Mage killer rogue


Advice

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Zarius wrote:

So, YEAH. Friend of mine challenged me. I need to build a level 20 rogue that can go toe-to-toe with a wizard, after slogging through his tower, and give him a few new orifices. Orifii?

...

The Wizard has a tower the Rogue has to slog through because the OP says they do. It's actually the only description we've had for what the battlefield is, so it's what we're working with.

You don't make the entire tower out of lava. Just the interior parts. Leave enough room below the tower to contain the lava should it all go liquid on you. The walls are taking at most 2d6 fire damage a round, or not enough to destroy a stone wall. If the hardness 8 doesn't stop it the 540 HP will. If you're actually worried about the destruction, Transmute Mud to Rock will do basically the same thing, just with less flaming death (and more suffocatey death).

Even assuming a miracle and the Wizard and Rogue both fall into a pit of lava and die, the Wizard will immediately pop back to life (Clone) or jump back to their real body with two negative levels quickly removed by their local friendly Planetar (Astral Projection). The Rogue will just die. If it's Clone and not Astral Projection the Wizard might lose some equipment, but this spell totally exists. The Rogue is definitely losing equipment, as anything that doesn't burn will end up encased in solid rock. And the Wizard (now alive again) can immediately send a minion with Plane Shift and Greater Teleport to clean up any corpses and salvage any loot in two rounds. If the Rogue wants their stuff back they need to beat that time. If they don't need their stuff back, how did they kill the Wizard with no equipment?

So you're saying use Antimagic Field so the Wizard can't hit the Rogue before they reach them? Did you notice the line about "The effects of instantaneous conjurations are not affected by an antimagic field because the conjuration itself is no longer in effect, only its result."? Personal favorite is Clashing Rocks, usually with a quickened True Strike beforehand. Worse, for this experiment, the Reflex save it allows is only to not be buried alive if you get hit (and with quickened True Strike versus no magical bonus to AC, the Wizard will hit) so Evasion is useless. There's also Snowball, Caustic Eruption, Acid Splash, Conjure Deadfall, and a few more. And those are the direct damage spells, not the things like Earthquake or Stone Shape to bring the roof down, or Wall of Stone/Iron to trap the Rogue.


Also a Antimagic field doesnt dispell anything, so wouldnt the polymorph on lava just be supressed until it leaves the field and become a rock again?

So for everything polymorphed really, just run fast enough through in a suprise round so they become a rat again, and have boots of lava walking or something like that. ( or just fire resistance with water walking )

Addendium: And doesnt fire resistance make you immune to lava? I can vaguely remember that lava wasnt that dangerous as they make it out to be.


Fire immunity does, not fire resistances.

Lava is 20d6 per round


so what we really need is a mages disjunction that what i'm hearing?


CWheezy wrote:

Fire immunity does, not fire resistances.

Lava is 20d6 per round

Lava wrote:


Lava or magma deals 2d6 points of damage per round of exposure, except in the case of total immersion (such as when a character falls into the crater of an active volcano), which deals 20d6 points of damage per round.

Damage from lava continues for 1d3 rounds after exposure ceases, but this additional damage is only half of that dealt during actual contact (that is, 1d6 or 10d6 points per round). Immunity or resistance to fire serves as an immunity to lava or magma. A creature immune to fire might still drown if completely immersed in lava (see Drowning).

So what does the bolded part refer to?


The idea with the lava is that anyone attempting to walk up the tower with an Antimagic Field on (or activate one inside the tower) is going to instead fall through the floor as it turns liquid. Then the next floor. And the next. And so on, until they're in a pool of lava at the bottom of the tower. Yes, fire immunity would help. How is a rogue getting Ex Fire Immunity? Remember, in an Antimagic Field. I can find Su, not Ex.

The bolded part says that fire resistance and fire immunity prevents damage caused by lava like normal. You'll notice it doesn't say "2d6 fire damage", it just says "2d6 damage". They didn't type the damage from lava. Honestly, they would have saved a lot of time and wordspace by just typing the damage.


Rouges that are walking daggers won't have much chance against a prepared wizard, but a charming, scheming one will always win a long drawn out attrition.

Assuming this wizard is being a skirt wearing nerd in his ivory tower, not adventuring like a real man, you simply have to start rumors about him, make his life difficult and lead both real and fabricated threats to him as you lie about how you plan on striking him. As we can already see the player wizards in this thread have already attemped to min max given situations, they will try to get the upperhand with spells to reveal what you're doing but you have skill points for a reason

UMD a wand of misdirection, make this surreal and confusing for your ever watching audience member. It's very cheap and easy to use so get creative! David Lynch it right up.
Pump your disguise skill, never be the same person. Use these personas to influence groups and drag the wizards name through the mud.
Bluff some nasty misinformation, remember the best way to ruin the advantage of clairvoyance is to make the world your inane rumor radio.
Keep tabs on him with the old school method of diplomacy information gathering and spyglass perception checks.

Make coy little movements at him perhaps even making some dummy runs to case out his set up, keep him on edge and don't let him relax. He has to be a nervous, unequipped wreck before you move in and masterstrike him, sleep of course; Slip on him those antimagic shackles you saved up for and wait for him to wake up with a clear view of you tomfooling around with his alchemy kit and doodling in his spellbook.

If on the other hand you have to fight him in some sort of direct combat gladiator arena then I suggest you make use of acrobatics and escape artist.


Use Time:
Have the Rogue go back in time and kill his mother, so he never existed.

I also think this bring to the forefront that quite a few of the permanent spells should have some yearly up-keep after their casting for balance reasons or you should have to re-cast them every X months.
MDC

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber
Dracoknight wrote:
So what does the bolded part refer to?

Nothing, now that it has been errata'd.

PRD wrote:

Lava Effects

Lava or magma deals 2d6 points of fire damage per round of exposure, except in the case of total immersion (such as when a character falls into the crater of an active volcano), which deals 20d6 points of fire damage per round.

Damage from lava continues for 1d3 rounds after exposure ceases, but this additional damage is only half of that dealt during actual contact (that is, 1d6 or 10d6 points per round). Immunity or resistance to fire serves as an immunity or resistance to fire, lava or magma. A creature immune or resistant to fire might still drown if completely immersed in lava (see Drowning).


Claxon wrote:

Antimagic Field is countered by Aroden's Spellbane, which a smart wizard will have in effect. The wizard will also be on his own private demiplane with mindblank in effect.

You can't find the wizard to get to him in the first place, you've already lost.

Knowledge: Local = research the wizard

Knowledge: Planes = research demiplane location.

Mindblank does nothing to stop either.


Snowlilly wrote:


Knowledge: Planes = research demiplane location.

LOL. If I secretly create a piece of art and bury it in an undisclosed location without telling anyone, what's the Knowledge DC to know about it?

Lantern Lodge

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The perfect wizard never leaves his tower, so use rumormonger to say that you've already killed the wizard, and any interference he offers outside of his private demiplane is a clone/simulacrum/astral projection. Use your newfound fame to bed the prince.

Sure, it might be a lie, but that's what rogues do. Bend the rules for a functionally equivalent phyrric victory.


Snowlilly wrote:
Claxon wrote:

Antimagic Field is countered by Aroden's Spellbane, which a smart wizard will have in effect. The wizard will also be on his own private demiplane with mindblank in effect.

You can't find the wizard to get to him in the first place, you've already lost.

Knowledge: Local = research the wizard

Knowledge: Planes = research demiplane location.

Mindblank does nothing to stop either.

Sure, you can research the wizard, but it probably doesn't tell you useful things. You might learn about what the wizard did while questing to get to 20th level. It's very unlikely you learn about his hidden secrets.

As for knowledge planes, I think the check to identify his personal demiplane is going to be higher than one can reasonable make. We're not talking about one of the major planes. We're talking about a plane a wizard made and didn't tell anyone else about. We don't have a DC for that. I wont attempt to make one up either, but the idea that you can simply make a knowledge check and that it will somehow easily allow you to locate the plane... I don't think so.

The real problem is that to my knowledge the rules don't cover how one acquires a tuning fork attuned to a specific plane for plane shift.

Grand Lodge

Zarius wrote:

So, YEAH. Friend of mine challenged me. I need to build a level 20 rogue that can go toe-to-toe with a wizard, after slogging through his tower, and give him a few new orifices. Orifii?

Beyond that, anything anyone can give as advice would be phenomenal. I have a base plan, but I'm wildly open to anything.

Does this mean we only have to kill the Wizard once and not have to worry about Clones etc?


Plausible Pseudonym wrote:
Snowlilly wrote:


Knowledge: Planes = research demiplane location.
LOL. If I secretly create a piece of art and bury it in an undisclosed location without telling anyone, what's the Knowledge DC to know about it?

Demi-planes float through the Astral Plane, not an uninhabited void. It will be seen and noted by travelers.

While not an easy task, I would certainly place the DC in the 40's, it is not beyond the abilities of a 20th level character willing to research the subject.

Claxon wrote:
The real problem is that to my knowledge the rules don't cover how one acquires a tuning fork attuned to a specific plane for plane shift.

Astral Projection would be the spell of choice at 20th level. No tuning fork required. If killed, revert to your real body.

I would assume a paranoid wizard, the type people are assuming in this tread, would already be using Astral Projection from the safety of his demi-plane. Kill the wizard's true body and the body running around the Prime Material simply ceases to exist.

Claxon wrote:
Sure, you can research the wizard, but it probably doesn't tell you useful things. You might learn about what the wizard did while questing to get to 20th level. It's very unlikely you learn about his hidden secrets.

Commonly used spells/tactics, known habbits/locals, close associates, school/sub-school, magic items known to be carried (seen using over the last 20 levels). With a high enough check, yes, you can find skeletons buried in closets - that is the whole point of investigating somebody. That is literally what a private investigator does, use his skills to uncover a persons hidden secrets.

Claxon wrote:
As for knowledge planes, I think the check to identify his personal demiplane is going to be higher than one can reasonable make. We're not talking about one of the major planes. We're talking about a plane a wizard made and didn't tell anyone else about. We don't have a DC for that. I wont attempt to make one up either, but the idea that you can simply make a knowledge check and that it will somehow easily allow you to locate the plane... I don't think so.

The setting of an arbitrarily high DC is as much DM adjudication as setting a real value.

While knowledge: planes is explicitly used to locate and identify planes, the difficulty is left at DM discretion. It is an allowed usage of the skill with no RAW defining the DC. Denying that usage is just as arbitrary as coming up with a DC everyone can agree is fair.

FYI: by straight RAW Know hidden location is only DC 20. I am not aware of anyone that actually uses this DC, including content developers.

Grand Lodge

Ok, if the Wizard makes his tower out of Polymorphed lava I vote we just cast scrolls of dispel magic on the tower.

At the point of True Strike'd Clashing Rocks there is not much you can do. Only magic I can think of that helps is Rings of Protection and that maxes out at +5 I think. If True Strike'd Clashing Rocks happen I think we just need to hope our 20 d8 of hp can soak up the 20d6 of damage.

I don't think Anti-magic field solves everything but the huge amount of spells it does take care of, plus how powerless it makes the Wizard once we close in if he hasn't prepped a specific 9th level spell, still makes it a strong consideration for me.

I think Knowledge Local could be a huge benefit here if we could learn the Wizard's specialization, alignment, and opposition schools.


Honestly Anti-magic field is a presupposed point of defense for most of my wizard towers. Each level tends to be locked from travel except for a single means left on the floor before which requires magic to be useful.

Teleporting in to the given location locks down walls of force in the area (as walls of force are unaffected by anti-magic field). The ceilings are post polymorphed lava (instead of the floors and there is sheeting between the two). Baleful polymorph flesh to stone creatures are used as statues (flesh to stone to keep them from being a bother).

Lantern archons for lighting (if I'm neutral or evil) with defense commands built in.

Along with 'status report' sort of spells that report into other spells as triggers. Typically alarm spells that report if statues go missing for example (or if the creature that the baleful polymorph statue is appears in the area).

All in all the problem is you are assaulting a harden position for an extremely mobile enemy that has means and abilities beyond what you can cope with while coping with other problems.

The rumormonger is probably the best bet because it doesn't rely on your solo action economy and abilities.

The problem is you have allowed the enemy to dictate the field of battle and then allowed him time to set it up for the more common means of attack.

Antimagic field is simply trapping yourself before you even get to him, and likely something you'll both need and need to stop using on every level.

Heck one of my wizards' towers was actually completely empty. Walking in the door transported you to his magnificent mansion... unless you had anti-magic up. As an automated defense it was a nice start.


Misdirection only works on "Detect" spells that detect auras. Doesn't work on anything else, says so in the spell: "This spell does not affect other types of divination magic (augury, detect thoughts, clairaudience/clairvoyance, and the like)."

Knowledge (Planes) only covers "Know the names of the planes, Recognize current plane, and Identify a creature's planar origin". Not "Know the tuning fork for a plane" or "Know the exact location of a subplane". And the planar origin for the Wizard is the Material plane, presumably. Even if we want to go the "realistic" route, the Astral plane is infinite and contains every demiplane ever created. ...how is the Rogue identifying the right one again? I have previously argued for Find the Path letting you do that on the Astral, but it's not like the Rogue has any way to do that.

You can't use a magic item (Ring of Protection) in an Antimagic Field. The spells I was listing were all specific things you could use to counter an Antimagic Field, if you're not using that every other spell would work too.

Spellbane is hours/level and gives you complete immunity to any problematic spells. There's literally no reason the Wizard shouldn't have that up all day (or close to it). Also, I find it ironic that you seem to imply the Wizard using this one specific spell is unlikely when your entire strategy appears to be based around also having one specific spell.


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On the spot i can think about this if you can take PrCs:

(Unchained) Rogue 5/Assassin 2/Master Spy 10/Assassin 3

Constant Mind Blank and Assume Identity to get to the wizard, then you have a Death Attack of DC 25+Int Modifier against his Fort save.

Grand Lodge

Bob Bob Bob wrote:


You can't use a magic item (Ring of Protection) in an Antimagic Field. The spells I was listing were all specific things you could use to counter an Antimagic Field, if you're not using that every other spell would work too.

Spellbane is hours/level and gives you complete immunity to any problematic spells. There's literally no reason the Wizard shouldn't have that up all day (or close to it). Also, I find it ironic that you seem to imply the Wizard using this one specific spell is unlikely when your entire strategy appears to be based around also having one specific spell.

My point wasn't that Ring of Protection would help it was that it would be near pointless, as afar as I'm concerned if the Rogue is prepping anti-magic field all he should pack with him is Masterwork Gear. No need to italicize the bit where every other spell works too I completely understand that.

There might be a smidge of irony but I spot a few differences. Spellbane is a level 9 spell, meaning that if the wizard isn't using scrolls he is using a valuable level 4 slot for the spell, competing with Wish, Meteor Storm, Dominate Monster, and other appealing 9th level spells. If he uses a slot on Spellbane then at least he only has 3 9th level slots to kill you with(yay silver linings). In comparison Anti-magic field is cheaper, easier to access, and cuts off, well I'm going to guess 90% of the Wizard spell list. Sure it doesn't fix everything but without it I'm not sure the Rogue could even get within eyesight of the tower before his life was in danger.

Anti-magic Field isn't the whole plan, it's armor.

Grand Lodge

Entryhazard wrote:

On the spot i can think about this if you can take PrCs:

(Unchained) Rogue 5/Assassin 2/Master Spy 10/Assassin 3

Constant Mind Blank and Assume Identity to get to the wizard, then you have a Death Attack of DC 25+Int Modifier against his Fort save.

I like this but I think the challenge is for a Level 20 Rogue, no room for multi-classing.


IDTheftVictim wrote:

There might be a smidge of irony but I spot a few differences. Spellbane is a level 9 spell, meaning that if the wizard isn't using scrolls he is using a valuable level 4 slot for the spell, competing with Wish, Meteor Storm, Dominate Monster, and other appealing 9th level spells. If he uses a slot on Spellbane then at least he only has 3 9th level slots to kill you with(yay silver linings). In comparison Anti-magic field is cheaper, easier to access, and cuts off, well I'm going to guess 90% of the Wizard spell list. Sure it doesn't fix everything but without it I'm not sure the Rogue could even get within eyesight of the tower before his life was in danger.

Anti-magic Field isn't the whole plan, it's armor.

If the wizard has maxed out his intelligence then he'll have 6 level 9 spells, plus one if he specialized, two if he uses Thassilonian specialization, meaning between 6 and 9 ninth level spells, not counting prior castings, pearls or whatnot.

Grand Lodge

Abraham spalding wrote:
IDTheftVictim wrote:

There might be a smidge of irony but I spot a few differences. Spellbane is a level 9 spell, meaning that if the wizard isn't using scrolls he is using a valuable level 4 slot for the spell, competing with Wish, Meteor Storm, Dominate Monster, and other appealing 9th level spells. If he uses a slot on Spellbane then at least he only has 3 9th level slots to kill you with(yay silver linings). In comparison Anti-magic field is cheaper, easier to access, and cuts off, well I'm going to guess 90% of the Wizard spell list. Sure it doesn't fix everything but without it I'm not sure the Rogue could even get within eyesight of the tower before his life was in danger.

Anti-magic Field isn't the whole plan, it's armor.

If the wizard has maxed out his intelligence then he'll have 6 level 9 spells, plus one if he specialized, two if he uses Thassilonian specialization, meaning between 6 and 9 ninth level spells, not counting prior castings, pearls or whatnot.

Ooh if he Thassilonian specializes nab one of those Sin-infused swords.


IDTheftVictim wrote:
Abraham spalding wrote:
IDTheftVictim wrote:

There might be a smidge of irony but I spot a few differences. Spellbane is a level 9 spell, meaning that if the wizard isn't using scrolls he is using a valuable level 4 slot for the spell, competing with Wish, Meteor Storm, Dominate Monster, and other appealing 9th level spells. If he uses a slot on Spellbane then at least he only has 3 9th level slots to kill you with(yay silver linings). In comparison Anti-magic field is cheaper, easier to access, and cuts off, well I'm going to guess 90% of the Wizard spell list. Sure it doesn't fix everything but without it I'm not sure the Rogue could even get within eyesight of the tower before his life was in danger.

Anti-magic Field isn't the whole plan, it's armor.

If the wizard has maxed out his intelligence then he'll have 6 level 9 spells, plus one if he specialized, two if he uses Thassilonian specialization, meaning between 6 and 9 ninth level spells, not counting prior castings, pearls or whatnot.
Ooh if he Thassilonian specializes nab one of those Sin-infused swords.

Yeah if he does that's not a bad idea. Honestly the necromancy bane one might be good anyways just for some relief from negative levels.


TriOmegaZero wrote:
Dracoknight wrote:
So what does the bolded part refer to?

Nothing, now that it has been errata'd.

Good, i was worried about this "hiccup" for a while since i saw multiply thread playing it off as law that even a single point of fire resistance would negate Lava completely


Dracoknight wrote:
TriOmegaZero wrote:
Dracoknight wrote:
So what does the bolded part refer to?

Nothing, now that it has been errata'd.

Good, i was worried about this "hiccup" for a while since i saw multiply thread playing it off as law that even a single point of fire resistance would negate Lava completely

That sounds silly like a DM for first edition one time told me "that said heat and fire damage are different" kind of silly.


(Note it has been quite some time since I looked at the rules for construction of tower's, building's and using special materials)

I was wondering just where all of this lava was coming from?
(Big Johns Lava Mart, we deliver any where any when.)
I guess you could use repeated wish spells and the like but then that will eat into the wizards starting $$$. IMHO the cost of his/her tower can be a huge drag on resources. The time and expertise also needed to create said tower out of lava also needs to be taken into account so it just does not fall over.

Some General Questions about lava construction that I probably have misses in past discussions.

1)Lava is polymorphed and looking at the spell polymorph object it seems that the spell would have to be recast. I do not think I would give it the permanent duration on the chart but would give it the 1 week duration.
A better way IMHO would be to use walls of force to keep the lava in place but then you would have the problem of cooling.
2) Just polymorphing the lava into stone would not necessarily mean it could support weight and be used as a building material and considerable trial and error would need to be done to find the right type and consistency of lava for polymorphing into stone used for building.

If the answer is PFM baby (Pure Fracking Magic) then I think the rules need to be clarified a bit more on just how PFM you want everything to be in your game.

MDC


Meh Shrink Item to make lava trapestries would work as well. Sovereign glue them to the ceiling or something.


Bob Bob Bob wrote:


Knowledge (Planes) only covers "Know the names of the planes, Recognize current plane, and Identify a creature's planar origin". Not "Know the tuning fork for a plane" or "Know the exact location of a subplane". And the planar origin for the Wizard is the Material plane, presumably. Even if we want to go the "realistic" route, the Astral plane is infinite and contains every demiplane ever created. ...how is the Rogue identifying the right one again? I have previously argued for Find the Path letting you do that on the Astral, but it's not like the Rogue has any way to do that.

If we want to stick to straight RAW, with no DM adjudication, it is a DC 20 knowledge(local) check to find a hidden location.

Most reasonable people would prefer to apply common sense and work with knowledge(planes) to find an obscure extraplaner location.

Most reasonable people will also agree that the list of skill uses is non-exhaustive. The vast majority of knowledge checks are DM adjudicated.

Again: if you want to point and scream at RAW, the answer is DC 20, knowledge(local). No further explanation is required for a DM unwilling to apply independent thought.

-------------------------------------------------------------------

The next issue: we are working with defined wealth-by-level for both the wizard and the rogue. If the wizard has a magic tower constructed of lava, it comes out of his 800,000 gold. All those castings of Permanency add up real quick. The same for private demi-planes, clones, and everything else.

Any leeway extended to the wizard for custom items must also be extended to the rogue. Skill unlocks allow a Rogue to craft magic items without using feats. In short, a 20th level rogue is actually better at item creation - he expends fewer character creation resources than the wizard to achieve the save results.

-----------------------------------------------------------------------

People like to say the wizard will have Contingency covering a long list of possibilities. A wizard can have only a single Contingency active. The triggering condition must be simple. The spell is not what is used to be.


As of Ultimate Intrigue you can take a 19th level feat to have a second Contingency.


Plausible Pseudonym wrote:
As of Ultimate Intrigue you can take a 19th level feat to have a second Contingency.

That still precludes a long list of possible contingencies, and is still well within the limits of what can be neutralized with Spell Stealing and Phase Locking weapons.


Abraham spalding wrote:
Meh Shrink Item to make lava trapestries would work as well. Sovereign glue them to the ceiling or something.

Lava does cool and IIRC there are quite a few types lava and the composition can vary quite a bit. But until it does cool it is quite hot.

IMHO the heat of the lava would prevent the sovereign glue from working in the first place but yes you could poly lava into object, stick object with glue then in 1 week the lava would dissolve the glue and the tap would fall.
Is that what you were implying?
MDC


Vidmaster7 wrote:
Dracoknight wrote:
TriOmegaZero wrote:
Dracoknight wrote:
So what does the bolded part refer to?

Nothing, now that it has been errata'd.

Good, i was worried about this "hiccup" for a while since i saw multiply thread playing it off as law that even a single point of fire resistance would negate Lava completely
That sounds silly like a DM for first edition one time told me "that said heat and fire damage are different" kind of silly.

Actually, they are different. Think of an incandescent light bulb filament (adamantium tungsten) -- obviously highly heat resistant, but if the bulb breaks, it burns up in seconds. (Grad school apartment I lived in had exposed cold water pipe in the bathroom that would condense shower steam on it and drip onto light bulbs, sometimes causing them to shatter -- flame from burning filament was very noticeable.)


Heat and fire damage may be different in "the real word" but my making them different in a game the classic idea of red dragons bathing in lava (I believe this even happens in a scenario or AP) is impossible since the dragon would be knocked unconscious by the heat damage and die of suffocation.


Mark Carlson 255 wrote:
Abraham spalding wrote:
Meh Shrink Item to make lava trapestries would work as well. Sovereign glue them to the ceiling or something.

Lava does cool and IIRC there are quite a few types lava and the composition can vary quite a bit. But until it does cool it is quite hot.

IMHO the heat of the lava would prevent the sovereign glue from working in the first place but yes you could poly lava into object, stick object with glue then in 1 week the lava would dissolve the glue and the tap would fall.
Is that what you were implying?
MDC

Shrink Item puts the "item" into stasis. You can literally use it on a fire and have the fire burn when you finally drop it much later, and if you use the cloth like portion of the spell then there is no reason sovereign glue wouldn't work and there is no heat because, again, stasis.

To use the sovereign glue you would simply tack up the corners of the "cloth" from the shrink item.

So when the anti-magic field touches the shrink item spell it would remove and then the lava would fall. What's even better because shrink item reduces the original item to 1/16 of its normal size in each dimension (1/4000 of its original volume) you could literally layer sheets and drop a lot of lava when the anti-magic field hits multiple sheets at once.

Shrink item spell

And please note that shrink item isn't a polymorph spell so you could even polymorph something else and then shrink it.

Heck you could baleful polymorph a monster flesh to stone it and then shrink item that to store even more monsters.


Abraham spalding wrote:
Mark Carlson 255 wrote:
Abraham spalding wrote:
Meh Shrink Item to make lava trapestries would work as well. Sovereign glue them to the ceiling or something.

Lava does cool and IIRC there are quite a few types lava and the composition can vary quite a bit. But until it does cool it is quite hot.

IMHO the heat of the lava would prevent the sovereign glue from working in the first place but yes you could poly lava into object, stick object with glue then in 1 week the lava would dissolve the glue and the tap would fall.
Is that what you were implying?
MDC

Shrink Item puts the "item" into stasis. You can literally use it on a fire and have the fire burn when you finally drop it much later, and if you use the cloth like portion of the spell then there is no reason sovereign glue wouldn't work and there is no heat because, again, stasis.

To use the sovereign glue you would simply tack up the corners of the "cloth" from the shrink item.

So when the anti-magic field touches the shrink item spell it would remove and then the lava would fall. What's even better because shrink item reduces the original item to 1/16 of its normal size in each dimension (1/4000 of its original volume) you could literally layer sheets and drop a lot of lava when the anti-magic field hits multiple sheets at once.

Shrink item spell

And please note that shrink item isn't a polymorph spell so you could even polymorph something else and then shrink it.

Heck you could baleful polymorph a monster flesh to stone it and then shrink item that to store even more monsters.

Your suggestions require the wizard to maintain a very large number of spells with a day/level duration. Across months, or even years since these are being put in the context of establish defense.

Additional resources must be spend to acquire and transport the shrunken items.

Even more resources must be accounted for if the shrunken items are creatures.

You don't get a handwave for free fortifications, spells or creatures in a PvP scenario with defined resources. How many spells/day are you devoting to maintain your traps? How much gold are you spending on the materials and creatures? None of it comes for free.

Even if such things were handwaved, they would be defined as traps. Something a level 20 rogue is going to be extremely proficient at detecting and neutralizing.

Spoiler:
Or are we allowing the rogue to use his unlocked diplomacy, with a duration of months, to convince an army of allies to accompany him?

Unlike the wizard, a rogue with unlocked diplomacy is expending no resources.


Permanency is a spell that removes the need for maintenance for shrink item. I thought that was naturally realized but I should have stated it I guess.

And considering the rogue is the player and the wizard is the gms yeah I am willing to say the rogue is likely to be screwed on every level, and the rogue can't afford to think he won't be.

The nice thing with permanency on shrink item is after the anti magic field goes away you should be able to get your lava sheets back.

Honesty this is just letting the rogue know what the simple stuff he could be looking at is. It doesn't touch on how screwed he is if his anti magic field aaccidently overlaps with the magic circles for bound outsiders, how he has no way through force walls or a thousand other tricks that can be rigged against him.

Which is why I am fine with the rumormonger idea: it is one of the few good things the rogue has going for himself.

As to being defined as traps... No shrink item is not a trap, and is not listed as a trap like spell. Neither is teleportation circle, and the teleportation circle could be out in the open... The issue there is the rogue can't use it with anti magic field up.

Beyond that the anti magic field is simply a bad idea. It is too easy to counter


Abraham spalding wrote:
Permanency is a spell that removes the need for maintenance for shrink item. I thought that was naturally realized but I should have stated it I guess.

Deduct 7,500 gold from the wizards 800,000 for each permanently shrunk item. In addition to the funds spent to acquire the item.

Quote:
And considering the rogue is the player and the wizard is the gms yeah I am willing to say the rogue is likely to be screwed on every level, and the rogue can't afford to think he won't be.

With unlimited resources, custom items and hand waved rules, anything can be made overpowered.

It stops being rogue vs. wizard and becomes rogue vs. GM

Quote:

The nice thing with permanency on shrink item is after the anti magic field goes away you should be able to get your lava sheets back.

Honesty this is just letting the rogue know what the simple stuff he could be looking at is. It doesn't touch on how screwed he is if his anti magic field aaccidently overlaps with the magic circles for bound outsiders, how he has no way through force walls or a thousand other tricks that can be rigged against him.

Most of what you have suggested falls under the heading of traps. Rogues have something that allows them to handle all your suggestions. It has been, literally, a class defining feature since 1st edition.

Personally though, I would not bother with an anti-magic field. It gets in the rogues way and the wizard is likely immune. I would just stealth in, sidestepping or disabling the traps as I went.

Except for those bound outsiders. With unlocked diplomacy it takes the rogue only a single round to convince them to help him kill the foolish wizard that left them imprisoned. A change in attitude that will persist for months with no resource expenditure on the rogues part.


Actually traps falls under a different heading.

Magical Traps produce a spell's effects. What is happening here are standing spells that are suppressed by the presence of an anti-magic field.

So you are literally arguing you should be able to disable a magic spell from being affected by an anti-magic field.

The teleportation circle is the means of travel between floors. It isn't a trap it's the only way up. The walls of force surrounding the landing area are structural unless you want to explain to me why rogues should be allowed to "disable device" existing walls of force.

So the rogue has a choice when it comes to the teleportation circle. He can either use it... or he can find a different means of getting between floors. If he wants to use it he can't have an anti-magic field up.

The only reason the rogue is having a problem here is he chose to have an anti-magic field up when he needs to use a magic spell. That's "Cry me a river" territory that the wizard would have to deal with too if he used anti-magic field.

Now I agree that the alarm spell is a trap and could be located and disabled. So could symbols if we used those. But shrink item is not a trap. Teleportation circle is not a trap. Neither is wall of force.

I could build a trap that uses those but that's not what I am doing.


Don't you just use Rumormonger to create tales of either vast wealth and power held by the wizard; or that he's forging dark rituals that will destroy the very fabric of the world and send it all plummeting into a demonic hell?

Then you let the ensuing 15th-18th level adventurers kill him for you.

(I suppose you could sneak in using invisibility to watch and wait, and then strike the final blow yourself, but, well...effort.)


Enchanter Tim wrote:

Don't you just use Rumormonger to create tales of either vast wealth and power held by the wizard; or that he's forging dark rituals that will destroy the very fabric of the world and send it all plummeting into a demonic hell?

Then you let the ensuing 15th-18th level adventurers kill him for you.

(I suppose you could sneak in using invisibility to watch and wait, and then strike the final blow yourself, but, well...effort.)

Honestly I think the Rumormonger and convincing lie is the best choice for a number of reasons:

1. It spreads quickly -- literally communities at a time.
2. It's hard to dispel (in the non-magical sense of the word) because each person convinced has to be individually set straight and in the mean time each of those people help convince more people that it is true (contagion like in this regard).
3. It's indirect meaning that the wizard can't directly engage it. In fact with the proper build the wizard will have a very hard time figuring out where the rumor is coming from, especially if he's the "Ivory Tower" type.
4. The wizard is unlikely to have the skill levels a rogue focused on this will have, meaning he's going to have a harder time setting things to right.


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To be honest i don't see reason why wizard can't do the same thing

Planar Bind few Angel, Planetar and order them to go to each country affected by Rumormonger Rogue and use Diplomacy on King to send Assasins after rogue

Or better
Wizard can Find Other Rumormonger Rogue and dominate him to spread different rumors , repeat this step few times for funny results


PłentaX wrote:

To be honest i don't see reason why wizard can't do the same thing

Planar Bind few Angel, Planetar and order them to go to each country affected by Rumormonger Rogue and use Diplomacy on King to send Assasins after rogue

Or better
Wizard can Find Other Rumormonger Rogue and dominate him to spread different rumors , repeat this step few times for funny results

This is just me but it seems likely that the rogue is supposed to be the "active party" in this challenge. The OP did say the rogue is supposed to weather the tower and then fight the wizard.

Which honestly reminds me of a little one off I ran once.

I had a group of players tell me it was child's play taking a dragon in its lair.

I gave them 25 point buy a list of books they could use and said, "I'll see you next week with the dragon and his lair."

They reset... seven(iirc) times before they finally managed to kill the dragon. For each reset I did not restock the dragon's lair (so basically their progress was saved and they got to start fresh again).

So they finally kill the dragon, loot the lair step out... and find the dragon's clone standing there. Dragon says, "That was cute. Now put everything back and leave your stuff too."

This is just one of those situations you don't want to be in.

*EDIT* and for the record I am not saying that I could come up with a rogue and play it in such as to win this challenge. It's simply not stacked in the rogue's favor in anyway.


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PłentaX wrote:

To be honest i don't see reason why wizard can't do the same thing

Because no self-respecting high level adventuring party really fears what a rogue can do? :)


Enchanter Tim wrote:
PłentaX wrote:

To be honest i don't see reason why wizard can't do the same thing

Because no self-respecting high level adventuring party really fears what a rogue can do? :)

Normally I'd give you that, but consider that a 20th-level wizard, despite being a demigod in most respects, is generally considered to also be the most paranoid son of a female dog you will EVER meet.

If someone even sounds like they MIGHT get up in his business one day, he gets up in their business. Or possibly their grill.

With extreme prejudice.


Abraham spalding wrote:
Mark Carlson 255 wrote:
Abraham spalding wrote:
Meh Shrink Item to make lava trapestries would work as well. Sovereign glue them to the ceiling or something.

Lava does cool and IIRC there are quite a few types lava and the composition can vary quite a bit. But until it does cool it is quite hot.

IMHO the heat of the lava would prevent the sovereign glue from working in the first place but yes you could poly lava into object, stick object with glue then in 1 week the lava would dissolve the glue and the tap would fall.
Is that what you were implying?
MDC

Shrink Item puts the "item" into stasis. You can literally use it on a fire and have the fire burn when you finally drop it much later, and if you use the cloth like portion of the spell then there is no reason sovereign glue wouldn't work and there is no heat because, again, stasis.

To use the sovereign glue you would simply tack up the corners of the "cloth" from the shrink item.

So when the anti-magic field touches the shrink item spell it would remove and then the lava would fall. What's even better because shrink item reduces the original item to 1/16 of its normal size in each dimension (1/4000 of its original volume) you could literally layer sheets and drop a lot of lava when the anti-magic field hits multiple sheets at once.

Shrink item spell

And please note that shrink item isn't a polymorph spell so you could even polymorph something else and then shrink it.

Heck you could baleful polymorph a monster flesh to stone it and then shrink item that to store even more monsters.

I am going to have to disagree with you on this one. The shrink item spell says nothing about stasis it says composition and if you shrunk a fire it would still burn in its shrunken state.

MDC


Hi all these spells do not eat into the wizards wbl, he casts them for free with blood money

Silver Crusade

3 people marked this as a favorite.
CWheezy wrote:
Hi all these spells do not eat into the wizards wbl, he casts them for free with blood money

This can be done for up to wishes with a Blue Whale, Magic Jar, a Ring of Internal Fortitude, and the Anthropomorphic Animal spell to turn said blue whale into what I like to call "the shame whale". It has 50 strength, give it any strength boost and you can throw around wishes like candy.


Mark Carlson 255 wrote:
Abraham spalding wrote:
Mark Carlson 255 wrote:
Abraham spalding wrote:
Meh Shrink Item to make lava trapestries would work as well. Sovereign glue them to the ceiling or something.

Lava does cool and IIRC there are quite a few types lava and the composition can vary quite a bit. But until it does cool it is quite hot.

IMHO the heat of the lava would prevent the sovereign glue from working in the first place but yes you could poly lava into object, stick object with glue then in 1 week the lava would dissolve the glue and the tap would fall.
Is that what you were implying?
MDC

Shrink Item puts the "item" into stasis. You can literally use it on a fire and have the fire burn when you finally drop it much later, and if you use the cloth like portion of the spell then there is no reason sovereign glue wouldn't work and there is no heat because, again, stasis.

To use the sovereign glue you would simply tack up the corners of the "cloth" from the shrink item.

So when the anti-magic field touches the shrink item spell it would remove and then the lava would fall. What's even better because shrink item reduces the original item to 1/16 of its normal size in each dimension (1/4000 of its original volume) you could literally layer sheets and drop a lot of lava when the anti-magic field hits multiple sheets at once.

Shrink item spell

And please note that shrink item isn't a polymorph spell so you could even polymorph something else and then shrink it.

Heck you could baleful polymorph a monster flesh to stone it and then shrink item that to store even more monsters.

I am going to have to disagree with you on this one. The shrink item spell says nothing about stasis it says composition and if you shrunk a fire it would still burn in its shrunken state.

MDC

If it is a different composition as the spell does why would it burn? It only regains its original composition when the spell is released (of course with permanency he can again put it back to its cloth-like composition).


Max out Knowledge: Engineering and Craft: Alchemy. Study the tower, craft the requisite amount of black powder, blow it up. Rogues rely on tricks, not raw power.

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