Touch Injection: What is it good for?


Advice

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RD: Yes. That is the logical way of looking at it. I don't mind the thread necro either. But I can summarize this for you:

There isn't a lot of useful things you can do with Touch Injection. The most useful things are Polypurpose Panacea and Skinsend and as Claxon pointed out they are dubious at best. These were definitely never intended to be allowed together. Any sane DM would probably disallow it altogether or at least require a save at best.


An Alchemist could make Touch Injection Infusions and give all party members the power to heal with a touch. It'll do wonders for the whole party's action economy.


If using Skinsend, Panacea, and other like spells with Touch Injection wasn't intended, I have to ask exactly what was intended? It specifies that it can be used with (infused) extracts, but there don't seem to be any on the Alchemist list that would be worth it.


Not every spell is great. How often do you use detect poison?


As an aside, I don't see how the move+standard to draw and drink the Touch Injection infusion, and then another move+standard for the Cure X potion, then another standard to touch the intended recipient, comes out to doing wonders for the party's action economy. In fact, in the case of a downed party member, it's significantly worse than just pouring the Cure X down their gullet directly.


Tvarog wrote:
As an aside, I don't see how the move+standard to draw and drink the Touch Injection infusion, and then another move+standard for the Cure X potion, then another standard to touch the intended recipient, comes out to doing wonders for the party's action economy. In fact, in the case of a downed party member, it's significantly worse than just pouring the Cure X down their gullet directly.

Because you cast touch injection in advance and store the potion in the sac before combat starts.


Lune wrote:
These were definitely never intended to be allowed together.

How "definite"? By your own admission, Touch Injection isn't a useful spell otherwise. I generally assume that the designers want abilities they offer to be useful.


Orfamay Quest wrote:
Lune wrote:
These were definitely never intended to be allowed together.
How "definite"? By your own admission, Touch Injection isn't a useful spell otherwise. I generally assume that the designers want abilities they offer to be useful.

Prone Shooter


Claxon wrote:
Orfamay Quest wrote:
Lune wrote:
These were definitely never intended to be allowed together.
How "definite"? By your own admission, Touch Injection isn't a useful spell otherwise. I generally assume that the designers want abilities they offer to be useful.
Prone Shooter

That sort of proves my point; they admit they messed that one up in the because they wanted it to do something and it didn't.


Orfamay Quest wrote:
Claxon wrote:
Orfamay Quest wrote:
Lune wrote:
These were definitely never intended to be allowed together.
How "definite"? By your own admission, Touch Injection isn't a useful spell otherwise. I generally assume that the designers want abilities they offer to be useful.
Prone Shooter
That sort of proves my point; they admit they messed that one up in the because they wanted it to do something and it didn't.

Maybe no one has bothered to point out that Touch Injection isn't very good unless you abuse it with two spells that were never intended to be cast on anyone else, through the use of a rather specific class ability.

It's not the first case where 3 rules interact to rather catastrophic ends. You can't tell me you believe that a no save sleep effect or a no save lose half your hp effect aren't too powerful.


Since this thread is a year old, I'd say they should be aware of the issue by now. They just don't have an easy solution.

The Exchange

No solution is needed. It's a buffing soell. That's all there is to it.

What exactly is the issue?


So you think they intended to have Skinsend be a no save kill move? Two second level spells. You would allow this as a GM?

The Exchange

So make it have a fort save in your games. Int + spell level. Done.


Oh, I already have a solution in my games. It isn't allowed. But then none of my players have even approached the topic as I don't think they want to play in a game where you win any encounter with a living opponent with 2 spells like that.


i've used it to pump enlarge/reduce/clw on people
clw helps because if he goes down, it is full round action to feed him the extract, as opposed to touch
enlarge/reduce because sometimes i want to keep the option to use the extracts on targets i want on the spot. while giving infusions to people might work, sometimes you just need to have control over it (so no "oh i can't reduce person you because i gave the infusion to the rogue who is fighting over there")

also it is quite handy in order to give alchemical allocations to others, saves them a bunch of actions, and it's not really like it will be wasted, since at the end you can always use it on yourself.

philter of love and sex change and etc can also be hilarious and charms and others can offer things that an alchemist isnt usually capable off (shakes off hands with npc->charm npc. as opposed to the "hey you mind drinking that for a sec?^^"

lastly, (i think, and certainly poisoner's gloves imply that it is indeed possible) you can have multiples and even deliver multiple spells/round with twfing unarmed attacks

(edit: easiest solution about poly panacea is to read the effect as normal sleep. since it lacks the language of the spell "sleep" and it only lasts until "wakened" you can houserule that the noises of combat around you are enough to instantly wake up (or at least allow for an easy perception check to wake up) the aflicted person)


♣♠Magic♦♥ wrote:

Also, and I'm being as polite as I can here: you might get more answers if you were being a little less acidic with the responses to posts you don't like. You may not be trying to or realize that you are, but you're coming off as being kind of rude.

I feel like you should be told this, because personally, if I was, I would want to be told.

I'd be even more bothered than the OP if people put in replies like that. They were completely ignorant of what he posted, and it wasn't even a long post. It's completely unacceptable that people posted such things.

Ravingdork wrote:
Also, if extracts work like potions, then the subject of skinsend is treated as the caster of the spell effect. Thus, they could have their skin back on, ending the entire effect, with a simple standard action by dismissing the spell.

By RAW, they would have to use up their standard action to do so, do it on their turn, and still end up being at half HP because the spell effect went through entirely. They might as well not dismiss it and benefit from no lost actions while benefiting from the many immunities and some DR. That said, RAW should not apply here (perhaps as you were implying?). A self spell like this —which is dismissible to boot— should require the will of the user to activate else it would be dismissed before any effect manifests. That is my ruling as to why Skinsend Touch Injection would generally not work offensively.

Claxon wrote:
You can't tell me you believe that a ... no save lose half your hp effect [isn't] too powerful.

It's potentially even worse than that since allies (or even the toucher himself) could dispel the skinsend effect, effectively destroying the target. The dispel isn't guaranteed, but with multiple dispel attempts (multiple party members and/or multiple dispelling bombs), the chances are extremely high to be successful.

Lune wrote:
Maybe even using Drugs (GM ok'ed this as well).

Drugs would be a good option. Weaponizing drugs in general is overpowered in my opinion, since it's flat out ability damage without a save (plus additional penalties with a save). That said, using it with Touch Injection would be nice but nothing particularly great, since it still uses up a spell slot. Drugs are also nice since they're extremely cheap compared to a potion/oil or poison, which means it doesn't matter if it goes to waste. Even extracts would be worse to waste in my opinion.

It's a very niche use, but it is probably one of the most effective (albeit not particularly reliable) methods to covertly assassinate a target, even in a high security area (no weapons, no gear, etc.)

In my opinion the best use of touch injection is for defense though, namely with familiars. A familiar can effectively cast any spell you want on you at any time you want with this spell. That is extremely strong, since it really helps out with action economy.


There are many more spells usable with touch injection. But those, too are personal spells.
Fire sneeze, for example. For as long as the spell lasts the "caster" can use no other standard action than sneeze a cone of fire for 2d6 damage and a ridiculously low save to not be knocked prone.

At 10th level that's 6 rounds where the enemy caster can't cast his most dangerous spells. Except for the quickened ones.

And Ghostly disguise (personal, too) might be neat for some RP moments. "Look your shaman ins anymore, what's been guiding you this last time was his vengeful ghost. I'll reveal him to you with a touch."


Joesi: Thank you for defending me. It is good to know I was not the only annoyed at being blatantly ignored. ...even if the defense did come nearly a year later. ;) Thread necromancy, you know.

shroudb: Hm... thank you for some ideas. Sadly I'm no longer playing the character or I would be able to put them to use personally. Your post may be the most useful so far in this thread.


Once again neroing this thread to point out that skinsend is actually not that great because the target can dismiss it as a standard action that doesn't provoke an AoO. So you just traded and lost in action economy, and lost out on 2 extracts. In short, look for other stuff like Detonate (use a tumor familiar to deliver the spell instead of doing it yourself since they get improved evasion)


djtlite138 wrote:
Once again neroing this thread to point out that skinsend is actually not that great because the target can dismiss it as a standard action that doesn't provoke an AoO. So you just traded and lost in action economy, and lost out on 2 extracts. In short, look for other stuff like Detonate (use a tumor familiar to deliver the spell instead of doing it yourself since they get improved evasion)

Depends on the initiative order. If you have allies who are going between your turn and the enemies, they can kill the 0 HP body. Then you are just fighting a skin with half the hit points and a strength score of 3. If you're fighting some kind of strength based boss, that is pretty dang good. Hell, if you outnumber said boss, giving up your turn to take away their own is still solid for letting your allies go nuts. (Albeit, expensive to do.)

It does seem kind of alarming in that context.

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