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I've been trying to put together a list of spells that could ruin someone's day if they are using Astral Projection. Specifically, I'm looking at spells that do not kill the target, but rather render them unable to act or might cause other non-death inconveniences (e.g., body swapping). So far I've come up with the following:
Flesh to Stone
Imprisonment
Temporal Stasis
Trap the Soul
Major Mind Swap

Anyone got some others for that list?

(Thanks in advance!)


I've been thinking for some time on the interactions of the Astral Projection spell with some other spells (ones that can ruin a PC's day, like Flesh to Stone, Imprisonment, Temporal Stasis, and Trap the Soul).

Some nice discussion of these interactions can be found here and here.

One suggestion I noted in the first discussion was:

Artanthos wrote:

You could dispel magic the caster's real body to end the spell. Consider it as part of your comprehensive backup plan.

I do assume you have a couple of simulacrum and possibly a golem or two guarding your body with instructions on how to react in various situations.

So, say you've gone adventuring after using astral projection and made your physical copy on some non-Astral plane. Now some sorry mage manages to hit your with one of the annoying spells previously mentioned and it takes affect (you failed the saving throw and your SR was beat). If you could get someone to successfully dispel your astral projection on your original body, would that save you from Flesh to Stone/Trap the Soul/Imprisonment/Temporal Stasis?


Found here or here, the Impossible Bloodline lists its capstone ability (i.e., level 20 bloodline power) as follows:

Living Paradox:
Living Paradox (Ex): At 20th level, your outward appearance remains the same, but beneath your skin lies not flesh and blood but clockwork gears, miniature galaxies, or something equally uncanny. You gain immunity to disease and poison. You take no additional damage from bleed effects, critical hits, and sneak attacks.

The wording regarding bleed effects, critical hits, and sneak attacks is peculiar. For bleed effects and sneak attack damage, I would infer that "no additional damage" would mean taking no damage from such effects (immunity to them, in other words).

However, how Living Paradox is meant to interact with critical hits seems slightly less clear. Of course, it seems plenty clear to me that a character with Living Paradox would still take damage from a critical hit, albeit only the damage that would be dealt by a non-critical hit.

Now, the question: Since Living Paradox seems to effectively grant immunity to sneak attack and bleed, as well as ignore extra damage from critical hits, does it (or should it) confer immunity to critical hits?

(Other input regarding the "no additional damage" clause of Living Paradox in regards to sneak attacks and bleed effects is, of course, welcome.)