This is basically what I told my DM. The rules assume the weapon is more durable than the target and that wear and tear is dealt with through routine maintenance during rest periods. If the target is of a significantly stronger material than the weapon, whilst it isn’t covered by the rules it wouldn’t be hard to rule that the damage is done to the weapon instead. So attacking a stone boulder using a large wooden stick with vital strike and shikigami style will do oooodles of d6 damage… to the stick.
Just remembered that wooden clubs are a thing, so started looking up regular weapon wear and tear. There are a few other threads about it, but basically it is assumed that the weapon can withstand the damage it causes and that PCs do routine maintenance when they can. So if a wooden club can be assumed by the rules to survive combat, an improvised weapon could too. Any material too soft to survive probably doesn’t have an existing weapon analogue so couldn’t be an improvised weapon anyway.
Of course. Physics! I should have thought of that. Thank you. So long as the improvised weapon is of a stronger material than the target of the attack, it‘s easiest to just say it takes negligible damage itself. But where the improvised weapon is of a comparable strength material to the target of the attack, we could consider both to take a portion of the damage. And where the improvised weapon is of a weaker material, the improvised weapon will take the damage. Because I don’t want this to be too complex to deal with, I’m gonna have a think about how an overly simplified rule could be worded.
I’m beginning to see Possession as “puppetry from within”. You can make your puppet do a Power Attack, so long as the puppet has the strength for it and you have the knowledge (the feat) of how to do it. The puppet is still not “you” though, so anything that requires something of you that is not a physical action targets you rather than the body.
Effects on a Possessed person are interesting because it depends how they are targeting. The host has been suppressed, but still can use their senses… so Colour Spray and Prismatic Spray should affect them. Magic Jar would actually be better for the host in this instance, since they would be elsewhere. This has been really interesting! Thank you all for your help with this!
Thank you Diego Rossi. That’s how I’d want to rule it too. I’ve now been shown the Familiar rules which prove that you can have hit points independent of hit die, so there is precedent that we can’t assume we’d get them during Possession. What adds more fuel to this confusing fire is something Redditors have pointed out: the spell doesn’t say that you count as having anything that the body retains.
In essence should we simply view Possession as sort of like a Dominate Monster where you control the creature in first person?
Can we circle back to the Hit Die issue? It has been suggested to me that because the spell doesn’t specifically call out that either you or the body retain your hit die, that it is assumed that you keep yours.
OmniMage wrote: I have a question. It says in the spell description that its possible for your body to die while you are possessing someone else. Is there anyway to revive your body so you don't die after the possession spell ends? That’s a good question. How can you Raise Dead on your corpse if your soul is currently busy possessing someone? My guess is that the raise dead spell would fail until you stopped possessing and were truly dead
OmniMage wrote: Well, the spell does say that you keep your level, class, and base save bonuses. So the impression I get is you use your level (or hit dice) and saves, but you use the body's hit points. Hi OmniMage. Thank you for your reply.
Hi all Can I get some clarification on the Possession rules, specifically regarding Hit Die? The Possession rules make clear that the body retains its hit points.
So my question is, do you count as having your original HD or the HD of the creature you are possessing?
Can someone explain the benefit of this mask for undead? Shepsi-ak's Funerary Mask:
An undead wearing this golden mask is treated as both an undead and a creature of the type it was before becoming undead (including any associated subtypes) for the purposes of determining its eligibility as a target of illusion and transmutation spells (such as alter self or disguise self). A corpse wearing the mask gains the effects of gentle repose and sanctify corpseUM. A living creature wearing the mask gains no effects. Why does this mask call out Alter Self? What does this mask allow Alter Self to do for an undead that it couldn't already? It looks beyond the scope of the mask to allow you to target an undead with spells that require a "living creature", so then what benefit does this mask actually give? I imagine if you had an undead Drow you could use Ancestral Regression on it... but this seems so niche it feels like I'm missing something.
Agreed! From other uses of ephemeral on aonprd it looks like they often use it when they want to say ethereal but don’t want the specific condition. I suspect that, because the string is only nearly invisible, the writer of that spell might have been aiming for “near-ethereal”. “Damaged as a physical object” I’m guessing was an attempt to get across that it doesn’t have the full qualities of something incorporeal or ethereal. So if you can hit it using magical force then you can treat it as a normal physical object for that hit. Thanks for your help Diego!
Hi all Hopefully this will be another quick one. With Flesh Puppet and Flesh Puppet Horde it says you are connected to your zombies by an ephemeral string that has hardness 0 and 1 hp. It also says…
Flesh Puppet wrote: The ephemeral string can pass through physical barriers, but not barriers of magical force, and it can be damaged as though it were a physical object. I don’t understand this. How can it pass through physical barriers but also be damaged as a physical object? Does this mean the string can pass through walls… but if I drop a wall on the string it will break? Would it be best to think of this from the view of the string rather than as an observer?
How are other people running this?
I’m gonna stick with the analogy of scrambled egg. Feeblemind is a whisk. It turns up, scrambles the egg (brain) and then leaves.
A Headband of Vast Intelligence is (stretching the analogy here) an extra yolk that sits on top of the scramble. It can’t fix the scramble but it is still a bonus that makes things a little better.
Hey all
Feeblemind is instantaneous and sets your Intelligence score 1.
If someone comes along and puts a Headband of Vast Intelligence on you, surely this would increase your score whilst the headband remains worn. Why do people say it wouldn’t? Am I missing something?
Oh crikey.
The long and the short of it seems to be that wielding requires you to actively use the weapon, not just hold it threateningly. SKR has also posted specifically in response to the Menacing ability too. Sean K Reynolds wrote: Menacing says "wielder," so that says to me "the character with the wielding weapon is trying to attack with it on his turn, not merely holding it while making other attacks." Thanks for your help Taja!
I was debating whether to necro the Martial Arts Handbook - handwraps thread but decided against it as I'm guessing this is a little niche... Example Scenario:
Notes:
- Luis Loza wrote: Hand wraps keep your hands free for use with anything else (manipulation, holding items, wielding items). However, as soon as one hand is holding or wielding an item, it is no longer free to do an unarmed strike - The Handwraps specifically say "A character can’t benefit from both handwraps and other items that provide enhancement bonuses or weapon special abilities (such as an amulet of mighty fists) on the same attack." So...
2. The claw that is currently making an attack would only benefit from the Amulet and not the Handwraps - but, although it would not itself be Menacing, would it benefit from the effect of Menacing that the other non-attacking claw is triggering? 3. Effectively, can I swipe with a claw while shaking my fist Menacingly, and then swap hands between attacks to maintain the benefit?
That could certainly be useful for moulding the corpse into the new shape, but I suspect the "cannot create material of great intrinsic value" would cover not giving the new creature a soul. After reading more of the lore regarding souls, I think the only way I can create a new soul from fragments stolen from other souls is to release them into the First World to form as Fey, and then steal the Fey's whole soul. So I think for the soul aspect, I'm going to need to come up with some other idea.
Hey folks Bit of an odd one for you. I'm trying to see if there is a way to create new life from scratch using spells and magic items.
Step 1:
Step 2:
Step 3:
Step 4:
Step 5:
Step 6:
As you can see, there are definitely some issues with this, especially Step 4. Any help would be greatly appreciated!
Hi all Can someone confirm two points for me? a) If you change the size of a creature that has an aura, does the aura size change?
Basically in a recent campaign I used minimus containment on a pugwampi and then wore him in a necklace to use his aura for my own benefit (I had a luck blade giving me a luck bonus so was unaffected). Very quickly this felt game breaking and I was sure I must have gone wrong somewhere. If this is possible, are there any other creatures this would be a good trick for?
"Spanner-In-The-Works, I choose you!" Split Major Hex:
Prerequisites: Split hex, caster level 18th. Why Split Major Hex? Why?!
Does this mean if I have a Caster Level boost that lasts at least 24 hrs (eg: +1 from Orange Prism Ioun Stone and +5 from attunement to a major Ley Line) I can take this feat early? If only Corset of Dire Witchcraft could allow us to take this Feat even earlier...
Wraithstrike wrote:
I agree 100% and will be approaching my GM with that exact wording for the Corset. As for Coven, I wish they had worded it better but since I'm getting it for the boost to the spells I'm not so fussed.
thelemonache wrote: Think of it this way, all hexes have a caster level equal to your witch level, so the corset increases any one of your hexes as if you were two levels higher, and the coven hex lets you use aid another to increase another witches caster level for both spells and hexes by one (or vice versa). Yep, this is correct. However that still only affects hexes that specifically mention caster level. As quoted in my previous post, the rules say that class abilities (such as hexes) are based on class levels unless otherwise noted. Whilst caster levels are initially derived from class levels, it is still a separate term to class level. So, unless specifically mentioned, we must assume general references to "level" in class abilities relate solely to levels in that class. That's how it works for other classes and the witch is no exception.
Sussed it and thought I'd share for anyone else hunting an answer. As touched upon in the multiclassing section of the rules, hexes are based on the class level of the witch unless otherwise stated. Multiclassing:
Note that there are a number of effects and prerequisites that rely on a character’s level or Hit Dice. Such effects are always based on the total number of levels or Hit Dice a character possesses, not just those from one class. The exception to this is class abilities, most of which are based on the total number of class levels that a character possesses of that particular class. (again, emphasis mine) The only time caster level comes into play for hexes is when the hex imitates a spell with a strength (not duration) dependent on caster level (i.e. cure light wounds and bestow curse). The odd one out is Dire Prophecy which doesn't imitate a spell but is dependent on caster level, but given what it does I'm happy as is! So Corset of Dire Witchcraft is pretty poor and the "Dire" aspect is really only useful for Harrowing Curse and Dire Prophecy. Coven is awesome regardless, so my only issue is that it probably shouldn't say "all" hexes. Case closed.
Hi all I'm pretty sure the answer to this question will be something like "RAW no, but RAI is unclear". Basically I'm stumped by the Corset of Dire Witchcraft and the Coven hex. Both mention caster level when it comes to hexes, but it seems like the number of hexes that actually use caster level are few and far between. Corset of Dire Witchcraft:
A corset of dire witchcraft grants a +4 armor bonus to AC. If the wearer is a witch, each day when she communes with her familiar to prepare spells, she may enhance one hex she knows, increasing its caster level by +2 for 24 hours. Coven:
Effect: The witch counts as a hag for the purpose of joining a hag’s coven. The coven must contain at least one hag. In addition, whenever the witch with this hex is within 30 feet of another witch with this hex, she can use the aid another action to grant a +1 bonus to the other witch’s caster level for 1 round. This bonus applies to the witch’s spells and all of her hexes. (Emphasis mine) I've seen that this has been brought up before, but I couldn't see anyone raising the Coven hex's mention of caster level and that it specifically says "all" of her hexes. That said, I've also spotted that some hexes specifically call out "class level" whereas other just say "level". Aura of Purity even says both "level" and then "class level". - Are we sure they aren't supposed to be different? Is it perhaps saying "level" the same way spell descriptions have been shortened to say "level" when they mean "caster level"? Just to be clear, it's only the functional elements of the hex's I think may be related to caster level. I'm fully aware that the DCs are strictly 1/2 "witch level" aka "class level". |