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if I possess a creature that is also wearing a +6 headband, do I still lose my bonus spells and skill ranks?


Are there any ways to permanently give myself a +5/+6 (or higher) Enhancement bonus to intelligence, without wearing a magic item?

To be clear, i mean permanent. Not repeated castings of fox's cunning or similar abilities.

So far I have found +5 to str, dex or con from transmutation arcane school, +5 to wis from wood arcane school and +6 to cha from a hunter archetype that is permanent if your animal companion is dead, but I cant find similar for intelligence.


If I were wearing an intelligence +6 headband for 24+ hours and I were to then cast greater possession on a creature, would I lose any benefit from the headband, such as my bonus spells, skill ranks, spell DCs etc when I cast the spell? (making it so i would need to wait 24 hours after the spell ends to regain the benefit of it?)


A player at my table believes that the quick channel feat lets you use turn undead as a move action, is this the case?


If I use the Soulswitch spell to swap bodies with my familiar, then use abominate or baleful polymorph on my old body (and the familiar fails its saves), what happens when the duration of soulswitch ends?

1. Do I return to the abominated body?
If I do:
2. Can I use any of the body's abilities?
3. Do I keep my Intelligence, Wisdom and Charisma and class abilities? or am I now under the effects of baleful polymorph because my familiar failed its save?
4. Does the familiar that's now back in it's original body still think its the aberration? or does it revert back to normal?

Edited for More Questions...

5. Conversely, if I use abominate on my familiar, then take control of it with the possession spell or magic jar, do I suffer the effects of abominate because the body i'm now in is under the permanent effects of abominate?

6. Is abominate limited to 1HD creatures? (I assumed it was but ive seen lots of threads recommending using abominate to turn into various aberrations that have higher HD)


LordKailas wrote:
Greedeye wrote:

That's fine.

So either using the above example, or simply casting beast shape on myself after switching bodies with soulswitch:

What would happen if I then cast "merge with familiar" while I was controlling the (large) familiar's body and he was in mine? Would my original body get sucked into the familiar's body that I am controlling?

Well, if you cast polymorph familiar and then soulswitch I don't think merge with familiar would work because at that point your familiar would be larger then you. This is because polymorph familiar only turns your familiar into a small creature even when it functions as beastshape IV. Unless you were a tiny creature or smaller at the time of casting soulswitch.

If you cast soulswitch and then beastshape. Your original body would be able to be absorbed by the new and improved familiar's body so long as the form that you took using beast shape is a size category larger then your original body.

I misread polymorph familiar, so thank you for bringing that to my attention. I thought it functioned exactly the same as beast shape and didnt notice the "small animal" stipulation.


Melkiador wrote:
Greedeye wrote:
What would happen if I then cast "merge with familiar" while I was controlling the (large) familiar's body and he was in mine? Would my original body get sucked into the familiar's body that I am controlling?
If you were to cast merge with familiar while soul switched, then It does seem like your body with the familiar's soul would be absorbed into your body.

Sounds pretty interesting. That's what i'm thinking as well, just wanted to check if there was anything glaring I was missing!


LordKailas wrote:

I don't see a reason why this wouldn't work. Both spells target your familiar and your familiar is still your familiar regardless of it's current creature type or form.

That being said, soulswitch is subject to the same rules as magic jar and so you may not have access to all of your familiar's abilities. So if it has any extraordinary or supernatural abilities you wouldn't be able to use them.

That's fine.

So either using the above example, or simply (If) casting beast shape on myself after switching bodies with soulswitch:

What would happen if I then cast "merge with familiar" while I was controlling the (large) familiar's body and he was in mine? Would my human body get sucked into the familiar's body that I am controlling?


If I were to cast polymorph familiar (giving my familiar the shape of a large magical beast) and then I cast soulswitch, would the polymorph familiar spell continue to function on my familiar's body while I control it?


willuwontu wrote:
Quote:
You are considered incorporeal (although you cannot move through solid objects). Any nonmagical attacks you make deal half damage. Magical attacks are unaffected, and you can use your magic items and other equipment as normal.
Yes you gain everything that it does not remove and use the modifications it makes if they apply to that.

Wow, so ignore armor, get a deflection bonus to ac equal to charisma, non-magic attacks never hit, magic attacks deal only 50% damage, become completely silent, dexterity to attacks and cmb, ineffectifying scent and blindsight and moving at full speed while blind?

That seems like a lot to get for only one spell. I might have to consider trying it out.


If I cast a spell that makes me incorporeal, such as the Sonic Form spell (which I assume also turns me blue and grants me a speed bonus), do I get all of the benefits listed in the section below? (Except in the places where the spell description says something works differently)

Incorporeal:
Incorporeal (Ex)
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.

I was led to this info from the incorporeal condition section here, but do I genuinely get all of the stuff it lists in the above spoiler, or am I missing the correct section?


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Reksew_Trebla wrote:
you can do a move action in place of a standard action, so Monk of the Four Winds was talking about combining move and standard actions.

That is my understanding also.

Which seems to imply that as the Mot4W ability specifically has the limitation that its actions cant be combined, there is (an apparently unwritten) precedent that normally a move and a standard could be combined - provided the abilities that grant extra actions do not have the same stipulation Mot4W has.


Volkard Abendroth wrote:
Nowhere in the rules does it state you cannot. The rules simply do not address having extra actions, because such a thing did not exist when the rules were written. The only precedent we have is the existing full-round action.

And things like monk of the four winds which comes with the limitation that it's extra standard actions cant be combined to form full round actions, which could imply that normally multiple extra actions could be combined unless they had similar written stipulations.

So there's a possibility that the Mot4W ability is an exemption an unwritten precedent that you can normally combine actions.


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Reksew_Trebla wrote:
Monk of the Four Winds ability Slow Time specifically says you can’t combine your extra standard actions into full attack actions, so yes, you do actually combine standard and move actions to make a full round action. So I say this is clear cut yes you can get an extra full round action this way.

Oh, that is interesting as well. Thank you.


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Belafon wrote:

I know it’s a trite answer but “ask your GM.”

A full round action (including the full attack action) is NOT defined as combining a move action and a standard action. It is defined by

CRB page 181 wrote:
A full-round action consumes all your effort during a round. The only movement you can take during a full-round action is a 5-foot step before, during, or after the action. You can also perform free actions and swift actions (see below). See Table 8–2 for a list of full-round actions.

and

CRB page 187 wrote:
A full-round action requires an entire round to complete. Thus, it can’t be coupled with a standard or a move action, though if it does not involve moving any distance, you can take a 5-foot step.

So interpolation is required when using abilities that grant extra move and standard actions. The GM could easily say “you get one full-round action. There’s no rule allowing you to combine a standard and move to get another.” Or, “since a full-round takes the place of a standard and a move, you can get a second one that way.”

Mythic is bonkers already, so I would probably allow it (or at least try it out and see how it works in practice).

Unfortunate that there is not more solid rules regarding this. I guess it will depend entirely on GM.

Although now you have quoted:

CRB page 187 wrote:
A full-round action requires an entire round to complete. Thus, it can’t be coupled with a standard or a move action, though if it does not involve moving any distance, you can take a 5-foot step.

I'm wondering if by the RAW you could even use either one of the actions granted by amazing initiative or mythic haste at all if you have taken a full attack action already.

We had previously allowed players to full-attack using their normal actions and then take a standard action using amazing initiative, from this quote perhaps that was wrong.


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Thedmstrikes wrote:

No. Please review this quote from the spell description which covers the part about the standard action portion of the spell. The language here is specific to allowing an extra attack, not a standard action and under no circumstances does it allow anything but a single extra attack and only when the full attack action is used.

When reviewing the Mythic Haste entry, it provides no benefit to this half of the spell, it only expands the move portion of the spell, even when augmented. RAW, there is no wiggle room for interpretation for this question. The full spell text below:
...

Although I appreciate getting a reply, you seem to believe that I think haste is what grants me an extra standard action, which is completely false.

The extra standard action is from the Amazing Initiative mythic ability, as I had already mentioned in my post, which allows you to spend a free action and a mythic power to gain an extra standard action.

The extra move action is from Mythic Haste, which states "Affected creatures gain an additional move action each round".

What i'm asking is: Given that you can make a full attack in place of your turn's normal standard and a move actions, can you combine Amazing Initiative's standard action and Mythic Haste's move action in the same way?

(If the answer to the question is no, then that is fine, but I would prefer to keep the discussion to the parameters of the question. I am already well aware that haste does not grant you a standard action.)


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If I use amazing initiative to get an additional standard action and already have mythic haste in effect, can I combine the extra standard action and extra move action to make a second full attack alongside my normal full attack?