Silly combos that no GM would allow.


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Recent conversation at our gaming group was to come up with a combination of classes and/or abilities that are legal, but so absurd no GM would allow it.

Anybody have anything.

Mine was kind of boring, but would be a logistical nightmare to keep track of it all. A Summoner with the master summoning archtype. He takes Eldritch Heritage - arcane to get a familiar, and improved familiar to create a little wand wielding freak. He also takes leadership as a feat and finds a druid, who also happens to have Eldritch Heritage - arcane and eventually improved familiar as a feat to make another wand wielding pest. The end result being a summoner with a lesser eidolon, an outsider (Probably mephit) familar, a druid with an animal companion, another outsider pet and nearly limitless summoning spells.


It's not that bad. In the D&D 3.5 game I'm playing, we're about ten players and one of us is a druid that regularly summons eight hyppogriffs in a single fight.


Yeah, that's just he logical extreme of the monster factory, which ain't half bad if the dude is prepared to move all the pieces quickly.

I think GMs should be warry about having two classes that are either non-, or anti-synergistic.

Granted, just talking to players to see what their gameplan might revleal instight into how some rules work, etc.

Monk-Barbarian for example would seem impossible based on alignment restrictions, but is 100% functional based on how rules for ex-Monks work.


A 3rd level alchemist that takes Weapon Focus(Humanoid) so he can literally throw people at the enemy.

I threw a soaking wet paladin at a fire elemental just to see what would happen! ;)


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NO GM would allow? Well. I accept your challenge (from a GM standpoint).

Post away, fellows, and good luck coming up with something too wack for MY tastes!


Irulesmost wrote:

NO GM would allow? Well. I accept your challenge (from a GM standpoint).

Post away, fellows, and good luck coming up with something too wack for MY tastes!

Peasant Railgun and the 3 million gold per day combo?


1) If that's a build or rules exploit, I've never seen it, and need it explained.

2) If not, then whaa? The challenge is legal only material...


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I actually have a build that I feel a little guilty about doing, but my GM hasn't said no yet.

Guide Ranger 6 /Horizon Walker 10

Dump all favored terrain bonuses into Water terrain, for a +18 total. Terrain Dominance makes this bonus work as your favored enemy bonus.

Add wand of Favored enemy. Gain, as a swift action, a +18 untyped bonus to hit and damage against any creature.


Oterisk wrote:

I actually have a build that I feel a little guilty about doing, but my GM hasn't said no yet.

Guide Ranger 6 /Horizon Walker 10

Dump all favored terrain bonuses into Water terrain, for a +18 total. Terrain Dominance makes this bonus work as your favored enemy bonus.

Add wand of Favored enemy. Gain, as a swift action, a +18 untyped bonus to hit and damage against any creature.

Neat! I'll allow it, but it sounds like somebody's going to be fighting a looot of swarms and oozes!

Edit: And maybe swarms OF oozes!


Player making a trap of mount that has unlimited uses and then keep on having other party members set it off and selling the saddles because it does not say they go away. after the duration expires becuase summoning spells do not say the objects go away and mount does not say it does.


Irulesmost wrote:

1) If that's a build or rules exploit, I've never seen it, and need it explained.

2) If not, then whaa? The challenge is legal only material...

http://1d4chan.org/wiki/Peasant_Railgun

http://1d4chan.org/wiki/15,000,000_Gold_a_Day


Ok, for both of the infinite gold ones (and the ones that may arise in the future) I would allow, and if you did it right, you'd even get to live like royalty for awhile, however, to achieve anything without screwing it all up/being able to find a market would require significant KN:(Global Economics) checks. (Which I guess would maybe be Appraise, but also some other skills would have to be involved? Cross that bridge when I come to it)

Furthermore, separate countries would use separate currencies, and exchange rates wouldn't always be fair, agreed upon, or even existent between some.

In the event that it gets out of hand (as it will, as soon as you start to actually SPEND that gold, in doing so introducing massive quantities of heretofore non-existent foreign tender into your domestic market), hyperinflation happens and all (or most) characters are forced to chop 10+ digits off their total gp wealth. Not only does this leave you with little, if any, profit, it also leaves you without buyers, as they're all broke, and so you have nobody (or a very select few) to sell your supply of MW daggers to, should you continue to produce (and laws of supply and demand do not favor you if you choose to do so)

The economy will recover from its PC-caused depression, as economies will often do, but not before a cadre of a high-level inquisitor, paladin, and cleric of Abadar, plus one or two other NPCs, use their considerable witch-hunting skills to track down the PCs and punishing them for utterly screwing a significant part of their god's portfolio.

Boom. Next?

Also, gimme a minute to get the gist of the railgun.


Serisan wrote:


http://1d4chan.org/wiki/Peasant_Railgun

http://1d4chan.org/wiki/15,000,000_Gold_a_Day

Peasant railgun seems to fall flat on its face in it's own rules fun, since there are no rules for acceleration, so the peasant just kinda throws it normally.

It also picks and chooses how it applies physics. Once an object gets to a certain acceleration (far bellow rail-gun possibilities) it becomes increasingly difficult for the peasants to hold on to it, and pass it on for more acceleration. The gun would effectively "jam" at some point early on in the process, probably before it even gets to a hundred peasants.

15mil a day also means that only the market of masterwork weapons collapses.

magic weapons only go down in price by 300 gp because masterwork is now worth about the same as regular (or less?) because of newfound supply of weapon material. However labor cost and exotic materials for magic weapons do not change, hence the relatively unchanged price for magic weapons and items.

Also, the logistics for selling these metal based weapons (Doesn't includes things like quarterstaffs...) is pretty huge. Especially because retail only really buys what they need in particular bulks, not just blindly.

Not only do you have to move it, but you have to also make the sufficient diplomacy checks to sell mass dagger quantities.

However: I'd allow it, if only because economics is fun, and if a dude is gonna go real world on my ass for the purpose of fun and profit, I get to do the same.


Serisan wrote:
Irulesmost wrote:

NO GM would allow? Well. I accept your challenge (from a GM standpoint).

Post away, fellows, and good luck coming up with something too wack for MY tastes!

Peasant Railgun and the 3 million gold per day combo?

I would squash peasent railgun with common sense of game mechanics, not to mention how easily that would fall apart, as soon as someone saw that work (which it wouldn't because people aren't that fast) they'd fireball your peasents.

The 15gazillion gold one is overall legit and would work once before the market probably gets tapped and alot of people lose their livelihoods (alot of good blacksmiths can't compete with the assempbly line), also it's more practical application would be to outfit an army in a hurry with Swords, shields, and armor (at a lower rate, but in a week works the same)...


Taken on the game rule terms, the peasant at the front throws the pole up to a max of 50 feet, if that, and takes massive penalties to attack, both for non-proficiency, and range increments.

However, I'll give the railgun a whole lot of benefit of the doubt and suspension of disbelief, because that's cute. So we'll assume the peasant at the front has far throw and throw anything and they're passing a metal slug, but one that they're strong enough to shotput, etc. and the plan goes swimmingly.

You have a peasant railgun. Congrats, I guess? You won't get any XP from kills with it, though (hell, you're not even doing the kills).

But that's not taking something into account, is it? There's something missing, isn't there? If we allow this peasant-cannon to work like a railgun, and the slug is allowed to function as intended, then let's see to it that it functions as a railgun.

The words I'm looking for are recoil and forward momentum. Each iterative peasant who hands the slug up to the next one has to grab hold of a slug that is going incrementally faster. At some point, it starts accelerating to such speeds as to require attack rolls and/or Reflex saves to even catch and pass the slug, with increasing DCs. Eventually, both due to mad DCs and non-exceptional cannon pieces, somebody will drop the ball. But that's not right either, no. The object in motion will stay in motion, won't it? And depending on how fast it got up to, it's definitely going to take some peasants with it, and maybe impact the ground with explosive force (which could start a whole slew of OTHER problems, completely unrelated to the above)

But hey, even if it gets to the front, once the guy "fires" it, I sure hope he, and all the other peasants, have a way to deal with the inevitable equal and opposite force.

SCIENCE!

EDIT: The boring way to debunk the railgun was ninja'd, as expected, but I didn't plan for anyone to get the other one.


Irulesmost wrote:
SCIENCE!

That application of logic made laugh, you sir win the internets...


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Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

There being no rules for acceleration, using the Peasant Railgun offensively is more or less pointless. The real exploit is to use it to send messages and packages cross-continent instantaneously.


doctor_wu wrote:
Player making a trap of mount that has unlimited uses and then keep on having other party members set it off and selling the saddles because it does not say they go away. after the duration expires becuase summoning spells do not say the objects go away and mount does not say it does.

I have no idea what that even means.

Are you saying that you summon a mount and sell the saddle because nowhere does it say that the saddle disappears when the mount goes away?

But that's strange isn't it. Because that means every time you Summon Monster, and you decide to grab say, an actual outsider as opposed to an animal, that means you get a whole bunch of free magical equipment.

However, that's not the case, because an outsider wouldn't just leave his/her belonging everywhere.

Also, if you conjured a mount, and that mount comes with summoned stuff, (not regular stuff mind you, because it doesn't say, and so we have to assume that the stuff is summoned as well) then that stuff goes away when the mount goes away, unless it specifically says otherwise.

I'd still allow the selling of summoned saddles though, just because there'll be a lot of local authorities hunting the party for fraud at that point, which could be fun.


Revan wrote:
The real exploit is to use it to send messages and packages cross-continent instantaneously.

But that still requires a set up time for all the peasants to get into said line.

Also, why not just Teleport one peasant?

Dark Archive

Revan wrote:
There being no rules for acceleration, using the Peasant Railgun offensively is more or less pointless. The real exploit is to use it to send messages and packages cross-continent instantaneously.

actually talking is a non-action, you can even do on other peoples turns so with a line of people crossing a nation, its instant messaging


Name Violation wrote:
Revan wrote:
There being no rules for acceleration, using the Peasant Railgun offensively is more or less pointless. The real exploit is to use it to send messages and packages cross-continent instantaneously.
actually talking is a non-action, you can even do on other peoples turns so with a line of people crossing a nation, its instant messaging

I can't even get one friend to tell another message that doesn't come out distorted in some way.


Name Violation wrote:
Revan wrote:
There being no rules for acceleration, using the Peasant Railgun offensively is more or less pointless. The real exploit is to use it to send messages and packages cross-continent instantaneously.
actually talking is a non-action, you can even do on other peoples turns so with a line of people crossing a nation, its instant messaging

Right, but only kind of.

It's instant messaging, except that you have to play a several-thousand person long game of "Telephone" for each message. Miscommunication on that scale's probably going to cause more problems than it solves.

Edit: Ninja'd AGAIN! Lol.

Eh, whatevs. I already won the internetz, so I'm just here for kicks now.


Irulesmost wrote:
Oterisk wrote:

I actually have a build that I feel a little guilty about doing, but my GM hasn't said no yet.

Guide Ranger 6 /Horizon Walker 10

Dump all favored terrain bonuses into Water terrain, for a +18 total. Terrain Dominance makes this bonus work as your favored enemy bonus.

Add wand of Favored enemy. Gain, as a swift action, a +18 untyped bonus to hit and damage against any creature.

Neat! I'll allow it, but it sounds like somebody's going to be fighting a looot of swarms and oozes!

Edit: And maybe swarms OF oozes!

And somebody is going to be carrying a looot of Alchemist fire in his portable hole for emergencies like that. Either that or necklaces of fireballs, or beads of force.

Although swarms of oozes sounds really cool.


Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

Message not in the sense of each peasant talking to the next one, but in the sense of handing off a document.

All in all, it's not an exploit as such; there are far more efficient ways to accomplish the goals with magic. It's just a bit of silliness in the rules that takes advantage of free actions to mundanely create a ridiculous effect. You could do something similar with a line of horses and someone who can auto-succeed on a Ride check to fast mount and dismount.


a-HA! Instant Enemy is an enchantment effect that offers no save or SR, but still targets enemies. This makes me inclined to believe that it doesn't work on creatures immune to enchantment (of which there are a reasonably high number and variety, IIRC). So...beware those of those.

Edit: Also, sure, sending messages is fine. To be fair, it doesn't use any daily resources to do, though.

All that means is there's a new variety of supply line to disrupt in times of war or subversion. Jam the cell towers, essentially.


Irulesmost wrote:
a-HA! Instant enemy is an enchantment effect that offers no save or SR, but still targets enemies. This makes me inclined to believe that it doesn't work on creatures immune to enchantment (of which there are a reasonably high number and variety). So...beware those of those.

huh. Yeah, that would do it too. I guess it isn't quite as good as I thought. You have relieved me of my guilt, I can now play the character without worrying about breaking the system.

Edit: Okay, what is immune to enchantment? It must be specific creatures, because I didn't find any in the types or subtypes. I'm starting to become more trepidatious.


Oterisk wrote:
Irulesmost wrote:
a-HA! Instant enemy is an enchantment effect that offers no save or SR, but still targets enemies. This makes me inclined to believe that it doesn't work on creatures immune to enchantment (of which there are a reasonably high number and variety). So...beware those of those.

huh. Yeah, that would do it too. I guess it isn't quite as good as I thought. You have relieved me of my guilt, I can now play the character without worrying about breaking the system.

Edit: Okay, what is immune to enchantment? It must be specific creatures, because I didn't find any in the types or subtypes. I'm starting to become more trepidatious.

True, and correct. However, if you're bond is to your companions, it does become pretty messed up, if they all get a + 9 to attack and dmg vs. your favored enemy, and you abuse instant enemy (Though, to be fair, that does ALSO use limited resources, and requires you prepare most of your spell slots with it.)

Furthermore, those bonuses, while pretty freakin' crazy, can easily stop meaning a thing if you don't have good defense against Save or Sucks.

With that combination of factors (swarms, oozes, enchantment immune enemies, and enchanters) it smells like a coupla magical beasts, a lot of fey, some humans (with the right class abilities) and a fair number of appropriately aligned outsiders will eventually head your way. Now, you COULD take them as your ACTUAL favored enemies, but you'd have to pick 2 of those (plus subtype for outsider) and lose the guide archetype and/or sacrifice some horizon walker levels (which is kind of what makes the build work...)


Interesting. There are creatures with immunity to charm, compulsion, paralysis, AND mind-affecting effects, but even they aren't technically immune to "Enchantment" if it's none of those effects/subschools.

Crazy.

Don't worry so much, though. For multiple reasons. A) You lose a fair amount of the other (important/nifty) horizon walker class features, and B) Once the GM catches on, he'll have enemies scry you ahead of time, to check your powers, approach you when vulnerable, and, in general, your fate will start to rely on initiative. Which is how high-level play tends to work in the first place, really.


Revan wrote:

Message not in the sense of each peasant talking to the next one, but in the sense of handing off a document.

All in all, it's not an exploit as such; there are far more efficient ways to accomplish the goals with magic. It's just a bit of silliness in the rules that takes advantage of free actions to mundanely create a ridiculous effect. You could do something similar with a line of horses and someone who can auto-succeed on a Ride check to fast mount and dismount.

The really true problem with the line-o-peasent-for-effects setup? The peasents. You see a mile or 2 long line of peasents needs protection and such, as a bemused ogre/giant/owlbear/troll/yougetthepoint will see a line of snacks just sitting there and walk up and help themselves. To protect a mile plus line of peasents requires a mile plus line of guards, etc and starts getting costly. Not to mention food and water for them.... Oh and what if right in the middle of it all Peasent #378 needs a bathroom break and is gone when the message or whatever arrives? Sorry... :P


*Cursory rulebooking*

...wait, whaaat?

Are you sure that's how it works? Because it doesn't seem that way...

Terrain Dominance says "When dealing with creatures native
to that terrain, the horizon walker treats his favored
terrain bonus for that terrain as a favored enemy bonus
(as the ranger class feature) against those creatures."

That says to me it works on creatures that are, say, native to water.

Not creatures of a specific creature type. Creatures native to a specific terrain. Instant Enemy makes them function as a different creature type, it doesn't change terrain nativity and all that. That's not the same at all.

In fact, this build (Guide/Horizon Walker) doesn't have a favored enemy, even if he can get "Favored enemy bonuses" via terrain dominance. But with no favored enemy, instant enemy does jack.

Less fun for you, but hey, there it is.


Stewart Perkins wrote:
Revan wrote:

Message not in the sense of each peasant talking to the next one, but in the sense of handing off a document.

All in all, it's not an exploit as such; there are far more efficient ways to accomplish the goals with magic. It's just a bit of silliness in the rules that takes advantage of free actions to mundanely create a ridiculous effect. You could do something similar with a line of horses and someone who can auto-succeed on a Ride check to fast mount and dismount.

The really true problem with the line-o-peasent-for-effects setup? The peasents. You see a mile or 2 long line of peasents needs protection and such, as a bemused ogre/giant/owlbear/troll/yougetthepoint will see a line of snacks just sitting there and walk up and help themselves. To protect a mile plus line of peasents requires a mile plus line of guards, etc and starts getting costly. Not to mention food and water for them.... Oh and what if right in the middle of it all Peasent #378 needs a bathroom break and is gone when the message or whatever arrives? Sorry... :P

For bathroom breaks, if the guy in front of you is missing, just ready action to toss instead. And always (always) have your packages and messages in boxes to make for ease of tossing, and safekeeping. And if any orcs etc. show up, instead of a mile of low-level warriors, you employ ten-ish mid-to-high-level fighters(or whatever, but pref. roughrider fighters) as cohorts from leadership (you probably got the peasants followers from 10 separate leadership feats). The fighters have lines of horses set up, as mentioned earlier and can free fast-dismount/fast-mount. When there's trouble, a peasant relay (vocally) will occur, leading to the nearest two fighters (Reports will be standard. "Baddies at mile marker X" would probably do) The mounts may be summoned as delayed spellcasting actions, but the wizards for that are probly more costly than just owning and feeding the horses. And as roughriders, once they get to the enemies, they can fast dismount into a full attack (provided they've reached the level for that class feature)

INSANE! NONSENSICAL! LOGICAL!


Irulesmost wrote:

Interesting. There are creatures with immunity to charm, compulsion, paralysis, AND mind-affecting effects, but even they aren't technically immune to "Enchantment" if it's none of those effects/subschools.

Crazy.

Don't worry so much, though. For multiple reasons. A) You lose a fair amount of the other (important/nifty) horizon walker class features, and B) Once the GM catches on, he'll have enemies scry you ahead of time, to check your powers, approach you when vulnerable, and, in general, your fate will start to rely on initiative. Which is how high-level play tends to work in the first place, really.

That's where the diviner cohort (or teammate) and Lookout feat come in handy. Not to mention that if he is in his home terrain, say on a ship, he gets that +18 to initiative and perception checks too. The guy is for a pirate game after all.

I suppose one might say that water doesn't include being on a ship, or at least in a ship. But my GM ruled that it is part of the terrain, so I won't argue.


From the two examples, I would be inclined to put a blanket ban on any idea that came from 1d4chan. Deliberately misconstruing RAI is not legal in my mind. Nevermind that the ideas have completely derailed the thread. The idea is "OP combos" not "how bad can you break the game by being stupid about rules."

Dark Archive

Hudax wrote:
From the two examples, I would be inclined to put a blanket ban on any idea that came from 1d4chan. Deliberately misconstruing RAI is not legal in my mind. Nevermind that the ideas have completely derailed the thread. The idea is "OP combos" not "how bad can you break the game by being stupid about rules."

this is legal (i think)

but being able to kill the tarrasque at level 3 is awesome

Cast Command Undead on an Allip (it's a CR 3 monster, if you can't find any just learn to cast Summon Undead.)
Cast Silent Image in front of the Tarrasque or Invisibility on yourself.
Have the Allip attack it. Every hit will take off 3 wisdom on average with no saving throw, and the Tarrasque has an abysmal touch AC, with no way to hit incorporeal targets.
Once at 0 wisdom, it'll be unconscious for 24 hours. Cast Unseen Servant and have it shovel dirt into the nasal passages and lungs of the disabled Tarrasque so it can't breathe.
Per the MM, regeneration does not restore HP lost from suffocation, so it will be permanently at negative hit points, at least until some retard unpacks the dirt from its sinuses.
For added hilarity, take the Precocious Apprentice feat and with some lucky rolls do this at level 1.


Oterisk wrote:
Irulesmost wrote:

Interesting. There are creatures with immunity to charm, compulsion, paralysis, AND mind-affecting effects, but even they aren't technically immune to "Enchantment" if it's none of those effects/subschools.

Crazy.

Don't worry so much, though. For multiple reasons. A) You lose a fair amount of the other (important/nifty) horizon walker class features, and B) Once the GM catches on, he'll have enemies scry you ahead of time, to check your powers, approach you when vulnerable, and, in general, your fate will start to rely on initiative. Which is how high-level play tends to work in the first place, really.

That's where the diviner cohort (or teammate) and Lookout feat come in handy. Not to mention that if he is in his home terrain, say on a ship, he gets that +18 to initiative and perception checks too. The guy is for a pirate game after all.

I suppose one might say that water doesn't include being on a ship, or at least in a ship. But my GM ruled that it is part of the terrain, so I won't argue.

I like that, and if you're in a pirate campaign, then things'll probably work great for you, but don't feel too discouraged by my other post. (maybe just reallocate some of the bonuses into tropical or desert or other piratey places you may end up)


Name Violation wrote:
Hudax wrote:
From the two examples, I would be inclined to put a blanket ban on any idea that came from 1d4chan. Deliberately misconstruing RAI is not legal in my mind. Nevermind that the ideas have completely derailed the thread. The idea is "OP combos" not "how bad can you break the game by being stupid about rules."

this is legal (i think)

but being able to kill the tarrasque at level 3 is awesome

Cast Command Undead on an Allip (it's a CR 3 monster, if you can't find any just learn to cast Summon Undead.)
Cast Silent Image in front of the Tarrasque or Invisibility on yourself.
Have the Allip attack it. Every hit will take off 3 wisdom on average with no saving throw, and the Tarrasque has an abysmal touch AC, with no way to hit incorporeal targets.
Once at 0 wisdom, it'll be unconscious for 24 hours. Cast Unseen Servant and have it shovel dirt into the nasal passages and lungs of the disabled Tarrasque so it can't breathe.
Per the MM, regeneration does not restore HP lost from suffocation, so it will be permanently at negative hit points, at least until some retard unpacks the dirt from its sinuses.
wizard, with 1 XP away from level 5.
For added hilarity, take the Precocious Apprentice feat and with some lucky rolls do this at level 1.

They fixed the Tarrasque. Sorry to ruin your fun, but it's not subject to ability damage anymore.

And the thread is about SILLY but legal things, not necessarily OP things (YMMV about silly's definition in this context). And these are those. However, if people would like to throw OP things out there that don't make logical sense but work in the rules, I'll take a crack at 'em :p

Liberty's Edge

About the 15.000.000 gold/day, Paizo alredy defused that.

[quoote=PRD]Wall of iron
Like any iron wall, this wall is subject to rust, perforation, and other natural phenomena. Iron created by this spell is not suitable for use in the creation of other objects and cannot be sold.

Dark Archive

the tarrasque cant hurt incorperal creatures.

in fact the tarrasque cant overcome dr/magic.

"Some monsters are vulnerable to magic weapons. Any weapon with at least a +1 magical enhancement bonus on attack and damage rolls overcomes the damage reduction of these monsters. Such creatures’ natural weapons (but not their attacks with weapons) are treated as magic weapons for the purpose of overcoming damage reduction.

A few very powerful monsters are vulnerable only to epic weapons—that is, magic weapons with at least a +6 enhancement bonus. Such creatures’ natural weapons are also treated as epic weapons for the purpose of overcoming damage reduction."

it never says dr/epic counts as magic the way dr/magic gives you. so the tarrasque cant hit a ghost. a few ghosts could take out the tarrasque

Corrupting Touch (Su): All ghosts gain this incorporeal touch attack. By passing part of its incorporeal body through a foe's body as a standard action, the ghost inflicts a number of d6s equal to its CR in damage. This damage is not negative energy—it manifests in the form of physical wounds and aches from supernatural aging. Creatures immune to magical aging are immune to this damage, but otherwise the damage bypasses all forms of damage reduction. A Fortitude save halves the damage inflicted.

Liberty's Edge

Name Violation wrote:

the tarrasque cant hurt incorperal creatures.

in fact the tarrasque cant overcome dr/magic.

"Some monsters are vulnerable to magic weapons. Any weapon with at least a +1 magical enhancement bonus on attack and damage rolls overcomes the damage reduction of these monsters. Such creatures’ natural weapons (but not their attacks with weapons) are treated as magic weapons for the purpose of overcoming damage reduction.

A few very powerful monsters are vulnerable only to epic weapons—that is, magic weapons with at least a +6 enhancement bonus. Such creatures’ natural weapons are also treated as epic weapons for the purpose of overcoming damage reduction."

it never says dr/epic counts as magic the way dr/magic gives you. so the tarrasque cant hit a ghost. a few ghosts could take out the tarrasque

Corrupting Touch (Su): All ghosts gain this incorporeal touch attack. By passing part of its incorporeal body through a foe's body as a standard action, the ghost inflicts a number of d6s equal to its CR in damage. This damage is not negative energy—it manifests in the form of physical wounds and aches from supernatural aging. Creatures immune to magical aging are immune to this damage, but otherwise the damage bypasses all forms of damage reduction. A Fortitude save halves the damage inflicted.

PRD wrote:
A few very powerful monsters are vulnerable only to epic weapons—that is, magic weapons with at least a +6 enhancement bonus. Such creatures' natural weapons are also treated as epic weapons for the purpose of overcoming damage reduction.

The definition of a epic weapon is fairly simple:

- magic weapon with at least a +6 enhancement bonus.

The tarrasque attacks count as a epic weapon, i.e. as a +6 magic weapon.

Dark Archive

Diego Rossi wrote:
Name Violation wrote:

the tarrasque cant hurt incorperal creatures.

in fact the tarrasque cant overcome dr/magic.

"Some monsters are vulnerable to magic weapons. Any weapon with at least a +1 magical enhancement bonus on attack and damage rolls overcomes the damage reduction of these monsters. Such creatures’ natural weapons (but not their attacks with weapons) are treated as magic weapons for the purpose of overcoming damage reduction.

A few very powerful monsters are vulnerable only to epic weapons—that is, magic weapons with at least a +6 enhancement bonus. Such creatures’ natural weapons are also treated as epic weapons for the purpose of overcoming damage reduction."

it never says dr/epic counts as magic the way dr/magic gives you. so the tarrasque cant hit a ghost. a few ghosts could take out the tarrasque

Corrupting Touch (Su): All ghosts gain this incorporeal touch attack. By passing part of its incorporeal body through a foe's body as a standard action, the ghost inflicts a number of d6s equal to its CR in damage. This damage is not negative energy—it manifests in the form of physical wounds and aches from supernatural aging. Creatures immune to magical aging are immune to this damage, but otherwise the damage bypasses all forms of damage reduction. A Fortitude save halves the damage inflicted.

PRD wrote:
A few very powerful monsters are vulnerable only to epic weapons—that is, magic weapons with at least a +6 enhancement bonus. Such creatures' natural weapons are also treated as epic weapons for the purpose of overcoming damage reduction.

The definition of a epic weapon is fairly simple:

- magic weapon with at least a + enhancement bonus.

The tarrasque attacks count as a epic weapon, i.e. as a +6 magic weapon.

even then, all the incorperal creature does is hide in the tarrasque, and his only option is rip his insides out trying to get to the ghost

Sovereign Court

If only there was a way to move and attack...

Liberty's Edge

Name Violation wrote:


even then, all the incorperal creature does is hide in the tarrasque, and his only option is rip his insides out trying to get to the ghost
Quote:
By passing part of its incorporeal body through a foe's body as a standard action,

This is not "they can hide within another creature", it is "They can pass part of their body though another creature".


That, and the ghost has to get inside the beast's reach with combat reflexes and 30-60ft reach...

And does the Tarrasque age? It's the herald of Rovagug, so I doubt it...


Force Cage (or Beads of Force) to imprison enemies, followed by Create Water inside it to make them drown. Particularly horrible when done after casting Time Stop.

Dark Archive

i found a way to set someone on fire 3 times (2 3PP feats and an oracle ability) with every fire spells

Silver Crusade

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Synthesist summoner + magus. Pounce, full round attack on charge, and wand mastery. So, three attacks and a spell at second level. At lvl 5, summoner adds flight. So, extra arms, full round attacks from a bow, casting off hand. We have an unhitable spell casting full round attacking monster at level six.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Diego Rossi wrote:

About the 15.000.000 gold/day, Paizo alredy defused that.

PRD wrote:

Wall of iron

Like any iron wall, this wall is subject to rust, perforation, and other natural phenomena. Iron created by this spell is not suitable for use in the creation of other objects and cannot be sold.

Doesn't fix anything. I can buy iron a 1sp per pound. Buy a few thousand pounds from local vendors and make masterwork daggers (or other armor and weapons). The amount of potential profit is still enough to qualify for this thread.

What's more, since you are actually buying iron from vendors and suppliers, you are less likely to piss off as many people (as the only people you are putting out of work are the blacksmiths).

For real obscene profits, however, don't try to make steel items. Make poison (though this might draw even more unwanted attention).


Pathfinder LO Special Edition, Maps, Pathfinder Accessories, PF Special Edition, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

Dual-Wielding Heavy Shields!!!! SHIELD BASH FLURRY!!!.... Bull Rush.. Bull Rush.. Bull Rush.. I can do this all day!

Silver Crusade

Gloom wrote:
Dual-Wielding Heavy Shields!!!! SHIELD BASH FLURRY!!!.... Bull Rush.. Bull Rush.. Bull Rush.. I can do this all day!

And don't Forget Bashing Finish!

[Reminds me of Link and his amazing smashing board]


Pathfinder LO Special Edition, Maps, Pathfinder Accessories, PF Special Edition, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Endoralis wrote:
Gloom wrote:
Dual-Wielding Heavy Shields!!!! SHIELD BASH FLURRY!!!.... Bull Rush.. Bull Rush.. Bull Rush.. I can do this all day!

And don't Forget Bashing Finish!

[Reminds me of Link and his amazing smashing board]

Yep! It's actually quite amusing to watch. You don't get the crazy AC bonuses from both shields as shield AC doesn't stack.. but you can have different effects on them. :)

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