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6 months ago  ::  Dec 01, 2012 - 1:46PM #21
Araiadan
Date Joined: Jan 22, 2011
Posts: 26

Dec 1, 2012 -- 12:43PM, Bohrdumb wrote:

Regardless, you would want to be able to pass the check. Otherwise you end up sitting there for 8hrs until the Exodus knife is done.


Actually, you set the parameters of the Nail of Sealing when you use the standard action. You can allow all allies to pass unhindered without making a check or breaking the lock. As noted in its description, the Nail of Sealing uses the Arcane Lock ritual:

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Arcane Lock


You bind a door so that intruders can’t easily pass. The door is limned with amber light, which fades to a soft glow, marking it as impassible to anyone other than you and your allies.

Component Cost: 25 gp
Market Price: 150 gp
Key Skill: Arcana
Level: 4
Category: Warding
Time: 10 minutes
Duration: Permanent


You lock a door, a window, a gate, a portcullis, or some other means of ingress. You can open the door normally, but those who don’t have your permission to use it find it locked.
    Your Arcana check, with a +5 bonus, sets the DC for Thievery checks or Strength checks made to open the door. 
When you perform the ritual, you can allow for certain other creatures or types of creatures to pass through the door normally, ignoring the ward’s effect. You can choose any or all (or none) of the following options:
Password: You can set a verbal password. If uttered within 5 squares of the portal, the speaker can ignore the ward for the next minute.
Individuals: You can designate up to ten other specific individuals who can ignore the ward at all times.
Descriptions: You can describe one or more categories of creatures who can ignore the ward at all times, using specific, observable characteristics such as species, type, size, or equipment carried or worn.
The Arcane Lock remains until you dismiss it, the door is destroyed, or until the ward is defeated, such as by the Knock ritual or a successful Strength or Thievery check. Wherever you are, you instantly know if your Arcane Lock is defeated by one of these methods.


Published in Player's Handbook, page(s) 301.

 


 
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6 months ago  ::  Dec 01, 2012 - 10:14PM #22
Scatterbrained
Date Joined: Aug 31, 2009
Posts: 2,588
I'm still more interested in putting him in there alone and just blocking the exit while you take care of his buddies. Any better hindering terrain than Wall of Stone out there?
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6 months ago  ::  Dec 01, 2012 - 11:31PM #23
TheMalteseFalchion
Date Joined: Aug 8, 2011
Posts: 737
Dwarves are pretty good hindering terrain.

Jan 12, 2012 -- 8:31PM, Bargle0 wrote:

This is CharOp. We not only assume block-of-tofu monsters, but also block-of-tofu DMs.



Feb 5, 2012 -- 8:44AM, Illeist wrote:

One reach cheese'd threatening reach Spiked Chain shuts down any non-teleporting quarterback.



May 12, 2013 -- 6:38PM, zelink551 wrote:

You're already refluffing, what not refluff to something that doesn't suck?

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6 months ago  ::  Dec 02, 2012 - 5:12PM #24
vitamin_q
Date Joined: May 19, 2011
Posts: 141
The invoker spell "wall of hestavar" creates an unbreakable solid barrier, but it is also a sustain minor. This could be used by an ally to keep you inside, or used by you once inside to block the door.

The wizard spell "wall of ice" would also be affective, because you could stack the blocks so that he has to break through 3 layers before reaching the door. Thats 150 damage he has to deal, and he takes 2d6 damage each time he hits a block, AND 2d6+int when starts his turn next to it. Depending on how much damage he does , thats at least 100 damage before he breaks out.

The wizard spell "wall of force" could also be used. It takes 200 damage before falling, and can be attacked through if you are ranged or have reach. Teleporters can get through it though.

By RAW if you teleport a huge or gargantuan creature into the space, they will not be able to exit the room, even if they are squeezing. This could prove a useful tactic against huge monsters if your party has alot of damageing zone. The melee character attacks from the doorway, and the monster is forced to stay inside X number of zones until it dies.

You could use one or more immovable shafts placed in the doorway to restrict his ability to escape even if the door is open. Assuming the monster automatically suceeds on the strength check, it is still a minor action to place a shaft, and a standard action to move it. You can place one on turn 2, if you have it ready in your hand. Turn 3 you can place another one, minor to retrive, minor to place. Continue adding one every turn if you want. If you have quickdraw, you can place 2 each turn. Obviously because of cost, this would only be possible at a higher level. If you can a ring of free time, and quickdraw you could place 3 shafts each turn, and still be able to standard attack. This is probably overkill, but any character could do it, and it would look hilarious.

A wonderous item "phantom soldier" could be used to block the inner or outer square. Although RAW does not say if it is solid or phasing. Just that it is an "illusion"

A ring of personal gravity could be activated so that you and him are stuck in melee inside the room. Unless he has teleport, or can somehow push/pull/slide himself.

For maximum retardation, use this against a foe who is unable to breath underwater.
Use a scroll of waterbreathing on yourself before the start of the encounter.
Be using 4 ring's of free time. 1 on each hand, one many fingered gloves, 1 mumified hand.
Multiclass druid to get wall of stone.
Be carrying 160(minimum 124) handy havarsacks, each fill with 1000lbs of water.
Have quickdraw.
Have a way to gain phasing.
Have a way to fly.
On turn 2, use a minor action to close the door, use whatever action to activate phasing, and a standard action to cast wall of stone, filling up most of the room, move up 3 squares to the corner above your enemy.
For the next 16-18 turns, spend all 7 minor acions opening haversacks, and emptying water into the room.
Laugh as your sworn enemy drowns to death.
Laugh harder 5 minutes later, at your teams confusion when a torrent of gravel and water pour out of the once empty room.
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6 months ago  ::  Dec 02, 2012 - 6:25PM #25
Matyr
Date Joined: Jun 19, 2004
Posts: 2,726
I think the REAL answer is the make a Leomund's Secret Chest the size of a large room, poke some holes in it and throw it into the ocean.  Summon it, pop inside, get the bad guy inside, teleport or have someone knight's move you out of there and unsummon it.  Now you have a BBEG at the bottom of the ocean.

That way you can toss him in with all his gear, and resummon the box in a day or three to collect the spare parts.

Bonus points if you fill the chest full of crab bait before you throw it into the ocean.  The crabs will eat your BBEG for you and you get a delicious dinner to go with your shiney new gear.
Currently working on making a Dex based defender.  Check it out here
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Need a few pre-generated characters for a one-shot you are running?  Want to get a baseline for what an effective build for a class you aren't familiar with?  Check out the Pregen thread here
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Also, I've recently done an episode on "Refluffing".  You can check that out here
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6 months ago  ::  Dec 03, 2012 - 12:07AM #26
Bohrdumb
Date Joined: Mar 31, 2010
Posts: 1,989

Dec 2, 2012 -- 6:25PM, Matyr wrote:

I think the REAL answer is the make a Leomund's Secret Chest the size of a large room, poke some holes in it and throw it into the ocean.  Summon it, pop inside, get the bad guy inside, teleport or have someone knight's move you out of there and unsummon it.  Now you have a BBEG at the bottom of the ocean.

That way you can toss him in with all his gear, and resummon the box in a day or three to collect the spare parts.

Bonus points if you fill the chest full of crab bait before you throw it into the ocean.  The crabs will eat your BBEG for you and you get a delicious dinner to go with your shiney new gear.




Or it leads to the worst tpk ever when you realize your entire group is allergic to shellfish.

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6 months ago  ::  Dec 03, 2012 - 5:43PM #27
vitamin_q
Date Joined: May 19, 2011
Posts: 141

Dec 2, 2012 -- 6:25PM, Matyr wrote:

I think the REAL answer is the make a Leomund's Secret Chest the size of a large room, poke some holes in it and throw it into the ocean.  Summon it, pop inside, get the bad guy inside, teleport or have someone knight's move you out of there and unsummon it.  Now you have a BBEG at the bottom of the ocean.

That way you can toss him in with all his gear, and resummon the box in a day or three to collect the spare parts.

Bonus points if you fill the chest full of crab bait before you throw it into the ocean.  The crabs will eat your BBEG for you and you get a delicious dinner to go with your shiney new gear.




I like this idea, but it poses two issues. The first is, how do you ensure that you can get the "chest" and the BBEG next to eachother? Considering it takes 5 minutes to cast with a scroll, I doubt you could snag him in combat. Unless you knew what room he was in, and summoned it just outside his door, but that poses some range issues. Although if the whole team pitched in, moving him into it might be easier. You might also try setting up the chest on platform on the lip of a volcano. The platform would be counterbalanced, so that when the chest comes back with the extra weight, the platform tips.

The second issue, is how large can you make a chest before it is considered a room? or a house? It is after all, summoning a CHEST. If it could summon much larger containers, then it would be Leomunds secret house.

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6 months ago  ::  Dec 03, 2012 - 5:54PM #28
TheMalteseFalchion
Date Joined: Aug 8, 2011
Posts: 737
What about Tight Squeeze?  Could force the larger targets in, explicitly squeezing them!

Jan 12, 2012 -- 8:31PM, Bargle0 wrote:

This is CharOp. We not only assume block-of-tofu monsters, but also block-of-tofu DMs.



Feb 5, 2012 -- 8:44AM, Illeist wrote:

One reach cheese'd threatening reach Spiked Chain shuts down any non-teleporting quarterback.



May 12, 2013 -- 6:38PM, zelink551 wrote:

You're already refluffing, what not refluff to something that doesn't suck?

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