Mage killer rogue


Advice

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Quintain wrote:
Sacred Geometry, Abomination wrote:
Quintain wrote:
Plausible Pseudonym wrote:
There is a 5th level Telepathy spell if you're that worried about it.

Requires the recipient to have a language. No language, no telepathy.

And for a wizard, it's a 6th level spell. Unlikely to be memorized, given the options.

I thought we were talking about a 20th level Rogue trying to avoid a Limited Wish Geas (which is even bigger garbage than my user name, incidentally) through something like Silence or Deafness/Blindness mitigated through some other senses. I don't think there's a way to remove your knowledge of language and still function, so I'm not sure what your point is. Mine is that Telepathy plus a Limited Wish to simulate Geas does sound like a sure winner if there's no SR, Spell Immunity, Turning, etc. in play.

With this common spell combination in play, would it not make sense for the rogue to prepare a counter?

Or are we dealing with the most ignorant rogue on the plane vs Shrodinger's Wizard?

I was under the impression we were using Arkalion from page 6 as our example wizard, not Schrodinger's Wizard. Telepathy isn't on the list, although I suppose it could be Limited Wished up.


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Someone suggested that as a good minimum, but the actual challenge is the OP's GM who will be playing the Wizard with unknown optimization knowledge/skills.


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So, I just meant flippant in that the exact numbers and type weren't chosen carefully. It's not like 18 wouldn't be enough, or that you couldn't summon 21 instead. Ice Devils get the same regeneration, but pretty much any other 20 CR 16+ would murder the Rogue just as hard (just without being literally unkillable). It wasn't a "serious" suggestion in that the actual numbers and monsters didn't matter. Just the "Wizard summons a horde of big beefy monsters, forces Rogue to fight them on a dead magic plane".

We've actually been using several different Wizards. Unfortunately, Schrodinger's Wizard is absolutely appropriate here. The enemy Wizard will have one very specific build. The Rogue's only going to find out what that is when they open the box. So we have to throw out any hypothetical Wizards they might fight, otherwise when they encounter one of them they won't be prepared to fight.


Hence why suggesting that spending a few percent of the wizard's 880 000 gp base wealth on one thing is fairly pointless; it has no predictive value as to what else the wizard might do. Though I do wonder about the calculation that 14.5K is 4% of that figure. Maybe it was a typo for 41.5K?

The possibility of a lavender and green ellipsoid ioun stone on the rogue (in a wayfinder) should probably make the wizard lead with a 9th level spell. Metamagic is usually 'whatever level would be worst for the caster' in that situation, so extended euphoric tranquility or a similar metamagic wouldn't help.


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Bob Bob Bob wrote:

So, I just meant flippant in that the exact numbers and type weren't chosen carefully. It's not like 18 wouldn't be enough, or that you couldn't summon 21 instead. Ice Devils get the same regeneration, but pretty much any other 20 CR 16+ would murder the Rogue just as hard (just without being literally unkillable). It wasn't a "serious" suggestion in that the actual numbers and monsters didn't matter. Just the "Wizard summons a horde of big beefy monsters, forces Rogue to fight them on a dead magic plane".

We've actually been using several different Wizards. Unfortunately, Schrodinger's Wizard is absolutely appropriate here. The enemy Wizard will have one very specific build. The Rogue's only going to find out what that is when they open the box. So we have to throw out any hypothetical Wizards they might fight, otherwise when they encounter one of them they won't be prepared to fight.

And there is a lot less "possible rogues" than "possible wizards".

Especially when the wizard can change his whole prepared list every day.

But seriously, even finding the wizard in the first place is probably beyond the power of most mortal creatures.


Quote:


It wasn't a "serious" suggestion in that the actual numbers and monsters didn't matter. Just the "Wizard summons a horde of big beefy monsters, forces Rogue to fight them on a dead magic plane".

How can the compulsion required in a planar binding exist on a dead magic plane?

If there is no compulsion, does that not break the "No NPCs" rule?


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It isn't a compulsion in game terms. By RAW, the wizard is compelling a bound outsider to obey his every whim, but it doesn't have a [compulsion] tag, and it has a duration of instantaneous (despite doing things like returning the creature at the end of their service), so dead magic, AMFs and the like are ineffective.


Snowblind wrote:
It isn't a compulsion in game terms. By RAW, the wizard is compelling a bound outsider to obey his every whim, but it doesn't have a [compulsion] tag, and it has a duration of instantaneous (despite doing things like returning the creature at the end of their service), so dead magic, AMFs and the like are ineffective.

Granted, however, if the compulsion is a magical effect, then it would be suppressed by the AMF/Dead Magic, as despite the planar binding being "instantaneous" it is an ongoing effect.

Moreover, there is this caveat: "Impossible demands or unreasonable commands are never agreed to."

It would seem that despite the "auto-success" that the numbers assume, there is an out for the bound creature. So, any agreement would be required to be enforced by magic.

One could easily conclude that playing bodyguard on a dead magic demi-plane falls under "unreasonable".


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One could conclude that any command is unreasonable under duress therefore the spell can never possibly work


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Instantaneous effects cannot be dispelled, for example, if you are turned to stone by flesh to stone, an amf doesn't change that.


CWheezy wrote:
One could conclude that any command is unreasonable under duress therefore the spell can never possibly work

Absolutely true and valid. Except when the wizard agrees to compensate the called outsider with a reward and get his cooperation. To which our called outsider would unlikely want to serve in this death trap of a anti-magic plane -- especially when he is vulnerable to things that work well in anti-magic areas.

Perhaps that is RAI. And the terms of the agreement are where there needs to be detail, as that is where the weakness lies -- the cost of the agreement, and subsequent duration limitations.

As a matter of fact, I'd love to have some wizard try to pull this...I'd send in my 10k skeleton army strapped with bomb vests of fuse bombs and make a total ruin of that entire plane.

Wave after wave of non-magical damage that, if the outsiders were on a magical plane could easily counter. On a dead magic plane, not so much.


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Quintain wrote:
Snowblind wrote:
It isn't a compulsion in game terms. By RAW, the wizard is compelling a bound outsider to obey his every whim, but it doesn't have a [compulsion] tag, and it has a duration of instantaneous (despite doing things like returning the creature at the end of their service), so dead magic, AMFs and the like are ineffective.
Granted, however, if the compulsion is a magical effect, then it would be suppressed by the AMF/Dead Magic, as despite the planar binding being "instantaneous" it is an ongoing effect.

BRB actually referring to rules in this rules discussion

...

Calling subschool wrote:
The duration of a calling spell is instantaneous, which means that the called creature can't be dispelled.
Planar Binding, Lesser wrote:
Duration instantaneous
Anti-Magic Field wrote:

...

The effects of instantaneous conjurations are not affecated by an antimagic field because the conjuration itself is no longer in effect, only its result.
...
Dead Magic Trait wrote:
A plane with the dead magic trait functions in all respects like an antimagic field spell.

Nope, its totally legit.

Quote:


Moreover, there is this caveat: "Impossible demands or unreasonable commands are never agreed to."

It would seem that despite the "auto-success" that the numbers assume, there is an out for the bound creature. So, any agreement would be required to be enforced by magic.

Nope. Despite compelling the creature to obey, the effect is instantaneous. It is basically like Turn to Stone or Snowball, in that the spell happens immediately, but its (technically nonmagical) effects remain even in the face of an AMF. It could be called Turn To Slave, I guess.

Quote:


One could easily conclude that playing bodyguard on a dead magic demi-plane falls under "unreasonable".

I don't see how "temporarily not magically enforced" turns into "unreasonable", but it doesn't actually matter.

Quintain wrote:
CWheezy wrote:
One could conclude that any command is unreasonable under duress therefore the spell can never possibly work
Absolutely true and valid. Except when the wizard agrees to compensate the called outsider with a reward and get his cooperation.

The wizard doesn't need to offer a reward. "Do *not morally offensive thing* and I won't kill you" would be enough. A little less slimily, "Do *not morally offensive thing* and I will conjure a powerful demon for you and your buddies to rip to shreds" would also work and only costs a single spell slot (assuming we are binding angels here).

Quote:

To which our called outsider would unlikely want to serve in this death trap of a anti-magic plane -- especially when he is vulnerable to things that work well in anti-magic areas.

How is the dead magic plane a deathtrap? You say that, but outsiders are generally amazing in an AMF.

Quote:


Perhaps that is RAI. And the terms of the agreement are where there needs to be detail, as that is where the weakness lies -- the cost of the agreement, and subsequent duration limitations.

The cost can easily be nothing, and all that means is that the wizard gets a +0 to their check so long as the agreement is reasonable. Duration limitations are hard capped by the spell itself, so that isn't a real point of discussion if the wizard is browbeating outsiders into security guard duty.

As an aside, isn't there a PFS scenario where a bad guy has bound a frigging Deva, and the PCs can very easily be forced to fight it. It might be worthwhile digging that out and seeing what Paizo considers "reasonable" for an Angelic being of good to be compelled to do, and if the Angel was going to get any reward for it. Anyone know what scenario that was?

Quintain wrote:


As a matter of fact, I'd love to have some wizard try to pull this...I'd send in my 10k skeleton army strapped with bomb vests of fuse bombs and make a total ruin of that entire plane.

Wave after wave of non-magical damage that, if the outsiders were on a magical plane could easily counter. On a dead magic plane, not so much.

You mean those things that go off after 1-3 rounds, and thus can't hurt any flying creature with 10ft of clearance above ground? And that is only the start of the problems with that ill thought out tactic.

Yeah, no. Try again. And bear in mind that even mid CR outsiders are often going to be rocking touch ACs in the high teens or above.

EDIT: How are you even commanding ten thousand skeletons, anyway. And the costs of those bomb vests, and the skeletons to go with them...wow, lots money, so poor. One hand grenade per each per skeleton is racking up 150,000gp, and you want them to wear entire vests.


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Bob Bob Bob wrote:

So, I just meant flippant in that the exact numbers and type weren't chosen carefully. It's not like 18 wouldn't be enough, or that you couldn't summon 21 instead. Ice Devils get the same regeneration, but pretty much any other 20 CR 16+ would murder the Rogue just as hard (just without being literally unkillable). It wasn't a "serious" suggestion in that the actual numbers and monsters didn't matter. Just the "Wizard summons a horde of big beefy monsters, forces Rogue to fight them on a dead magic plane".

We've actually been using several different Wizards. Unfortunately, Schrodinger's Wizard is absolutely appropriate here. The enemy Wizard will have one very specific build. The Rogue's only going to find out what that is when they open the box. So we have to throw out any hypothetical Wizards they might fight, otherwise when they encounter one of them they won't be prepared to fight.

Perhaps I was not careful by your standard, but the way my logic worked was:

Planar binding last for a number of days per level if you give it a non-specific task to accomplish, so any individual creature would stay for 20 days. So I postulated you did the binding once a day, and would get 20 creatures. On the 21st day one would wink out as you summon the next one. For the creature, I looked at what could be summoned with a 20th level caster with no special investment, which were Horned Devils, Planetars, and Mariliths. I went with the Horned Devils because it seemed better than the Marilith and I figured the Marilith might be harder to deal with depending on the nature of the wizard.


Quote:

You mean those things that go off after 1-3 rounds, and thus can't hurt any flying creature with 10ft of clearance above ground? And that is only the start of the problems with that ill thought out tactic.

Yeah, no. Try again. And bear in mind that even mid CR outsiders are often going to be rocking touch ACs in the high teens or above.

EDIT: How are you even commanding ten thousand skeletons, anyway. And the costs of those bomb vests, and the skeletons to go with them...wow, lots money, so poor. One hand grenade per each per skeleton is racking up 150,000gp, and you want them to wear entire vests.

1-3 rounds after being lit, not just 1-3 rounds after creation. The vests are just for mass quantities. Flying types can be brought down with tangle foot bags, or just standard archery. Dead magic plane takes away that annoying DR.


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As far as not reasonable, look at it from the outsiders point of view...the majority of your abilities, offensive as well as defensive are magic based...yet this mortal wants you to play guard with 20+ of your fellow immortals someplace where not only is permanent death a possibility, but you are hamstrung at the same time.

I'm not exactly seeing that as reasonable. Would you work for free under such conditions, when your day job is "General of the Armies of Heaven" or "General of XYZ Demon Lord".

Reasonable is in the eye of the beholder.


Permanent death only occurs if the outsider is killed on its home plane. Still, the pride and other duties certainly should make binding difficult. Anyway apparently free money stuff like blood money is not in play; I suspect that means free planetars (etc.) also is not.

Lacking info on the conditions in the demiplane I would not want to invest hundreds of thousands of GP on kamikaze skeletons. Just one of right sort of trap could eliminate all 10 000 - albeit giving the wizard a possible unexploded ordnance problem to deal with.


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avr wrote:
Permanent death only occurs if the outsider is killed on its home plane.

Completely false for Called outsiders.


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Plausible Pseudonym wrote:
avr wrote:
Permanent death only occurs if the outsider is killed on its home plane.
Completely false for Called outsiders.

Yup.

Core Rulebook; Schools wrote:

Conjuration

Each conjuration spell belongs to one of five subschools...
Calling: A calling spell transports a creature from another plane to the plane you are on. The spell grants the creature the one-time ability to return to its plane of origin, although the spell may limit the circumstances under which this is possible. Creatures who are called actually die when they are killed; they do not disappear and reform, as do those brought by a summoning spell (see below). The duration of a calling spell is instantaneous, which means that the called creature can't be dispelled.


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Claxon wrote:

Perhaps I was not careful by your standard, but the way my logic worked was:

Planar binding last for a number of days per level if you give it a non-specific task to accomplish, so any individual creature would stay for 20 days. So I postulated you did the binding once a day, and would get 20 creatures. On the 21st day one would wink out as you summon the next one. For the creature, I looked at what could be summoned with a 20th level caster with no special investment, which were Horned Devils, Planetars, and Mariliths. I went with the Horned Devils because it seemed better than the Marilith and I figured the Marilith might be harder to deal with depending on the nature of the wizard.

Sorry, I thought you just pulled out some arbitrary numbers. Clearly I was wrong. Again, sorry.

So Quintain, for the skeleton horde, how are you getting them to the demiplane? How are you fitting them on the demiplane (the largest surface area a single casting gets is 200x200x10)? How are you actually controlling them? Do they all also have their own flint and steel? Is this an actual idea or a childish response to a legitimate strategy?


Quote:


So Quintain, for the skeleton horde, how are you getting them to the demiplane? How are you fitting them on the demiplane (the largest surface area a single casting gets is 200x200x10)? How are you actually controlling them? Do they all also have their own flint and steel? Is this an actual idea or a childish response to a legitimate strategy?

How is our wizard getting our army of outsiders called into a plane with no magic? And if the demi-plane is indeed that small, I won't need as many as I said. And if he is calling them from off-plane, why is it our rogue is required to attack the wizard on this dead magic plane again? Btw, Spellbane won't work. Spellbane has to be used to counter a specific named spell. It doesn't work on planar traits.

It wasn't a "childish response" to a legitimate strategy, it was a legitimate counter to a hand-waved strategy that is very lacking in the same details that seem to be required of the rogue. Granted, there was some hyperbole, but the use of non-magical items to increase the potency of numerous expendable assets is a very viable tactic.

It is used by guerillas to this very day.


I still think it doesn't matter that much if you give him enought ime just scrawl 2 million explosive ruins and put a trigger to go off when he goes in sure he can save for none but how many of those 2 million saves are gonna be a 1 (hint enough to kill him) is there a reason why force-cage won't work as good as anything else or do you get an escape artist check for that i can't remember. anyways there probably a million ways for the mage to kill the rogue at some point however you start playing rock paper scissors with magic items so whoever said Schrodinger's mage is right except its more like Schrodinger match-up infinite possibilities means both combatants win infiinite times the winner goes to................. sideways 8 yo


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...through the permanent planar portal, same way they got to the plane, same way they leave. And I hesitate to call 20 an "army". It's about a Squad. Compared to the Division you've suggested, they're a factor of 3 different.

The Spellbane is set to a spell, Greater Create Demiplane. The Wizard doesn't have a demiplane real estate agent, they're making all these demiplanes with spells. I already figured out it wouldn't work though, because Spellbane inherits AMF's "can't affect instantaneous conjurations" and that's what Create Demiplane to add traits is.

The Rogue is required to attack the Wizard on the specific demiplane because the Rogue is only able to access the Wizard's lair through that demiplane. That's part of the setting. Quite frankly, unless we give that to the Rogue there is absolutely no way for the Rogue to find the Wizard. Not with the restrictions the Rogue has put on themselves (maybe not even without them).

You still haven't answered how you're making or controlling the skeletons (keep in mind the OP said no being a spellcaster), how you're getting them to the demiplane (gate could do the most but they couldn't all go through at once), how you're lighting the grenades, and what percentage of the skeletons are archers/have tanglefoot bags.

Also what if it's fire-dominant as well? The devils are immune and 3d10 fire damage every round means only 1 in 1000 skeletons survives. How are 10 skeletons going to do anything? Then you'd also need to fireproof all their gear as well, or it just burns up into nothing.


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MageHunter wrote:
Plausible Pseudonym wrote:
avr wrote:
Permanent death only occurs if the outsider is killed on its home plane.
Completely false for Called outsiders.

Yup.

Core Rulebook; Schools wrote:

Conjuration

Each conjuration spell belongs to one of five subschools...
Calling: A calling spell transports a creature from another plane to the plane you are on. The spell grants the creature the one-time ability to return to its plane of origin, although the spell may limit the circumstances under which this is possible. Creatures who are called actually die when they are killed; they do not disappear and reform, as do those brought by a summoning spell (see below). The duration of a calling spell is instantaneous, which means that the called creature can't be dispelled.

Thanks - I was wrong there. Still, I think the other points on that post still apply.


Bob Bob Bob wrote:

...

The Rogue is required to attack the Wizard on the specific demiplane because the Rogue is only able to access the Wizard's lair through that demiplane. That's part of the setting. Quite frankly, unless we give that to the Rogue there is absolutely no way for the Rogue to find the Wizard. Not with the restrictions the Rogue has put on themselves (maybe not even without them).
...
You still haven't answered how you're making or controlling the skeletons (keep in mind the OP said no being a spellcaster), how you're getting them to the demiplane (gate could do the most but they couldn't all go through at once), how you're lighting the grenades, and what percentage of the skeletons are archers/have tanglefoot bags.

No, he is not able to only access the wizard's lair through that demi-plane. If the wizard's lair is another demiplane, the various methods to access a demiplane also exist. The portal trait for greater demiplane does not restrict other methods for enterance/exit.

If the portal to the Dead Magic Plane exits onto a standard lair (prime material plane) then the rogue can attack the mage there.

The difficulty here is simply finding the lair...and there are a minimum of 20 very willing creatures that are being insulted and dishonored having to be forced to bend to the wizards will for 20 or so days at a time (if you follow Claxon's logic on the duration of the planar binding), that would be very happy to help the rogue in whatever way the could so that they wouldn't have to be put through the indignity of being bound to the mortal wizard.

In this case, it is well within the desires of the bound creatures to spread the location of the primary lair to the rogue that wants to defeat the wizard in question. It is also a purview of roguisms to gather intelligence on a target prior to attacking said target.

I'd even parley with the devils/angels in between planar bindings so that there are quite a few nasty surprises waiting for the wizard every time he summons the devils/angels/mariliths.

The wizard literally summons all the willing spies that the rogue needs to create the perfect plan and ultimately defeat the wizard on his own ground. He sews his own defeat with this tactic.

Note that the compusion to bend to the wizard's will does not exist once the spell's duration expires. It is these in-between moments where all the communication/diplomacy between the outsiders happens.

The rogue can even use divination on the outsider just after his summoning to find the location of the wizard's lair.

Time is on the rogue's side.

P.S. If the plane is fire dominant, I'd send in skeletons covered in brown mold and watch the devils basically drop in their tracks.


Why are you assuming the wizard has to mistreat or anger the creatures such that they would be willing to betray the wizard? It's just as much of an assumption as the wizard not having done so.

These things are incredibly hard to adjudicate fairly. But since we know the GM is playing the wizard, I'm going to say...no. The bound minions don't betray him.


Claxon wrote:

Why are you assuming the wizard has to mistreat or anger the creatures such that they would be willing to betray the wizard? It's just as much of an assumption as the wizard not having done so.

These things are incredibly hard to adjudicate fairly. But since we know the GM is playing the wizard, I'm going to say...no. The bound minions don't betray him.

1) They aren't bound when the duration expires.

2) Would you want to be slave of a mortal wizard, pulled from your own plans on a whim of the wizard?

It has nothing to do with "mistreatment" while being bound -- it has to with every intelligent creature desiring autonomy of self.

*Especially* if they are evil types. Revenge is guaranteed.

Moreover, the rogue doesn't even need their willing cooperation to find out where the lair is -- a discern location that occurs upon the calling will give away the location of the lair in and of itself.


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Since it is in both the GM's and player's interests (not necessarily best interests) to locate the Wizard's lair, I think we can assume that after some (maybe a lot) of work is put in on the Rogue's side, the Rogue will be able to find the Wizard's tower.


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The OP said he knows where the lair is or is transported to it.

MDC


Quintain wrote:


...and there are a minimum of 20 very willing creatures that are being insulted and dishonored having to be forced to bend to the wizards will for 20 or so days at a time (if you follow Claxon's logic on the duration of the planar binding), that would be very happy to help the rogue in whatever way the could so that they wouldn't have to be put through the indignity of being bound to the mortal wizard.
Quote:

I think we've found one legitimate counter to the wizard, should try to rely on planar binding: Bargain with his slaves to free them.

Creatures with an Intelligence higher than 2 have rudimentary reasoning skills, so are we really saying that creatures who as smart, if not smarter, than their captor are just going hang around in some box and wait patiently with no desire to leave? Depending on the creature, the rogue should be able to bargain with the bound creature.


Quintain wrote:
Claxon wrote:

Why are you assuming the wizard has to mistreat or anger the creatures such that they would be willing to betray the wizard? It's just as much of an assumption as the wizard not having done so.

These things are incredibly hard to adjudicate fairly. But since we know the GM is playing the wizard, I'm going to say...no. The bound minions don't betray him.

1) They aren't bound when the duration expires.

2) Would you want to be slave of a mortal wizard, pulled from your own plans on a whim of the wizard?

It has nothing to do with "mistreatment" while being bound -- it has to with every intelligent creature desiring autonomy of self.

*Especially* if they are evil types. Revenge is guaranteed.

Moreover, the rogue doesn't even need their willing cooperation to find out where the lair is -- a discern location that occurs upon the calling will give away the location of the lair in and of itself.

And what if it is a mutually beneficial arrangement where the wizard is paying the outsiders he has called a fair wage?"


Ventnor wrote:
And what if it is a mutually beneficial arrangement where the wizard is paying the outsiders he has called a fair wage?"

What could a mortal wizard offer powerful immortal beings that they couldn't get on their own? If we were talking about weak, low-ranking devils, then sure. But, if we're talking about high-level angels and demons that have existed for thousands of years and command the respect and authority of hundreds of thousands of creatures?


Anything they want if he can cast wish.


You mean, "Nothing a powerful planar creature couldn't do better themselves." Check the limitation on Wish. A Wizard isn't going to be able to Wish that the Archdevils finally conquer the Celestial plane or even that a minor devil raises its stature. There's nothing a Wizard can Wish that'll be worth undying service and loyalty.


so the only thing high-level outsiders want is what's good for their team? They're just alignment-based automatons with no individual desires, wants, and foibles?


Ventnor wrote:
so the only thing high-level outsiders want is what's good for their team? They're just alignment-based automatons with no individual desires, wants, and foibles?

Well the devils are, not so sure about demons.


Xaimum Mafire wrote:
Ventnor wrote:
And what if it is a mutually beneficial arrangement where the wizard is paying the outsiders he has called a fair wage?"
What could a mortal wizard offer powerful immortal beings that they couldn't get on their own? If we were talking about weak, low-ranking devils, then sure. But, if we're talking about high-level angels and demons that have existed for thousands of years and command the respect and authority of hundreds of thousands of creatures?

Man, if only Paizo would publish suggested offerings that make outsiders more receptive to bargains. Or if only the Bestiary entries didn't suggest every outsider of consequence owns every possible magic item and can't benefit from any you could offer them. And damn it, every single one has Plane Shift and has free access to the material plane, so there's no service or opportunity you could offer them there.

I guess Planar Binding was useless all along.


Plausible Pseudonym wrote:


Man, if only Paizo would publish suggested offerings that make outsiders more receptive to bargains. Or if only the Bestiary entries didn't suggest every outsider of consequence owns every possible magic item and can't benefit from any you could offer them. And damn it, every single one has Plane Shift and has free access to the material plane, so there's no service or opportunity you could offer them there.

I guess Planar Binding was useless all along.

Considering we're talking about Planetars, Ice Devils, and the like? Yeah. But, like I said, less powerful outsiders (surprisingly) would be easier to bargain with, especially with the whole undying loyalty bit.


Xaimum Mafire wrote:
Plausible Pseudonym wrote:


Man, if only Paizo would publish suggested offerings that make outsiders more receptive to bargains. Or if only the Bestiary entries didn't suggest every outsider of consequence owns every possible magic item and can't benefit from any you could offer them. And damn it, every single one has Plane Shift and has free access to the material plane, so there's no service or opportunity you could offer them there.

I guess Planar Binding was useless all along.

Considering we're talking about Planetars, Ice Devils, and the like? Yeah. But, like I said, less powerful outsiders (surprisingly) would be easier to bargain with, especially with the whole undying loyalty bit.

Isn't that why they require a higher level spell?


The whole point is that binding these powerful, important creatures just to be guards and kill one rogue wouldn't sit well with them. This mage ripped them from their home, bound them, and the purpose isn't for any greater glory? This would leave a clever and knowledgeable rogue some room for his own negotiation.

Also, constructs wouldn't have this problem.


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So here's what the OP said:

Zarius wrote:
For the record, the terms are as follows: I have, through any means I choose, gained access to his main base on his private demiplane.

Maybe it was an outsider with a grudge. It doesn't matter. The example Claxon is using was a series of interconnected demiplanes, of which the Rogue has access to the "front porch", essentially. Or at least, once the Wizard crank calls a god they can figure out which demiplane the Rogue is coming on, and then convert it to a "front porch".

This "front porch" is the only way the Rogue has to reach the Wizard. You've currently gone through three separate plans (suicide bombing, suicide bombing+archers/tanglefoot bags, brown mold suicide bombing). You only get one before the Wizard cuts off the "front porch" and the Rogue loses the Wizard forever... but the Wizard doesn't lose the Rogue, and gets to play supervillain hunting them down (by sending increasingly more powerful minions against them). The brown mold plan doesn't work unless it's fire dominant, but it doesn't have to be. What if it's half water half air? That shuts down both the brown mold and any plan using fire. What if it's just one giant column? Need some (Ex) flight. The entire space is under the Wizard's control, it could literally be almost anything.

As for the discussion about outsiders, well, it's basically irrelevant. Either the GM (the Wizard's player) thinks it's reasonable, or they don't. If they don't the OP doesn't have to worry about it. If they do then the OP better be prepared to face it. Us debating whether it's reasonable is exceedingly unlikely to have any effect whatsoever.


This "front porch" is the only way the Rogue has to reach the Wizard.

Once again, no. I don't care how interconnected these demi-planes are. If he can call outsiders, I'm going to hit him where he does that. Accessing that location through whatever means I desire to use.

You wouldn't be able to react quick enough to determine my whereabouts through your crank calling. By that time, I'm in your lair.


You know, this is a hypothetical wizard...

Have we heard from the GM yet?


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Quintain wrote:

This "front porch" is the only way the Rogue has to reach the Wizard.

Once again, no. I don't care how interconnected these demi-planes are. If he can call outsiders, I'm going to hit him where he does that. Accessing that location through whatever means I desire to use.

You wouldn't be able to react quick enough to determine my whereabouts through your crank calling. By that time, I'm in your lair.

How? Demiplanes are literally tiny dots of land in an infinite expanse of 3D space. Asteroids bouncing around the universe. A summoned outsider doesn't suddenly gain an innate knowledge of where a demiplane is or what the tuning fork for it is. How are they telling the Rogue how to find it?

Also, as I already said, let's assume the Rogue finds out where the Wizard summons their outsiders. That's the demiplane the Wizard converted to the front porch. The next time you find out the new plane being used for that? 20 days minimum, after the first outsider summoned on the new "summoning/binding" plane goes back to hell and you can actually talk to them. And then when you mount an attack, it's a "front porch" all over again. I'm pretty sure the Wizard can react fairly quickly in almost three weeks.

So why does the Rogue get a pass on dealing with the devil(s) but the Wizard must be punished? The Wizard is actually capable of summoning and murdering a specific devil. The Rogue, not so much. At the very least, the Rouge would be fighting the devil on its home turf. The Wizard can summon it to a featureless demiplane, bind a few Planetars, and let them have it. Given enough time and a big enough grudge, the Wizard could work towards actively depopulating Hell. Why would devils actively cross someone like that?

The GM has not ever shown up in this thread (and there's no indication they're on the boards at all). Everything we have is second-hand from the OP.


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How? Demiplanes are literally tiny dots of land in an infinite expanse of 3D space. Asteroids bouncing around the universe. A summoned outsider doesn't suddenly gain an innate knowledge of where a demiplane is or what the tuning fork for it is. How are they telling the Rogue how to find it?

For a wizard, you don't know your own spells?

Upon being called, a contingency sending to the rogue with the word "now" executes on the outsider, which the rogue follows up with a Discern Location on the outsider.

Now you know where he is.. and you know that the location is not protected against planar transportation.

Moreover that location will definitely making determining the method for accessing the plane a whole lot simpler.

You can also obtain a wish that gives you plane shift as a spell like ability -- which doesn't require a tuning fork.

No fork needed, knowledge of location of non-planar protected demi-plane -- boom. Infiltration granted.

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So why does the Rogue get a pass on dealing with the devil(s) but the Wizard must be punished?

Because the rogue isn't yanking the outsider from their own plane against their will and enslaving them. This pretty much immediately puts the rogue on better negotiating footing...especially since the success of the rogue would ensure that the outsider won't be called by that particular wizard ever again.

Common goals.

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That's the demiplane the Wizard converted to the front porch.

Up to this point, your front porch was a dead magic plane.

Here's the fun part. Once the devil returns to hell, the rogue can give the location of the front porch to the devil, and now you have an unbound devil all to willing to return to said demi-plane and well, bring all the forces of hell back on the wizard that is under his command.


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I wonder if I could defeat the rogue with no wbl spent as a wizard.

No items final destination. The Rogue can have items.

I think its still 10-0 for the wizard?


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From what I remember, powerful devils are described as seeing being bound as an opportunity to try and corrupt their so-called "master" so they end up damning themselves after death; even pit fiends, on the rare occasion someone strong enough to actually bind them rather than die horribly in the attempt comes along, tend to wait out the caster's lifetime; they have nothing but time.

They're also kind of in favor of slavery. Devils are lawful evil outsiders; they're not big on the whole "free will" thing.

I certainly can't imagine something as arrogant as a devil that a high-level wizard would be binding ever asking another mortal for help, and they are exactly the kinds of d&!!&eads that would try to screw over both parties in this engagement if they can. The devil might not be the wizard's biggest fan, but it would please it ENORMOUSLY while getting back at him to **** friend rogue over at the same time.


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Quintain wrote:

For a wizard, you don't know your own spells?

Upon being called, a contingency sending to the rogue with the word "now" executes on the outsider, which the rogue follows up with a Discern Location on the outsider.

Now you know where he is.. and you know that the location is not protected against planar transportation.

Moreover that location will definitely making determining the method for accessing the plane a whole lot simpler.

You can also obtain a wish that gives you plane shift as a spell like ability -- which doesn't require a tuning fork.

No fork needed, knowledge of location of non-planar protected demi-plane -- boom. Infiltration granted.

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So why does the Rogue get a pass on dealing with the devil(s) but the Wizard must be punished?

Because the rogue isn't yanking the outsider from their own plane against their will and enslaving them. This pretty much immediately puts the rogue on better negotiating footing...especially since the success of the rogue would ensure that the outsider won't be called by that particular wizard ever again.

Common goals.

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That's the demiplane the Wizard converted to the front porch.

Up to this point, your front porch was a dead magic plane.

Here's the fun part. Once the devil returns to hell, the rogue can give the location of the front porch to the devil, and now you have an unbound devil all to willing to return to said demi-plane and well, bring all the forces of hell back on the wizard that is under his command.

Let's go through this in order:

The Wizard isn't summoning Frank, the horned devil, just a horned devil. Unless the Rogue has some way to predict exactly which horned devil will be randomly sent, how is that contingency useful at all? Or did the Rogue put it on every horned devil?

Discern location has a 10 minute casting time, do you think the Wizard can't ID the contingency going off and take appropriate countermeasures in 60 rounds? There's also a 5% chance the Sending failed.

Wish is banned. So it doesn't matter what it can do.

Again, the Wizard isn't summoning the same devils over and over. Just some random horned devil. The odds of any particular horned devil being summoned again (they are infinite, right?) is zero. If they were summoning the same devils over and over, then they're constantly on the Wizard's plane and the Rogue would never meet them. The Wizard might also be paying (or otherwise bribing) them, while I have yet to see the Rogue offer anything but a chance for revenge... on someone who can utterly destroy the horned devil whenever they want (since they can apparently summon that specific devil). A chance that requires the devil to let themselves be summoned and bound while the Wizard watches them send out their cry for help. Imagine if an undercover cop had to bust a drug deal they were taking part in by calling 911 on their phone and reporting a crime in progress. If they live through it, they're probably going to get hunted down.

The front porch is just whatever plane the Rogue gets access to. It's only 6 hours to convert it from "summoning plane" to a dead magic plane. A conversion that can happen as far in advance as Contact Other Plane can find out (infinite?).

No NPC allies. This includes "all the forces of hell". Most especially because horned devils are commanders, at best. Pit fiends are the generals, and Asmodeus is the one in charge (and brooks no insubordination). "Some human was mean to me" probably ends "then serve him for the rest of his life you whiny @#$%", not "Sure, here's my entire army to help you get revenge". Actually, it probably ends "Then you owe every single devil who takes part a favor, and you can't turn any of them away".


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Quintain wrote:

For a wizard, you don't know your own spells?

Upon being called, a contingency sending to the rogue with the word "now" executes on the outsider, which the rogue follows up with a Discern Location on the outsider.

First, how did the rogue find that specific outsider ?

Second, Contingency is a personal only spell, how do the outsider has it ?

Third, you will need a very high UMD to cast Discern location reliably.

Then, nothing says the wizard will call the same outsider twice, and nothing says the outsider has any blame against the wizard to accept such thing (and risk the wrath of the wizard to boot).

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Now you know where he is.. and you know that the location is not protected against planar transportation.

Even if you know the location of the plane where the wizard called the outsider (and honestly, it's very unlikely), this plane is one of the numerous that the wizard has.

It doesn't mean that it is the main plane of the wizard (it would be stupid).

For example, a "simple" chain of planes :
1 - Material plane - Wizard's tower, linked to 2
2 - Permanent Demi plane - Front porch, linked to 1 and 3.
3 - Permanent Demi plane - Dead plane with outsiders, linked to 2, 4 and 5.
4 - Demi plane - Trapped the way you want, linked to 2.
5 - Permanent demi plane - Hall of security, linked to 3 and 6
6 - Main plane of the wizard.

The wizard will call the outsiders in the plane 2, then take the portal to go to plane 3.

The plane 4 can be trapped how you want. For example with a dead magic + fire energy plane, to inflict a lot of damage, eventually even killing him.

The plane 5 will be very high in defense while still preventing anything from going through. I'm pretty sure I'm able to make a plane 5 that is not possible to break through.

Alternatively, the wizard can simply create a demiplane and be sure no one except himself know about it. Being protected against mind reading and discern locations, nothing but a god will be able to know its existence.

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Because the rogue isn't yanking the outsider from their own plane against their will and enslaving them. This pretty much immediately puts the rogue on better negotiating footing...especially since the success of the rogue would ensure that the outsider won't be called by that particular wizard ever again.

You expect the wizard to be a dick with called outsiders, while it's the worse way you could deal with it. You even seem to believe that a couple days means a lot in the lifetime of an outsider, and that a wizard can't provide anything to him (while the rule itself provides such rewards.

If the wizard really treat its called outsiders badly (which is very stupid IMO), it would be much better to just kill them afterwards.
Leaving an powerful influential outsider with ill-intent the possibility for a revenge is way more dangerous.


I think the point was lost as to why summoning super powerful outsiders for this scenario isn't feasible.

A. Good outsiders aren't going to stand around in a box waiting to kill some random person

B. Evil outsiders, devil in particular, are going to skew any contract or negotiation heavily in their favor

C. A level 20 Wizard is going to smart enough to know all of this and bind lesser creatures or just use golems.


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The Wizard isn't summoning Frank, the horned devil, just a horned devil. Unless the Rogue has some way to predict exactly which horned devil will be randomly sent, how is that contingency useful at all? Or did the Rogue put it on every horned devil?

All devils have their own names. Finding out which ones are being called is a matter of espionage.

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Discern location has a 10 minute casting time, do you think the Wizard can't ID the contingency going off and take appropriate countermeasures in 60 rounds? There's also a 5% chance the Sending failed.

Unlikely, given it's instantaneous nature. As far as he knows, a contingency with no visible effects just went off.

If he has no idea what the effect is, what exactly is he countering?

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Wish is banned. So it doesn't matter what it can do.

If Wish is banned, then I would stipulate that limited wish is as well. And if it is not, limited wish would do just as well to accomplish what needs to happen.

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Again, the Wizard isn't summoning the same devils over and over. Just some random horned devil.

I don't see that in the details. Moreover, divination can determine the next one that the wizard calls to narrow down the options. You guys seem awful ready to stipulate details that for some odd reason are favoring the wizard despite the fact that he is all knowing and all powerful -- and eager to gloss over details that may show a chink in his armor.

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No NPC allies. This includes "all the forces of hell".

So, wait, the Wizard can call and bind npc allies, but the rogue can't use diplomatic skills to subvert said allies?

Just how slanted of a battlefield are you needing to win this contest?

Btw, they aren't allies. They just have common goals and decide not to harm each other in the acquisition of those goals. There is no help required.

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