Silly Shared Sacrifice Shenanigans? (PC and GM advice sought)


Advice


So... Thanks to another thread in which I discovered Shared Sacrifice, this lead to some silly shenanigans my GF and I have come up with (I am shamelessly stealing her base idea and expanding on it). The initial thread was about Shadow Barbs, with Shared Sacrifice to offset the Vicious quality of the conjured weapon.

I initially thought of a friendly party member using Shield Other to take some of your damage. Then, I started wondering about a character that was, in effect, a 'damage mirror'. Shadow barbs, Shared Sacrifice, and Shield Other. My GF stated she'd use Shared Sacrifice with Detonate as a Samsaran (Mystic Past Life for Shared Sacrifice off a witch! Or as a witch for Detonate off the sorc/wiz!)...

Bear in mind, I do not play PFS, this is all for home games (and I realize the DM can simply say 'oh heck no!')... So, before we go any further...

Shared Sacrifice:

School necromancy [evil]; Level antipaladin 3, cleric 2, summoner 3, witch 2
CASTING

Casting Time 1 round
Components V, S
EFFECT

Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration 1 round/level (D)
Saving Throw Will negates; Spell Resistance yes

DESCRIPTION

You create a link to a target and can direct pain and damage through this link. You take only half damage from effects and attacks that deal hit point damage.

The target of this spell takes the remainder of the damage. Forms of harm that do not involve hit points, such as charm effects, temporary ability damage, level drain, and death effects cannot be shared through this link. If you suffer a reduction in hit points because of a lowered Constitution score, the reduction is not split with the target of this spell because it is not hit point damage. When the spell ends, subsequent damage is no longer divided between the subject and you, but damage already split is not reassigned back to you.

If you and the target of the spell move out of range of each other, the spell immediately ends.

Shield Other:
School abjuration; Level cleric/oracle 2, inquisitor 2, paladin 2; Domain community 2, martyr 2, protection 2
CASTING

Casting Time 1 standard action
Components V, S, F (a pair of platinum rings worth 50 gp worn by both you and the target)
EFFECT

Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration 1 hour/level (D)
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

DESCRIPTION

This spell wards the subject and creates a mystic connection between you and the subject so that some of its wounds are transferred to you. The subject gains a +1 deflection bonus to AC and a +1 resistance bonus on saves. Additionally, the subject takes only half damage from all wounds and attacks (including those dealt by special abilities) that deal hit point damage. The amount of damage not taken by the warded creature is taken by you. Forms of harm that do not involve hit points, such as charm effects, temporary ability damage, level draining, and death effects, are not affected. If the subject suffers a reduction of hit points from a lowered Constitution score, the reduction is not split with you because it is not hit point damage. When the spell ends, subsequent damage is no longer divided between the subject and you, but damage already split is not reassigned to the subject.

If you and the subject of the spell move out of range of each other, the spell ends.


-Emphasis mine.

Detonate:
School evocation [acid, cold, electricity, or fire]; Level alchemist 4, magus 4, sorcerer/wizard 4
CASTING

Casting Time 1 standard action
Components V, S, M (two vials; one containing acid and one containing an alkaline solution worth a total of 50 gp)
EFFECT

Range 30 ft.
Area 30-ft.-radius spread centered on you
Duration 1 round, then instantaneous
Saving Throw Reflex half; Spell Resistance yes

[This content was created for the Pathfinder rules by Paizo Publishing LLC and is part of the Pathfinder RPG product line.]
DESCRIPTION

You flood yourself with a potent surge of elemental energy.

One round after completing the casting of the spell, the energy explodes from your body.

When this spell creates the explosion of energy, choose one of the following four energy types: acid, cold, electricity, or fire. The explosion inflicts 1d8 points of damage of that energy type per caster level (maximum 10d8) to all creatures and unattended objects within 15 feet, and half that amount to targets past 15 feet but within 30 feet. You automatically take half damage from the explosion, without a Saving Throw, but any other energy resistance or energy immunity effects you may have in place can prevent or lessen this overflow damage caused by the explosion.


-Emphasis mine again.

And for the fun of it, for the non-detonate part...

Shadow Barbs:

School illusion (shadow) [darkness]; Level cleric 4, inquisitor 4, sorcerer/wizard 4
CASTING

Casting Time 1 standard action
Components V, S, M (a single link from a spiked chain)
EFFECT

Range 0 ft.
Effect spiked chain-like shadowy weapon
Duration 1 round/level
Saving Throw Will negates (see text); Spell Resistance no

DESCRIPTION

When you cast this spell, you create a shadowy spiked chain that shimmers and pulses with darkness. The chain exists as long as you carry it; if you ever drop the chain, give it to another, or are disarmed, it immediately vanishes and the spell’s duration ends.

The chain radiates darkness in a 10-foot-radius spread around you, reducing the illumination level in this area by one step, but not below the level of dim light.

You can wield the shadow barbs as a spiked chain as if you were fully proficient with spiked chains. Any additional abilities or feats that you possess that apply to spiked chains apply to the shadow barbs as well. The weapon functions as a +2 vicious spiked chain. Its enhancement bonus increases to +3 at caster level 11th, to +4 at caster level 15th, and finally to +5 at caster level 19th. When the spell effect ends, you can make a Will save against the spell—if successful, all of the damage caused to you by the shadow barbs’ vicious weapon quality vanishes, unless you are dead or unconscious at the time the spell ends, in which case you automatically fail this Will save and the vicious weapon damage remains.

Ok, now onto the questions!

1) How viable is the Shared Sacrifice/Detonate combo? An Intensified Detonate (I think that was the metamagic spell, memory might be failing me) can get up to 15d8. Ideally, the target's in the 15 ft range. They make a reflex for half, while you auto-take half yourself. That gets cut in half, and the other half gets put on them, no save. So, within 15 feet, providing they're not resistant and you don't have any extra resists on you, you take only 25% of the Detonate's damage (which, depending on how you roll, could very well kill you), while they take 75% to 125%. If the opp were at the over 15/less 30 ft range 50% to 75% of the total damage. Come to think of it, would Dragonic Reservoir be hampered or help this?

2) Now, about the Shared Sacrifice/Shield other combo... As written, Shield Other effectively deals you half the damage your ally takes. Half that gets placed on whatever enemy you have Shared Sacrifice cast on. Is there any potential to abuse this?

3) Question as a GM... What CR do you think an encounter using the above spells would be? Say we've got a hypothetical specialist group of baddies. We've got a samsaran sorcerer that took Shared Sacrifice; A nice beefy tank of some sort with Shield Other cast on him (possibly twice, if that's an option); and two divines that cast Shared Sacrifice themselves, and Shield Other as well. Basic thought is to minimize as much damage to themselves, and redirect as much of it as possible at the party.... Or would this set up be too cruel?

4) So... Question 3, but as a pair or two of PCs. Cleric or Inquisitor w/ Shadow barbs, Shield Other the Samsaran Sorc, and Shared Sacrifice. Sorc with Detonate/Shared Sacrifice.. Damage should go: Detonate, damage enemies and the pair -> Sorc takes half of the half, other half which goes to the Divine -> Divine then splits that half up, takes one half and gives the other to an opponent. Meanwhile, Divine takes damage from detonate -> it gets split in half, and the other half gets put on the opponent....

5) Does anyone know if you can have multiple Shield Other spells (limited of course by the number of rings you can wear, it doesn't state it takes up a ring slot unless I'm missing something) on given characters? If you can, should you expect diminishing returns, or can one practically set it up to disperse damage across everyone w/ a full divine party to a negligible amount? (Edit:) How the heck would all that math out? Especially with Shared Sacrifice?

6) How bad for players would an encounter with a team of inquisitors using Shadow Barbs, Shared Sacrifice, and for some (or all if possible) with Shield Other? The amount of damage reflection should pump the CR quite a bit, shouldn't it? Even since it reflects damage you do to yourself.

So... That's all I can think of for now. I'm sure there were other questions I had about the spells and their interactions that got shoved to the side while I was articulating all these questions out...

----- Edit----

I just found out about this little gem:

Unwilling Shield:
School necromancy; Level bard 5, inquisitor 5, sorcerer/wizard 6, witch 6
CASTING

Casting Time 1 standard action
Components V, S, M (ruby dust worth 250 gp)
EFFECT

Range close (25 ft. + 5 ft./2 levels)
Targets one creature
Duration 1 round/level (D)
Saving Throw Will negates; Spell Resistance yes

DESCRIPTION

Like shield other, unwilling shield creates a mystic connection between you and the target, but unlike shield other, the target shares the wounds that you receive. In addition, the link draws upon the target's life force to supplement your own defenses. You gain a +1 luck bonus to AC and on saving throws. You take only half damage from all wounds and attacks (including those dealt by special abilities) that deal hit point damage. The amount of damage not taken by you is taken by the target. Forms of harm that do not involve hit points, such as charm effects, ability damage, level draining, and death effects are not affected. If you take a reduction in hit points from a lowered Constitution score, the reduction is not split with the target because it is not hit point damage.

When the spell ends, subsequent damage is no longer divided between you and the subject, but damage already split is not assigned to you.

If you and the target of the spell move out of range of each other, the spell remains active, but damage is no longer shared until you are once again within range of each other.

.... That's even MORE damage reflection! I just... I don't... Really? I'm not even going to get into this one... Just.. Let your imaginations roam with the possibilities...


You're a flippin' madman. But it looks sound. Bare in mind, shared sacrifice is an evil spell (like basically 60% of all the spells that use the word 'pain' anywhere in them. Grr), so that's something to consider, but if you're going down this road I guess you don't mind it.

I'm gonna let someone else answer this one, but yeah, sounds solid for all points.

Don't forget someone who isn't in this with life link to steal 5 damage per person. Just for icing.


Why not just be a Life Oracle? Life Link would have you taking 5 damage from each party member per round. 3 would come to you and 2 would go back out to some baddy.

Also fun would be a Bodyguard build which starts by casting Shared Sacrifice on an enemy, then moves to aid an ally. Now, you've more or less shut off an encounter.

Your questions, though:
1) Seems viable. It's just icing on the cake, but if you're making a bad guy (or bad guys) to do this, sounds like a fun fight.
2) Two 2nd level spells is nothing to sneeze at, so it's not "abuse." There's a price to this.
3) the CR would be equal to the level of the casters you put this on. Remember, saves are still to be made.
4) Probably better to see it drawn than written with only the word half, but I think you've got it right. ????
5) A web of Shield Other ought spread the damage out evenly. If you're playing a home game, ruling it thus seems reasonable.
6) Damage mechanics shouldn't move the CR at all. CR calculates as normal.


Also fun for Shaman, a full progression caster. Fire shaman can cast Shared Sacrafive without worrying about alignment restrictions, then cast fireballs on his enemy porposely catching himself in the blast and choosing to fail the Dex save ;). You can choose Life as you wandering spirit and hex and have life link also.

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