Found a way to obtain Hellfire Ray early, but it either uses a very RAW reading of the cleric's domain ability. Cleric: A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. So if we manage to cast spells of higher level than the class usually could we gain access to higher level slots. To do so we use the Heighten Metamagic feat paired with Wyang Spellhunter trait and Magical Lineage trait, this increases the effective level of a level one spell to 3, granting us a third level domain slot. It's a debated topic if these traits work with Heighten Metamagic but the guy thay wrote them give the greenlight. It's also a debated topic for some in the Pathfinder community if Heighten Metamagic truly makes a spell a higher level one, but it's a very well enstablished mechanic in DnD 3.5 where it is used to access prestige classes early. For an extra spell level yu could carry a Djezet for 24 hours. When used as an additional material component, a dose of djezet increases the effective spell level by 1, which stacks with a heightened spell. And finally there's the Equipment Trick: Sunrod feat that increases the spell level by 1 for ALL purposes, even those not intended by the developers. If Hellfire Ray was a spell inside any domain the combo would be over already, but sadly it doesn't seem to be so having high slots is not enough. We need 1 level dip in Loremaster for the secret feature to take the Secret of Magical Discipline feat, that spell allows us to cast any spell in the game. Sadly it is only available to a character of 8th level and above because of the skill rank requirement. The only workaround RAW , if you DM permits it, is being a Wyrwood and taking the Craft Construct feat to add 2HD to the Pc at level 5 and take the prestige class at 6th. Then if you take the Preferred Spell feat you can chose a single spell and cast it spontaneously by sacrificing another spell slot, this allows you to sacrifice your domain slots for Hellfire Rays. Quite a convoluted way to achieve what you asked for but maybe it can help you. :)
Just noticed an incredible interaction between the Disgorge Familiar ability of the Putrefactor Witch and the Bilocation spell, the combo has incredible potential for an incredibly low investment but it also has some major weaknesses i would like to cover. The combo works like this: - 1 level in putrefactor witch, for Disgorge Familiar Disgorge Familiar (Ex)
- Possess the familiar using a scroll of Greater Possession - While inside the familiar cast Bilocation Bilocation:
The spell creates an identical copy of you, along with everything you wear and carry, anywhere you choose within range; you exist in two places at once until the spell ends. You and the duplicate use the same statistics and share the same resources.
If the duplicate takes damage, for example, you deduct the damage from your hit point total. Similarly, if your duplicate expends a charge or daily use from a magic item you both wield, the charge or daily use is expended from the item you carry. If you or the duplicate drops or gives away something you’re carrying, the item disappears from the other body as well. This spell doesn’t duplicate artifacts; any you possess remain on you. You perceive sensory information from your body and that of your duplicate simultaneously. The spell enables you to process the sensations so you don’t find them disorienting. When you take any action, you choose which of your bodies performs the action, but both bodies share the same pool of actions. For instance, if you take a standard action to cast a spell, You can use either body as the point of origin, but the other body can’t also take a standard action that round. Likewise, if your duplicate takes a full-round action, you couldn’t take a standard or move action. Both bodies can take any number of free actions as usual; for example, both bodies could say different things or each drop a different item. If either body doesn’t move during the round, that body can either take a 5-foot step or move your speed once as a free action. [b]The two bodies are affected by attacks, spells, and effects as though they were one person[b/], taking the worse effect when applicable (for example, if the bodies would be subject to differing effects due to being at different ranges). If both bodies are in the area of the same fireball, you would attempt the saving throw only once and take the damage only once. If one body is targeted by hold person, both would become paralyzed on a failed save. Both bodies count as a single creature for effects that target a specific number of creatures, and they can’t be chosen more than once for such effects. You do count your other body as another creature for most combat effects, such as flanking or determining cover. However, you don’t count as two unique creatures for the purposes of teamwork feats or effects you use that can target only creatures other than yourself. Any magical effect with a duration affecting you has its duration halved while you’re bilocating. For example, the hold person spell mentioned above would lose 2 rounds’ worth of duration per round until your duplicate disappeared. If you were under an eagle’s splendor effect that had 1 minute remaining when you cast bilocation, the effect would end after 5 rounds instead of 10. An effect shortened in this way lasts a minimum of 1 round total, and if an effect that lasts an odd number of rounds has 1 round remaining, it has its full effect on both of your bodies for that round. When the spell ends, you decide whether you or your duplicate disappears. If you disappear, you become your duplicate. If you are carrying artifacts when you do this, they transfer with your consciousness. - Eat your familiar with Disgorge Familiar. I've bolded the interesting parts, but essentially what happens is that the effects on the familiar stay forever on him until he gets disgorged.
This can be extremely powerful but it has a bery big weakness, dispells and antimagic fields. Having the clone dispelled essentially ends the combo and requires some major setup to restart. How would you get around this weakness?
Are you interested in that spell in particular? If the hellfire damage is what you like you can take the improved version of the Planar Infusion feat: Hell to change the fire damage you deal into unholy fire. Improved Whenever you deal fire damage, you can instead deal hellfire damage (see below). Secondary fires lit by your initial fire attack deal normal fire damage (including burn damage, if such damage occurs)
Diego Rossi wrote:
Possession doesn't change your type while Mind Swap does is a made up rule, both change your types. I don't care if it is circular logic, it works by RAW. Stacking templates is nothing new, you cam be things even weirder than thay Aranea Human Demon. But anyway, i give up. The only one replying is you and you're not helpful in any way, it feels like instead of helping me understand the rules you want me to accept those you make up in your mind. Never had a conversation with you like this, but to be honest i noticed your name in an astounding amount of threads and your advices are always overly restrictive, made up or wrong. So much so that you became a personal meme for me. I gave it a shot anyway, knowing what i was going into and i'm honestly not surprised.
Diego Rossi wrote:
I wonder if that is because possession didn't exist at the time and it was printed just to substitute magic jar lol
Diego Rossi wrote:
I dont see the problem in using possession as the base for my examples since it is the same spell that is used as a base for both possession and Mind Swap, Major. Ans since Mind Swap IS posssssion but with instantaneous duration the ruling HAS to be the same for both the temporary and permanent version. The fact that it seems more permanent to your eyes doesn't change the ruling because it still uses possesion and it's rules as its base. Also i don't know what you're talking about with moving my goal, what goal? I corrected myself about me being wrong about half demons, really thought they were the same. Every rules that works with possession must be applied to mind swap major since they both use the same base with the same rules, repeating myself here. Planar heritage also says you count as a human, so even if you swap races youre still a human and the feat still works. The other work around is using human guise so the target always counts as a human as long as he is in human form, wich is the solution i proposed in the first post to become an aranea. The half demon feat is Planar Heritage - Half demon, i believe it shpuld work in the same way as Racial Heritage Half Elf, expecially in the light of half demons truly being their own specific race, like in the description you posted.
Diego Rossi wrote:
1) I believe Paizo advising the players to do the switch is enought to convey their intent. Did you expect them to write: Switch to possession, or else the next book will cost 20% more!2) Your ruling about being an Aranea is a little wierd since you still retain your Spell-Like abilities you got from being a Half-Fiend and your whole body is inside of the target since it uses Greater Possession.
Not only that but the situation would still be present if instead of using the half-demon template for my example i said the character has the Planar Heritage:Nabasu or Half Demon feat that would be retained while possessing. But this is not important for the interaction anymore, i explained in a previous post that i noticed how Possession/Magic Jar don't allow you to use Su ans Sla special abilities but all the others are allowed and the racial spellcasting is neither.
3) Even tho it's called Half Fiend template all of the fiends you can become are indeed demons, like Half-Balor.
The Fourth Apotheosis would definitely work, didn't think it was necessary, it would have worked better for the example probably.
Edit: I'm wrong on point 3, half fiend is the aqquired templare and if you get it from birth you're an half demon with all the cool stuff.
Pizza Lord wrote:
I never intended for the character to gain those bonus stats, in the opening post the question is specifically about what happens when you permanently become a creature with caster levels and if they stack LIKE in the monster rules. I believe your ruling might be right on the bonus attributes in thise situation.
I have to correct you, the Aranea cannot retain any Spell-Like abilities because he doesn't have any.
About Mind Swap not being Magic Jar, it's explained by paizo that possession is magic jar and that it should be substituted.
It says: since Magic Jar works like crap since 3.5 we decided to write it like a proper human would and we advise you to use that instead.
Improved possession was created before they made the simplified version called Possession while Mind Swap came after.
Edit: you're probably referring to the fact that Imoroved Possession only works with the SLA.
Edit edit: I just realized that improved possession is not needed at all for the combo, because i don't care about using his prepared or known spells but i care about his Spells Ability and that is retained by the base possession.
Name Violation wrote:
I know this, but since it is also possible for a PC to become a monster those rules are the closest thing that has been printed that can solve the situation. (That i could find) Let's say those rules didn't exist at all and the character still found itself in the situation of being a monster with racial sorcerer levels while being a sorcerer itself. How would you proceed? From the faerie dragon page: "Spells
From the Sorcerer's Spells entry: "A sorcerer’s selection of spells is extremely limited. A sorcerer begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new sorcerer level, she gains one or more new spells, as indicated on Table: Sorcerer Spells Known" Judging by the ability's description the only logical way to proceed, in my view, is to have it stack, simply starting 3 levels higher in the Sorcerer's Spells Knowk tab. The monster's race truly has the casting abilities of a sorcerer, minus the bloodline.
The bestiary entry is only there to reinforce the argument, even if we chose to disregard those rules the situation can still occour.
Diego Rossi wrote:
1) Right.. but if you permanently become that monster and then advance in you class levels.. aren't you advancing a monster? Expecially if you use Mind Swap, Major.In a different case, if you get reincarnated into a Bugbear (wich is a monster in all respects) or become a ghoul (wich is also a template, but usually you become the creature itself)
2) Type and Race are two distinct things, and the character still retains the human subtype while being an outsider.
3) Even tho Mind Swap uses possession as it's base all of the interactions i mentioned still work with it. 4) I would'nt have to look for rules everywhere if they, for example, were organized in a logical manner instead of being spread around 20 books.
Cohorts necessitate of those same rules, yet i've never heard anyone specifically saying that they have to be ignored because they come from a splat book or because they are not inherently related to cohorts. 5) And while it is true that a GM has the last word on rulings it is also true that i's more intelligent to know the rules as they are before changing them.
But also note that i specified i'm doing this for fun, implying i'm by myself.
I didn't post those feat because i thought they were widely known and just a google search away whike the monster advancement rules are very well hidden i didn't expect anyone to know about them. Next time i'll post all of the proper links. Anyway, you guys figured out the interaction by yourselves but i'm quite unsure with Diego's ruling on having two separate sorcerer classes.
Also worth noting that Magic jar mentions that you don't retain spell-like abilities and supernatural ones, racial spells are a special ability that is neither Su or Sp so it should be retained like Ex abilities.
Regarding human guise, the feat allows you to be treated as being a human for targetting purposes making the aranea effectively a human.
Pictire this example. You're an human sorcerer pf tenth level that just did the Third Apotheosis ritual to become an half-fiend and you retrained two of your feats for Possession and Improved Possession. If you possess an Aranea, that has a racial sorcerer caster level of 5 does it stack with your sorcerer levels as per monster rules? "Step 2: Add Class Levels
Next, add the class levels to the monster, making all of the necessary additions to its HD, hit points, BAB, CMB, CMD, feats, skills, spells, and class features. If the creature possesses class features (such as spellcasting or sneak attack) for the class that is being added, these abilities stack. This functions just like adding class levels to a character without racial Hit Dice" Do you stack them with yours when calculating your spells each day? (Possession lasts 24 hours when improved) What if the Aranea had the Human Guise feat and counted as a human like yourself so that Mind Swap, Major could be used instead? In short, is there any way in game to access those extra racial caster levels and have them stack with yours? Obbiously i'm already aware it could be unbalanced but lately i've been looking for the extremes raw allows, for fun. (Except for infinite combos because i dislike them)
happykj wrote:
If you dont like how the game works don't play it. If a spell specifies a particular interaction with another that only applies to that specific spell, even if the same reasoning could be applied to a different but similar spell. What you're doing is houseruling when i specifically asked for RAW rulings. I don't care that you think a construct animated with Animate Onject is more similar to one created with Skinsend than a regular permanent one.
You also call me pathetic for not agreeing with your flawed arguments, i wonder who is truly pathetic here. Honestly i don't expect the "voice of agreement", but i expected people able to read a post and read spell effects and then comment based and what is written there and not his personal interpretation. Happy that you will not participate any further to this discussion. Edit: Went looking around for where the quote from animate objects comes from because it's not from the spell or the animated objects page either.
Meaning that both of you were right in saying that by RAW skinsend doesn't work inside a Antimagic Field. Still your behaviour for such a minor thing tells much about you, such an overreaction just because i insisted a little thinking that i was in the right, I can confirm i'm happy you won't comment any further.
Pizza Lord wrote:
"The troll does not gain control of the bilocation spell. It gains control of the bilocated bodies, because it controls one." Exactly here, where you say that the troll doesnt get control of the spell and then describe how he gets control of the spell. The fact that you said that is not the case first doesn't change the meaning of what is going on. When i said "just to quote a random part" was in fact the part of the spell that confirms that you retain control of both bodies.
But here's another part of the spell : "When you take any action, you choose which of your bodies performs the action, but both bodies share the same pool of actions" Necessarily implying that it is your mind controlling two bodies and if fore some reason the troll ends up controlling two bodies then he must have necessarily taken control of the spell. What kind of help are you giving me here to be precise? You make me think you didn't even read the spell.
Pizza Lord wrote:
Sorry but this all seem like your personal interpretation and not at all RAW like i requested. What is a linked spell in pathfinder?
happykj wrote:
This quote about animated object confirms that i'm right since its a specific rule for the spell animate object and not for any other construct created by a spell.
happykj wrote:
Why did you comment then? Should i advise you to look for a medic regarding your memory problems? Also if you read carefully you will see that Antimagic Field sais that constructs ARE self supporfing, not that only self supporting constructs can enter the field.
I'm looking for RAW ruling for the spell Skinsend and it's interaction with polymorph spells. The spell creates a duplicate of yourself by tearing away your skin and having it animated as a construct for 1 hour/level. The question is, what happens to your skin by RAW if you were under a transmutation effect like a Wild Shape or a polymorph? There's a couple of points i would like to discuss. 1) The spell states: "You cause your own skin to peel off your body and animate as a magical creature you control." This in my eyes has a couple of implications, first is that you retain any shape you had on yourself, for example a Dragon Form III.
I've searched anywhere if a rule was present that could apply to such an odd case.
One is Enlarge Person that states: "Any enlarged item that leaves an enlarged creature’s possession (including a projectile or thrown weapon) instantly returns to its normal size."
In addition spells like Bilocation or Akashic Form specifically state what happens to the magical effects on you, saying that they get carried over if still in effect while it doesn't for skinsend.
2) Then the spell follows up with:
The newly created construct is IDENTICAL to YOU, the same you that gains the benefits from Form of the Dragon.
If my reasoning is all correct, by a RAW standpoint, an Extended Skinsend could be used to.. extend.. the duration of any polymorph effect to 2 hours/level with the added benefits of becoming a construct but with the drawback of having 3 strength. I specified multiple times that i would like a RAW ruling on the interaction because obviously the spell seems a little light on words compared to It's similar counterparts and because it is obviously an unintended side effect the guy that wrote it didnt think about.
Now, if the interaction works as i said i would like to know how spells like Trueseeing or Cat's grace, etc. Would work when used with skinsend. Or what if something like Ice body or Iron body that seem to imply you dont have skin anymore.
What do you think? Should they all simply be carried over into the new body? With the duration extended to that of skinsend, having all of the magical effects active while being also undispellable? Interestingly Skinsend seem to even work inside an Antimagic Field by the spell's descriotion: "The spell has no effect on golems and other constructs that are imbued with magic during their creation process and are thereafter self-supporting." Meaning that there could be some even more unintended but interesting implications. Many thanks to all of those taking the time to read this wall of text and replying.
Azothath wrote:
Could you answer to the qestions i asked you please? To answer the points you brought now, the fact that both spells have limited duration is nonsensical, you just have to read the effect of bilocation. Also PizzaLord did an awful job explaining how the whole ordeal works because he shifted the control of the spell to the troll while in the text of the spell itself it is specified that it is you under the control of both bodies, with your consciousness as the target for the spell.
You exist in two places at once, not the troll.
Phoebus Alexandros wrote:
I'll say it here once, for all of those commenting about the overpoweredness of te combo. I agree, the combo is overpowered, expecially for the price required.
Now, in response to Phoebus, that's almost what i ment. My idea was to also turn off possession, retaining your human body and the dragon copy and then turning off Bilocation. I never ment to use it for an instant kill, that would honestly be an unliked side effect.
Azothath wrote:
Mind elaborating a little? From a rules perspective the combo seems to work even if unintended. Also it really seems to work in the way i described it, could you explain how you believe the interaction work? Also what about my wording? It is there just to explain the interaction, its the spells thenselves that do the rest lol. I dont know what kind of proof you might get of these combo not working if you play the game without these combos, and im not even sure what is there to learn about the game. You say you did this kind of things before but that im doing it the wrong way, what is the right one then?
4. If you dismiss possession you will return to your original body. The troll will be left bilocated. Its bodies, will be under its control, since its soul is in both (as part of the bilocation spell. I dont really understand this part, how is the control shifted from you to the troll?
In the same way a compulsion effect was on me would follow my soul, a compultion effect cast on the troll would follow his soul and any effect on the body will stay on that body. In my mind saying that the troll magically obtains control of both bodies is like saying that if i possess someone and then polymorph into a dragon i still retain the dragon form once i go back to my original body, makes no sesen.
happykj wrote:
In the possession rules page it's stated: . If the possessing creature is the only mind or soul in the host body, the compulsion or charm effect works on the possessing creature normally. If the possessing creature is later evicted from the body, the compulsion or charm effect remains active on the possessing creature when it returns to its original body. For instance, if a mesmerist is using mind swap on a bard, and a succubus uses her dominate monster spell-like ability when she meets the possessed bard, the mesmerist must attempt a saving throw against the spell. If he fails, the mesmerist becomes dominated by the succubus, and when his possession ends and he returns to his body, he remains at the mercy of his new mistress. When both the host creature and a possessing creature occupy a body at the same time, a charm or compulsion effect can target either one. However, the caster must be aware of the possessing creature’s presence in the host body in order to target it. Otherwise, the effect targets the host by default, generally with limited effect. Here it specifically talks about compulsion and charm effects but i think a similar reasoning should apply.
But to be honest i was sure the rules were more clear about what kind of effects stayed with the body and whose followed the soul. Maybe i missed something. https://www.aonprd.com/Rules.aspx?Name=Rule%20Interactions&Category=Pos session
Greetings people, just noticed a combination that would be useful for my character and i need to have it checked in case i missed something. The idea is to take a monster's body permanently without killing or .ind controlling them, here's the idea. The PC casts possession on a monster, the usual dragon for this example. Then casts Bilocation while inside of the dragon, creating a clone of the dragon. Possession then gets turned off returning yourself to your body while maintaining the bilocated dragon. Then we turn off Bilocation, chosing the dragon's body as the one to return. Ideally this should lead to a permanent new body for the character. Obviously this is not intended by the design of those spells, im interested in knowing if the combination could work RAW. I believe bilocation creates a copy of your current body.
Even sillier would be acharacter using Skinsend that has very similar woring to Bilocation, obviously he would skin his
The spells mentioned: Bilocation https://www.d20pfsrd.com/magic/all-spells/b/bilocation/ Possession https://www.d20pfsrd.com/magic/all-spells/p/possession/ Skinsend https://www.d20pfsrd.com/magic/all-spells/s/skinsend/ Thank you, if you have any other idea on how to achieve peaceful body snatching im all ears.
Today I was discussing with my DM about the possibility offline using a metamagic Rod as the weapon handle for my sword. I found many examples of rods that could transform or be used as weapons but not a specific rule so i decided to come here and ask for your help. The question is: Is there a way to use a weapon and a Rod together? By forging them or using a spell? How much would it cost?
Hello everyone, i've registered just to ask this question that is troubling me a lot lately. In my current campaign i'm playing a Death Knight, [Antipaladin variant from Genius Games] and all his class features have a level cap like:
The mythic version [from the Mythic Heroes handbook] states: Mythic Weapon Divine Bond: The death knight infuses his
So does the mythic version increase the cap of the ability up to 30? Or it's still capped at level 20 making the mythic version crap? The same thing can be applied with many others abilities that have the same wording and i couldn't find anything about this. |