run type attacks. With some creativity, it becomes almost impossible to lose (even if he has see invisibility, I could make mundane hiding spaces in the mansion abundant).

This even makes an awesome tactic for the BBEG to use on a group of PC adventurers.

See more ideas for using MMM as a tactical combat spell, and using it to make your foes really suffer, in this thread.

***

Use Aquatic Orb to trap someone in water, then follow up with Hideous Laughter to make them instantly drown in it.

***

The bodies of elementals are mutable in form. A water elemental can look like a shark or a wave with a face, whereas an earth elemental could look like a humanoid statue, or an earth-sod dragon. Though they prefer not to, all elementals possess the ability to speak.

As a spellcaster, this means you can use Elemental Body to take the form of a humanoid elemental to retain your spellcasting abilities while gaining a host of other benefits, such as earthglide.

One of my favorite tricks was turning into a huge earth elemental that looked like a stone statue version of myself, earth gliding to safety, then summoning several huge earth elementals that were identical in appearance. It often takes a while for my enemies to realize they aren't fighting me.

***

Using Simulacrum on every enemy you defeat, on yourself, and on creatures and characters you've never even encountered to create bodyguards, servants, spies/saboteurs, item crafting slaves, etc.

***

On gaining immortality:

First, take the Silent Spell and Still Spell metamagic feats as a sorcerer (which means you also have Eschew Materials). Get an Improved Familiar, such as a faithful consular imp as well.

Use the Magic Jar spell to inhabit a powerful, youthful body. Repeated castings of Magic Jar would be used to extend the duration of this effect indefinitely. The familiar will carry the magic jar as an amulet (generally being invisible and out of the way while doing so).

While in your new body, cast Binding (minimus containment) upon yourself (that is to say, your "old self") placing your original body forever into the magic jar. Being a sorcerer, you may need to use a scroll or similar method of doing this.

Now, your aging is effectively halted and you (in your stronger, monstrous body) is free to adventure the world. You cannot be killed very easily. Destroying your false body sends you back to the magic jar (which the familiar will either keep close by so you can possess a new body to continue the fight or, failing that, fly away while invisible to fight another day). Your true body cannot be destroyed as it is inside the magic jar/binding gem.

If you destroy the magic jar, both spell effects end and you are freed at full health and returned to your normal body (which can then be killed normally provided your foe can do it before you teleport to safety).

If the magic jar is dispelled, you are then physically trapped, fully conscious in the former magic jar/binding gem (as binding cannot be dispelled). The familiar no one knew was there will usually retreat at that point, or you can emerge to continue the fight in your mortal form since you set a trigger condition that allows you to escape the binding easily (such as saying a certain rare phrase aloud)--or else dispel it normally if you are the caster.

I developed this tactic as a means of staving off natural death until lichdom can be achieved.

***

A combination of the above two:

Be a powerful spellcaster with access to binding, magic jar, and simulacrum. Create a simulacrum of yourself. Inhabit its body with magic jar (it autofails the save as it does what you say). Go on adventures with slightly lower stats, but full spellcasting abilities. Carry your true body inside the magic jar via a Binding (minimus containment) spell. Since you cast the minimus containment spell, you can end its effect to free yourself at will as a standard action (should your simulacrum be destroyed and you wish to continue fighting in your true form). This has the added benefit of stopping your aging process so you live forever. Anyone who tries to kill you will have to do it at least twice in a row (first your weaker form, than your true form, ala Freeza from DBZ). If you have several simulacrums (you can put them in the magic jar via binding as well for easy travel), there is nothing preventing you from releasing them and magic jarring them as well should your original simulacrum body be destroyed, forcing the enemy to fight you several times over. What's more, you can inhabit the body of a different simulacrum, essentially allowing you to change your appearance and physical capabilities at will.

Dark Archive

Using "traps" as items which can cast an infinite amount of whatever spell you want.

http://paizo.com/forums/dmtz53z4?Item-creation-question

Richard

Silver Crusade

BigNorseWolf wrote:

Animal messenger body disposal:

Use a body as the material component to the animal messenger spell on a rat. POOF, body gone into the ether.

Very, very cute

[Pedant]
Of course, you have to convince the GM that a body is a "morsel"
[/Pedant]

Silver Crusade

pauljathome wrote:
BigNorseWolf wrote:

Animal messenger body disposal:

Use a body as the material component to the animal messenger spell on a rat. POOF, body gone into the ether.

Very, very cute

[Pedant]
Of course, you have to convince the GM that a body is a "morsel"
[/Pedant]

mor·sel/ˈmôrsəl/

Noun:

A small piece or amount of food; a mouthful.
A small piece or amount.

Maybe if a dragon cast this.


richard develyn wrote:

Using "traps" as items which can cast an infinite amount of whatever spell you want.

http://paizo.com/forums/dmtz53z4?Item-creation-question

Richard

or to take that further, but the trap at your city gates with cure light wounds on it. The peasants walk through, 'survive' the traps, gain XP, and level up.

Dark Archive

BigNorseWolf wrote:
richard develyn wrote:

Using "traps" as items which can cast an infinite amount of whatever spell you want.

http://paizo.com/forums/dmtz53z4?Item-creation-question

Richard

or to take that further, but the trap at your city gates with cure light wounds on it. The peasants walk through, 'survive' the traps, gain XP, and level up.

Set up a jogging circuit for your military personnel with a gauntlet of resetting cure traps. Enjoy your leveled up soldiers.


wraithstrike wrote:
If you mean you can gate in really powerful monsters, it still isn't rule bending.

You can gate pcs/npcs straight to you for a pre-buffed/prepaired ambush. Otherwise just gate them someplace bad. Even that pesky 20th level barbarian is dead in hell or the negative energy plane.


First, let me say I really like where you're head is at. I have a few notes though. I know you said much was questionable and will vary with DM. I suspect any "infinite wealth" scenerios aren't going to fly for PC's. However, it's not game breaking for NPC's. Espically NPC's who make golems or what not.

Ravingdork wrote:

As a long time player of spellcasters, I've come up with some really great spell combos which may be questionably legal for some GMs' liking.

***
I really liked using Decompose Corpse and Restore Corpse in conjunction with Purify Food and Water to create an infinite food source out of a cow.

It's any wonder butchers are so rich if they can just use these spells to sell an infinite number of steaks with little to no overhead.***

All the butcher needs is an int of 11 and enough training to learn to cast two spells. Well worth the investment.

My Arcane trickster actually uses this spell combo to move the corpses of rare creatures we find/kill. He trades them to the mage consordium for access to spells.

Ravingdork wrote:

Using the Create Demiplane line of spells to create whole worlds full of natural resources (even rare ones like mithral or admantine) then mining them to pay for their expansion, or the creation of entirely new demiplanes.

***

Though the spell is silent on it's ability to make infinite wealth I cant see a DM allowing this for PC's. However, it is useful for world building.

Alternately it is a good way to feed large numbers of people with very little farmland. LIke in the Darklands, for example.

Also I think i'd allow a demiplane to be used to create infinite water. Unless you want to cast planeshift all day long you'll need the 9th level version along with a portal, but logistics aside I don't see the harm in large quantities of water.

Ravingdork wrote:
Has anyone mentioned using Eschew Materials or False Focus in conjunction with Fabricate to create gold out of nothing yet?***

False focus could make up to 99.99 GP per casting. Not too shabby. However Eschew could only make 9.99 silver pieces as it only works for up to 1GP. Still doesn't suck, but it's unlikely you'll make much money even spending every spell slot available to make gold pieces.

Ravingdork wrote:
Rob your own Magnificent Mansion of all its furniture and valuables to sell in real world markets. Create a new one, rinse and repeat.***

Again this would be a DM discression thing, but infinite wealth is generally a non-starter. I always play MMM goods as not existing outside of the demiplane. Basically you can make whatever you want inside,but it doesnt exist outside. A chair removed will simply vainsh in your hands if you cross the threshold with it.

There is one exception. Food and drink ingested on the plane doesnt vanish once the eater leaves. So you COULD use this spell to feed a large number of people similar to the Demiplane spells above.

Ravingdork wrote:

Use Polymorph Any Object to turn anything into rare and deadly materials such as lava or poison.

"That's no floor ye be standin' upon. Tis' lava mate!"
"That's nah' air yer breathin'. Tis burnt othur fumes!!!"

Alternatively, use Fabricate instead if you have the appropriate ingredients at hand. Makes even those speedy alchemists cry. Especially if you can find said ingredients growing out in the woods for free (or better yet, create them with Minor Creation)!

Heck, why not turn the very air into solid stone trapping everyone?***

Exactly the purpose of this spell I think.

Ravingdork wrote:

Stone shape is better than most people give it credit for:

I did some mathematical calculations and, as a 5th-level cleric or druid, I found that you could manipulate 15 cubic feet of stone.

That means you could...

Love everything about this one. Just remember that it's stone touched. though adding reach spell makes this super fun at range.


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Tiny Coffee Golem wrote:
Ravingdork wrote:

I really liked using Decompose Corpse and Restore Corpse in conjunction with Purify Food and Water to create an infinite food source out of a cow.

It's any wonder butchers are so rich if they can just use these spells to sell an infinite number of steaks with little to no overhead.

All the butcher needs is an int of 11 and enough training to learn to cast two spells. Well worth the investment.
It gets better. Sculpt Corpse can make your corpse another creature, and one size larger. You could start out with a dead mouse, and within a few days sell bison stakes!
Tiny Coffee Golem wrote:
Ravingdork wrote:
Stone shape
Just remember that it's stone touched. though adding reach spell makes this super fun at range.

Spectral Hand. Just saying.


VRMH wrote:
Tiny Coffee Golem wrote:
Ravingdork wrote:

I really liked using Decompose Corpse and Restore Corpse in conjunction with Purify Food and Water to create an infinite food source out of a cow.

It's any wonder butchers are so rich if they can just use these spells to sell an infinite number of steaks with little to no overhead.

All the butcher needs is an int of 11 and enough training to learn to cast two spells. Well worth the investment.
It gets better. Sculpt Corpse can make your corpse another creature, and one size larger. You could start out with a dead mouse, and within a few days sell bison stakes!

Thats brilliant. I'll be using that with my AT to create insteresting corpses to sell.

Tiny Coffee Golem wrote:
Ravingdork wrote:
Stone shape
Just remember that it's stone touched. though adding reach spell makes this super fun at range.
Spectral Hand. Just saying.

Or that.

Silver Crusade RPG Superstar 2014 Top 16

Just wanted to thank all of you guys who have posted cool and fun ideas here. This has been one of my favorite threads of all time on these boards.

@VRMH: Every sorcerer or wizard I ever make will now be taking Sculpt Corpse. Such an awesome RPing tool, and you can make some money to boot.

Spoiler:
For example, the last PFS session I ran, the group killed some Yetis, and they could take the pelts with them to sell. If the wizard had sculpt corpse, he could have made all the other people they had fought earlier in the session into yetis, cut off those pelts, make extra money!

Scarab Sages

Anburaid wrote:
its not quite rules bending, but mirror image is so ridiculously powerful that our 14th level characters are still using it. For the love of Asmodan, it gives you better miss chance than invisibility or displacement. I would never leave home without it.

Mirror Image should never give a better miss chance than Invisibility. Close your eyes.

Heavens forbid an npc takes blind fighting.

Sczarni

My personal favorite is gaining cover behind a tower shield.

Attended or worn objects use their holder's stats for any effect that needs to know them, such as Shatter or sunder effects. That means if you're wearing a tower shield and someone tries to sunder or Shatter it, it uses your AC or your Reflex save bonus.

If you take cover behind a tower shield, you get a bonus to AC and Reflex saves from any effect originating behind the shield.

Therefore, you can help protect your tower shield from Shatter or sundering... by hiding behind it.


1 person marked this as a favorite.

A Wizard/Cleric with the False Focus feat can use his actual Holy Symbol as a fake, and turn water into Holy water for free.


Artanthos: I agree with you regarding Mirror Image. However, there IS a reason to not close your eyes. Every image you remove decreases the effective miss chance. And not just for you either.

- Gauss


Also, if you close your eyes you're flat footed.

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