I'm trying to murder them


Advice


One party for whom I'm acting as DM (bad idea, very bad idea) managed to get assassins on their tracks. They'll be boarding a ship soon, and the assassins will be on the ship too.

The party consists of three people: two (illegally built) PCs and the NPC they're escorting.

PC-1 is half-elf, LN, bard 3, archmage tier 10. She's known for her use of frightful presence, domination and sonic spells, especially wall of sound (extremely destructive in her hands). She has unexpectedly low armour compared to her potentially destructive and mental powers.

PC-2 is a huge ice elemental glamoured into a medium size arctic elf, LG, magus 3. He isn't as well known as PC-1, but both groups of assassins have learned the harsh way his fortes are perception, climb, acrobatics, dual swording. In combat, he makes use of feints and elemental magic.

Their ward is some weird elf kid with an aura disturbing magic - like removing the weight cap of mage hand and enabling it to work on wore items, or making prestidigitation's fireworks into actual fireballs. Those effects are random and might serve both parties or not occur at all, but mainly it's making using spells around slightly dangerous even and especially for casters - except PC-1, for some reason (GM fiat, it's plot-related). He runs stupidly fast, but it might not be important on a ship.

First group of foes is from an atheous sect seeking the destruction of all divine beings and powers, and PC-1 is on the top of their list, with the ward somewhere below her. Second group is an assassin guild with a contract on the head of the kid. I would like to know how they would go about that. The party is shipping to a place with high security, and then to a restricted area, so they would like to deliver death before they reach their destination. Both groups of foes favour chirurgical action with minimum collateral damage, and the fanatics want minimum information leaks, while the guild wants to have the corpse bearing their mark and the boy to suffer. How could they go about it? What strategies, what builds?


1 person marked this as a favorite.

Antimagic Field? Sort of the FU option, but as they're both (or all three considering the child) magic users, antimagic takes away their main method of play. From there, consider outnumbering them and using Combat Maneuvers like grapple to lock them down, make them vulnerable?

Alternatively, they want minimal collateral damage, but sinking the ship? Making them do ship to ship combat and making them deal with a canon shot or two? Make them suffer for low acrobatics and profession: sailor?

I just wanna be clear on this though... You're aiming to kill the party? Or want to make an encounter they can overcome, but with assassins prepped and trying to kill them? Whrn you say "illegally built" it makes me think you don't like these characters and want them removed, which as a GM I ask why the characters were allowed on the table in the first place?


Poison.

Something NAVY SEALS/frogmen themed, like Grippli Poison Darter Rangers with blowguns.

Dex damage poison on adamantine darts enchanted with Anchoring.

They can knock out most people on the boat, leaving the innocent alive but incapacitated, and still have time to torture the target/leave their mark/whatever.

Also, the boy's abilities do very little against physical projectiles with poison.

The Half Elf body with the elemental, PC2, may still be subject to poison. The other Half Elf, PC1, probably has very little resistance against poison, as well. Elf kid, the ward, won't be so fast after taking some Dex damage, and that's if he can run at all from the Anchoring darts... I don't know if his antimagic aura negates projectile enchanments.


wait one pc has 10 mythic ranks and the other does not?


I'm guessing that PC2, has the entirety of a CR 7 Ice Elemental (huge) including stats (more intelligent probably for a Magus), abilities, and feats. Probably using the elemental's Numbing Cold ability with Frostbite or Chill Touch and the Magus Spellcombat/Spellstrike stuffs.

Still not 10 mystic ranks, but I can at least see what an ice elemental magus could be about. With Spellcombat/Spellstrike and Frostbite, you can use Enforcer/Hurtful intimidation shenanigans, too.


1 person marked this as a favorite.

First, the casters create fog banks with control weather or fog cloud spells to cut the ship's visibility (using familiars or other means to keep track of the ship if it starts trying evade. Then they cast a reverse gravity spell in the path of the ship. First, it probably starts funneling up water, but the crew won't see that through the fog until they hit the gravity well (which will probably have a downpour and deluge of falling water ringing the spell's perimeter as water flows up to the top and forces the existing water up there out the sides of the spell and down again. This might knock characters to the deck from the force).

Then as the ship passes into the gravity field, they must make saves or fall upward. Characters below deck are probably safe (but pressed against the ceiling or tangled in hammocks). You might give bonuses to the ones on deck if they're climbing the rigging or are holding ropes. Otherwise, they fly right up into the fog and are lost unless they can swim their way to the edges on the flowing water at the top and fall back out (hopefully into the water, which is less painful than the ship's deck, but also easy to end up stranded).

The bad guys are using levitate or other means to counter the gravity and are engaging the crew that are below decks or clinging to railings and such with a successful save. Mostly with bull rushes or trips to just dislodge them unless they're really resisting. Several may have fire shield up to punish the dual-wielding magus for every hit (they may not know he's an ice elemental, but assume he's weak to fire because he looks like an arctic elf).

Reverse Gravity wrote:

By the way…

A ship must fit entirely within the spell’s area to be affected by this spell, though creatures and objects on a ship’s deck are affected normally. If an entire ship is affected and falls back down more than 50 feet, the pilot must succeed at a DC 20 sailing check when the ship lands or it gains the sinking condition.
Source Skull & Shackles Player’s Guide

If the bad guys don't want the ship to fly up as well, they just need to make sure one of the dimensions isn't longer than the ship (kind of like making it a scouring field that just uproots crew off the deck as it passes through.) If they do, then when the ship sails out, it might get swamped and be out of commission for a time, especially if the pilot didn't make his save to hold onto the wheel.

If this happens, it would let characters stuck at the top of the gravity field swim back onto the ship as it rises up, assuming they can swim against the force of displacement as it presses the water at the top out of the way.


have the assassins hire on as ship's crew, make sure all the auxiliary boats are unusable/will sink on use, poison the ships stores, if they survive poisoning, set the boat on fire, break the rigging, and otherwise make sure the assassins delay the PC's attempts to escape the sinking ship, the "You may be stronger than us, but we're taking you with us to a watery grave! HA!"


Isaac Zephyr wrote:
I just wanna be clear on this though... You're aiming to kill the party? Or want to make an encounter they can overcome, but with assassins prepped and trying to kill them? Whrn you say "illegally built" it makes me think you don't like these characters and want them removed, which as a GM I ask why the characters were allowed on the table in the first place?

The second option. I said they were illegally built because they are, and I didn't really want people to tell me I didn't have people to allow a lvl 3 / mythic 10 or a huge elemental in a medium body as characters. I know it's unusual, but they wanted to play it and I wanted to allow it.

Sadly antimagic field isn't going to work, but it is likely to create a wild magic zone instead and cause huge mayhem. As for their acrobatics, it's far from being low for the child and the magus, but the bard is indeed manageable this way. So far however, she has already been targeted as the weak spot, so the party has already figured a few tactics for protecting her while using her as bait.

Sinking the ship is out of question, because one group seeks chirurgical operation (= killing only the targets) and the other is aiming to show off the corpse. I have prepared some ship to ship combat, but for other plots, though it might be used in some way as a distraction or something.

VoodistMonk wrote:
Something NAVY SEALS/frogmen themed, like Grippli Poison Darter Rangers with blowguns.

I am not familiar with "navy seals", what is it?

VoodistMonk wrote:
The Half Elf body with the elemental, PC2, may still be subject to poison.

No, he has the immunities of the drows. But nice try, and sorry I forgot to specify it. PC-1 has immunity against non-mythic poison, but as otherwise her Fortitude save is only +2, it is indeed very manageable. Enchantments are likely not to be affected.

Lady-J wrote:
wait one pc has 10 mythic ranks and the other does not?

PC-1 is a personal creation of Nethys. She's basically a half god, hence the mythic "racial" tier. And main reason: very fun to play.

VoodistMonk wrote:
I'm guessing that PC2, has the entirety of a CR 7 Ice Elemental (huge)

Oops, my tongue slipped (or my fingers), he's using the CR9 one. But indeed, everything on it. And actually, the player is an extremely good strategist and his built is quite efficient, even compared to 10 mythic ranks.


You're all over-complicating this. Set the boat on fire. Seriously, they've got a chance of dying from smoke inhalation, fire damage, heat stroke, etc. Mythic or not, flaming boat at sea is a real hazard. Cut the lifeboats adrift just before the boat goes up in flames (obviously, the assassins are one one or more of them, just in case), or just flat out sabotage them with more fire. Even if they SURVIVE, they're now adrift at sea with NOTHING to latch on to and the assassins are on a life boat. Start firing crossbow bolts at them until sharks come and eat them.

You don't even need a lick of magic, other than maybe a bag of holding for all of the lamp oil. At 1 sp per flask (Pint according to the Clothing and Containers page), that's 7cp for just the liquid. That's 56 copper for a gallon, or 42 gold for 75 gallons. That's 44 gold for a full barrel of lamp oil. Which, for a wooden boat, that's three times the minimum go 100% guarantee the boat goes down. Then again, it's a boat. They may, in fact, have their own supply of lamp oil. empty a barrel in the bilge, drop in a timer fuse, light, and run like hell.

I feel really bad telling you to do this, though. Without life boats - which there was potentially NONE on the boats in medieval times - they're almost assured to die on the boat. And if they jump overboard, that's even more sure death if your assassins have a couple hundred bolts. Just take pot shots until you hit them a couple times, and wait for sharks. Buh-bye.


Before someone asks "how will the assassins get away of there's no life boat", any ship can be expected to have one shoring skiff to send men ashore to gather supplies at coastal towns that don't have a large enough dock for their ship.


Zarius wrote:
You're all over-complicating this. Set the boat on fire.

Excuse me, I thought I had mentioned none of the implied parties wanted that much collateral damage. There are approximately zero chance of having the PCs aboard the ship while even 80% the crew is not, and having everything disappear into flames makes staging slightly harder. On top of that, if it is "get away from the ship or die", PC-1 is likely to use Wild Arcana to cast teleportation for her and her friends. They need the ship because they don't know enough what their destination looks like to teleport there, so they won't cast is if they can avoid it, but the spell is still accessible to them, and it's known by the wanna-be killers.

Zarius wrote:
Without life boats - which there was potentially NONE on the boats in medieval times

(Not all medieval ships had a lifeboat, but they did exist and were used.) Med-fan isn't strictly medieval. Rather, magic is more developed than technology. Making a lifeboat isn't that hard, any ship would have something in case they need it. Which, you made use of, it was just to mention it ^^


You're running religious zealots, boss. Even if their religious persuasion is no religion for anyone, you're still running religious zealots. Collateral damage only matters of anyone survives to report it. It's the high seas, whole ships went missing.


As to them popping teleport:

Wild Arcana wrote:

(See FAQ below) As a swift action, you can expend one use of mythic power to cast any one arcane spell without expending a prepared spell or spell slot. The spell must be on one of your arcane class spell lists and must be of a level that you can cast with that arcane spellcasting class.

You don’t need to have the spell prepared, nor does it need to be on your list of spells known. When casting a spell in this way, you treat your caster level as 2 levels higher for the purpose of any effect dependent on level. You can apply any metamagic feats you know to this spell, but its total adjusted level can’t be greater than that of the highest-level arcane spell you can cast from that spellcasting class.

Your mythic PC is a bard. Level 3 Bard. He CAN'T drop Teleport with this ability. He can only cast first level spells from three levels of bard, and Teleport isn't even on the Bard list at all. Even if you argue that he could cast it because the Wild Arcana says 'any arcane spell', it's still four levels over his maximum. Period. And even if, at level three, he COULD cast it, he's only a 5th level spell caster for this purpose. Does he leave his friend behind, or does he fail the escort mission?


1 person marked this as a favorite.
Zarius wrote:
You're running religious zealots, boss. Even if their religious persuasion is no religion for anyone, you're still running religious zealots. Collateral damage only matters of anyone survives to report it. It's the high seas, whole ships went missing.

I'm running religious zealots with a moral code. If they want minimal collateral damage, they'll at least try minimal collateral damage. Since they're religious zealots and not merchants, they do not care any other witnesses than themselves, but they do care themselves being witness to it.

Zarius wrote:
Your mythic PC is a bard. Level 3 Bard. He CAN'T drop Teleport with this ability. He can only cast first level spells from three levels of bard, and Teleport isn't even on the Bard list at all. Even if you argue that he could cast it because the Wild Arcana says 'any arcane spell', it's still four levels over his maximum. Period. And even if, at level three, he COULD cast it, he's only a 5th level spell caster for this purpose. Does he leave his friend behind, or does he fail the escort mission?

That makes sense. And I did notice it after a couple of spells. But I've made an habit of not modifying things that have already been used in game, even if it is overpowered from a misreading. The players find the nerf unfair. I'm trying making the encounter hard despite of that, which is why I struggle. (Please, not telling me I should have double-checked to begin with?)

Zarius wrote:
Does he leave his friend behind, or does he fail the escort mission?

Taking the first - teleport - coming back - taking the second. Not optimal, but worth a try. Given the survival probabilities of escort and friend, the ward is likely to be the first to depart, which leaves the assassins with at best one of their targets, if not none, considering PC-1 fails to move away alive after her comeback.

Pizza Lord's idea is my favourite for now. It's unusual and makes good use of their weaknesses. Even with Surge and Charisma Display, not failing a single concentration check on that might prove hard on the long run. They're just no good at endurance, and it might surprise them enough as to take a few rounds on them before they adapt. Anyway, the surprise might just be enough to trigger "What?" replies from my players, and scare them a bit, which is the main goal.

I have two assassins parties, though, not one, so any idea for the other?


Start looking at Mythic Creatures? This page has links to quite a lot of them, including some that should be a genuine challenge.


I know and intend to use them for the contract assassins, but those players won't be impressed if I don't have some nice strategy making and screenplay around it. On top of that, unlike them, I'm not that good of a character builder, so I don't exactly know which options to favour. Advice?


Pathfinder Adventure Path, Companion, Lost Omens, Rulebook Subscriber

Honestly this game is so out of whack with 3rd level characters that have extreme abilities (mythic ranks 10, ice elemental) and house rules (weird elf kid, unlimited wild arcana) that I don't think anyone will be able to give you much good advice. It is nearly impossible to figure out what will be a challenge, what won't be any challenge at all, and what would be overkill without a complete understanding of how you are playing.

In general though, I'd have one group try to take them out in a through duplicity (getting them to separate, perhaps consumable poisons or the like) and the other be focused on stealth and a sneak attack/classic assassin motif. Mostly I would want the two groups to feel different in their methods. Possibly having the groups be oppossed as well, if the group that really wanted the kid was the trickery group, and saved PC 1 from the stealth group to 'get close' that might be interesting.


1 person marked this as a favorite.

Use guns.

The kid's tricks don't work against bullets. And it's against super low touch AC unless they have somehow cheated that super high as well.

Shoot the ward from a concealed position, by an invisible enemy. Make him have all the feats and class abilities to make it effectively up to the dice if the elf kid lives or dies in the first shot. The elf kid is an NPC, right? Yep, one shot, one kill.

PC1 and PC2 have failed their mission if the dice are against them, and have to worry about carrying the body for resurrecting later, whilst they find and deal with Agent 47, and I whatever else hitmen are after them.


Letting a third level bard cast a fifth level spell that isn't even on his list isn't simply unfair and broken, it's idiotic. The ability doesn't even SAY it doesn't have to be on their list, just not prepared or on their list of known spells. This isn't a nerf, this is playing the way the ability is supposed to play.

But Voodist DOES bring up a good point. Touch AC on nearly anything (that isn't a monk or a dex build) and flat-footed AC (against anything that isn't a rogue, barbarian, or otherwise gets Uncanny Dodge) is pretty potent, no matter how you cut it. Throw in, to boot, the fact that there is, in fact, flatfooted touch AC and you can get some devastating damage any time you can deny them Dex to AC. Potions of invis, or 3-4 levels of practically any arcane spell casting class, or poor lighting and one level of Shadow Dancer, can give you that frequently.

Zealots and moral codes don't go well together, though. All zealots claim to HAVE one, and practically all of them break it the first moment it becomes inconvenient.


1 person marked this as a favorite.
Dave Justus wrote:
Honestly this game is so out of whack with 3rd level characters that have extreme abilities (mythic ranks 10, ice elemental) and house rules (weird elf kid, unlimited wild arcana) that I don't think anyone will be able to give you much good advice. It is nearly impossible to figure out what will be a challenge, what won't be any challenge at all, and what would be overkill without a complete understanding of how you are playing.

If it was easy, I would have done it on my own. Nice ideas. I already tried the classic stealth/sneak, but I can pull off something different enough, and the idea that the two groups would interlope is funny.

I'm not too comfortable with guns because I haven't used them yet, but it seems indeed like a good occasion to look at it.

Zarius wrote:
Zealots and moral codes don't go well together, though. All zealots claim to HAVE one, and practically all of them break it the first moment it becomes inconvenient.

(I'm not English speaker: a zealot's definition goes something like that, right?

Online Cambridge Dictionary wrote:
A person who has very strong opinions about something, and tries to make other people have them too

)

Oh, not so sure about that, and even if it would happen to be true, then I don't intent this group to be among "practically all of them". I like their heroic feeling, like they are the heroes and the party is the monsters. But it would be harder to keep that on if they lose their moral code.

I should have enough material to wrap something nice and apt to satisfy my players. Thanks to you all, and a special word of thanks to Zarius and VoodistMonk who have tried to give a hand all along even though the situation was tricky and my personality is s%&&.


Zealot... A zealot is a person who believes in a thing so strongly that they start killing people to enforce their beliefs. Murder, being one of the worse crimes a person can commit, causes them to start throwing out their moral code simply because it's less horrible than what they've ALREADY done, so why bother with it? After all, this whole ship is using this divine caster's services! Those heathens should die too!


1 person marked this as a favorite.

Mmh... if that were entirely true, most soldiers would be psychopaths. Which, they aren't. So I'll disagree on that one. If they were unorganized fanatics who go into arbitrary murder, then yeah, but they're a structured organization with actual rules, clear objectives, and action protocols.


3 people marked this as a favorite.

Are there mages? If they're onboard a ship, it shouldn't be too hard to shrink object some glass shards or something, mix it into their food as tiny grains of basically nothing and release the spell after they eat. There's not very much that protects you from having your intestines perforated from the inside.


2 people marked this as a favorite.
Saffron Marvelous wrote:
Are there mages? If they're onboard a ship, it shouldn't be too hard to shrink object some glass shards or something, mix it into their food as tiny grains of basically nothing and release the spell after they eat. There's not very much that protects you from having your intestines perforated from the inside.

Oh my.


Wicked!


1 person marked this as a favorite.

Most soldiers aren't zealots. Most soldiers are defenders, not aggressors. Even in the case where soldiers ARE the aggressors, they have been lead, via a variety of means (predominantly propaganda and other forms of misinformation), to believe that they are proactively defending. Few and far between are the true zealots among soldiers.

Religions - including the religion of active disbelief - is one of the few institutions that intentionally and actively puts forth the mindset of "believe as we do or die." Which is why zealotry is almost exclusively the purview of religious groups, especially cults.


Saffron Marvelous wrote:
Are there mages? If they're onboard a ship, it shouldn't be too hard to shrink object some glass shards or something, mix it into their food as tiny grains of basically nothing and release the spell after they eat. There's not very much that protects you from having your intestines perforated from the inside.

Even just general ground glass works, never mind Shrink Object. I'm surprised I didn't think of it, one of my favorite stories is a Drizit universe side-character short that actually takes place in an assassin's guild where the guy kills his mentor by putting ground glass in a cake.


1 person marked this as a favorite.
Zarius wrote:
Religions - including the religion of active disbelief - is one of the few institutions that intentionally and actively puts forth the mindset of "believe as we do or die." Which is why zealotry is almost exclusively the purview of religious groups, especially cults.

Zealot has a definition, which's been given in this thread already so I won't rehash it. But what's a mean word's meaning mean when the meaning gets through regardless? By zealot you refer to a violent fanatic. That's cool, and you've said as much. Now we can stop arguing over definitions and instead argue about ideas.

Whether zealotry is nigh exclusive to religion depends on how you define religion. I wouldn't consider, say, Communism a religion, nor imperialism nor expansionism, nor racism nor sexism, nor anarchism, nor whaling nor football nor console gaming. But boy howdy, have we gotten some violent fanatics for all of these causes, who think or thought that everyone should agree or stop breathing air. But then, I also wouldn't consider not believing in gods or Gods or goddesses a religion. Clearly we have different ideas as to what constitutes a religion.


1 person marked this as a favorite.

I don't know if I'm allowed to have two favorite posts, but both are well spoken arguments.

For me, personally, religion is synonymous with violence because of history and an overbearing religious upbringing. Look up Gilles De Rais and what he did for his beliefs in any such god that has demons.

No, there is no relevance between what anyone believes and what they ultimately do, but you have taxes and gods to thank for zealots.


2 people marked this as a favorite.

You have a glamoured ice elemental.
Why not have a glamoured medusa? She can use her social skills to cosy up to a target out of sight of others. Then she can stone them. Once stone, they can be easily damaged, and thus killed. Add in a major hat of disguise for their familiar, so that the familiar can look like the now diseased PC to pretend to be alive for a while.

/cevah


VoodistMonk wrote:
I don't know if I'm allowed to have two favorite posts, but both are well spoken arguments.

If there's a rule against it, they haven't told me yet! I pretty much just favorite posts as I read, if they're prettily worded or amusing.

VoodistMonk wrote:
For me, personally, religion is synonymous with violence because of history and an overbearing religious upbringing.

And I'll readily side with you that religion has been a catalyst for all sorts of awful. But, being an advocate of Asmodeus, I must take issue with you finding the two synonymous . . . Martin King Jr., was a reverend, and last I heard he was pretty into pacifism. Ghandi, too.

I think that religion is like any other culture with an in-group and an out-group, in that all people, if permitted, will become more and more insular as time goes on and human nature runs its course. And, whenever permitted, insular groups always turn to bullying if not overt violence. That's why we get zealous violent fanatics for all manner of causes. (And even non-causes, like nations. I dunno about you, but I totes wanna kill blokes I've never met because my country's corporations paid my country's politicians to tell me it's my duty as a citizen. (frustrated eyeroll))

For interesting further reading, I'd recommend Every Cause Wants To Become a Cult, by Eliezer Yudkowsky.

Cevah wrote:
Why not have a glamoured medusa? She can use her social skills to cosy up to a target out of sight of others. Then she can stone them.

That word has a number of definitions. Some of them more amusing than others.

Cevah wrote:
Once stone, they can be easily damaged, and thus killed. Add in a major hat of disguise for their familiar, so that the familiar can look like the now diseased PC to pretend to be alive for a while.

A city in a world of mine actually has a gorgon (I refuse to call them medusas. This hill I will die on, if need be.) that uses those exact tactics! Great minds and all that. :)


1 person marked this as a favorite.

Pulp Fiction being the one exception, I never bring up John Travolta movies, but... Battlefield Earth has a part where slaves have escaped and are flying a ship, looking at a map, and the "navigator" says maybe the lines have faded...

I envy the day that today's religion's lines have faded. When there's no difference between Greek, Roman, Christian, or Islamic MYTHOLOGY.

But that isn't the point.

To kill the target elf boy on the boat... Strix flies in with an actual kill you dead firearm. And shoots him. The end.


1 person marked this as a favorite.

All I know is, if it doesn't end like The Battle of the Blackwater, you're doing it wrong. When you kill the party, it should be balls-out epic. (I.e., even if assassins can kill them by subterfuge, and easily...it doesn't work, for whatever reason. So they have to resort to drastic measures. Then means the ship arrives at its destination, a busy port, before the assassins return. And everything goes completely pear-shaped and sideways from there.)


2 people marked this as a favorite.

To be fair, this is a game where a Barbarian can rip out your heart and eat it and only do 1d4 con damage, and fall damage can be used to pretty easily demonstrate that HP works as a measure of the body's raw durability inside and out, so while I'd have the shrunken glass thing be an instant kill on an NPC or something, for a PC I'd probably have it continuously cause bleed effects (heal, restoration, or regeneration to stop them from recurring), maybe fatigue, and a save vs nauseated with them still being sickened on a successful save. Maybe con damage. That is to say, I'd make it really bad but not an outright kill.

Now if you shrink a Roc leg to look like a drumstick and release THAT spell after they eat...


Saffron Marvelous wrote:
Now if you shrink a Roc leg to look like a drumstick and release THAT spell after they eat...

Can't. It's not marked as a concentration spell, so you need to have line of effect to break it, even if it WERE a Dismissable spell. Not being that, you have to cast Dispel Magic on it. And still need line of effect. You can't break a spell on an item in somebody's stomach.


These character builds are BS.

Sovereign Court

They are on a ship for a while presumably? Why not hit them with a disease? You can make a custom one rather than the existing ones if you want to increase the difficulty of them passing and hand it off as something the assassins cooked up for these sorts of things. Could also switch and use the unchained disease/poison rules to make them a bit nastier.


Ellias Aubec wrote:
They are on a ship for a while presumably? Why not hit them with a disease? You can make a custom one rather than the existing ones if you want to increase the difficulty of them passing and hand it off as something the assassins cooked up for these sorts of things. Could also switch and use the unchained disease/poison rules to make them a bit nastier.

Replace one of the hull boards with an magically enlarged plank of wood before the trip. At some point of the voyage, the plank shinks back to normal size, and the whole ship sinks. You commit mass murder, but hey, mission accomplished!


Is there a way to kill someone with just Prestidigitation?


Lazaryus wrote:
Ellias Aubec wrote:
They are on a ship for a while presumably? Why not hit them with a disease? You can make a custom one rather than the existing ones if you want to increase the difficulty of them passing and hand it off as something the assassins cooked up for these sorts of things. Could also switch and use the unchained disease/poison rules to make them a bit nastier.
Replace one of the hull boards with an magically enlarged plank of wood before the trip. At some point of the voyage, the plank shinks back to normal size, and the whole ship sinks. You commit mass murder, but hey, mission accomplished!

Now you just have to learn carpentry and explain to the crew why you're removing boards by yourself in the first place


Lazaryus wrote:
Is there a way to kill someone with just Prestidigitation?

If said someone was made of dirty clothes maybe. It can't do direct damage and the effects are varied but limited in power.


Cavall wrote:
Lazaryus wrote:
Is there a way to kill someone with just Prestidigitation?
If said someone was made of dirty clothes maybe. It can't do direct damage and the effects are varied but limited in power.

You can flavor a cup of poison.


Which would still taste like poison. While it says you can flavour something it doesn't say you can disguise the taste of poison, nor smell or many other properties.

But spicy hemlock! Yum yum.


get some iacane powder, the stuff from the princess bride


Zarius wrote:
Saffron Marvelous wrote:
Now if you shrink a Roc leg to look like a drumstick and release THAT spell after they eat...
Can't. It's not marked as a concentration spell, so you need to have line of effect to break it, even if it WERE a Dismissable spell. Not being that, you have to cast Dispel Magic on it. And still need line of effect. You can't break a spell on an item in somebody's stomach.

The spell specifies that speaking a word of command ends it, but even if that needs line of effect, just maintain LoE to the uneaten bone which is under the same casting of the same spell.

Community / Forums / Pathfinder / Pathfinder First Edition / Advice / I'm trying to murder them All Messageboards

Want to post a reply? Sign in.