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  1. - Top - End - #1
    Ettin in the Playground
     
    RedWizardGuy

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    Jul 2014

    Default Question concerning Teleport spell

    Greetings, I'm running through my first 3.5 campaign, and our DM is a little inexperienced as well, so we're not sure of the answer to this

    Our party is in a position such that kidnapping a certain well protected public official would greatly advance our goals. My research into possible plans of action led to this question.

    The mark's residence is protected by various magical wards and effects, not to mention guards. They are tight enough to make slipping in and out with him to be more than a little difficult. When out in the city, he is protected by a squad of bodyguards, including a pair of spellcasters. Our party wouldn't have too much trouble engaging them in a smash and grab, but couldn't do it fast enough to avoid getting slammed in turn by the city guard/army, and the mark pretty much never leaves the city. We're also hoping to avoid having our names and faces associated with the kidnapping. My character, a cerebromancer that specializes in telepathy, illusions, and various forms of crowd control, is the only primary caster we've got.

    The basic plan we've got is as follows: According to our rogue's information gathering checks, one of the mark's bodyguards is known to spend his nights at a particular brothel. He's also known for being exceptionally loyal, if somewhat dimwitted. So we kidnap the poor sap and interrogate him by magical means. Following which I manifest true mind switch followed by imprison (via power stone and scroll, I'm not that high level) Now inhabiting the bodyguard's body, and with my old body and the bodyguard's mind safely tucked away, I should be able to waltz right in the front door. There's a check for active mind altering and polymorph effects, but this involves neither. Between the information gleaned from interrogation, what the rogue was able to pick up, and a high bluff skill, I should be able to blend in without arousing suspicion. I wait until being called up to accompany the mark out into the city, which usually happens once a day. Get close to the mark, cast the silent and stilled version of Teleport, and both of us "poof" off to a location I know well where my party is waiting for us with flying mounts. Upon subduing the very surprised subject, we haul a** to a prepared location that should be quite difficult to find by either magical or mundane means.

    The catch, and the reason for this thread, is the rules as written for the spell teleport. Technically, teleport only works on willing subjects. This makes a great deal of sense for combat mechanics, otherwise a flying character could repeatedly "poof" opponents 500 feet into the air and watch them go splat. However, this is out of combat, and while the subject would not be particularly willing to go on an unscheduled trip, is not on his guard, has no idea a spell of any sort is being cast prior to it taking effect, and trusts the person casting the spell implicitly (if mistaken about actual identity). Would it make a difference if the subject was first rendered unconscious? I could probably convince our DM to just houserule it in, but I would rather stick to a plan that isn't too far off from the RAI and the way magic is supposed to work. How would you guys rule on this?

    Also, if you think of an alternative neat way to pull this off that doesn't smell too much like brie, please share, especially if it relies on my character a little less. We've got time and probably another level to prepare, and I prefer to avoid stealing the spotlight too much.

  2. - Top - End - #2
    Ettin in the Playground
     
    Zanos's Avatar

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    Default Re: Question concerning Teleport spell

    First of all, that is an awesomely complex plan. I love it. You do need to render him unconcious first, though.
    Targetting Spells
    Quote Originally Posted by SRD
    Some spells restrict you to willing targets only. Declaring yourself as a willing target is something that can be done at any time (even if you’re flat-footed or it isn’t your turn). Unconscious creatures are automatically considered willing, but a character who is conscious but immobile or helpless (such as one who is bound, cowering, grappling, paralyzed, pinned, or stunned) is not automatically willing.
    If you're very convinced that he will be willing when you do it you don't need to, but I wouldn't want to leave that up to chance for such a complex plan.
    Last edited by Zanos; 2014-07-22 at 09:38 AM.
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  3. - Top - End - #3
    Pixie in the Playground
     
    ClericGuy

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    Jul 2014

    Default Re: Question concerning Teleport spell

    Unconscious targets are always counted as willing. Perhaps a poison ring and a dose of blue whinnis could let you sneakily knock him out, then spirit him away?

  4. - Top - End - #4
    Troll in the Playground
     
    RedWizardGuy

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    Mar 2014

    Default Re: Question concerning Teleport spell

    You don't need to do anything drastic to render him unconscious. You're his "bodyguard;" just wait for him to fall asleep.

  5. - Top - End - #5
    Ettin in the Playground
     
    RedWizardGuy

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    Default Re: Question concerning Teleport spell

    Quote Originally Posted by VoxRationis View Post
    You don't need to do anything drastic to render him unconscious. You're his "bodyguard;" just wait for him to fall asleep.
    Thought of that already, bedroom's in an AMF, and I'd have to carry him past three other guards to get clear of it.

    The poison ring sounds interesting, but how would that work out as an unnoticed event? Isn't it technically a touch attack? Bear in mind that this is a caster with zilch combat training, not a rogue or assasin.

    I could pick up a spell that causes sleep, but I'm not sure what this guy's resistances are like, and the plan is quite risky as is.
    Last edited by Daishain; 2014-07-22 at 10:18 AM.

  6. - Top - End - #6
    Ettin in the Playground
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    Jul 2011

    Default Re: Question concerning Teleport spell

    Quote Originally Posted by Daishain View Post
    Thought of that already, bedroom's in an AMF, and I'd have to carry him past three other guards to get clear of it.

    The poison ring sounds interesting, but how would that work out as an unnoticed event? Isn't it technically a touch attack? Bear in mind that this is a caster with zilch combat training, not a rogue or assasin.

    I could pick up a spell that causes sleep, but I'm not sure what this guy's resistances are like, and the plan is quite risky as is.
    What are the dimensions of the bedroom? Also don't forget that doors aren't the only way out of a room. The ceiling, the floor, windows. AMF is really small so you should be able to get him out of the room, then immediately teleport him before the guards realize what's happening.
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  7. - Top - End - #7
    Ogre in the Playground
     
    SwashbucklerGuy

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    Default Re: Question concerning Teleport spell

    Quote Originally Posted by AMFV View Post
    What are the dimensions of the bedroom? Also don't forget that doors aren't the only way out of a room. The ceiling, the floor, windows. AMF is really small so you should be able to get him out of the room, then immediately teleport him before the guards realize what's happening.
    Bedroom could be a Chamber of Antimagic(SB). Dimension's don't matter in that case.
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  8. - Top - End - #8
    Ettin in the Playground
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    Default Re: Question concerning Teleport spell

    Quote Originally Posted by torrasque666 View Post
    Bedroom could be a Chamber of Antimagic(SB). Dimension's don't matter in that case.
    That's even easier then... As I said leave, but not by the door. Blow a hole in the wall, then teleport. Blow a hole in the floor, then teleport. Or the ceiling.
    My Avatar is Glimtwizzle, a Gnomish Fighter/Illusionist by Cuthalion.

  9. - Top - End - #9
    Ettin in the Playground
     
    RedWizardGuy

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    Default Re: Question concerning Teleport spell

    Not sure, all I know is that the AMF supposedly covers the entire room along with the antechamber where the guards are on watch. Perhaps the DM meant it as a spell variant or multiple overlapping zones. There are windows, but they're well secured. Might be able to cut through them or one of the walls with an adamantine weapon, but that's likely to make just a little bit of noise, waking the subject and bringing in the guards.
    Last edited by Daishain; 2014-07-22 at 10:35 AM.

  10. - Top - End - #10
    Ettin in the Playground
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    Default Re: Question concerning Teleport spell

    Quote Originally Posted by Daishain View Post
    Not sure, all I know is that the AMF supposedly covers the entire room along with the antechamber where the guards are on watch. Perhaps the DM meant it as a spell variant or multiple overlapping zones. There are windows, but they're well secured. Might be able to cut through them or one of the walls with an adamantine weapon, but that's likely to make just a little bit of noise.
    Just get something that'll eat through the floor, or explosives. You only need him for six seconds, blindfold him and plug his ears then blow up the floor. You want something that'll knock out the whole of the floor and then let you down. Then you're prepared Teleport goes off. Rust Monster on the support beams would do it (if they're not wood).
    My Avatar is Glimtwizzle, a Gnomish Fighter/Illusionist by Cuthalion.

  11. - Top - End - #11
    Barbarian in the Playground
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    Jun 2014

    Default Re: Question concerning Teleport spell

    Quote Originally Posted by Daishain View Post
    Not sure, all I know is that the AMF supposedly covers the entire room along with the antechamber where the guards are on watch. Perhaps the DM meant it as a spell variant or multiple overlapping zones. There are windows, but they're well secured. Might be able to cut through them or one of the walls with an adamantine weapon, but that's likely to make just a little bit of noise, waking the subject and bringing in the guards.
    how about a trick from a book i read? bring acid and pour it on the lock to his bedroom window then jump out and teleport away (assuming its not high enough to worry about the fall damage) oh and make sure hes knocked out before trying this, maybe you could get a nonmagical sleep potion somehow?
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  12. - Top - End - #12
    Orc in the Playground
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    Jun 2014

    Default Re: Question concerning Teleport spell

    If you have telepathy, could you maybe use a Stilled, Silenced Suggestion spell, using telepathy to suggest that he come with you? Accompanying his trusted bodyguard shouldn't qualify as "obviously harmful," so it might work.

    Especially if your allies create some kind of dangerous-seeming situation while you're escorting him. In which case you don't necessarily need the fancy metamagic and telepathy. "Come with me, I'll get you somewhere safe!"

    This is rapidly becoming an episode of Leverage, even without this extra step. I heartily approve.

    Edit: and Oil of Taggit is a poison that just puts people to sleep, or keeps them that way as the case may be. If you go for the "teleport out the window" option, it should work in the antimagic field, as it's alchemical rather than magical in nature.
    Last edited by Cowardly Griffo; 2014-07-22 at 11:07 AM.
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