| Sitri |
In a few levels I had planned to have a character spend most of his life inside of a familiar via the Familiar Melding spell.
I am looking to up my survivability by keeping my normal body close at hand but protected. Does anyone have some suggestions about how to best accomplish this?
My first instinct was bag of holding, but I think the extra-dimensional space would count as out of range for me to pop back in on death. If I were to rig it to have the head sticking out, I think the body would be subject to AOEs.
Anyone else have any good ideas, or experiences with something along these line?
LazarX
|
You're going to have major problems casting your spells.
In most famillars you won't have a voice for vocal casting.
In most familliars you won't have pouches for material components. (them being on the corpus you've abandoned won't help.)
Most familliars also aren't built up for the somatic gestures required.
Also keep in mind that if someone DOES get to your body and you're unaware, you're looking at Coup De Grace City.
| Kayerloth |
To my knowledge what you are looking for doesn't exist and you are off in homerules/create your own solution land, whether that's a new spell, item or something else. I certainly don't know of any spell or effect that will offer a total or a high degree of protection particularly anywhere near to (character) level 7 or 8.
*Wanders off still thinking about it*
| Sitri |
To my knowledge what you are looking for doesn't exist and you are off in homerules/create your own solution land, whether that's a new spell, item or something else. I certainly don't know of any spell or effect that will offer a total or a high degree of protection particularly anywhere near to (character) level 7 or 8.
*Wanders off still thinking about it*
I appreciate the thought.
My next thought was Shrink Item and then some type of protective box like a Familiar Satchel. But I don't think that will work either, because I don't think I am actually a dead body. It is just as far as anyone can tell a dead body; which I do believe has its up side. If I am reading this right, it would mean that I could keep my mental stat boost from items on my body.
| Kayerloth |
Craziest thought so far
Move around inside:
Aura strong evocation and transmutation; CL 19th
Slot none; Price 90,000 gp; Weight 500 lbs.
Description
At first glance, an inactive apparatus of the crab appears to be a large, sealed iron barrel big enough to hold two Medium creatures. Close examination, and a DC 20 Perception check, reveals a secret catch that opens a hatch at one end. Anyone who crawls inside finds 10 (unlabeled) levers and seating for two Medium or Small occupants. These levers allow those inside to activate and control the apparatus's movements and actions.
Lever (1d10) Lever Function
1 Extend/retract legs and tail
2 Uncover/cover forward porthole
3 Uncover/cover side portholes
4 Extend/retract pincers and feelers
5 Snap pincers
6 Move forward/backward
7 Turn left/right
8 Open/close “eyes” with continual flame inside
9 Rise/sink in water
10 Open/close hatch
Operating a lever is a full-round action, and no lever may be operated more than once per round. However, since two characters can fit inside, the apparatus can move and attack in the same round. The device can function in water up to 900 feet deep. It holds enough air for a crew of two to survive 1d4+1 hours (twice as long for a single occupant). When activated, the apparatus looks something like a giant lobster.
When active, an apparatus of the crab has the following characteristics: hp 200; hardness 15; Spd 20 ft., swim 20 ft.; AC 20 (–1 size, +11 natural); Attack 2 pincers +12 melee (2d8); CMB +14; CMD 24.
Construction
Requirements Craft Wondrous Item, animate objects, continual flame, creator must have 8 ranks in Knowledge (engineering); Cost 45,000 gp
Sort of changes the problem to one of how to protect the Crab, repair it (UMD and Wand of Make Whole?), find adventures for a party that can deal with the size of it issues.
| El Cubano |
Now this might sound kind of creepy, but you could, I believe, buy a plain wooden coffin, then just cast shrink item on it after you body is in it. That would change the size of the box and its contents by four size categories, then allow you to carry it around.
as long as you cast the spell, then I think even if your familiar dies, you could revert it back to the normal size.
ArmouredMonk13
|
Simple Solution:Wall of Ice>Hemisphere. You have a personal hemisphere of protection. Try to upgrade this to higher degrees of protection as your spells progress.
Other Simple Solution:Bag of Holding+Bottle of Air. You can strap the bottle to your face, shove yourself in the bag, have the familiar (or a PC) zip up the bag. You can just breathe forever and be harder to target with AOE's. You could ask your GM if you can get a bag of holding made of dragonhide to keep it from burning (because if it does you are SCREWED.
Crazyish Solution:Create a Demiplane and keep your body there.
Other Crazyish Solution:Rent a place in Elysium, plane shift yourself there, and then, in your familiar, plane shift back. Rinse, Repeat.
| Sitri |
Craziest thought so far
Move around inside:
** spoiler omitted **
Sort of changes the problem to one of how to protect the Crab, repair it (UMD and Wand of Make Whole?), find adventures for a party that can deal with the size of it issues.
A little outside of my budget, but it is a nice tank.
At a somewhat higher level, you could Contingency something like Teleport Object on "Reaches 0 HP or below".
That is nice. I would like something a little sooner, but after 11 that is a good call.
Now this might sound kind of creepy, but you could, I believe, buy a plain wooden coffin, then just cast shrink item on it after you body is in it. That would change the size of the box and its contents by four size categories, then allow you to carry it around.
as long as you cast the spell, then I think even if your familiar dies, you could revert it back to the normal size.
I don't think this will work. I don't think containers automatically get to shrink their contents with that spell.
Simple Solution:Wall of Ice>Hemisphere. You have a personal hemisphere of protection. Try to upgrade this to higher degrees of protection as your spells progress.
Other Simple Solution:Bag of Holding+Bottle of Air. You can strap the bottle to your face, shove yourself in the bag, have the familiar (or a PC) zip up the bag. You can just breathe forever and be harder to target with AOE's. You could ask your GM if you can get a bag of holding made of dragonhide to keep it from burning (because if it does you are SCREWED.
Crazyish Solution:Create a Demiplane and keep your body there.
Other Crazyish Solution:Rent a place in Elysium, plane shift yourself there, and then, in your familiar, plane shift back. Rinse, Repeat.
Wall of Ice has too short of a duration. But perhaps there is something that can be done with stoneshape along these lines. Shape some rock around the body with some bottled air, and have a BSF drag the stone.....maybe....ah damn it. I had a witch in mind. I just looked up this spell and saw it isn't on the list.
I don't really want a bag or spell that is going to send me to another dimension, I need to keep a close range to leap back into my body if it dies. If there are some normal containers that can provide high level protection though...
| Kayerloth |
Wall of Stone plus Stone Shape. That would protect it fairly well. Next you have to figure out how to move it and that is a LOT of weight in stone to move on, for example, a Floating Disc.
I like the idea about Shrink Item on your body inside a coffin ... but I have to agree with you the spell probably only works if the body inside is a real corpse (i.e. an object or portion of one, not a creature). On the other hand a coffin is probably much more within the weight capabilities of a Floating Disc. It would offer some protection, could be upgraded to sturdier materials as you gain levels and even potentially be enchanted to further increase its protective value. And heck you could use Shrink Item (with Permanency later) to transform the coffin for easier transport when you aren't inside it.
| El Cubano |
I would say that shrink item could could work to shrink an item and its contents. The specifically calls out shrink a burning campfire, which in my mind would be a bunch of individual pieces together making up a single whole. Here is a link to an old question regarding this.
my link and searchfu is weak on my phone, but unless there was some errata on the subject, according to RAW, and I would argue RAI, it should work.
A different approach would be to just make your body invisible first, that way the enemies wouldn't be able to effectively target it.
| Kayerloth |
I would say that shrink item could could work to shrink an item and its contents. The specifically calls out shrink a burning campfire, which in my mind would be a bunch of individual pieces together making up a single whole. Here is a link to an old question regarding this.
my link and searchfu is weak on my phone, but unless there was some errata on the subject, according to RAW, and I would argue RAI, it should work.
A different approach would be to just make your body invisible first, that way the enemies wouldn't be able to effectively target it.
Problem is in this case, at least for me, is that we've got two 'things', not one. The first is an "object" the coffin and the second a "creature", Sitri's PC, inside it (along with maybe a pillow, padding, blanket, and the assorted treasure/stuff you might find in a coffin). If it was a corpse I'd have no issues with it shrinking as one whole 'holistic' object. But while Sitri's PC appears dead he is in fact still a live creature. I think allowing a creature (vs a corpse) to be shrunk down along with the coffin is beyond the intent of the spell, that's what reduce person is for. Going down this path leads to potential things like shrinking a tent and it's contents which could include whoever is sleeping in it.
(EDIT)PS: And you have the issue of his magic items and their interaction with Shrink Item even if it does work as one holistic object.
| Kayerloth |
I should have given more background details up front. I am currently playing level 4 human witch in PFS. That limits the options quite a bit. I do appreciate the suggestions, it is just that some are out of reach.
Still crazy but much less expensive. Buy and train a war dog, a harness and a small wagon/cart. Train the dog to follow your Imp or whoever else you might choose at a 'safe' distance. Your body, perhaps invisible as El Cubano suggested, is in the wagon along with other stuff pulled around by the dog.
| Sitri |
Along those lines, what about the Porter vanity? It is likely pushing it when looking at the exact letter of what he is supposed to carry, but I can't think of a rational reason to limit what type of thing he can carry. What do you guys think?
Porter (5 PP): You procure the services of a strong porter
to help you carry heavy or bulky spoils from your many
explorations. A porter can generally be used to carry up
to 100 pounds of gear without slowing down, or up to 300
pounds of gear at encumbered speed. The porter may not
assist with any other Strength-based checks.
| Kayerloth |
Along those lines, what about the Porter vanity? It is likely pushing it when looking at the exact letter of what he is supposed to carry, but I can't think of a rational reason to limit what type of thing he can carry. What do you guys think?
Porter (5 PP): You procure the services of a strong porter
to help you carry heavy or bulky spoils from your many
explorations. A porter can generally be used to carry up
to 100 pounds of gear without slowing down, or up to 300
pounds of gear at encumbered speed. The porter may not
assist with any other Strength-based checks.
Hehe, I'd expect the first time a Fireball gets launched your direction they scream some obscenities, drop *cough* their load and toss your coins back over their shoulders while running as fast as possible towards the nearest tavern. Hazard pay comes to mind and a willingness to carry a slightly creepy load. You might also be stuck with a Reflex or other save based on your porter's saves vs incoming stuff. I guess the same would be true of the cart and dog though.
| Kayerloth |
Imagine that part depends a bit on the GM and to some extent just how close the porter (or any other non combat type hireling) is to the to the combat. But for me if he is close enough that you are worried about "keeping my normal body close at hand but protected" then he's close enough to catch a stray AoE. And that would make a hireling want some extra assurances like more pay and benefits to his family if he did die. Not sure how such things work in PFS play but they would certainly have an effect for me if it was a home campaign. Then again if that (5PP) is the cost (i.e. 50 gold pieces) that's a pretty hefty sum already for a unskilled laborer.