The white-haired witch can grapple several enemies in one round, but still needs standard actions to main each grapple the next round.
However, there is any preventing me from simply ending my grapples with a free action, and then doing a full round attack action to attack and then re-grapple my previous targets again? Obviously I might fail to grapple them this way, but if my rolls are good, can I keep several targets constantly grappled?
2. Can the witch move away while she has somebody grappled?
The rules state that the Witch herself doesn't actually gain the "grappled" condition like she normally would while grappling. Does that mean she can move about freely while maintaining the grapple?
What happens if she moves away from the grappled victims, are they freed automatically, or freed when the witch moves further away than her hair's reach, or not freed at all?
If they are still grappled even if she moves away, would she be able to maintain the grapple at range? And if so, does succeeding in maintaining the grapple move the victim up to an adjacent space next to the witch (like starting a grapple does)?
3. What happens if a victim tries to gain control of the grapple?
Rules wrote:
If you are grappled, you can attempt to break the grapple as a standard action by making a combat maneuver check (DC equal to your opponent's CMD; this does not provoke an attack of opportunity) or Escape Artist check (with a DC equal to your opponent's CMD). If you succeed, you break the grapple and can act normally. Alternatively, if you succeed, you can become the grappler, grappling the other creature (meaning that the other creature cannot freely release the grapple without making a combat maneuver check, while you can).
Does the fact that the Witch is not grappled make her immune to this, or does she instantly become grappled if her opponent beats her CMD?
An incorporeal creature has no physical body. It can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. It is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, it takes only half damage from a corporeal source (except for channel energy). Although it is not a magical attack, holy water can affect incorporeal undead. Corporeal spells and effects that do not cause damage only have a 50% chance of affecting an incorporeal creature. Force spells and effects, such as from a magic missile, affect an incorporeal creature normally.
An incorporeal creature has no natural armor bonus but has a deflection bonus equal to its Charisma bonus (always at least +1, even if the creature’s Charisma score does not normally provide a bonus).
An incorporeal creature can enter or pass through solid objects, but must remain adjacent to the object’s exterior, and so cannot pass entirely through an object whose space is larger than its own. It can sense the presence of creatures or objects within a square adjacent to its current location, but enemies have total concealment (50% miss chance) from an incorporeal creature that is inside an object. In order to see beyond the object it is in and attack normally, the incorporeal creature must emerge. An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it only has cover, so a creature outside with a readied action could strike at it as it attacks. An incorporeal creature cannot pass through a force effect.
An incorporeal creature’s attacks pass through (ignore) natural armor, armor, and shields, although deflection bonuses and force effects (such as mage armor) work normally against it. Incorporeal creatures pass through and operate in water as easily as they do in air. Incorporeal creatures cannot fall or take falling damage. Incorporeal creatures cannot make trip or grapple attacks, nor can they be tripped or grappled. In fact, they cannot take any physical action that would move or manipulate an opponent or its equipment, nor are they subject to such actions. Incorporeal creatures have no weight and do not set off traps that are triggered by weight.
An incorporeal creature moves silently and cannot be heard with Perception checks if it doesn’t wish to be. It has no Strength score, so its Dexterity modifier applies to its melee attacks, ranged attacks, and CMB. Nonvisual senses, such as scent and blindsight, are either ineffective or only partly effective with regard to incorporeal creatures. Incorporeal creatures have an innate sense of direction and can move at full speed even when they cannot see.
From what I can read of this description:
Incorporeals are immune to non-magical damage, and have 50% reduction from magic damage/effects, but there are some things that do full damage.
Incorporeals does not get natural armor bonus, but gets a deflection bonus based on Charisma instead.
Incorporeals can enter through solid objects, but must remain adjacent to the object’s exterior, so it cannot keep going deeper into a wall for instance
Incorporeals' attack ignore armor from physical sources such as shields, but not magical things like deflection. Also immune to falling damage, and cannot grapple or be grappled. Cannot physically manipulate enemy or enemy equipment
Incorporeals cannot be heard, has no strength score, difficult to see, and can move at full speed even when blind.
So, here are my questions:
Can incorporeals use items and magical items? Nothing in this description suggests that they cannot (for while enemies struggle hurting them, incorporeals have no difficulty striking back at the physical realm in full force). However, the Ghost Touch special quality for magic weapons specifies that incorporeals **can** use them, which implies that they cannot use them without the Ghost Touch special ability. What's the deal? What about non-weapon magic items?
What happens to incorporeals when they die? If something which is normally physical becomes incorporeal, and then dies in this state, does it leave an incorporeals body, or does it just dim out of existence, or does it return to it's physical state as a dead body?
My DM is considering allowing me to use some third party content, where one of the options is to have your Familiar be incorporeal, so I need to figure out how this would change things (it would be annoying if I couldn't resurrect it because it leaves no body, etc)
At 10th-level, if the witch or her familiar is gravely injured or about to die, the soul of the dying one immediately transfers to the other’s body. The two souls share the surviving body peaceably, can communicate freely, and both retain their ability to think and reason. The host may allow the guest soul to take over the body temporarily or reclaim it as a move action. They can persist in this state indefinitely, or the guest can return to its own body (if available) by touch, transfer into a suitable vessel (such as a clone), or take over another body as if using magic jar (with no receptacle).
This replaces the witch’s major hex at 10th-level.
There is no lack of threads discussing Beast-bonded Witch's Twin Soul on the internet. Especially the lack of a Magic Jar receptacle and what it means.
The general opinion seems to be that because there is no receptacle, the victim's soul just dies, being forced out and having nowhere to go (as specified in Magic Jar: "Any life force with nowhere to go is treated as slain.").
That's cool and all, but I don't think my DM would let that logic fly, he would definitely want something more substantial than that, especially when such an interpretation goes so much to my character's advantage.
Or alternatively, if there is no official word on this, are there any spells or magic items I could use to "remove" the enemy's soul so that I could inhabit his body freely without any soul arguments?
(and last bonus question, if I am in a new body, and my familiar dies, can his soul jump over to me in this new body that isn't strictly speaking mine, or does he just die?)
From what I understand, the Imp, being a tiny humanoid creature, can use wands and such.
But can an Imp use armor, or carry a shield? Or use weapons?
According to the chart for this chart over armor for unusual creatures, even a Tiny creature can use armor (at 1/10 of the weight but also the armor bonus divided by half)..
Provided that the equipment doesn't weight too much for the Imp, and the Imp takes the penalties for wearing armor without Armor Proficiency, could you tool up your familiar with something like an Imp-sized Leaf Armor? Or an Imp-sized buckler?
And likewise, what about weapons? Do weapons even function for "tiny" creatures? (mostly I see references to the reduced damage small creatures do). Could a wizard/witch cast Bestow Weapon Proficiency on their Imp and have him shoot with a cute tiny crossbow?
Polymorphing in pathfinder has confused me profoundly, and even moreso the Abominate hex which seems to mix together a bunch of different rules, so I need help to understand exactly what rules apply and how.
The Abominate hex says it works like baleful polymorph, except the target is transmuted into a small, medium, or large aberration. The target's abilities are modified as monstrous physique IV.
But I'm unsure, does this refer to abilities like darkvision, constrict and poison, or does it refer to ability scores like strength and dexterity, or does it refer to both?
Looking at monstrous physique IV, a "large monstrous humanoid" gains +4 size bonus to strength, -2 penalty to dexterity, and +4 natural armor bonus. Does these bonuses apply no matter what ability scores the aberration has, and does it apply no matter what original starting size the victim has? So if you start out large, and you get transformed to large, you get a plus +4 strength and minus -2 penalty to dexterity for that transformation? Furthermore, doesn't the target get any more constitution or hit points at all? These changes seem rather minor for somebody being transformed into a large monster.
Secondly, under Baleful Polymorph, I read that it works like Beast Shape III, but is this in addition to the effects listed under Monstrous Physique IV, or is this ignored in favor of Monstrous Physique IV?
I was hoping to use this in cool ways, enhancing my allies or my familiar to become large monsters, or using it against enemies to make them into small monsters, but based on what I can see the effect seems mainly visual rather than physical (but with the potential strong side-effect of stopping enemy wizards from casting spells due to not having limbs or a voice in monster form).