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Just curious what everyone's favorite, actually used, shenanigans have been. We were trying to out shenanigans the rogue/sorcerer/monk build in our last session and my magus/sorcerer hit up on the following (after a 10d6+20 lightning bolt): cast true strike and move to provoke. Take the hit. True strike his spell storing armor's 10d6+20 shocking grasp (acid damage). With the 5% chance of auto confirming the crit (because its +31 vs touch at his level). I really need to get improved critical for shocking grasp, but that's another day. I thought it was a cute way to get two spells off without a quickened rod. What have you done in game?
Ps. Another of my favorite true strike shenanigans is to use it to ignore mirror images. "I close my eyes." Grants them 50% concealment, which true strike ignores, but ignores the mirror images because a visual figment.

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Skald that can grant party amplified rage teamwork feat.
Qinnong/Sensei Monk that grants party Ki abilities.
Aid another builds that allow more than one aid another attempt per round.
Flame Dancer Bard with access to fog/mist spells that the party can see through with his performance.
Casters with maxed stats for spellcasting DCs.

Ryze Kuja |
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True Strike Shenanigans:
Quickened True Strike + Maximized Empowered Touch of Idiocy = 5% miss chance No Save -9 Int/Wis/Cha
Quickened True Strike + Maximized Empowered Spell Perfected Enervation = 5% miss chance No Save -6 Negative Levels
Quickened True Strike + Persistent Empowered Spell Perfected Disintegrate = 5% miss chance 40d6 (+50%dmg) and Save Twice
Other Shenanigans:
Make Beguiling Gift into a Spell Hex so you can use it 90 times a day, then hand a Necklace of Strangulation to anyone you want. Cast Summon Popcorn
Drow Druid with Hellcat Stealth, maxed Stealth, and Greater Invisibility, and Wild Shaped into a diminutive-sized Hummingbird (at lvl 16, as a wild shaped Drow you can get north of 1d20+100 Stealth). Get Dreamed Secrets at lvl 13 so you can get True Strike and Disintegrate, then do the Disintegrate shenanigan up there ---^. Every round: Nuke Spell as Standard Action, Restealth while being actively viewed as a Move Action. You can't be targeted if they don't have a redonkulous Perception.
Carry the cursed item Dust of Sneezing and Choking with you in a sealed bag and stun an entire room whenever you want.
Dust of Sneezing and Choking
Aura moderate conjuration; CL 7th
Slot none; Weight —
DESCRIPTION
This fine dust appears to be dust of appearance. If cast into the air, it causes those within a 20-foot spread to fall into fits of sneezing and coughing. Those failing a DC 15 Fortitude save take 3d6 points of Constitution damage immediately. Those who succeed on this saving throw are nonetheless disabled by choking (treat as stunned) for 5d4 rounds.
CREATION
Magic Items dust of appearance, dust of tracelessness
A Slayer with a 10ft reach weapon with a Cruel Weapon and Brilliant Energy enchant, Enlarge Person, Great Cleave and Improved Cleaving Finish, Power Attack/Cornugon Smash, Dazzling Display/Shatter Defenses, maxed Intimidate skill = 15ft range Great Cleaves that Shaken/Sicken and cause Flat-footed condition (AoE Sneak Attack) and you can ignore their Dodge/Dexterity/Armor/Shield AC bonuses.
If you're being grappled, cast Dimension Door and see if your grappler wants to come with you. Teleport straight up 1200ft and cast Feather Fall on yourself, then break the grapple. +20 nerd points for Killing with Style.

Wonderstell |

For my most recent Rogue I tried to keep an eye out for (melee) touch attacks that deal damage, since I got jealous of the gunslinger.
Deliquescent Gloves synergizes well with the TWF feat tree since you get one glove for both hands, making it a great choice unless you're facing enemies with Acid Immunity.
The alchemical weapon Flame Fountain opens up new possibilities though. Every damaging touch attack I've found is energy damage, Flame Fountain being no exception. However, since you wield this firework "as if it were a heavy mace" you can apply the Weapon Versatility feat and deal physical damage with your melee touch attack.
Of course, I had to dip into Virtuous Bravo to apply Weapon Finesse to the firework, but I enjoyed the novelty of having melee touch physical damage.
And the added benefit of never ever missing.

Wonderstell |

I would just like to thank you for once again making me excited about Second Edition. Where, hopefully, for at least a little bit of time nonsense like this won't work.
You can't stop progress
There are SO many ridiculous shenanigans right now that calling out a few seems a bit pointless :-).
Well we can easily shut down most of the offenders by saying no to anything that requires high-level spell slots or end-game wealth, since by then you can already create demiplanes and wish for miracles as an actual feature of your spells.
If we then also restrict the use of items not meant for offensive applications (such as Cursed Items/Drugs), and obviously imbalanced options such as designing your own magic items, the list becomes noticeably shorter.So, do you have any shenanigans fitting the above requirements you'd like to share?

VoodistMonk |

Use a syringe spear to turn skinsend into an offensive spell.
This is truly hilarious.
I had to go Google some stuff, but it appears to be possible if you have the Infusion Discovery.
If it was used by an NPC and the GM got to explain what happened to the player who gets hit...
He hits you with his spear so hard your skin falls off and runs away.

Meirril |
The only really strange Shenanigan I've used so far was in the Kingmaker AP. Since you're suppose to use Downtime rules I started investing in making businesses in town. Since I was a Wizard, I started hiring minor casters to gather and process raw materials.
Each one costs around 500gp. Each day they earn 1 magic resource, and a bit over 1 gp. The gold went to pay for a manager to run my various businesses when I was out of town. Resources basically double the buying power of your gold. So each day each of the casters I purchased earned me a 50g profit I could put towards crafting.
So the way it works, if you craft with resources you effectively double your gold twice. 500gp = 10 magic resources = 1000gp in materials to be used in magic = a 2000gp magic item if you craft it yourself. Which you can sell for 1000gp. i.e. you can now make a profit crafting magic items.
By the time the campaign ended the character had about 400,000gp in various buildings owned around town. He also had another 200,000gp in equipment, and was saving up gold to make a reincarnation device which would of cost him several hundred thousand gold but basically let him reincarnate a creature every 10 minutes for free. Didn't get to make it before the campaign ended but had over half the gold.
Downtime building/organization rules are broken. Do not allow.

Cavall |
Serghar Cromwell wrote:Use a syringe spear to turn skinsend into an offensive spell.This is truly hilarious.
I had to go Google some stuff, but it appears to be possible if you have the Infusion Discovery.
If it was used by an NPC and the GM got to explain what happened to the player who gets hit...
He hits you with his spear so hard your skin falls off and runs away.
This is why they made a rule that if it wouldn't give a save it's now a fort save for this very spell item combo.

LordKailas |

Using the Mass combat rules I had multiple armies of bloody skeletons. The way the consumption and morale rules are worded I could field these armies for free since the only penalty they would get is a -2 to morale. Morale checks were something they otherwise automatically passed because they were mindless. These same armies also had free ranged attacks since I could equip them with slings, which cost 0 gold no matter how many you buy.