Shadowdweller |
Queen Moragan wrote:My cat kind of deserves it, he comes down and climbs up on the table and sits in the middle of the battle mat. I'm pretty much waiting for him to get a pike up his arse when he sits on the wrong mini, and hoping that deters him.Don't spill coffee on your cat either!!! It is also mean and won't make your cat better, just very wet.
If you do however, use your character sheet to wipe off your cat, this should make you character sheet perfectly unreadable.;-D
With all due respect, are you SURE you want to anger a veritable whirlwind of teeth and claws that regularly manipulates sapient beings and enjoys torturing small fury creatures for hours on end?
VRMH |
Couldn't an Alchemist make in infusion or potion of Paragon Surge and then anyone with good umd could fool it into thinking they are a half elf?
Not a potion (the spell's target is "self only"), but an infusion should do the trick. You'd have to make a DC 25 UMD check every time you do this, but it might be worth it. Good call.
But now I wonder if you can make a UMD check to make your target appear a willing half-orc, and turn anyone into a full Orc with a Half-Blood Extraction potion. Knocking them unconscious and then injecting it should work. Hmm...
ryric RPG Superstar 2011 Top 32 |
I would say UMD fools the magic item, but not the spell. So if the wand is restricted in use to orcs (for example) you could pretend to be an orc to use it, but if the spell contained within only targets orcs, you can't UMD the target to make it legal.
I'm pretty sure you can't UMD an infusion at all. They are not magic items.
Mathwei ap Niall |
Tiny Coffee Golem wrote:Hence shadow protection. Your familiar stays safely with you, and you send your shadow familiar to do the deeds. If the shadow familiar is killed, your familiar drops to -1 HP and you can just heal it. No problems. :3darth_borehd wrote:Except that familiar = spell book. So you COULD do it, but not necessarily a good idea.Witches and the Scar Hex
Witch uses Scar on her familiar. Witch is allowed to use Beast Eye on her own familiar. She sends it out to find the bad guy. Familiar can deliver touch spells and hexes. Witch has familiar touch bad guy to give him the scar hex. If successful, witch now has line to bad guy to use Evil Eye, Misfortune, Ice Tomb, and every other hex on him.
Witch sits cozy by fire a mile away the entire time, cackling.
Unfortunately that doesn't work.
When you are under the effect of a Shadow Projection spell you lose all spell-like and supernatural abilities as well as the ability to perform Somatic or Verbal components to spells. Basically you turn off everything your character or familiar could do before and replace it all with the stat sheet from the shadow entry in the Beastiary (with your own hit point and skills).Which does lead to an interesting question. Since having the "familiar" is a supernatural ability and this spell turns all Su abilities off, does it mean you no longer have a familiar when this spell is active?
Now this is only an clarification from James Jacob HERE so value that how you will but it sounds about right to me for this.
VRMH |
11th level Sacred Servant (Ragathiel) Paladins with the Destruction (Rage) domain raging.
Where's the rule bending in that? (Not that I'd ask said RagePally to his face...)
And here's another one:
Antagonize has been nerfed. Nerfed into uselessness, some might say. But still... in the current definition, there is no mentioning of range, visibility or audibility. "You cannot make this check against a creature that does not understand you or has an Intelligence score of 3 or lower.". Just understanding is required. Not actual hearing.
Which means you can sit at home, spend a standard action in silent contemplation and antagonize Asmodeus. At your own risk, mind.
VRMH |
That should explain why someone is frequently hit by lightning.
;-)
Hm.... take 11 people with a decent Diplomacy check, and have them all Antagonize the same God. Each individual would be protected by a 100% spell failure - provided that Deity can't catch them in the same Area of Effect.
shallowsoul |
Diego Rossi wrote:Hm.... take 11 people with a decent Diplomacy check, and have them all Antagonize the same God. Each individual would be protected by a 100% spell failure - provided that Deity can't catch them in the same Area of Effect.That should explain why someone is frequently hit by lightning.
;-)
Does Asmodeus have stats in Pathfinder?
ryric RPG Superstar 2011 Top 32 |
Antagonize has been nerfed. Nerfed into uselessness, some might say. But still... in the current definition, there is no mentioning of range, visibility or audibility. "You cannot make this check against a creature that does not understand you or has an Intelligence score of 3 or lower.". Just understanding is required. Not actual hearing.Which means you can sit at home, spend a standard action in silent contemplation and antagonize Asmodeus. At your own risk, mind.
Your statement made me go look to see if they had fixed Antagonize while I wasn't looking. Nope.
Antagonize probably belongs on this thread all by itself.
Make a young child charge a dragon? Check.
Cause a paladin to run back and forth killing minions while Sir Murder burns orphans alive in the town square? Check.
Make a fighter futilely jump towards a flying wizard while he laughs and points? Check.
Allows nobles to legally imprison/execute their political rivals because "he attacked me in court!"? Check.
It's easier to break Antagonize than to use it as intended.
VRMH |
Yeah. It was nerfed, but it wasn't fixed. Though...
Make a fighter futilely jump towards a flying wizard while he laughs and points? Check.
That one won't fly - pun intended. "The effect ends if the creature is prevented from attacking you". Since the Fighter can't attack the Wizard, he's suddenly no longer antagonized. Unless he spots a pebble on the ground. Then he has to fetch that, and throw it.
Also, it's completely unclear what happens when you use something like the Ventriloquism spell and make it seem the antagonist is actually someone else.
ryric RPG Superstar 2011 Top 32 |
Yeah. It was nerfed, but it wasn't fixed. Though...ryric wrote:Make a fighter futilely jump towards a flying wizard while he laughs and points? Check.That one won't fly - pun intended. "The effect ends if the creature is prevented from attacking you". Since the Fighter can't attack the Wizard, he's suddenly no longer antagonized. Unless he spots a pebble on the ground. Then he has to fetch that, and throw it.
Also, it's completely unclear what happens when you use something like the Ventriloquism spell and make it seem the antagonist is actually someone else.
I was envisioning the wizard being just high enough that the fighter could reach with a really good acrobatics check - in which case the compelled jumping. Unless the fighter has a bow then he can waste time switching weapons and shooting at the wizard ineffectively. (If the wizard Antagonizes an archer fighter then the wizard has erred.)
Diego Rossi |
And that is the reason why focusing to much on a single build shutting away all other form of attack is a good road to defeat ryic.
I am still amazed by the concept I have meet in this forum: "Our party of 11 melee fighters and 1 cleric is unable to defeat a flying wizard."
Even with no feat 11 fighters and a cleric should be capable to seriously inconvenience a wizard using missile weapons unless the level difference is staggering and the only formation that the fighter knows is the cube.
That is why Nethys invented wind wall
It is a wall, move around it or move away waiting for it to expire.
stringburka |
I recently in another thread realized that Ready Action has no limitations on what the condition can be, nor that you must be able to observe the condition be met. This opens up for a lot of possibilities. My favorite so far:
Hire 26 commoners (there's 26 letters in the english alphabet, isn't it? swede here).
Let them sit on a row.
The first readies an action to shout "A" as soon as the big bad utters the letter B.
The second readies an action to shout "B" as soon as the big bad says utters the letter B.
And so on.
Then, have a couple of good scribes to scribe down everything that's getting said, and you'll probably have understandable communications in no time.
Other uses might include a guard readying an action to ring the alarm bell as soon as anyone without clearance enters the building.
Gignere |
Telekinesis -
Use Collosal Crossbow Bolts - enchant it with Flaming Arrows, Keen, and Greater Magic Weapon, if you can throw in Arcane Strike, do it.
Bolts and arrows thrown with Telekinesis does damage as an appropriately sized dagger.
Medium - Large - Huge - Gargantuan - Collosal
1d4 - 1d6 - 1d8 - 2d6 - 3d6
+2d6 for flaming arrows
Assuming level 15 + 4 from GMW and +5 from arcane strike.
Spell perfection allows you to do, this 2 x per round by using quicken.
So for a total of 75d6 + 135, twice per round. Should kill everything and anything.
Best thing no save and no SR. If you are sorcerer get a circlet of persuasion that is another +3 to hit.
VRMH |
Let's go on a shopping spree!
- Cast Retrieve Item on a platinum piece. Or better yet, cast as many castings as you can manage, on as many valuables as you have.
- Spend the gold / sell the valuables.
- Snap your fingers, say the magical word... and *poof* all your money's back in your hand. No line of sight required. No line of effect required. You just need to be within 500' - that's enough of a head start.
Tiny Coffee Golem |
Let's go on a shopping spree!
- Cast Retrieve Item on a platinum piece. Or better yet, cast as many castings as you can manage, on as many valuables as you have.
- Spend the gold / sell the valuables.
- Snap your fingers, say the magical word... and *poof* all your money's back in your hand. No line of sight required. No line of effect required. You just need to be within 500' - that's enough of a head start.
I'm seriously gong to do this with my arcane trickster.
1PP = 100GP, right?
5000 GP = 50PP
A wand of retrieve item (Wiz 2) cost 4500gp (2250 to make)
Net profit = 2750. Of course it would be simpler to do it with a magic item, but then they'll have to identify it and will probably see the retrieve item spell on it.
Note: may want to also invest in a wand of magic aura (375 to make) to remove the lingering aura for a day. When you're throwing around Platinum pieces then a little detect magic goes a long way.
Edit: Also it depends on how your DM interprets "posession." The spell says "If the item is in posession of another creature the spell fails. I'd say posession means on their person, but your DM may feel differently.
Ringtail |
Pyrotechnics; the target (one fire source) is also the material component. If you have a spell component pouch you are considered to have any material component with negligable cost. Pull the fire out of your spell component pouch and cast the spell. Of course this requires you claiming that you always have a lit fire in your pocket...
BigNorseWolf |
Druid barding.
Normally a druid needs wild armor , a very expensive +3 enhancement bonus. You can get 90% of the utility of wild armor by picking a combat form, showing up at the armorer and getting barding made to fit you in critter form: for 2x the cost of the armor instead of the 16,000 for +1 wildshaping armor.
stringburka |
Druid barding.
Normally a druid needs wild armor , a very expensive +3 enhancement bonus. You can get 90% of the utility of wild armor by picking a combat form, showing up at the armorer and getting barding made to fit you in critter form: for 2x the cost of the armor instead of the 16,000 for +1 wildshaping armor.
I've never thought of that as a rule bending - it's common practice here. It's far cheaper and better at low levels, but you still have to equip it after transforming. A wild armor give you the ability to change on a moment's notice - that's the boon of it.
BigNorseWolf |
BigNorseWolf wrote:I've never thought of that as a rule bending - it's common practice here. It's far cheaper and better at low levels, but you still have to equip it after transforming. A wild armor give you the ability to change on a moment's notice - that's the boon of it.Druid barding.
Normally a druid needs wild armor , a very expensive +3 enhancement bonus. You can get 90% of the utility of wild armor by picking a combat form, showing up at the armorer and getting barding made to fit you in critter form: for 2x the cost of the armor instead of the 16,000 for +1 wildshaping armor.
Might be assumption bending rather than rule bending, but it still makes some people go "whaaaa?"
Tiny Coffee Golem |
BigNorseWolf wrote:I've never thought of that as a rule bending - it's common practice here. It's far cheaper and better at low levels, but you still have to equip it after transforming. A wild armor give you the ability to change on a moment's notice - that's the boon of it.Druid barding.
Normally a druid needs wild armor , a very expensive +3 enhancement bonus. You can get 90% of the utility of wild armor by picking a combat form, showing up at the armorer and getting barding made to fit you in critter form: for 2x the cost of the armor instead of the 16,000 for +1 wildshaping armor.
There used to be a +1 ability referred to as "called" which allowed you to auto-equip armor if it was within a certain distance. Could be fun for barding, but not necessarily cost effective.
Bertious |
Druid barding.
Normally a druid needs wild armor , a very expensive +3 enhancement bonus. You can get 90% of the utility of wild armor by picking a combat form, showing up at the armorer and getting barding made to fit you in critter form: for 2x the cost of the armor instead of the 16,000 for +1 wildshaping armor.
I had a half orc druid that used a similar trick his ape companion carried a dragonscale armored coat (barding) and a large great axe. The half orc would wildshape into a dire ape and "gear up" in 1 round :)
Leisner |
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There is the "misuse Summon Monster SLA", unless it has finally been fixed.
With Summon Monster III, you can get a Lantern Archon that can cast Continual Flame at will.
A master summoner casting this at level 5, could have 10 of these for 5 minutes each. That is 5 (minutes) * 10 (rounds in a minute) * 10 (number of SMIII) for a total number of 500 continual flame torches per day.
So a master summoner could easily deck out an entire village with with continual, maintaining free, non-flammable light.
The negated fire hazard alone should earn him the eternal thanks, and quite a bit of cash, from the town folks.
And then there is the Glabrezu. It has Wish for 1/month as a SLA. That is easily 10 wishes, material component free because it is a spell like ability, per day, for a master summoner.
Of course, this could have been changed, because it really should never have been part of D&D, and certainly not part of PF. Please tell me it has been fixed?
Pinky's Brain |
If you mean you can gate in really powerful monsters, it still isn't rule bending.
The part where rule bending comes into gate is the definition of extraplanar ... the RAI is extraplanar on the material plane (ie. you can use it to call demons/devils and control them, for a short duration) the RAW is extraplanar period and all creatures are extraplanar on some plane.
So basically any non unique/divine creature who isn't protected from dimensional travel and who's HD are under the caster level can be taken down with gate, no save, no SR.
Used to be HD up to 2x CL, but between caster level boosts like say prayer beads and the fact that the candle of invocation is affordable early in the game this nerf falls far short of the mark.
VRMH |
There is the "misuse Summon Monster SLA", unless it has finally been fixed.
With Summon Monster III, you can get a Lantern Archon that can cast Continual Flame at will.
In all other ways, a spell-like ability functions just like a spell
Creatures summoned using this spell cannot use spells or spell-like abilities that duplicate spells with expensive material components
So that one doesn't work.
So a master summoner could easily deck out an entire village with with continual, maintaining free, non-flammable light.Oh, but you can do that anyway. Shadow Evocation has no material component. Or you take the False Focus feat.
The negated fire hazard alone should earn him the eternal thanks, and quite a bit of cash, from the town folks.Meh. A 1st level Adept could earn that. Just Create Water all day long, and fill the moat. Add to that some Purify Food and Drink castings and perhaps a Cure Light Wounds every now and again, and you'll be a valued member of the community in no time.
Please tell me it has been fixed?
It has been fixed. Or was never broken; I don't actually know.
Trogdar |
1 person marked this as a favorite. |
Im not sure if this is rule bending or not, but a gnome or halfling paladin could take eldritch heritage arcane and then take improved familiar at seven to get a small familiar and then enlarge it permanently. At that point he/she designates his familiar as his bonded steed... and it gets the bonuses from both.
VRMH |
Channel the Gift works on "next spell they cast of 3rd-level or less"
Metamagic "does not change the level of the spell" (only the slot it uses).
Nice one!
Sadly, the action requirement and need to have the spell prepared makes me struggle to think of a way to abuse this.Then use it with a spontaneous caster. Lessee...
- Cast Channel the Gift on self.
- Cast a Quickened Channel the Gift on self.
- In the same round, cast a "modified with every metamagical feat you have"-Fireball. Or something like that.
Leisner |
I dunno if you would call it a rule bending trick, but it is a fun trick nonetheless.
Toppling Spell + Magic Missile.
Get Magical Lineage or Wayang Spellhunter with it, and it is still a 1st level spell.
Tenebrous Spell gives it a +1 to CL.
Spell Focus is +1 CL.
Spell Specialization adds another +2 to CL.
Varisian Tattoo for +1 CL.
Bloat Mage Initiate is +1 CL.
I'm not sure they stack though, they should IMHO.
If they do stack, you can have CL 9 for 5 missiles at level 5 (Toppling Spell and Spell focus at level 1, Spell Specialization at level 3, and Varisian Tatoo or Bloat Mage Initiate at level 5).
5 trip attempts, at a CMB of 9 + attribute modifier, probably around 4 or 5, with a final CMB of 13-14, at level 5, is not too shabby, for a level 1 spell. And it increases in potency as you level up, few level 1 spells does that, CMD does catch up, slowly, with full BAB characters though.
It gets a little silly when you combine Magical Lineage and Wayang Spellhunter (spell level 1 (spell) +1 (feat) -1 (trait) -1 (trait) =0 or cantrip).
You could argue that "regular" spells can't be turned into cantrips, because there are special rules for cantrips, but cantrips are regular spells, there are just special rules for casting them.
I would personally never allow this, nor do it, and I hope I am wrong and have missed a rule somewhere. Metamagic reducers should never be allowed IMHO, they open up for a whole lotta abuse.
Also, Merciful Spell + Magical Lineage/Wayang Spellhunter with a level 1 spell, and it is a cantrip. Can even work with Heighten Spell or Tenebrous Spell, though the last one is limited to shadow spells.
Or both Magical Lineage and Wayang Spellhunter + one of the above metamagic feats, and a 2nd level spell is a cantrip.
This is, however, clearly in the bending-of-the-rules part IMHO.
One use of this, could be a Magus with Frigid Touch. Put Magical Lineage and Wayan Spellhunter on it, take Merciful Spell and cast Frigid Touch all day long. Sure, its damage is now non-lethal, but you stagger your enemy, without a save, with each hit.
Another, completely unrelated, trick, which in no way is rule bending, but often overlooked, is the trip/disarm strength of the lowly lightning elemental you get from Summon Monster II. Now these are weak as a kitten, but when used against, say, an archer-ranger (few non-druids use non-metallic armours at these levels), you can make a trip or disarm attempt at a CMB of 11 (13 with augment summoning). With a level 3 spell, you can get, at minimum with Superior Summoning, 2 of these, probably disabling the archer completely, at least for a couple of rounds.
The trick does peter out at around 7th level though, as the CMD of any archer target will get too high. But then you should be able to summon stronger things by then.
It doesn't work all to well against opponents with AoOs, as they are, as mentioned, quite weak, and might very well die before they can do anything.
One benefit of them trying to disarm an archer, is that the disarm combat manoeuvre let you automatically pick up the weapon you have disarmed, if you do not wield a weapon yourself. Lightning elementals are even often proficient with simple weapons (they are often humanoid shaped), so can use a "borrowed" crossbow against your enemies.