Cloud Giant

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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)


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?


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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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?