Purposely Misinterpreted Rules Text: How Easily can you Break Everything?


Pathfinder First Edition General Discussion


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Since the idea has intrigued me since the strange rules interpretations thread, I want to see how well people could purposely misinterpret the rules to break the game, do something silly, or otherwise render something non-functional. For example;

1. Since the mass of an object is never explicitly stated, so long as my carrying capacity allows it, I can fit into any container an infinite quantity of objects. Therefore, filling an iron pot with the entirety of the sun and then opening it within proximity of a planet is possible, as there aren't any rules stating object restriction for how one might place an object into said container.

2. Because you are always in contact with yourself, you always discharge melee touch spells upon yourself before you can touch another creature. An extension of this is if you wear gloves or anything in the hand magic slot, you instead automatically affect those gloves with your touch spell, since they are in contact with your hands.

3. If I can autofail Fortitude saving throws, that implies a degree of bodily control akin to an enlightened buddhist monk who has obtained self-actualization. Therefore, I obtain Nirvana and ascend.


Spells and other effects which affect a certain number of creatures may affect fewer creatures if there are fewer valid targets.

Each square contains between 0 and 250 (fine swarm) creatures.
Therefore, spells, etc. which affect an area affect between 0 and 250 creatures per square.
This max is a certain number of creatures.
Swarms are immune to spells, etc. which affect a certain number of creatures.

Swarms are immune to area effects.


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Nothing in the rules says that being Dead prevents me from acting.


More swarms:

HP damage to a swarm represents killing off a few of its constituent members.

However, one can still (theoretically, remember their immune to everything) heal them.
Give a swarm fast healing, put it in a damaging environment, you now have infinite biomatter to do whatever is done with infinite biomatter.


Full Round Actions take an entire round to complete. Therefore, Full Round Actions you perform don't take effect until one round later, at the start of your next turn, and any restrictions incurred from that Full Round Action last until the start of your next turn.

Greatswords (and other certain weapons) do not specify the material they are made out of. This means I can make a Greatsword out of Candy, or Bread, or Dirt. Or even, nothing at all.

Expanding on that bolded part.

-Step 1: Create Greatsword out of nothing, for no cost, no material, and no crafting check required (as it's impossible to make a check on something that has no material, which means no hardness, hit points, and so on)
-Step 2: Continue to create Greatswords out of nothing for as much as desired.
-Step 3: Vendor Greatswords of nothingness you created for 25 gold a piece.
-Step 4: ???
-Step 5: Profit.


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Infernal Healing has material components of a dose of unholy water or a drop of devil blood. Since unholy water costs 25 gp, a drop of devil blood must cost the same amount. Since your Imp familiar has fast healing 2, you can prick him for 2 drops of blood per round.

Therefore, your Imp familiar makes 50 gp per round.


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Johnnycat93 wrote:
Nothing in the rules says that being Dead prevents me from acting.

Not exactly true. If you have the dead condition you also have the dying condition, which does prevent you from acting. You could however use smelling salts to get an action in while dead.


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Simulacrum technically generates half mythic tiers, so make yourself a simulacrum of Tar Baphon and have fun.


Boiling water doesn't deal fire damage.

...no, wait, that's not a misinterpretation at all, actually.


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Melkiador wrote:
Johnnycat93 wrote:
Nothing in the rules says that being Dead prevents me from acting.
Not exactly true. If you have the dead condition you also have the dying condition, which does prevent you from acting. You could however use smelling salts to get an action in while dead.

Or if you're an orc (or something else with Ferocity), you can act even while dying (though admittedly staggered). Boy, that orc army seems a lot scarier all of a sudden.


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Pathfinder Rulebook Subscriber

A cleric can spontaneously cast obscure object, obscure poison, or secure shelter.


The rules don't say what language to read them in. I tried Korean, and everything was broken.


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RJGrady wrote:
A cleric can spontaneously cast obscure object, obscure poison, or secure shelter.

He can also cast Bestow Curse, Hallucinatory Terrain, Incendiary Cloud, and Resurrection spontaneously.


The Sideromancer wrote:

Spells and other effects which affect a certain number of creatures may affect fewer creatures if there are fewer valid targets.

Each square contains between 0 and 250 (fine swarm) creatures.
Therefore, spells, etc. which affect an area affect between 0 and 250 creatures per square.
This max is a certain number of creatures.
Swarms are immune to spells, etc. which affect a certain number of creatures.

Swarms are immune to area effects.

Swarms in general are supposed to help the GM not... micro manage thousands of creatures. There are literal statblocks for individual things in a swarm like bats.

http://www.d20pfsrd.com/bestiary/monster-listings/animals/bat/bat

which becomes

http://www.d20pfsrd.com/bestiary/monster-listings/animals/bat/bat-swarm

I mean, that's just a problem with Pathfinder vs Rules vs Reality vs Consistency vs Time crunch vs Story telling. At some point, you've gotta meet it half way, just smile and nod.


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A throwing shield can be thrown as a free action.

I make a character "Flare" who carries 2,000 tiny shields (each one is painted with a pithy saying) and has the throw anything feat and a high strength bonus.

He also has shield mastery , which says that he takes no penalties to attack with a shield, ever, for any reason.

I throw all 2000 shields for 1d2+str damage each, and then make my full attack action.


Jader7777 wrote:


Swarms in general are supposed to help the GM not... micro manage thousands of creatures. There are literal statblocks for individual things in a swarm like bats.

http://www.d20pfsrd.com/bestiary/monster-listings/animals/bat/bat

which becomes

http://www.d20pfsrd.com/bestiary/monster-listings/animals/bat/bat-swarm

I mean, that's just a problem with Pathfinder vs Rules vs Reality vs Consistency vs Time crunch vs Story telling. At some point, you've gotta meet it half way, just smile and nod.

Consequently, Whirlwind Attack vs a swarm will allow you to make hundreds of attacks in a round, possibly over a thousand.


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Melkiador wrote:
Johnnycat93 wrote:
Nothing in the rules says that being Dead prevents me from acting.
Not exactly true. If you have the dead condition you also have the dying condition, which does prevent you from acting. You could however use smelling salts to get an action in while dead.

:coffeespray: plz don't make me laugh so hard while I'm drinking.


Melkiador wrote:
Johnnycat93 wrote:
Nothing in the rules says that being Dead prevents me from acting.
Not exactly true. If you have the dead condition you also have the dying condition, which does prevent you from acting. You could however use smelling salts to get an action in while dead.

That isn't true. You can go straight to dead and bypass dying. :)


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Johnnycat93 wrote:
Nothing in the rules says that being Dead prevents me from acting.

Be careful! That's how the first undead was created! It found the exploit at the rules and acted upon it.

Zombies died after being exactly at zero hp, that's why they are permanently staggered.


I wasn't aware that you could be dead while also dying. Impressive trick.


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Quote:
A wand may be used while grappling or while swallowed whole.

Swallow all your wands and then you don't need to worry about keeping a hand free.


Kileanna wrote:
Johnnycat93 wrote:
Nothing in the rules says that being Dead prevents me from acting.

Be careful! That's how the first undead was created! It found the exploit at the rules and acted upon it.

Zombies died after being exactly at zero hp, that's why they are permanently staggered.

As far as headcanons go, I've heard worse.


From the feat summary list:

Quote:
Armor Proficiency, Light — No penalties on attack rolls while wearing light armor

Just wear some light armor and you no longer get penalties to hit for two-weapon fighting or anything else.


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Quote:
A creature can't hide within 60 feet of a character with darkvision unless it is invisible or has cover.

You can't hide in the underbrush, if there's a dwarf nearby. Even if you're the dwarf.


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Kitty Catoblepas wrote:
RJGrady wrote:
A cleric can spontaneously cast obscure object, obscure poison, or secure shelter.
He can also cast Bestow Curse, Hallucinatory Terrain, Incendiary Cloud, and Resurrection spontaneously.

Don't forget that Half-Orcs are proficient in wals of force, sorcerers, and orchestras. They are also proficient in sorcery, but since they have no limit in spells per day or spells known, they know all spells and can cast them as many times as they want.

It only requires a tiny diamond to resurrect an ally. Since the resurrection chain of spells requires a "diamond worth 5,000 gp", "10,000 gp", and "25,000 gp", it figures that the size, quality, and cut of the diamond do not matter so long as the value of the diamond is exactly 5,000, 10,000, or 25,000 gp. If you purchase a diamond for exactly 25,000 gp, no matter the size of the diamond, it will function for a True Resurrection spell, but not for Resurrection or Raise Dead. If you purchase that same diamond for 10,000, it will function for Resurrection, but none of the others. If you purchase it for 5,000, it will let you Raise Dead, but not resurrect.


Matthew Downie wrote:

From the feat summary list:

Quote:
Armor Proficiency, Light — No penalties on attack rolls while wearing light armor
Just wear some light armor and you no longer get penalties to hit for two-weapon fighting or anything else.

Perfect armor to use a tower shield, a bow at long range, weapons you aren't proficient with, Power Attack, nonlethal damage, or all of the above!


BigNorseWolf wrote:

A throwing shield can be thrown as a free action.

I make a character "Flare" who carries 2,000 tiny shields (each one is painted with a pithy saying) and has the throw anything feat and a high strength bonus.

He also has shield mastery , which says that he takes no penalties to attack with a shield, ever, for any reason.

I throw all 2000 shields for 1d2+str damage each, and then make my full attack action.

Just take Ricochet Toss, and you only need one shield. Well, maybe more than one, if you can't negate auto-fail 1s (Cleric Law domain can do this). Warpriest Sacred Weapon or its equivalent through Fighter Advanced Weapon Training lets you up the base damage. Add Clustered Shots and Hammer the Gap, and you might be able to destroy the earth. How does infinite shield throws, each that comes back to you immediately, does 1 more damage than the previous throw, and always rolls an 11 sound?


I can break everything! Just give me a sledgehammer and five minutes.

More "seriously," these are just the ones that (to my knowledge) have not been FAQ'd into worthlessness.

For combat power:

So, use mount to get a summoned creature for 2 hours/level. Next, cast alter summon monster to switch out the horse for a creature from the SM II or SNA II lists. If you want a higher-level monster, simply heighten the mount to the appropriate level.

Oh, and there's the classic that you never provoke AoOs while flying.

For money-making:

Use the awesome spell full pouch on a caster with eschew materials (which eliminates components worth 1 gp or less) to create infinite alchemical items, with a DC as high as the spell's DC (once again, heighten the spell for extreme awesomeness), or just create a ton of high-value items, and sell for a profit.

Alternatively, at higher levels, use your trusty polymorph any object to turn a huge amount of stone (or something) into salt (5 gp/pound, the same as silver). Or saffron or cloves, (worth 15 gp/lb), or chocolate or silk (10 gp/lb), or any number of things, which the spell doesn't call out as having "great intrinsic value," and lets be honest, what GM wouldn't allow you to turn your foe into a pillar of salt?

For general insanity:

There's no rule saying you can't become a god whenever and however you want.

Throw Wayang Spellhunter on light apply the metamagic feat eclipsed spell, and enjoy your -1 spell.

PRD wrote:
Driving a wooden stake through a helpless vampire's heart instantly slays it (this is a full-round action). However, it returns to life if the stake is removed, unless the head is also severed and anointed with holy water.

So, drive a stake through a vampire's heart, pull it out, and it will be instantly cured of undeath.

There's no such thing as a "dead creature-" once it dies, it becomes an object. Thus, no raising, ever.

PRD wrote:
If you don't have a Dexterity bonus, your AC does not change.

Ever. So, feel free to power attack as much as you want, or wear whatever armor, or do whatever you want, you fighter with 9 DEX. Your AC will stay the same, no matter what.

Tower shields, when used to grant you cover, also grant concealment to enemies ahead of you. Concealment makes it so that you, and all of your gear, can't be seen. Therefore, granting yourself cover with a tower shield makes you, and your gear (including your tower shield) to enemies ahead of you. Combine with a roman-style tortoise defense to make an entire army invisible!

.... And that's just the start, I'll remember/find more with time.


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My Self wrote:
Kitty Catoblepas wrote:
RJGrady wrote:
A cleric can spontaneously cast obscure object, obscure poison, or secure shelter.
He can also cast Bestow Curse, Hallucinatory Terrain, Incendiary Cloud, and Resurrection spontaneously.

Don't forget that Half-Orcs are proficient in wals of force, sorcerers, and orchestras. They are also proficient in sorcery, but since they have no limit in spells per day or spells known, they know all spells and can cast them as many times as they want.

It only requires a tiny diamond to resurrect an ally. Since the resurrection chain of spells requires a "diamond worth 5,000 gp", "10,000 gp", and "25,000 gp", it figures that the size, quality, and cut of the diamond do not matter so long as the value of the diamond is exactly 5,000, 10,000, or 25,000 gp. If you purchase a diamond for exactly 25,000 gp, no matter the size of the diamond, it will function for a True Resurrection spell, but not for Resurrection or Raise Dead. If you purchase that same diamond for 10,000, it will function for Resurrection, but none of the others. If you purchase it for 5,000, it will let you Raise Dead, but not resurrect.

Or, buy a tiny diamond worth 100 gp, and sell it to another party member for 25,000 gp, then give them their money back. All of a sudden, your 100 gp diamond can be used for your wish. What? That's how much the diamond is "worth," you bought it for that!

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