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BBK

BBK

Here is another very broken combo I've only recently uncovered using the PF1 Spheres of Power mechanics. First I posted about how to become a mech yourself. Now learn how to turn everything into mechs. And also make a mountain of fake coins explode with the force of a miniature supernova.

Unlimited permanent marble-sized minions that do 4d6/round(60') with a kamikaze attack that deals 22d6 damage to a 30'-60' area.

Requirements: Level 10, have 9 Alteration Sphere Talents total, and just 2 Spell Points per minion.


Be a Level 10 High-Caster Sphere Caster, and take the following Talents:

  • Alteration Sphere
    • Object Transformation
    • Orb Transformation
    • Transform Object
    • Greater Changes
    • Extreme Changes
    • Size-Change
    • Mechanical Customization
    • Permanent Transformation

Now, spend 3 Spell Points to Shapeshift an object and apply the Orb Transformation with the native Beam trait, the Size-Change trait as well as 3 Mechanical Customization traits. You now have a permanent diminutive flying minion that can pump out a 60' ray attack that deals 4d6 untyped damage that overcomes damage reduction of any type as a standard action. On top of that, the permanent, obedient minion has 3 Mech Enhancements to play with. I suggest these:

  1. Intelligent Vessel - Gives your permanent minion robot intelligence. Now you have a smart minion.
  2. Transformation - As a full-round action, reconstruct self into a Mech or Companion Vehicle.
  3. Robot Upgrade - Lets you pick a Robot Upgrade in place of a Mech Enhancement.
    • Auto Destruct Core - A Robot Upgrade that makes your minion go boom. For the best effect, read the strategies below.

Every night before regaining spell points, churn out as many shapeshifted transformed objects as you have spell points to do so. At 2 points a pop, you should always be able to add to your collection. After a few weeks, you could flood an entire region with flying death-beam marbles that could fly above a populated area before transforming into a colossal ship at a great height. If they were to ready an action to self-destruct when they touch the ground after beginning to drop like the 125 tons of behemoth it has become, it would do 10d6 Falling Object damage to a 30' area + auto-destruct 6d6 fire & 6d6 Bludgeoning to 60' centered on that original 30'. Oh, and you can also take the Favored Form feat, which would let you pull this trick off and provide a 6th trait to the shapechange.

Bonus Points: if you take a second iteration of the Object Transformation talent and just turn these newly animated minions into gold coins instead of orbs. Pay the bad guy with a sack full of them. Heave them self-destruct on a pre-defined signal (like, say, any of the coins being removed from said pouch) having each one do 12d6 in a 30' radius centered on the pouch. Each. One.

Ta-da!

BBK

BBK

Here is another very broken combo I've only recently uncovered using the PF1 Spheres of Power mechanics. First I posted about how to become a mech yourself. Now learn how to turn everything into mechs. And also make a mountain of fake coins explode with the force of a miniature supernova.

Unlimited permanent marble-sized minions that do 4d6/round(60') with a kamikaze attack that deals 22d6 damage to a 30'-60' area.

Requirements: 9 Alteration Sphere Talents total & just 2 Spell Points per minion.


Be a Level 10 High-Caster Sphere Caster, and take the following Talents:

  • Alteration Sphere
    • Object Transformation
    • Orb Transformation
    • Transform Object
    • Greater Changes
    • Extreme Changes
    • Size-Change
    • Mechanical Customization
    • Permanent Transformation

Now, spend 3 Spell Points to Shapeshift an object and apply the Orb Transformation with the native Beam trait, the Size-Change trait as well as 3 Mechanical Customization traits. You now have a permanent diminutive flying minion that can pump out a 60' ray attack that deals 4d6 untyped damage that overcomes damage reduction of any type as a standard action. On top of that, the permanent, obedient minion has 3 Mech Enhancements to play with. I suggest these:

  1. Intelligent Vessel - Gives your permanent minion robot intelligence. Now you have a smart minion.
  2. Transformation - As a full-round action, reconstruct self into a Mech or Companion Vehicle.
  3. Robot Upgrade - Lets you pick a Robot Upgrade in place of a Mech Enhancement.
    • Auto Destruct Core - A Robot Upgrade that makes your minion go boom. For the best effect, read the strategies below.

Every night before regaining spell points, churn out as many shapeshifted transformed objects as you have spell points to do so. At 2 points a pop, you should always be able to add to your collection. After a few weeks, you could flood an entire region with flying death-beam marbles that could fly above a populated area before transforming into a colossal ship at a great height. If they were to ready an action to self-destruct when they touch the ground after beginning to drop like the 125 tons of behemoth it has become, it would do 10d6 Falling Object damage to a 30' area + auto-destruct 6d6 fire & 6d6 Bludgeoning to 60' centered on that original 30'. Oh, and you can also take the Favored Form feat, which would let you pull this trick off and provide a 6th trait to the shapechange.

Bonus Points: if you take a second iteration of the Object Transformation talent and just turn these newly animated minions into gold coins instead of orbs. Pay the bad guy with a sack full of them. Heave them self-destruct on a pre-defined signal (like, say, any of the coins being removed from said pouch) having each one do 12d6 in a 30' radius centered on the pouch. Each. One.

Ta-da!

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