Community

 
Jump Menu:
Post Reply
Page 1 of 3  •  1 2 3 Next
Switch to Forum Live View Weaponizing a Ritual and a Harmless Utility
4 years ago  ::  Mar 31, 2009 - 6:39PM #1
Valenkosh
Date Joined: Oct 7, 2008
Posts: 259
I have yet to see this combo, so here goes:

Key Player: Deva Orb Wizard Planeshifer, level 15
Key Abilities: 22 Int & 22 Wis
Key Skill: Arcana
Key Feat: Ritual Caster (PHB 1, p. 200)
Key Ritual: Create Teleportation Circle (Manual of the Planes, p. 149)
Key Feature: Orb of Imposition (PHB 1, p. 157)
Key Powers: Quick Portal (Manual of the Planes, p. 145); Thunderwave (PBH 1, p. 159)

Step 1: Reach level 15, get “Create Teleportation Circle” ritual for free (wizard class feature), and retire from adventuring for about a year.
Step 2: Spend 1000 gold on ritual components (or up to 16,000, see below)
Step 3: Perform “Create Teleportation Circle” in some deadly place (like 1000 feet up on the face of a sheer cliff, or on a sheet of stone that you then drop off a ship to the bottom of the ocean, or on the ceiling of a cave over a roiling mass of lava, or in Tiamat’s toilet, or . . . you get the idea).
Step 4: Wait one year and one day, spending a healing surge each day to sustain the teleportation circle. Spend the year in a library or something: you’re a wizard; be bookish for a while. After one year and one day, the teleportation circle is permanent and requires no more healing surges to sustain.
Step 5: Go adventuring again.
Step 6: In combat in a single turn, cast Quick Portal behind an enemy, use an action point, cast Thunderwave and push the enemy into the Quick Portal. Enemy dies a horrific death.
Step 7: Repeat Step 6 every encounter thereafter (paying attention to action points and healing surges)

Check out the RAW for portals and teleportation circles in the Manual of the Planes, p. 14-19
Here’s the RAW for the Planeshifter 12th level Quick Portal utility power: Standard Action, Ranged 5, “You create a portal in an unoccupied square within range that lasts until the end of your next turn. The portal leads to a permanent teleportation circle on your current plane. You must know the teleportation circle’s sigil sequence, and you lose three healing surges when you create the portal.”

The “unoccupied square” bit in the RAW limits this to just targeting medium or smaller targets. However, the RAW for portals and teleportation circles is unclear if a portal size depends on its receiving teleportation circle or not. If your DM will allow the Quick Portal to transport something that takes up 16 squares (4x4), then the teleportation circle you create should be the 16,000 gold variety mentioned on p. 149 in the Manual of the Planes. Barring that, since your wizard has a year and a day of non-dangerous scholarly living to do, you might as well perform a number of Create Teleportation Circle rituals to match the number of your daily healing surges at level 15. With an initial point spread of 16, 16, 12, 10, 10, 10 and 12 being the initial constitution score, that would be seven Create Teleportation Circle rituals. Make a few circles at deadly places to switch up the damage types; make a few for other team uses (return to base whenever you want, etc.).

I love three things about this lovely bit of brokenness:

First, it takes a character a YEAR to prepare this broken combo (this parallels the real world in a certain respect: power gamers sometimes have to wait until that perfect level when everything comes together).

Second, an orb wizard using this gimmick is completely and totally STILL USEFUL as a controller for the adventuring party (as long as the party is willing to semi-retire for a year-in-game). In fact, you could open up this character to a number of ADDITIONAL ways that orb wizards can be broken (like the cleric multiclass Seal of Binding trick or a swordmage multiclass that’s decked out with a bunch of stuff from AV like here: http://forums.gleemax.com/showthread.php?t=1114741).

Third, the “Sequester” power is pure win for orb wizards (the level 11 encounter spell for the Planeshifter paragon path - see Manual of the Planes, p. 145). Hands down the BEST wizard encounter power with a “save ends” condition.

That’s about it. What do you think?
Quick Reply
Cancel
4 years ago  ::  Mar 31, 2009 - 7:06PM #2
Harbin_Dunewalker
Date Joined: Mar 30, 2007
Posts: 10
What's a little creepy about the Sequester combo is that there's no duration listed for the Orb of Imposition class feature . . . what happens if you apply a high enough penalty that he can't save? Does he stay in the demiplane until the end of the encounter? Forever? Until he dies of starvation or old age?

Could you use this to seal a god (or, say, Orcus) in a demiplane forever?
Quick Reply
Cancel
4 years ago  ::  Apr 01, 2009 - 10:30AM #3
Valenkosh
Date Joined: Oct 7, 2008
Posts: 259

Harbin_Dunewalker wrote:

What's a little creepy about the Sequester combo is that there's no duration listed for the Orb of Imposition class feature . . . what happens if you apply a high enough penalty that he can't save? Does he stay in the demiplane until the end of the encounter? Forever? Until he dies of starvation or old age?

Could you use this to seal a god (or, say, Orcus) in a demiplane forever?


I would imagine that if the enemy cannot save then the enemy stays in the demiplane forever. Whether they starve, dehydrate, hibernate, or whatever, all that matters is that they are disappeared from gameplay.

Sequester and Maze have similar effects, but Sequester is clearly better than Maze.

Sequester strengths: encounter power, level 11, target must roll a saving throw to get out, synergizes with Orb of Imposition
Sequester weaknesses: targets fortitude, no initial damage

Maze strengths: targets will, has okay initial damage
Maze weakness: daily power, level 25, target gets a progressively easier counter-check to get out, no synergy with any implement

Sequester is the shiz for orb wizards

Quick Reply
Cancel
4 years ago  ::  Apr 01, 2009 - 2:22PM #4
ChristopherGroves
Date Joined: Mar 10, 2004
Posts: 1,847
I'm not certain all the orb / spell focus things work as people want them to ... so be a bit wary. Spell Focus, for instance, specifically mentions wizard powers (similar to the cleric healing boost that calls out cleric powers). Is there a good reason to expect that to work on paragon abilities, multiclass-acquired abilities, etc. as well?
Quick Reply
Cancel
4 years ago  ::  Apr 01, 2009 - 3:29PM #5
joemama1512
Date Joined: Apr 10, 2008
Posts: 3,288
I don't think you can shove people through portals. I remember reading that a while back.

Also, you probably wouldn't get much phat lewtz that way either! ;-)
My Sorc Guide Link:
http://community.wizards.com/go/thread/view/75882/19649162/Joes_Sorcerer_Guide_AP_update_51509

My Genesi Wizard Blaster Link:
http://community.wizards.com/go/thread/view/75882/25082729/Miniguide_to_Genesi_LightningThunder_Blaster_Wizard_%2806-2010%29
Quick Reply
Cancel
4 years ago  ::  Apr 01, 2009 - 10:55PM #6
Saucetenuto
Date Joined: Feb 16, 2008
Posts: 6
If you try to push a person into a hazardous square - the example given in the RAW was a pit trap, I think - they get to roll a saving throw. If they pass, they stop just short of the hazard.

As for treasure, learn Featherfall or Water Breathing or whatever and clean out your death-trap once in a while. That's good policy anyway; those things get messy.
Quick Reply
Cancel
4 years ago  ::  Apr 02, 2009 - 2:30PM #7
awaken_D_M_golem
Date Joined: Dec 22, 2006
Posts: 2,673
Sweeet !!

A non-Wizard can certainly do this.
Might take a magic item treasure slot instead.

MC into wizard, for the Paragon path.

A Slide power of some sort would also work.
Teammate using teamwork could easily do the Slide for you.

“You create a portal in an unoccupied square within range that lasts until the end of your next turn. The portal leads to a permanent teleportation circle on your current plane. You must know the teleportation circle’s sigil sequence, and you lose three healing surges when you create the portal.”

current plane  --- Sticking the portal way up in the air works, excepting feather fall obviously. Stay on your home plane.
lose three healing surges --- man that's expensive. Party needs "as if" healing spells/powers. Limits the damage by a bit.


I approve of this message ... :D
Hush kitty avatar ... there'll be more Younglings soon.
Quick Reply
Cancel
4 years ago  ::  Apr 02, 2009 - 2:47PM #8
Shimeran
  • Stampeding Hybrid
Date Joined: Oct 7, 2007
Posts: 545
Meh, being limited to you own plane just gives you one more reason to have a secret volcano lair. :D

I will say the healing surge cost is pretty hefty, but if you've already set up permanent portals one of them could easily be to resting place. Barring that, wizards do have access to Mordenkainen's Mansion.

Also not that you don't have to burn action points on this if a teammate is willing to chip in the forced movement effect.

As to whether they get a save, I think that's a DM call since the portal isn't technically hazardous terrain in and of itself.
Interested in a rambling collection of game ideas? Check out Schemes of the Dancing Chimera.
Quick Reply
Cancel
4 years ago  ::  Apr 02, 2009 - 4:23PM #9
NCO
Date Joined: Nov 18, 2007
Posts: 201

Shimeran wrote:

Meh, being limited to you own plane just gives you one more reason to have a secret volcano lair. :D

I will say the healing surge cost is pretty hefty, but if you've already set up permanent portals one of them could easily be to resting place. Barring that, wizards do have access to Mordenkainen's Mansion.

Also not that you don't have to burn action points on this if a teammate is willing to chip in the forced movement effect.

As to whether they get a save, I think that's a DM call since the portal isn't technically hazardous terrain in and of itself.


Hahahaha, you know who else could do this? A while ago there was a thread about a band of Half-Elf Bards who could slide around creatures with ease, AS WELL as doing obscene amounts of damage, and the combo didn't require a Paragon Path either.

Not only that, but the band would be making something like 25 attempts per round to slide their opponents inside the portal, making the save to avoid it irrelevant.

Quick Reply
Cancel
4 years ago  ::  Apr 02, 2009 - 5:41PM #10
sithkhan
Date Joined: Mar 25, 2009
Posts: 17
Instead of creating a portal in an area that could be hazardous to you, as well as accessable to others, why not buy a plot of land somewhere, dig out the basement, and create a cistern? Make it deep enough, create the teleport circle at the bottom of your 50' cistern, then fill it up with water and a lid. Now you have a safe, hidden, and unassuming 'Roach Motel'.

Or, maybe you have just created the best hook for the DM to send lots of scavenger-type creatures and adventurers to go snooping around your 'money pit'.

Heh.
Quick Reply
Cancel
Page 1 of 3  •  1 2 3 Next
Jump Menu:
 
    Viewing this thread :: 0 registered and 1 guest
    No registered users viewing